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Lumituisku

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Posts posted by Lumituisku

  1. 5 hours ago, Ssnake said:

    I think we disabled towing burning messes because it's a. hazardous, and b. useless; if it's burns, it's a write-off, and it might even explode or emit hazardous substances. So, I guess we simply didn't want to promote this particular practice for being reckless and pointless (unlike going to war for minimum wage, which is also kinda reckless and considered pointless by some, but then again, sometimes it's necessary).

     

    But you need to be able to tow unmanned vehicles either as a recovery activity for them to be repaired, or to clear them being an obstacle for others. Other than obstacle removal, it won't have any practical effects. But you might still make it a goal for one player to collect all immobilized or otherwise damaged vehicles in some designated region.

     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.

  2. 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

  3. 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.

  4. On 12/10/2023 at 12:43 PM, Ssnake said:

    Ultimately this boils down to what the expectation of the AI is - that it should cover for planning error on the human side, or if SB Pro is a tool for simulation-assisted training that creates traffic jams just like they would occur if not much thought was put into traffic management when planning for a river crossing.

    As a game, I will readily admit that this would be poor design. SB Pro is, however, not designed to be a game, as I've been pointing out since 2005. It's still possible to have fun with it, and that certainly is part of the design specs, but at the end of the day it's designed to create events as talking points for the AAR so that people hopefully learn that traffic doesn't manage itself magically. You can sort things out manually like Patton once did, but Patton did this once, and I bet there was a bit of a staff discussion after that incident how traffic jams could be avoided in future operations. Chiefly, because Patton is remembered for his role as an armor general, not as a traffic cop.

     

    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. 

  5. 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.  

  6. 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.  😂

  7.  

    1 hour ago, RENEGADE-623 said:

    I was a gunner on a bradley, and even going thru rough terrain, it was no where near as bad as it is in game, you were able to engage targets without having to stop.  

     

    Out of curiosity, in game is it worse when looking to sides while traveling cross country vs looking direct front? 

  8. 3 hours ago, Fat Otaku said:

    Thank for the insight btw! I am doubtful, however, on the connection between the cupola for the M48 and M60 and TC being taught to have their heads out. If memory serves, the TCs in WW2 also fought with their heads out when possible. 

     

    3 hours ago, Fat Otaku said:

    Exactly what's bothering me when trying out the M60 in SB. I am not so convinced that, IRL, the vision blocks are as useless as they are presented in the game. I believe even the M4 medium tank IRL has better vision for the TC than what M60 has to offer in the game. (not to mention that the cupola is kept there since 105 tank M48 until the M1) I hope someone who is far more knowledgeable can adjust the modelling in the game to make the TC's vision more sensible.

     

    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. 

  9. 5 hours ago, Ssnake said:

    I think if you simply click on a vision block (or hit F4), you'll get to see through them.

    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

     

    3 hours ago, TSe419E said:

    You need to be at that level to use the cupola sights, then use your mouse to orient your view towards one of the vision blocks, then press "N."

     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. 

  10. 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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