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Everything posted by Apocalypse 31
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Helicopters Won't Engage Targets / Can't Hit Targets
Apocalypse 31 replied to Apocalypse 31's topic in Support
Tiger seems even more hesitant to engage targets -
Helicopters Won't Engage Targets / Can't Hit Targets
Apocalypse 31 replied to Apocalypse 31's topic in Support
Video #2 (still HD buffering) Definitely accuracy issues. Having trouble acquiring targets (as initially reported) And also engaging targets so close that it damages itself. It's definitely not a vehicle I'd use with an active threat if it has this much trouble engaging. -
Helicopters Won't Engage Targets / Can't Hit Targets
Apocalypse 31 replied to Apocalypse 31's topic in Support
Just confirmed loadout Flew it again Same results AH1 not engaging with 40mm. I'll run it in a more sterile environment (totally flat, desert with zero foliage) to get the most vanilla test run. -
Helicopters Won't Engage Targets / Can't Hit Targets
Apocalypse 31 replied to Apocalypse 31's topic in Support
Yup. You're correct. I removed the 40mm from the loadout because it has no worth and is actually more risky to army heli's with it. Running it again and will report back. But they still don't engage targets with other weapon systems. -
Helicopters Won't Engage Targets / Can't Hit Targets
Apocalypse 31 replied to Apocalypse 31's topic in Support
Oh ok. I marked this as solved then, since you say it has no problems. Feel free to delete the thread Sure, but sometimes I don't want my helicopter flying in 1k circles in an area, especially if there's AAA/SHORAD. There's no reason a stationary helicopter, as seen in my video, shouldn't be completely annihilating that small group of BMs -
4.377 I was able to get it to use its TOW on an ENGAGE waypoint / racetrack but it won't engage targets that are presented within easy view or can't hit those targets accurately.
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Fun fact - this thing can fire 30 mini bayonets out of the barrel, with deadly accuracy up to 500 meters. It's a new thing since the 1300s when having a bayonet was actually a functional piece of equipment that acted as a secondary weapon. Every generation gets its chance - and I certainly I wouldn't underestimate this generation.
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Glad to see you back. I hope we can get a release at some point this year.
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Map making. Copy Paste elements and textures ?
Apocalypse 31 replied to EasyE's topic in Scenario and Maps
I wish. -
Polaczki cebulaczki grajacy w steel beasta
Apocalypse 31 replied to MANOFSTEEL203V203's topic in General Discussion
We have Polish players in TankSim -
Have you played the demo?
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Yup. Incredible game and great developer. He actually made some changes that I asked for in a patch last month.
- 938 replies
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- insurgency
- ghost recon
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I'm one of those people - but ironically, I find the SF mechanics to just be too simple.
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Sure. But it doesn't play well or make sense to many people. People are starting to speak up about it. The developer is banning them.
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If ONLY other game developers figured this out at some point? Close Combat 1 figured this out in 1996 Battle Academy 2 figured it out Even Combat Mission continues to figure this out. Second Front developers couldn't figure it out and it feels like a children's game. Real combat is NOT linear and isolated events but rather effects compounded over time and applied to psychological effects of a human. Battle Academy and Close Combat do this VERY well and allow players to apply the basics of fire and maneuver by applying MASS against the enemy - consistent psychological effects after each engagement This doesn't exist in Second Front. 3 friendly squads firing on an enemy is just 3 isolated dice rolls, whereas Battle Academy treats that same engagement like 3 compounded engagements.
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Second Front. It just didn't feel right. Come to find out that it uses Random Number Generation with combat engagements and no tertiary effects. You can literally fire at an enemy 20 times or 100 times but won't see any effects until you roll the right number. I don't want to refund it, but it also feels like the definition of insanity - doing the same repeatedly and expecting different results. The fact that they're using RNG as the basis for combat mechanics is really really sad and unfortunate. Other games like Close Combat and Battle Academy have figured out how to model effects of morale and combat effectiveness over time, instead of relying on a static number.
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And save the theme for future use. 👍
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No news since 6 December. Hope his exams were ok
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You can set scripted indirect fire to not cause any damage
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I'm publishing this thing. It's not done yet, but it's coming along.
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Version 1.0.0
160 downloads
Limnos Island Map Commonly known as ALTIS in the game ARMA III. This project is maybe 50% complete, but I've been working on it since 2018 and I wanted to finally just get it published. This is with great help from @MatsW, who kindly provided me the height map of the blank island of Limnos many years ago. 1. Every object you see in game is hand placed with the exception of the road network, which I also had to replace. Every bush, tree, house, and stream has been hand placed with consideration for the scale and terrain of the real life island but also adapted to the fictional island of Altis, which is just under 1/2 scale of the real island. This map has taken so long that I've actually had to revert back much work to update certain areas to Steel Beasts standards - for example - in 4.1 we were given terrain alteration tools which helped drastically, but that also meant going back and re-do much of the work that was already done. Recently, Custom Line objects were also added - this caused me to go back and deleted hundreds, maybe thousands, of standard Line Objects that I used across the map. This has taken a lot of effort. 2. Some of the villages are modelled accurately to ARMA III, but in many cases it wasn't possible due to many factors. The terrain in ARMA is smaller than 1/2 scale, so there was much more room in the 1:1 Steel Beasts version that I've made. The designers of the Altis island also made some drastic adjustments to the real life terrain, flattening many areas that aren't flat on the real life island of Limnos. 3. This map is an ongoing project and I assess it to be about 50% complete. The main area where the ARMA III campaign takes place is 'good enough' at this point, but everything on the west and northwest side of the island has been untouched. Areas that are incomplete show small streams as house outlines. To Install: Download the zip file and drop the contents in your Map Packages directory C:\ProgramData\eSim Games\Steel Beasts\maps -