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Pandur

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Posts posted by Pandur

  1. Its all good, i dont want to question the current order of things, its just that i tried to use this feature "intuitively" completely different, i thought it would be logic to use it the way i thought it is working, so that is what i tried. Lets say it was a user error ;) 

  2. 5 hours ago, Ssnake said:

    When the E hotkey was devised, we had no plans to go fancy one day and also define a specific reference range.

    Maybe we should change that, these days. On the face of it it's not an unreasonable request.

     

    My main reservation is that it can also work in a negative way, that you now set a reference point that you didn't intend to...

     

    I have to say, that is just the way it works now. You look in a direction, press E and the los bubble appears somewhere.

     

    5 hours ago, Ssnake said:

    ...(and what if you see a target in the sky and you hit E, should the reference distance now be infinity, the edge of the visibility limit, zero, the point on the ground under the helicopter/UAV (if you happen to have it exactly in the center of your view (and how likely is that without a permanent crosshair in your F1 view)) or something in between?

     

    Not sure where it should be when it is in the air, maybe just the way it is now, when there is no reasonable target just fall back to the way it works now, but when you aim at a spot at the ground(with binocular or a gun view) have the los bubble be exactly there.

    What i know is that when you press E now, the bubble is also nowhere near where you intend it to be since you can not "intend" it right now, just give it a direction. So if there is a way to tell the game to also take distance(the spot aimed at) into account i "think" it can only be better.

     

    If nothing else, Shift E or Ctrl E or the like could be battle position with range taken into account while just E is the way it works now.

     

    I think that could work out fine but you are right in that you need to teach the players about it and it adds one more function or variation.

  3. 24 minutes ago, Grenny said:

    No, you set the los bubble after you've reached you BP...

     

    I see, but what is the point of pressing E then if i have to go into the map after that, to adjust it by hand. I could go into the map right away and set the tactics from there right away!?

     

    I was under the impression that pressing E should give me a battle position right away relative to where i am looking(not only in bearing but also distance), since getting in contact with the enemy, pressing E, and first going into the map to fiddle with the los bubble is a bit unpractical.

    But now i at least know why sometimes things happen completely different to what i have planed since there are a few seconds where vehicles adjust to a los bubble that is at a wrong distance till i go into the map and set it by hand.

  4. What i do not understand is, when i press "E"(battle position) from commanders binocular view, should the los bubble not be more or less exactly where i aimed with the binocular(mark no2.)? Because everythime i checked it, it was somewhere else completely. Like when i aim at a road crossing, and the los bubble end up 1000m behind it or something like that.

    Do i miss something?

  5. Wow nice one, i just came back in here to say that i try a few things on my end, but no luck on my side, i could not make it go away.

    I wanted to ask if i can provide anything to help... DxDiag or something from my PC?

     

    On short range it is no problem, but it rly throws off my long range gunnery, especially on moving targets, very annoying.

     

    Lucky me i have a gunnery rating of 105 and the AI hit well for the most part in single player :P (not sure if it is internally hard capped at 100 anyways or if the extra 5 do anything)

  6. Not sure if this is still relevant, i play this yesterday first time and won it, but it was a tight match.

    If you would have asked me, id say i lost it, but game gave me a total victory.

     

    All i did was to scout well in the briefing with the 3d view for favourable terrain overlooking the objectives and i found some positions. I made it so that the shot kal tanks are 150 to 250 meters in front of the AMX "tanks", so the shot kal will "tank" the damage while the AMX can fire from the rear(first row of palm trees when you arrive from east) largely unmolested... that worked out great.

     

    It started to fall apart by the time my shot kal tanks ran out of ammo in the ready rack and had to reload ... i was overwhelmed with the effort and some started reloading in plain sight of the enemy and got shot. At that time the AMX tanks started to feel the heat as they became the target. As i took command of my last working shot kal and managed it by hand to reload some ammo in a dip i managed pop the last 3 t55´s that came charging forward, and yahweh be praised, the scenario ended right there with a major victory.

     

    In the AAR i saw they had one MTLB left and quiet a few troops but that was it.

  7. Let me say, my Steel Beasts file path(in options) is pointing to the C/Games/SBmaps folder where all the packages are, so that is working and the game starts and i can play all tutorials/tank range and stock scenarios. That is all working.

     

    However, this folder in C/games/SBmaps does NOT include the legacy maps which are stored somewhere else. That is the thing i am confused about, if they are supposed to be in the same place(maps folder)or if the packages can be stored in a completely different location.

    I am wondering if the game ever looks for the legacy maps in the location i have set in the game options.

     

    Maybe i am overthinking this, i dont know.

