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Everything posted by dejawolf

  1. thanks. the CV9040B and CV9040C were some of the first vehicles created for steel beasts pro pe way back in 2006, after the danish leopard 2A5DK and pizarro, and the second real military vehicle i ever got to explore the insides of in person. i remember sitting for the better part of 3 whole days inside the CV9040B troop compartment with my laptop, taking measures, pictures, asking the crew about specific details on the vehicle and modeling the interior.. needless to say, the exterior model was in dire need of a proper update. and yes, the vehicles in general look better now, thanks to a new lighting update that Mike has done. it takes into consideration environment light colour, which makes the vehicles blend in better with the environment. it's sort of primitive PBR. it's not perfect, but a huge step up from the older lighting system.
  2. well, actually this piece is not missing. it is called "cloth" which should rotate with the mantlet. for some unknown reason this mesh got turned off in-game..
  3. on the challenger 2, the propellant is stored below the turret ring, and scattered across the hull in protective water bins, while the APFSDS projectiles are stored above ring.
  4. cool. i'll be looking forward to seeing it in about 10 years time, once the programmers are done stuffing their faces with truffles in their mansions, and going on expensive vacations.
  5. to be fair, the challenger is still a good platform for further upgrades. the running gear is sturdy enough to carry 70+ tonnes into battle. with a new powerpack, RWS turret with a rheinmetall 120mm or 130mm, and crew in hull, and you have a potent challenger to the armata.
  6. yeah, well it's all down to Nils scheduling it.
  7. personally i would like to see popups when mousing over different switches. it could contain a short description of the switch, and the hotkey. e,g "laser, RMB" "autoloader, V" also, the ability to switch to an alternate overlay system, with more detailed information about each switch, sort of like a short tutorial. this would make it easier to jump from vehicle to vehicle, and you could study the switchology while driving to contact, if you need to brush up on some vehile-specific skills.
  8. The BMP-1 has 16mm armour protection on the sides in SB, and should be proof against 7.62mm. the marder 1 side protection is 15mm @60 degrees on the upper side, and 15mm on the lower side. whatever round you're using against the BMP-1 would penetrate the marder as well.
  9. Initial marders were death traps as well. only with the uparmour package did they become viable. armour protection on the first marders is actually equivalent to that of the BMP-1.
  10. man, those dushkas sure get some mileage on them. they're even used in 23rd century.
  11. yeah, my main point is that shell-casings are hotspots that can give away your position in thermal. especially when they are shot up through the roof, and over treetops and buildings. as an enemy vehicle, you could simply aim below where the shellcasings are, and kill the vehicle. so it's a design flaw that's not properly represented in SB.
  12. not to mention working blowoff panels, and shell ejection. paticularly for the CV9040 this is an issue, since it throws it's white-hot shells high into the air.
  13. well, the animation tools for vehicles in SB are practically non-existent, so a programmer has to go in and manually program in the movement. otherwise there would be a working animated autoloader inside the T-72 series, the ammunition doors on the leopard and abrams would move, and well.. a bunch of other things that i prepared for movement, but never happened.
  14. there are a few aspects of penetration values not taken into consideration in SB, namely "sabot wobble" during initial flight, and advanced HEAT target interactions. the first causes penetration values to fluctuate for the first 500 meters of flight, by quite a significant margin, the second can either cause the warhead to fail detonating, or "bend" into a target before penetrating. as for post-penetration effects.. this relies on a number of factors. the most common for a full penetration would be the shotgun like spray you see in popular tank games like WOT and WT. other target interactions are possible however, such as "plugging" as well as non-penetrating hits that still cause spalling. this effect can also be seen in numerous images from the gulf wars, along with a large number of declassified documents describing post-penetration effects, and it's effects on crew.
  15. i've brought it onto a few other interior models more recently, namely the DF30/90 interiors.
  16. Thanks. i created a new system of making interior models with it, to reduce the amount of time needed to make interior models, both to save cost and time. i first went through the model and compared different components in other russian vehicles to get a sense of what could be re-used, then i created a shared texture for all the bolts, cables and minor details that was shared with other vehicles. this allowed me to cut down the time needed to be spent on subsequent T-72 variants to 50 and 20 hours. it also cut the time spent on the BMP-2 interior with approximately 70-100 hours, to a mere 250 hours. Ssnake was initially furious at me for spending so much time on it, not realizing i was spending time to save time. and i've always been fascinated by russian thinking on tank design, so wanted to do something special with it. whereas western thinking on tank-design tends towards specialization, russian thinking tends towards generalization. for example the TKN-3 sight the commander uses on the T-72. is basically the same sight used on the BMP-2 and BMP-1 as well. and the engine the T-72 uses is an upgrade of the engine designed for the T-34 in WW2. It seemed efficient, so i wanted to reflect this in the way i created the model.
  17. thanks. took me about 600 hours to finish the interior model.
  18. It is constructive critiscism. If they aren't able to take that, this project is dead in the water.
  19. yeah, i don't see how this can even be close to realistic with the current control scheme. it's like trying to work the challenger 1's FCS, but it's an M1A2.. like most other sims before it, they seem to stumble on the old block of focusing on driving mechanics first, gunnery mechanics second. but well, it's still early days, maybe they'll fix it up properly, and it'll become a viable competitor to SB pro PE on the civvie market.
  20. (Q3) should switch LRF from automatic to manual mode. there's a wheel above the control handles for adjusting range manually.
  21. well sure, but that's already an issue in SB as well. The AI is way too good and fast at ID'ing targets as either enemy/friendly, especially on older vehicles. in some scenarios, especially low-light ones, you're better off just letting the AI do all the shooting, since you don't have a hope of finding that abrams tank that just went down below that hill, between those trees over there behind that artillery smoke floating by. in this case i'd say the proposed AI behaviour in IR-illuminated night combat is on par with what already exists in SB. it's far from perfect, but "vell, it vörks". you could have yourself a little bit of broken fun with it before going back to the usual MP fare of 30 minute planning session turning into 2 hours because 12Alfa keeps dropping. but hey, i've gotten plenty of work done on SB tank models in those 4AM-6AM sessions. maybe even cheated in an extra half an hour of modeling work on that M60A3 by routing units and waiting for them to reach their destination and getting engaged.
  22. put this into the normal SB target priority routine, and have each spotted light source act as a target. and give it appropriate target priority. but we all know that the SB targeting priority routine is flawed. i've lost count of the number of times i've got a tank in my sight, and just about to pull the trigger when my asshole TC decides that a bunch of troops hiding close by in a bunch of grass that i can't even see because of said grass is higher priority than that T-80U which just sent a depleted uranium dart into the air, and which is also now on it's way to the side of my fucking turret because of the previously aforementioned TC.
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