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stormrider_sp

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About stormrider_sp

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    Senior Member

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  • Location
    UK
  1. 24/7 Server

    Cmon lads. The kid was just another troll. Lets get back to topic which is already very interesting.
  2. 24/7 Server

    Sorry lad, this is no counter strike. Most people here work most of their time, so chances are that you wont find anyone in the lobby to play with without arranging a meet...
  3. Russian Federation Motorized Rifle Regiment

    You made that template, but could you save it? Whenever I try to create my own templates, they dont load up. Instead, a single Leclerc tank appears.
  4. History of US Tanks.

    Made of the best armor type available for sure.
  5. Steel Beasts: Content Wish List

    I would like to have Extra Wide Formations for those desert scenarios where one company attacks on line and covers ~5km wide of ground.
  6. T-55AM Armor "leak"?

    Riders on the Storm by 1-4 Cav Ops Staff (Armor mag of May-Jun 1991, pg 16)
  7. Version 1.0.0

    9 downloads

    Choc Chip Camo for Steel Beasts v4+ by stormrider_sp Description: The Desert Battle Dress Uniform (DBDU) is a U.S. arid-environment camouflage battle uniform that was used by the United States Armed Forces from the early 1980s to the early to mid 1990s, most notably during the Persian Gulf War. Although the U.S. military has long since abandoned the pattern, it is still in widespread use by militaries across the world as of the early 2010s. Although the chocolate-chip camouflage became well known during the Persian Gulf War, it was originally designed decades prior, in 1962. The U.S. Army, believing that it might one day become necessary to intervene in the Arab–Israeli conflicts, developed a test pattern using the deserts of southwestern United States as a model. When the hostilities in the Middle East wound down, the test pattern was mothballed. The formation of the U.S. Rapid Deployment Force (RDF) in 1979, with its remit to operate in the Middle East, and protect U.S. interests in the Persian Gulf region, saw the need for desert camouflage clothing to emerge again. How to Install: WARNING-Back up your original DDS files. Be familiar with the file structures in SB ProPE. Suggested reading the manual starts page 15 under “File Structure” through page 18. 1. Copy both files (UStanker.dds & US_molle.dds) to C:\Users\your_username\Documents\eSim Games\Steel Beasts\mods\textures\camo\desert\us 2. Make a copy of the UStanker.dds included in the zip to C:\User\your_username\Documents\eSim Games\Steel Beasts\mods\textures\camo\desert Storm Rider
  8. We love photos

    As I read, most iraqi T-72s came from either Poland or Czechoslovakia, most likely Poland because since the Soviets were also supplying the Iranians during the Iran-Iraq war, they thought fit to encourage warsaw satellite states to supply equipment to both of these countries at war. Regarding the Asad Babil, as I read, they were meant to be assembled in Iraq but the factory wasn't ready until at least 1989-1990, at a time when the situation in Europe was changing radically specially in the East. What is known is that during the Gulf War, the factory was bombed and destroyed. Chances are that Iraq didn't have enough time, resources and luck to start assembling them, but for political reasons, it was obviously a good idea to show the opposite despite all.
  9. About that deleted thread

    Because intelligence and counter intelligence are their jobs?
  10. About that deleted thread

    I agree. When I saw that declassified document from the CIA spec'ing details about the Abrams armor... What's the chance?
  11. Map Request Thread

    Thank you Dark Angel! My attempt to recreate the Gulf War battlegrounds faced with the problem that in 1991 most sources that we have available today weren't back then. What I did was to get multispectral imagery (Landsdat 4 and 5), which covered all this period with plenty of data, and play with 'calculations', that is, mixing different sprectrums (R,G,B near-infrared and infrared), the same way as geographers do to autoclassify features like softwood, hardwood, burnt terrain, moisture content... in order to turn out those nearly invisible dirt trails that existed in the middle of desert, making them brighter or contrasting against the background better, and then manually drawing the vectors. Also, between editing terrain files in GIS or in-game, it's a million times better to do it in GIS, so as I understand, the way forward is organize all the vector in a way that Steel Beasts can automatically recognize exactly what we want it to be. This is very important, specially in my position with Pro PE, because I depend on someone else's free time to get my data and put it all together into SB, therefore, the more straight forward and easy it is for him, the better. I read the manual that Ssnake posted regarding importing vector data, but I still have a few doubts which I believe you can help make it clear. 1- Roads data: GIS automatically creates a series of DBF columns, for each section of the road; and as I understood, SB also reads the metadata of the vector file. So, I need to add a column in the DBF called road-type and insert the same description as it is in Steel Beasts: dirt-trail, Paved, two-ln, ...? And/or separate each road type into different vector files which have the road-type description set in the metadata. Are these correct? 2- For the terrain, in SB there is the description and a number, for example, in Realism_(Me) theme, Sand is number 12, so if I want to create a sand area, I add a column called terrain-type and insert the number 12 for sand? Same with roads, as I understood, SB can also read the metadata when I export each feature separately, so for sand, my metadata would include terrain-type: 12- Sand Is this corret? Last thing: Is it possible to specify the pool of random objects in the DBF somehow? Thanks, Cheers
  12. Video Thread

    My Steel House: Life inside a Pizarro: At 1:33, they are playing steel beasts!
  13. Version 0.91

    35 downloads

    Terrain file for the Iraq Kuwait NW Border (94km) Special thanks to Gibson who helped me with the project.
  14. Iraq Kuwait NW Border (94x94km)

    Version 0.91

    45 downloads

    Iraq Kuwait NW Border (94x94km) Includes the locations of the Battle of 73 Easting, Medina Ridge, and the sectors of 2ACR and 1st Infantry Division (Mech) in the south, 3d Armored Division in the center until 1st Armored Division's sector up north. Special thanks to Gibson who helped me with the project.
  15. Map Request Thread

    Very interesting, thank you!
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