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Everything posted by Wahrborg

  1. The community. I still talk to a few guys on an almost daily basis that i first met here in the old irc chat 22 years ago.
  2. Password should be "Moody" .. can´t believe i remember that stuff after so long lol
  3. hehe no, im just here for the off-topic topic thread =)
  4. Not to take away anything from a well executed defense from blue, but broken software killed more then anything. Let's play again in a version where things die or in some way react when you shoot it and see how that turns out
  5. Anyone knows where to get this game by mail in EU or even better, digital dl?
  6. If you can't run the rig with LED's, you don't run the rig.. it's like basics.. n00b
  7. Wahrborg


    Arma2 is released. Only place to buy it online at this point seems to here: http://arma2.nexway.com/ (Good dl speed and no problems with install or activation, for me) Boxed copys seems to be sold out pretty much everywhere. Will be released on steam june 30
  8. What if you built and put in models of those vehicles before any kind of deal? With the skill and experience generated over the years of introducing vehicles for SB Pro, eSim could model these vehicles with a degree of accuracy that would satisfy your selfs, PE customers and perhaps also potential customers as PR for the sim? Wouldn't having the models already in the sim before any potential deal ensure the on living of a PE version, along with good PR towards potential new customers?
  9. Tnx for the heads up. will try it out
  10. C:\ProgramData\eSim Games\Steel Beasts\Maps
  11. There is no function in game designed to do exactly that for you. But you could however do it by giving all the blue AI controled units radio damage at the start, and then make a route for them. That way the blue AI unit locations will only be updated at the start of the scenario, and their new location will only be updated once a human controled unit spots them. It's not exactly what you are looking for if i understod you correctly, but it's pretty close and it should achieve the same things more or less. Just keep in mind that radio damage fixes itself every 5 or so minutes, so you need to repeat the damage for the duration of the scenario.
  12. The latest driver, released like may 6'th, improved SB in general for me (x280). It also improved for users with older cards like 6600 and 6800 (cept for GH Lieste apparently). I cant say if it changed things with the smoke texture in particular tho, but it's absolutely a driver thats worth trying out.
  13. Well, atleast we figured out that Oscar has 5 alt accounts on SB.com since there is 5 votes on suspension. Either way, i to, want more polls.. Maybe we should start up a poll about if we want more pols, and if so we could have another poll about what the polls would be about. But first we need to make a poll about if it's ok to use polls to vote about if it's ok to use polls cuz anything else would be unfair imo.
  14. Version 1.0


    FMT HtH in a small city. One tank per side. If your tank gets blown up, a new one will spawn. Whoever killed most tanks after 20 mins wins. Sounds gay but it's really fun chasing each other around in this nice small town from Seans Iraq map.
  15. Version 1.0


    Race vs a friend on a small obstacle course full of sneaky AI. Works well with fully manned tanks. There is a few spectators seats in the hummers. I made this one way back when the AI vehicles where much easier to kill, so it might be very tricky to make it over the finish line these days.
  16. Version 1.0


    Sweden invades Germany. Cant remember how i did this scenario and to much events and conditions to figure it out at this point lol. I remember the reinforcements where performance based, and that we had fun the few times we tested it. It's on the very nice Fulda map made by Gary Owen.
  17. Version 1.0


    Another brainless HtH. 9 tanks and 9 PC's per side. Hold the center objective before the sce ends. Pretty nice height and terrain map tho.
  18. Version 1.0


    Red are seriously outnumbered and are tasked to delay Blues advance as long as possible. Scores are base on how long red can keep blue from taking the last objective. Number of units based on performance and random variables.
  19. Version 1.0


    Meeting Engagement. Red & Blue fight to gain control over two road crossings. A fairly narrow, hilly terrain with small chunks of woods makes for intense fights. 1 tank and 1 IFV coy per side. 3 objectives.
  20. Wahrborg


    Version 1.0


    Red & Blue fight over a piece of land of no importance. Open plains in the west, Dominating ridges in the center and dense woods in the east gives both sides plenty of options of how to beat each other. 4 objectives spread out around the center of the map. Both sides composed of roughly 1 tank and 1 IFV company per side.
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