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About Lumituisku

  • Rank
  • Birthday 12/16/1986

Personal Information

  • Location
    Karstula, Finland
  • Interests
    Vehicles and technology
  • Occupation
    Forest machine operator / mechanic

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  1. Well... it is possible to delete existing vehicle dismounts.. and to have.. say.. 1x riffle team (4 members) divided two.. to have double AT weapons... and to add MG as another team to vehicle. Downside however is.. That vehicle squads no longer work as intended.. also naming of units gets really funny. It kind of works.. but I would not recommend it.
  2. Btw.. there is kind of work around for this too that "May" work on some situations if you want to tinker and test how it would be.. (With vehicle carried dismounts it messes symbol menu (next to compass) for troops and even vehicles of that unit!!!) Spawn new infantry squad and you can divide it to two. Both half's can be set to carry RPG. So in the end squad has 2 men's able to fire RPG Other solution is to simply use "attach to" with that you can add infantry units to even vehicles if there is space for troops to be attached. as many squads or individuals as you want or more precisely, fits inside the vehicle.
  3. Happy new decade to everyone.
  4. Interesting question. I remember having taken look at a document Homer? posted to download section about "Dump" artillery rounds being dangerous. And what little testing I have done.. it seems that even a excess of rounds in small area really struggles to kill tanks. Even when penetration data on the on map artillery suggest that direct hit would be more than fatal to any tank. ICM usually has something like... what around up to 100mm? When HE / Heat rounds especially big ones have up to something like 300mm+ and beyond.
  5. Such saddening news. I hardly knew him other than his user icon. But what little he wrote in the forums was always a kind of text that woke feelings of a deep respect towards him. Rest in peace Eisenschwein
  6. Around 6+ silent / new Steelbeasters in my gaming "Shack" wish for IFV ATGMs too. And would love demountable MILAN launcher - Especially much those that are deep in love to Marder or British vehicles. Harry, Crow, Cuico, Flamo, Rovel and Tungsten to nickname few. And I would love that too.
  7. Merry Christmas to everyone here!
  8. Awesome. Thank you! One of shy newcomers I have introduced to sim already was in awe looking at all these uploads. Merry Christmas.
  9. So on Marder, commanders N key (Zoom / binocular) is constantly toggling zoom in/out in thermal sight on every tap, regardless is commander is overriding or not or inside / outside hatch. This is extremely annoying when doing multicrew. with other player as your gunner. Everytime you use N key, his thermal zoom level changes. Even if you are using binoculars outside hatch. Way to notice this.. go to Marder, on commanders position and press N key, you see thermal change in thermals magnification from mini screen. Or open two SB, and and join on your own networks session as both gunner and commander and you can should see this happening. I did testing with my buddy and we didn't find same problem on other vehicles. Although on Luchs there is something similar, pressing N key seems to change magnification for commanders thermal mini screen but it doesn't affect on gunners thermal magnification at all. Also my buddy had told me having witnessed something similar on cv9035-NL during the mission but we weren't able to reproduce that this time for some reason. "It may have been due to commanders overriding. "
  10. You could use event on green (civ) side that if their force becomes less than it is... mission ends.
  11. Thank you everyone. I will try to find a way if I can bring yet one more player for our little community.
  12. Out of curiosity, friend of mine asked if Steelbeast can be run on mac? I tried to find answer myself but was't able find good enough search words to find such answer. On the Shop page it does say "Requires Windows.." So I assume there is no support for other operating systems? Thanks ahead!
  13. I would be really cool to be able to have pre scripted AI behavior templates +1
  14. When I saw this topic from Ssnake I went to all of my buddies who play or I have at least got them to try Steelbeast. Some of these people are true rookies, and out of our little community. Try as I might, I didn't get any of them to log in here to reply to this post. Even when some of them have account here. They all think that there is enough "gamy" stuff already and none of them was or is interested of steelbeast because or for gaming, but as a simulator. Promise of Vast number of different fire-control systems and immersion is what got them into steel-beast in first place. None of them want's less complex version of Steelbeast. Quite opposite, all of them would love to see even more things modeled. Me included. Has Steelbeast got too complex for them? What were their experiences. Most of them said that no, they are confortable with the sim. Here is an example. I loaned licence to my friend who I got to play BMP-2 with me, because I was very interested and tempted to play that vehicle at the time. He had no experience of Steelbeast prior to this. He had not known that this sim even exist nor did he had any special love towards AFVs in genenal. After a month, he told me that he is confident with BMP-2 and truly so, all it took was for him to find his way to Wiki after me urgin him to go there. When he did, he discovered