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Showing content with the highest reputation since 04/11/2024 in Posts

  1. As some players reported, T-80U and T-64B have UNLIMITED and extremely fast reload. We would very grateful if you people could fix this problem. Thank you. 466f66d4ae676a8f.mp4
    4 points
  2. Yes I am, it happens on many scenarios (including distributed scenarios on here) then we tested what was going on. I`m suspecing that some specific tank such asT-80U fires unlimited amount of missiles if it loaded and fired once. Here is improvised testing scenario for the issue we talk about. T1.sce
    2 points
  3. Case, hopefully, solved. Fellow software developers: Don't run Steel Beasts while your debugger is open. The CodeMeter runtime doesn't like that, and will lock the CodeMeter container in use. But if it has happened: Send me a CmDUST log file and a license request file, and I'll unlock your CM stick again (until you test my patience doing the same mistake over and over, at which point I'll assume malicious intent, or trolling).
    1 point
  4. Please send an email to @Ssnake. This situation cannot be handled here, on web board, as I suspect. Mail address is his user name here @ avatar picture .com
    1 point
  5. I guess a bear? We have "bin chickens":
    1 point
  6. Thanks for making me feel at home:
    1 point
  7. I would expect the Luchs driver (and reverse driver) to have an image intensifier vision block facing forward (reverse), each. Now bug #12278.
    1 point
  8. In the short term I guess the "fix" for this scenario will be to make the dismount teams "player owned" and they will travel in "player owned if ..." vehicles. I'm not sure if the same work around will work for the scenarios mentioned elsewhere, but I'll review them once I know that changing the ownership in this one works.
    1 point
  9. @Ssnake@Volcano I think I found the issue. Test scenario: The "control" (1-1/A dismounts) are fine - both display the 3D world interface: The "test" (1-4/A) is setup with: 1 x dismount team (1-3A/A) Player owned. 2 x vehicles (1-4/A) and one dismount team (1-4A/A) "player owned if ..." - Trigger 1 activated. - Mission time > 5 minutes. - 1-4/A arrives in "Change ownership" Outcomes: Trigger 2 activated (just to see what the start state is): 1-3A/A remains player owned and UAS controls visible: 1-4A/A remains computer controlled and UAS controls not visible (probably intended as the Player / Tester should not be launching the UAS?): Trigger 1 activated (both dismounts now Player owned, icon changes colour), then Trigger 2 activated to dismount them: 1-3A/A remains player owned and UAS controls visible: 1-4A/A is now player owned and UAS controls not visible: Similar outcomes with elapsed time and entering the region, using three runs, one event per run to replicate the OR logic. I guess the unit losses the 3D world UAS control panel when ownership is set to "computer" but does not regain it if ownership becomes "player", based on some event, condition, trigger, etc. Scenario file: 240412 Test of UAS ownership 4_379.sce
    1 point
  10. I may have an update. After replacing the dismounts with new ones (dismount, detach, attach, mount) all was well. However that had the ownership as "player" throughout. Yesterday I edited the scenario so that the ownership reflected that of the parent vehicle and there are now reports that even when the player owns the unit (i.e. the conditions for "player if ..." are satisfied) they no longer see the 3D world control panel. I'm currently building a sandbox test scenario and will report back.
    1 point
  11. Gibsonm, The SWMBO, has decreed that the basement will be effectively referred to as the mancave and is now my domain. My wife has also stopped tracking my kit collection, so I am way past having to justify a new kit or sneaking it into the door. You can't go wrong with those Tamiya kits, static or rc. Andy Scrapper_511, My collection was built over a few years, especially during the time I was deployed to Iraq and other exotic destinations. Andy
    1 point
  12. 1 point
  13. ...an another thing: Airburst munitions(timed or proximity fuse) for the mortars
    1 point
  14. I suspect that this is a case where we "invent" a dismount unit that's actually the vehicle commander, so in that sense we're technically not dealing with a duplicate ID. That said, V5 is all about getting rid of these hacks and organize things properly rather than squeezing functions from the last bit available in unit status bytes.
    1 point
  15. While we are on a role with Ver 5 "things" ... Can we add some additional granularity to unit name (or maybe display their unit IDs)? I have a unit called "XO Spec" unfortunately the dismount is also XO Spec: As a result trying to use the logic choice: becomes problematic as they are listed twice and it seems even the smallest turn of the mouse wheel (or click) moves you from the 1st "XO Spec" to the 2nd one. As a result I'm never certain as to which one I've selected until I test it and almost inevitably find that I made the wrong choice. The call sign template doesn't seem to provide any obvious way to distinguish the vehicle from the people: Can we add an additional description to the Call Sign template, or perhaps can we be shown the "unit ID" since as I understand it these are unique, with the vehicle and the passengers having different / unique Unit IDs?
    1 point
  16. THAT ... Is impressive !
    1 point
  17. my new toy from santank claus
    1 point
  18. Yes, these are hydraulic controls and are actually from a Marder, not a Leopard. We have a set in our 'Control Handle Museum' 😊 The same ebay seller has a set of control handles from a Leopard 1A5 https://www.ebay.com/itm/TANK-LEOPARD-COTROLLER-STICK-HANDLE-CONTROL-HYDRAULIC-BUNDESWEHR-BW-GERMAN-ARMY/173552667258?_trkparms=aid%3D333200%26algo%3DCOMP.MBE%26ao%3D1%26asc%3D20190129125700%26meid%3D38f8128c774c45f390fcbf5266e578a8%26pid%3D100752%26rk%3D1%26rkt%3D12%26sd%3D172976831998%26itm%3D173552667258&_trksid=p2047675.c100752.m1982 These are much easier to convert to a USB device for Steel Beasts as they use standard potentiometers and switches. We've converted a few of these ourselves.
    1 point
  19. There is some control handles on ebay. You just have to figure the connections. https://www.ebay.com/itm/TANK-LEOPARD-FIRING-GUN-COTROLLER-GUNNERS-STICK-HANDLE-CONTROL-HYDRAULIC-REXROTH-/172976831998
    1 point
  20. You mean to get in? On the M-60s there is a place on the loader's hatch to put a pad lock. I suspesct the M-1s are similar. If you lose the lock/key you could latch the hatch down, from the inside, by putting your arm through the periscope flap/hatch. Close the flap and your tank is just as secure as it is with a pad lock, just not as easy to get open.
    1 point
  21. A simple (I emphasize on the word simple) gunner controller could be easily made using the electronics of a cheap usb steering wheel. All that is needed is there, I was even able to play SB using a steering wheel -and the acceleration for up/down movement- back at the time. If only we had a proper 3d printed plastic case -no need to be an exact 1:1 replica if royalties are involved- to embed the cables in it.....
    1 point
  22. Anyone interested in the M47 manual?
    1 point
  23. 1 point
  24. Plus, the gift that keeps giving. LARS has been retired in the late 90s, but someone thought, rather than paying for the disposal of these munitions we might just as well fire the old 110mm rockts from the 227mm MLRS and save money. So, they bought adapters for millions. Sounds not too bad yet? Except, they never fired those rockets. Not only is their shelf life expired. They can't be safely disposed of because the rocket bodies are seeping explosives, so you can't pull them out of the storage racks without everything blowing up in your face. 🙄
    0 points
  25. Gunner`s control handles replicas are "specialised equipment for military training" per Wassenaar agreements. This basically means no export or import without end-user certificate and proper licenses in North America and EU.
    0 points
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