  8. Played Rebel Raid East Africa now twice in 2 player coop, super nice scenario, fun toys, and you go through quiet different phases in the scenario. Defend, clear path, move relive forces and reorganize and repair what is left, and then attack east.

    I enjoy that very much!

     

  9. Last version i play was 4.0, there you still needed the .ter and .hgt files and sometimes the "theme" files, that was it i think.

    It seems in 4.1 which i missed, there was a big change.

     

    Just to make sure i ask here;

     

    - I have the game in ->

     

    "C/Games/SBproPE"

     

    the maps(packages) are in ->

     

    "C/Games/SBmaps"

     

    and the legacy maps got installed into program data, i could not change that ->

     

    "C/ProgramData/eSim Games/Steel Beasts/maps"

     

    In the game options, the "file path" points to the SBmaps folder in C/Games.

     

     

    Now my confusion comes from some scenario readme files, it seem that by default the packages are supposed to be in a "packages" folder in the "maps" folder in "C/ProgramData/eSim Games/Steel Beasts/maps".

    So the legacy map folders(height, terrain and themes) are in the same folder as the "packages" folder. Is this how it should be? Did i do it wrong?

     

    Is there any problem if i have them in 2 different folders?

     

    Or is it better to just reinstall the maps installer thingy into "C/ProgramData/eSim Games/Steel Beasts/maps/packages" ?

     

    I hope i did not confuse anyone with that now, but heck, i know i am confused. Normally i do not have problems with file paths but here in SB it is special.

    I am not sure which readme explains it all, the 4.265 release notes left me puzzling.

     

    I am glad for any help!

  10. 14 hours ago, Ssnake said:

    I agree, if a mouse vector line is drawn, it should "pull" the view. If it doesn't, then something's not quite right.

    This is now bug #9971.

     

    It should, right? I am glad you say that cause i started wondering if that is supposed to be like that.

     

    It seems not many people have this problem, and i also never had this problem in any other version before, so maybe something is off with my mouse (Logitech G3 + set point software) or some setting on my PC.

    I take a look how old my set point software is and try update it or something, maybe its not the games fault ... it seems that i am the first one to report this so it has to be very rare.

  11. In the screens you can see the vector? It extends/originates from the center of the reticule(top end of vector) and the mouse is on the bottom end of the vector. In this position the sight is perfectly still. But should´nt it move down?

     

    I do have high realism selected and i know the m1a1 sights do jump on laze, that is not the problem here i think. The bottom pic is the m1a2 sep and the top is a cv3040.

     

    EDIT: i am in 1920x1080 full screen, as i always was back in older versions.

     

    EDIT2: there is another notable change, the mouse cursor always  used to be black and was hard to see in white hot TIS at times... now suddenly in 4.2 i have a white mouse cursor... is this supposed to be like that or could this indicate some other problem? Some sort of hard or software acceleration problem with the mouse or something?

    I do have the same mouse since ages, so that did not change but i upgraded to win10 only recently and played all the older versions, where things behaved normaly, in win7.

  12. This is how it looks with vector, the white mouse crosshair is invisible on screenshot.

     

    On this 2 screens the sight is perfrectly still and not moving, but the mouse is quiet a bit below the marked center of the screen(or reference point). IF i move the mouse up to shorten the vector/move the cursor to the center, the sight will start to move upward.

     

     

    4030sights.thumb.jpg.ad2b7c126dcee0f5a52c4ad5d0a09290.jpg

    m1a2sight.thumb.jpg.ad0ff7fe2291aaea42690e5834cdb461.jpg

  13. I do not have a joystick plugged in, i have nothing plugged in with an axis. Only mouse and keyboard is plugged into the PC.

     

    Its not that my picture is constantly moving but that i have to put the mouse cursor about ~1cm(measured on the real world screen) below the center of them crosshair/reticle so the gun stops moving up. Left/right is perfectly center but up/down is not.

     

    So you say that is not how its supposed to be now? I guess that is good so i can maybe fix it to be just like it used to be.

     

    If my explaination is not understandable i can try to illustrate it with a picture or two. And yes, it is absolutely consistently off in every sight i used so far, gunner sights, commander sights/citv.

     

    28 minutes ago, Ssnake said:

    I'm not aware of a recent change. Personally, I always wanted the reference center for mouse control to be the reticule of the sight. I respect the programmers' decision to use the center of the screen instead, which often (but not always) coincides. It makes programming less error prone (which is also important) and of course there's fire control systems with a moving crosshair, so what should the reference then be?

    Okay, so the screen center it is.

    If you want to check across different tanks, activate the option for the "mouse vector". That way you can at least see where the center is that the mouse uses for reference.