things at his own space and fell in love to that little AFV. I don't claim him to be especially good with that vehicle when it comes to tactics and how to use it tactically, but he knows his way around the vehicle pretty well Another example. My dear friend Harry. Whom I actually bought Steelbeast USB stick many years ago. Has had his interest up and down with the sim. But recently as I got him to play with me on test scenario where he had entire party of units to control alone against my forces. He was cautious because of former bad experiences with infantry, and AI. However, after a while on 4.1 he was delighted of the difference compared to past and he got to actually enjoy discovering routes and tactics and I told him some tips here and there how to make best o those. And as result he pretty much annihilated me in matter of less than an hour with his rather superior understanding of tactics (He is really into that high command stuff) And now we have started to play more and more Steelbeast together and he pretty much loves it now when you don't have to fight against the sim, but you can focus on the enemy. That wasn't the case few years ago. Though, back then missions in question were probably partly to be blamed. There are many other who I have played and tried to introduce and bring into community. Problem is... not the complexity. But rather lack of tutorials as they say it. We do have the non secred Wiki that new guys know nothing at all. And that for them seems rather difficult to browse, because they seem to get overwhelmed with things they're not interested rather than finding that specific page dedicated to vehicle of their interest. My belief is that it would be much easier for new guys if there would be link to Wiki in in-game tutorial. Steelbeast comes with lot of added recources that are cleverly hidden into folder that can be found from start up menu. - And this is something that I think most of new guys just don't find or know to look for. And I think... it is as well something that they complain with need to be more "accessible" I believe that this means that they'd like or find it more easily if there would be link in menu to take you to these folders. As for the tutorials... All the guys want more tutorials. Hah, that is even true for me. It's just that there is not enough of those, and what we have are very similar on each vehicle and basically mostly just around that vehicle specific FCS instead of tactics and how to use vehicles in the steelbeast. (Though I do admid there are some tutorials that are pretty immersive and nice. Especially cv90 tutorials.) Finally.. here are replies from 3 other guys who wrote their answers to discord as reply to Ssnakes first post on this topic. Others have replied to me by over voice during or after missions. AJ Steelbeasts is not a game. It just isn’t. It can be played as a game and enjoyed as a game. If it was a game I wouldn’t own it. Its attraction is its complexity and simulation. If they want to campaign it more, or make more tutorials by all means, but they should never dumb it down. Those youtuber’s that don’t know what they are doing, too bad for them. It isn’t their game Lusik I'm always in favor of maximum realism so I would love to have more vehicles with detailed interiors and systems to the level CV9030 or Pizzaro are. There is no point in dumping the simulation down because it is not and should not be targeted at people who do not enjoy reading manuals. Study sims is such a narrow genre that it should not be limited to just to satisfy a broader audience. It is understandable from the financial point of view of course. If struggle with something then I try to read manuals and practice rather than expecting the devs to make the game easier. To answer your last question Lumi - tactics, although Ive finished the God of War mission recently which I repeatedly failed before. It's not a easy one :slight_smile: Harry I was going to say, the devs shouldn't worry about dumping down the simulation just because some users don't bother to learn how to use it. Lots of people try and play DCS without reading any manuals and make fools of themselves on Facebook and elsewhere complaining it’s too hard, but they don't make it any less complex in order to cater to them. I think the important thing is having clear and informative tutorial material available in game. I don't think it should necessarily be left to the community to teach new players how to play Lumi - Umm... Perhaps instead a voice acted tutorial scenarios.. bit like on DCS? Harry - Possibly, or more consise and well worded briefings for tutorials and a central place to find explanations of all vehicle systems created and curated by the devs themselves The wiki can be of mixed use or not up to date, as not everyone is super interested in reading the actual vehicle manuals or the intricacies of exactly how the FCS functions, just how to use those functions in game and what keys to press when That will at least help get new players into missions and hitting targets faster, without getting annoyed or intimidated by complexity. I think it should be a principle that games are easy to learn but hard to master; you should be able to get decent competence with minimal user experience but have enough depth and complexity that they have to put time in to get the best out of the situation ------------------------------- (All below are additions just now from Harry though all this is basically what all the others have said too. Just not as clearly and as many words.)
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