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Lumituisku

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Everything posted by Lumituisku

  1. Lowering Difficulty level possibly helps on spotting problem but then things might get bit too easy.
  2. Well summed up. I too am fond of using these.
  3. How about reduce weight of destroyed burning ones that those could be pushed aside. Same with popped turrets. Just to make things more manageable for players.
  4. I wish easy (no brain) way to quote over different threads and forum sections to keep topics relevant and less... Branching to off topics.
  5. Crew bailout would be nice too. As it's quite good sign that tank might be knocked out. Then again... I guess there is always change for someone staying in while another bails out.
  6. @Lusik look here. Maybe you can help if you have time.
  7. Sadly I just got phone call that I was moved from evening shift to morning. So I cannot come to game as I need to wake up like 5am. Have a good game guys.
  8. I am surpriced that it didn't happen to you before. It has happened to me like everytime. And I bet people here are like.. WTF? well they will find out eventually.
  9. I can try, but on this I would like to place my trust on @TSe419E There are three previous recordings I think. Or 4?
  10. Regular cough syrup rally. Since 2021 Check here if you can come. Kaniun mission time in Kaniun TS in 11 hours from now. I know it's Christmas eve and lot of us have families and duties. Not everyone though. So if you're one that could be called to rescue Christmas sign in here. Briefing will last 10 minutes, actual rally hopefully less than 35 minutes. We need to deliver Magical "medicine" to santa and something evil doesn't want Santa to get that. In a sense this is a Rally up along icy river from Tornio towards Korvatunturi So it is slippery... Why river? Because enemy has barricaded all roads to Korvatunturi and encircled the Santa's town. Time is running low we need to be fast and we need to decide if we give some medicine to each to carry or just one whom rest will protect at all cost. We don't have time to stop or slow down we must shoot and fight from move. And we must expect that enemy will wait us at every corner of river once they have spotted us and will try to stop us at any means possible. I need at least 5, lone souls signing to participate. Check here if you're coming. Vehicles at use are Centauro And Aslaw-25 Both are wheeled and fast and can carry small cargo of medicine. Each vehicle has secret protection system that allows vehicles to survive almost all damages. However it will be rough and crews will probably suffer concussions. This secret protection system is another reason why none of our vehicles is allowed to be left behind. Everyone must make it to end! And medicine must reach Santa in 35 minutes from the go time! Coming: 2 / minimum six (No max limit) Lumi Cavgunner Maybe: Commissar Martin
  11. Oh and it probably works in open desert with no problem. But there units can move as platoons and terrain isn't as challenging and restricted as say for example in wooded areas .. or FINLAND. Where ai needs to do lot more calculations. To avoid trees, rocks, huge number of small bodies of water, and swamps, And bridges. While Finland is extreme example. It quite effectively brings up limitations of how much calculations SB can handle at once. Even when I restricted my units mostly open areas when I reached roughly size of 4 active companies on move there started to be noticable amount of anomalies and network problems.
  12. I think to put it very simply. What MD and I are asking is ability to have less units in large Opfor game, to keep it smooth and running nicely for everyone even those with low end PCs. Ability to maintain certain number or opfor and destroyed units while being able to move or remove units that are not essential. We could script missions with lot of units and waypoints. However... The more there is calculations for AI to follow routes takes away capacity that is already low. I have seen it many times on larger missions where at point when lots of AI moves at once. My PC just isn't able to handle it anymore, and I am not only one with that problem. So being able to move lot of units / remove / add units would be handy to keep steelbeast working smoothly for all. The more there are units at close proximity of each other the more funny stuff happens and the more routes AI has to follow.. the less responsive steelbeast gets.
  13. We have ability to spawn units. This helps keeping units in mission reasonable sized so that there isn't too much lag caused by sheer numbers. I wonder if it would be possible to get ability to "select to De-spawn" units you don't no longer need or that aren't anymore a factor in the scenario. I know there is ability to make destroed units to disappear. But what I am thinking is to have ability to make even alive units to disappear. And to choose to keep some dead units. Because those can be mission crusial. For example.. tank colum destroed on a bridge, making it practically impossible to cross. That wouldn't work if option for destroed units to de-spawn automatically was selected.
  14. Heh, guys. Turns out, my last minute scrambles caused quite bit of problems. Someone might have noticed that the theme didn't match one in the pictures posted here. Thats because the map change changed also my modified theme - something that I totally didn't realize. Hence I had lots of problems with traction and getting units to move as I needed. But most importantly... map was littered with stones, and trees were awfully... bushy as on normal map. On my modified theme, those were supposed to be High vis, and with snowy ground. Fortunately I had some cheats... I was able to keep momentum on for you guys. Not to run it to a stalemate as so many times before. But sadly I think it probably wasn't very fun with the bushy trees. And that I had to cheat. Something that I was supposed to be able to go without. But it's good that it was there. I honestly don't understand how I managed to pull this off as well as it came. End result was pretty much what I had hoped for, that both parties were severely depleted.. but that soviet steamroll was "nearly" unstobbable. You nearly made it stall for good in several occasions. I hope you guys enjoed. I am sorry that I managed to fuck up with the theme... and sorry for Wiesel guys... I actually found it from my memo to have it M113 tow instead that it would be playable.. but in my rushing get this ready I had not forgotten how awfull it might be to have AI vehicle there. Perhaps next time this will be on American cold war forces. M1A1s.. and M113s... and hopefully... on correct fucking theme that time. If we ever play this again. PS.. I think I did run out of waypoints for redside. I had nearly 500 preplanned waypoints. And I found myself deleting useless waypoints just in case since my units seemed... unresponsive at times at half way of mission. 😂
  15. Heres the mission file for Host / CO https://drive.google.com/file/d/1CJss5QctTD0sCHUWoG7jDJ-vdAY3PgDw/view?usp=sharing
  16. There's just one recon platoon, not two. Nice. Ill try to get my hands on the map then to embed it to final scenario version.
  17. Tankograds Blog he has discord channel too. https://thesovietarmourblog.blogspot.com/p/home.html?m=1
  18. Out of curiosity, in game is it worse when looking to sides while traveling cross country vs looking direct front?
  19. That would be @TSe419E He served on those for many years. anything he says you can take pretty much as a fact. And he did just confirm that those were... ungainly. Yeah sucks but that's how things sometimes are on Armor. Also about Track IR It's slightly better but not much. You cannot move your head sideways only in depth. So in essence it's same as with N key just bit.. smoother.
  20. I'm pretty sure there's no such option or it's missing from M60. Probably for some reason perhaps because physical distance to vision locks? That in needs to lean in like This how ever is really slow and ungainly. And pretty much reason why I was swinging commander's cupola back and forth on first place.
  21. Hi there. Today I got this idea that could it be possible to change some mission editor placeable object into a landmine / IED? Like perhaps one of signs, or maybe that Claymore mine? It would still require mission editor to actually place IED on that location, but atleast it could be possible to have something "Fishy" on the ground on a small "Point" area. And also make it feasible to use engineers to disarm the danger. In Finland in antitank unit where I served each squad of troops of heavy reqoilles riffle was issued with 4 landmines. To either scratter on dirt road (prefetably buried) Or to make a stacked big bomb, to destroy possible plow / roller tank. Currendly in steelbeast its sort of possible to have single landmines on a road... but it requires lot of em being outside of road. So I was thinking what if using wismod for Claymore or one of the signs that are placeable on mission editor. That way even the person without the mod could still see the anomaly and get feeling that it may not be good idea to drive over this spot.
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