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Assassin 7

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Everything posted by Assassin 7

  1. Nice mission man, Great Job and lots of Tanks to shoot.
  2. As I understand this, the basic thing that I was asking referred to the M1A2 as far as subsystems goes is the FCS modes to be fixed or at least work as they do work in the Leopards. I understand that there are many enhancements such as the MRS systems that you probably already have in your military version that the PE doesn’t have (not complaining). The point of the other wishes which was mentioned before this last patch which I did notice a difference with the AI spotting abilities and reaction times which are more realistic now. Before this patch they were extremely fast at spotting you and would engage you rather unrealistically fast. I’m not seeing it now. I never said that you guys are overlooking the bugs. Thanks for the patch and I will submit a bug report if I’m still getting calls to targets I can’t see. Also I’m glad to hear that something may be done about the solution ranges, looking forward to that when it comes
  3. Didn’t have time so just shared the package as a zip. Just pm me the ID and I will add it here
  4. Sure, np. Sorry about that forgot it uses a custom map. I just updated the mission from last year fixing routes and changing some of the units. Paderborn [autocreated base].rar
  5. Version 4.0.0


    Operation Iron Fists 1) SITUATION: a) Enemy: 64th Opfor has had its eye on 3/66AR for many years. Border skirmishes have increased. Tensions are rising. There is a definite escalation in hostilities. It is not full out war. Yet! A few days ago, 64th opfor Scouts were caught in the town of Horodkivka. They were taken to HQ for interrogation. One of the Scouts revealed that an all-out invasion on 3/66 land was imminent….He was talking days! He also mentioned that the Opfor Arty Commander would be using a lot of Arty. If we find him we must destroy him immediately which will bring the Opfor Arty down blinding the Enemy. b) Own: 2/69AR forces have been deployed to 3/66AR country for war games and training for such an event of an invasion. The Command intent is to help prevent an invasion at all costs and to provide assistance to 3/66AR forces if needed. 2/69 Company is assigned as a quick reaction force to cross the Border and provide a Hasty Defense. c) Attachments and detachments: Nato Forces: Playable platoons: Check Triggers options AI Platoons: Alpha: 4 platoons of M1A2 SEP's Bravo: 2 platoons of M2A2's TOWs with missile teams/Javelins 1 platoon of CV90/35-NL's with missiles teams/Spikes Charlie: Support- Resupply, Fuel, Medics, Mechanics Other Support elements: 101st Airborne with CH-47's, Apaches, Missile Teams/Javelins F-16 support with 500 lb Bombs-15 missions, 5 Aircraft Arty:Off map-HE=60, Smoke=60, ICM=60 Tubes per battery 6 Batteries 6 Total: HE :2160 Smoke:2160 ICM:2160 Smart Ammuntion available 6 MLRS's 141th elements: Alpha: 3 platoons of Leopard 2A5DKA2's with MLRS and Precision Arty support 3/66th elements: 14 Platoon's of Leopards1A5's 2) MISSION: 2/69AR Company is to provide a quick reaction force to support 3/66 Forces by moving eastward and setting up a hasty defense to engage and destroy all enemy elements encountered in player EA zone. Your Platoon is to conduct a road march down route Blue to set up in Battle Position 1 to defend against any enemy elements that is encountered in NAI Player. 3) EXECUTION: 2/69 Company will hold position and await orders from Black 6 to move eastward into planned defensive battle positions. Your platoon will stand-by until it is your time to move out following 5/A down route blue. Order of March: -1/A -3/A -5/A -Playable Tank platoon-3 optional Triggers- M1A2 platoon, Leopard 2E platoon or Leopard 2a6M Platoon-FYI your platoon will move to BP1 on a preplotted route so just enjoy the ride until your BP. Also you do not have to stay in the BP's position due to the Arty Threat. Hint: Reposition after 2 minutes of fighting -You can get control of the forward Units: M2A2's 1B and 4B Platoons and CV90 /40C-5B platoon using trigger's also if needed. Mission designed by: Assassin7 Updated on 5-19-2021 Updated on 9-10-2022 Paderborn Map Package: https://www.steelbeasts.com/applications/core/interface/file/attachment.php?id=23998&key=1e0afdc17155469c64092fb2f17da5c3
  6. Arty in Mission Editor-Test Mode only has a 5 second count and then activates. When switching out of Test mode Arty works as intended 2022-09-14 20-50-46.mp4
  7. I can see clearly now the light is there! Lol 😂 Thanks again for the fix
  8. M1A2- Arats option TUSK option CROWS 2- Option AI to Fire within Ballistic Solution Ranges instead of given Ammunition Wiki Ranges such as M829A3 is set to 4000m but the actual SEP Ballistic Ranges for Main Gun is 200-5000m. AI will identify but not engage after 4000m. AI smarter engaging too such as I enter the external view and back up the aI shoots the ground even though we are clearly out of the LOS. Would like for this to be investigated and fixed on all current SB Vehicles. older bugs with PE customer Vehicles, Bugs to be fixed such as SEP FCS bugs reported. More realistic Engagements Times to be investigated and implemented on all Vehicles. AI reactions times to be investigated as some seem to have extremely incredible spotting abilities, an example of this is the Commander skews me to a target and I can’t even see it but AI is telling me to fire through the woods. Multiplayer to be investigated as since this release we have had several players dsyncing more often. Thanks
  9. The M1A1 Gyroscopes can take a heavy impacts and high Overpressure with slightly damaging effects. Got to remember these get slammed around during Field Training Maneuvers. I actually have see one get caught of in the Turret while traversing and ending up damaging the Turret Screen and not so much the Gyroscope Protection Cover. After that event the FF Gyroscope passed the 1800 test. I have seen some fail during Testing and after being hit with a Hammer, it would pass. The M1A2 has a backup Stabilization System as the Tank tries to keep the FCS in a Stabilization Fighting Capability until a component completely fails. SB damaging models are very basic as it’s not a maintenance Simulator but at the same time it’s a great Crew Training tool as teaching the Crew to fight from a degraded environment after being hit and taking damages.
  10. For the 2nd Gen Block 2 FLIR v6.0 to be implemented on the SEP. https://m.youtube.com/watch?v=8fuzgoBfEKM
  11. Thanks for the investigation and time devoted into this, the adjustments and the explaining. I appreciate the response and thanks for all the other bugs that your guys are investigating and fixing for the others in this Community.
  12. This is more than likely not correct as it was pulled from a WT form. But someone mentioned about the Traversing Speed of the T-72B3 in WT which there was a discussion about it. But anyways here is what was provided there. I’m sure some T-Tank Experts here have an accurate answer The 2E58 which gives it a rotation speed of 35 degrees/sec. The 2E42-4 is correct at 24 degrees/sec
  13. Thanks again and we do appreciate the investigation on this. 👍
  14. To add: we are also seen these kind of results on other Tanks as well. Such as Tank taking direct hits to the Tracks or suspension with no damage and some times it does. Seems to be randomly happening but more often than less
  15. There is also some error in the AAR too, its not scientifically precise. Its a snap shot of roughly the time around the impact, with a big fat hit ray in roughly the area of impact, and of course there are all sorts of considerations going on there, with network accuracy, and so on. It's really hard to hold anything as some kind of microscope level of analysis, and the only thing that can be considered an actual obvious problem - like where a T-72 would be hit in the direct side-on flank multiple times with no damages at all and a hit ray that doesn't penetrate (things like that). would that explain these shots too? As they could actually be offset from what they show? They are less than 1000m shots
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