     

    If you find inconsistencies, please document with screenshot while the mouse vector is drawn. That makes it easier to investigate.

     

    Ok, mouse vector, i did not know about that, i will try that and make screens as needed.

    I dont know how, but something must have changed, either on my PC or the game, since the center was always in the center of the gunner reticule in almost all vehicles in all versions i play before, only now in 4.2 i notice the change first time. I did not play a 4.1 version so i dont know if it is the same in 4.1 as it is now.

  14. Hey guys, i did try to find something about it with google/forums search for 30 minutes but did not find anything.

     

    I played SB versions 2.5XX, 3.0XX, 4.0XX so far and now upgraded recently to 4.2XX( and with 4.2 there is something new with the mouse cursor in the gun sights of all tanks and also other sights.

     

    In all the older versions when i put the mouse cursor(little black crosshair)in the center of the gun sight/reticle the gun was perfectly still and centered and not moving. Now with 4.2 when i do the same, the gun is moving upwards, so for the mouse the center of the sight is well below the center of the reticle/crosshair.

     

    This makes it quiet a bit harder to aim i feel, at least for me so far, since the movement induced by the mouse cursor position is relative to an invisible(!!!?) point on the sight and no longer relative to the center of the reticle/sight. I hope you understand what i try to say.

    Since this point is invisible it is quiet a bit more fiddly to match the sights movement to a moving target and also to simply stop the sight moving on a stopped target, since you never know exactly where that point that used to be on the reticle center is located now, it is, well, an invisible point.

     

    Now, is that only for me? Is that a bug or is that a deliberate change? As said, last version i play was a 4.0 version and it was not like that and all the old versions it was also not like that... so why did that change?

     

    Greetings

  15. First, if this should be in the support section, i apologize for placeing this in general, i was not sure where this belongs.

     

    I do own 3 v3.0 licences and share and play 2 of them sometimes with 2 friends of mine. Now today i upgraded my 4.0 to 4.1 (i have 2.5, 3x 3.0, 4.0 and now 4.1).

    As i start the bundle installer it tell me old version found, it is the v3.028 version i use from time to time, and that it is recommended that i uninstall the old version.

     

    Now i want to ask;

     

    - Is it critical to uninstall 3.0 before i install latest 4.2? Will it make problems if keep 3.0 or is there a way i can have both on the computer and have them both work?

     

    - I have ~330+ user made scenarios for v3 and v4, are they all obsolete with 4.2 now?

     

    - I did not find if i absolutely need that "map server package v44" thingy, do i have to install this to get any maps? What does this do?

     

    - And the legacy map thingy, i only need this as map creator and not a user playing maps, right?

     

     

    Sorry for the questions, i read in the 4.265 release notes but i failed to make perfect sense of it.

    I did not install 4.265 yet as i still got v3.028 on the computer and i am not sure if i have to deinstall it. (I do have latest codemeter software)

     

    Thank you very much guys!

  16. Thank you for your information, but maybe you missunderstood me, or my english it lacking, its my 2nd language after all. So i apologize for that.

     

    I was looking for persons with steam accounts only because when they see me online, or i see them, we can decide to play a small 2 player game on the spot. Going into a forum, making a post and waiting for a reply that may never come, that way nothing happens spontaneous. I could send out emails all the same.

     

    Steam, Discord or even the Teamspeak server, when you hang out there, persons can see you online and ask you for a game right away, it doesnt have to be a large game every time.

    Teamspeak or Discord, they are two means to one end, where discord is the more convenient but maybe less versatile solution.

  17. Add me on steam for some casual coop missions. Small or medium scale. We can hop on my or your discord server and just play. For now i am not interested in the large scale battles that require me to be at a certain place at a certain time and that have a rather rigid command and control system. Like ranks n stuff, i am not so much into that. I just want to play coop with 1 or 2 other persons. I speak german and english.

     

    My steam profile -> https://steamcommunity.com/profiles/76561197970596905/ 

     

    Also, do people hang out on the steel beasts teamspeak for some casual coop? I havent played this game online since about 10 years, so i dont know what is going on right now?

  18. Guys can you help me, there is the Austrian Leo 2A4 skin in downloads section since 2009 or so. It has no turret roof file, so when you are in F7 view you see a totaly different roof. Thats not cool :(

    I try several times to make a roof myself by overpainting other 2A4 roofs i downloaded. but it doesnt work or fails :( I cant do it.

     

    Can someone repaint me a 2A4 roof with the 2A4 colour from the austrian leo 2A4 skin please? It is probably easy if you know what you do.

     

    This is the skin mod by Hackworth -> 

     

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