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Lumituisku

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Posts posted by Lumituisku

  1.  

    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? 

  2. 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. 

  3. 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. 

  4. 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.  

  5. I do understand problem with Saurons all seeing eye.  Though...  I wonder could I wish for a test pilot feature for community to see bu trial and error if it could actually be usable to have such autonomyous drone.   Could be like quadcopter or something, with limited mobility and range of view (or ability for scenario maker to decide its range of view). 

     

    Then by trial we could actually judge better if it...  would work like that or and what else would be needed to make such um...  developmental feature to work better in future.  :)  

     

    Such feature could actually be desirable to scenario makers in some situations.  And it could also help those who control opfor with one to few players in community games.  

  6. I think that futher developlent of detection system, and adding some more elements to it would be sufficient.

     

    • - Use of dummies
      • Wouldn't it be possible to give existing units, option to be a dummy?  Aka..  no value, that wouldn't apply to scoring..  and that perhaps would have burned texture added as default? 
    • - the use of camouflage
      • This is find very important. However adding camoflage to all units would take very long time.  With Camoflage though there is the other side "Concealment"  And effective use of shadows during movement. Also...  "leaving track trails.  / destroed vegetation".  What I would love to see to be futher developed on detection system is that players could in future find it rewarding to use shadows / concealment
    • - the use of decoy troop positions
      • Isn't this already possible though?  And especially so if we would get dummies?  Isn't it like same thing?
    4 hours ago, Ssnake said:

    The next question then is, even if we implemented all this (which we couldn't, at least not on short notice), should we push all these tasks onto the player? At which point will "more complexity is good for gameplay" flip to "too much complexity is bad for gameplay"? And if we automatize all that and the computer is largely busy fighting itself, then what's the point of it?

     

    I think that it would be beneficial to think players perspective from point of AFV crew view of what they need to train to, and especially of what would be important to rehearse often.  As for electronic warfare, unless Esims is going to implement VOIP, id leave lot of that for users to find out how they implement it.  

     

    Thought... VOIP, seems to be a thing that eventually may become necessary.  Im looking at the other services and how things are going and have a chilling feeling that it isn't coincidence that a great many games have VOIP in them.  Before I wondered why to bother to use those, but as things are going, it's actually starting to make more and more sense to use such services build into games.  

  7. Unless guys protest a lot.  

    I think Delta 2 platoon goes on following manning.

    D21 / Platoon leader  @Commissar_Martin aka Harry Team Saber UK

    D22 / platoon leaders wingman @Hedgehog 

    D 23 Lumis wingman @MTLB-CMDR_Finn aka Leafy (FIN) (Maybe) 

    D 24  Platoon sergeant @Lumituisku Team Saber (FIN)

     

    we may swap things up yet..   but I am thinking like this because  Harry is really good at listening communication and in tactics and he can chat english with Hedge.

    And on second section I can chat Finnish if need be with Leafy.  This time seems that I didn't get anyone else to come and even Leafy isn't certain yet.  

  8. I'll come. I have 2 weeks vagation starting at 11th so I don't need to wake up 4am. And also I want to participate on this event for Swordsman's memory.  + It doesn't hurt that scenario is in Finland with Finnish units  ❤️ 

     

    I don't what to sign up for at this time.  But I will ask my guys if they are interested of forming a platoon. I could be able to scramble almost Finnish platoon of something. 

  9. Trick I use is that I make a waypoint near my unit.  And plot route from waypoint.  once I am ready, I will make a route from my unit to that waypoint. And that way connecting my unit to route I planned...  Or part of the route. and my unit will continue along the route from what ever waypoint onward. 

     

    If I want to make a detour, and I find myself elsewhere near waypoint on that route.  I just make a new route from my unit to neares waypoint of route I designed.

     

    Also while on route, if I want to stop or I end up doing something.  Just hitting  "C"  as continue   will make my unit continue where it was left on the route.

     

    It is recommended to make waypoints on your route like every 500 - 1000 meters  or less.   It can be tedious at first but on long term it will pay itself off.   

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