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Lumituisku

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Everything posted by Lumituisku

  1. Eeeeer... I can do that, if I am making mission yes. But let's say if I join to mission that is in being played (Live / runtime)... and I have multible units to take care off... I can't, can I? I am in understanding that mission that is live you cannot scrip embark conditions. What happens to me so often on live missions... is that I have such tunnel vision.. that I forget that I have some asset that is doing something and I might not remember to monitor it in time. Hence to me... those notices I did, were a big thing. Well.. One more thing to learn.
  2. Because besides scripting it to mission, I find this useful feature for ongoing missions too. It would be wonderful if I could just tell ARV to go and recover vehicle and bring it to base with single routing loop... and not having need to give it another route after it has hitched damaged vehicle or to tell it to proceed from waypoint with tactic. As said.. without tactic ARV won't stop to hitch vehicle if there is unconditional route attached. And with tactic one needs to remember to tell it to proceed to already planned and attached route.
  3. So for others reading this and or having had troubles with this. besides if vehicle intended to be hitched is not immobilized, I noticed following stumbling blocks to myself... and I suspect these are intentional choises made during development. It seems that if waypoint with "ARV options - Hitch nearby vehicle, if" is in Stay tactic, ARV wont proceed to hitch vehicle. but will stay. On hold, Defend, guard and supress tactics ARV will proceed to hitch nearby vehicle. If there is no waypoint tactic, and there is already another unconditional route connected to waypoint. ARV will prodeed to next route without hitching vehicle.
  4. On manual it says that when you set waypoint option Hitch nearby vehicle if it will adjust to show possible hitching range. And by look of it that range circle is way larger than I'd expect to be possible. I suppose because ARV will move to nearest vehicle and then will hitch it? However that didn't happen. Also vehicle in question wasn't broken... But would it even matter? I suppose one problem could be that I made unconnected waypoint 1 and route to vehicle on waypoint 2 where I want it to hitch it, then setting ARV option to if. And only after that made route for ARV to travel to waypoint 1... So technically it wasn't connected to route when I made those options so range ring might not be correct? But does it matter in this case?
  5. So... we have this option in waypoints, but for some reason. I cannot find out how to get this to work. I suppose I am doing something wrong? I have tried it with ARV but for some reason... ARV just doesn't do anything when it arrives to waypoint with ARV option set to "hitch nearby vehicle if - not towing vehicle" What I am doing wrong?
  6. I think.. I have seen those in more tutorials and missions when I was still using high resolutions. I didn't register it back then as I thought problem was on my end. So it might be worth to check more of them.
  7. As a training tool for correct procedures that (as I understand) it was intended for... not for... fictional / movie scenario stuff that is reckless and dangerous IRL
  8. I am not entirely sure how to write this to be understood correctly so please don't judge me too harshly. I suppose what I and my friends wish for... is sort of damage modeling that isn't on / off as in currently. Right now it seems that all fuel tanks, and ammo racks are... eeeer... modeled as one? I mean, one get's damaged so all are out. Same with coolan leaks (cv9030) and so.. I wish for modeling that would have more randomization of how much... damage there is and more invidualization... i mean.. for example with fueltank or coolant leak, crew could find safe place and do some quick "repairs" or changes so that not everything leaks out. Actually... same would be nice for Crew damage.. we have buddy aid for infantry already... so maybe something could be possible in future too for AFVs. Also.. Fire and deformation.. to have.. more visual of damage to own and enemy unit. Reason I wish for these.. is that especially fuel leak is very common and very extremely annoying reason for mission kill of unit. Ammorack I can understand to some extend but one can wish for better right? And yes I know that medic vehicle can heal crew... but I think tanks have medic bags too? for small injuries. So... a small injuries could be dealt inside vehicle with smaller amount of time or something like that. Again.. all this calls for advanced damage modeling.. that I suppose most can argue isn't necessary and is more of a visual candy. Yet... this is wish list sooo here it is. Sooo yeah. Perhaps in next gen Steelbeast, in 20XX. 😜
  9. My friend who has rather expensive joystic swears that there are massive rather annoying deadzones in Steelbeast something like 5 to 10% that don't exist on his other games and sim's. And that it was so on his old stick and to his driving wheel too. I as myself am not sure what to think of this.... so I though I would ask from you guys. Either way, he dearly wishes that there would be way to get rid of that dead zone. I did some little searching on forum with word deadzone and found really old topics / messages with that word... soo I don't know what to think. One one message I saw Ssnake mention that they have not added any purposeful deadsones to sim exept for example leo2A4 beobachten mode etc. I am pretty sure someone will come and burst out here that it is how it is in real life in vehicles, and while I agree, that is not what i want to discus. But rather if you guys have noticed something similar. Is there deadzone in Steelbeast as program, and is there way to adjust or go around it?
  10. On almost all vehicles in SB if you have selected to use to have more immersion with driving wheel or so you will see these helping details. Speed, Gear, and Brake indicator (if its on) However latter two indicators miss from follwing vehicles. Leopard 2A5 (all variants) Leopard 2A6 Leopard 2E Strv122 Centauro On these vehicles you only see speed.. with + or - marker All other vehicles seem to have indicators correctly. It would be wonderful to have Leopards 2A5 and never + Centauro to have Gear indicator and parking brake indicator included in future. 🙂
  11. Yes. However I think you misunderstood me. Because I probably explained it poorly as usual. Yes. I understand very well that if it isn't physically possible you shouldn't be able to do it. Just like on leopards. Inconsistency in DF90 however is that you can do it when PPS (commanders peri) is NOT aligned while you're out of hatch. And when you're down deep inside you can override only if Peri is aligned with gun. That's the inconsistency I'm reporting.
  12. On DF90 as commander. On Wiki there reads following. Overriding the Gun The commander can override the gun in order to either put the gunner on a target, or to engage the target himself. To override the gun, the PSS must first be aligned with the gun. When the PSS is aligned with the gun's LOS, then the commander will override the gun and turret movement by holding the P key and moving the joystick or mouse. I was wondering... that how comes that vehicle like this cannot override while out standing out of the hatch. Yet... pressing P key on keyboard causes AI gunner to stop turret movements. Then I accidentally, while just messing around, accidentally noticed that WTF I can override after all. Turned out, that when PPS (Peri) isn't aligned with gun, you can override from out of the hatch. I have strong feeling that this is not how it is supposed to be. At same time as commander... you cannot no longer override if you go back down to your sight that is noT unaligned with gun and not moving freely.
  13. - Ooookay, things just got weird. I suppose there has been changes in damage modeling and classification of what means what. Because I cannot find things you mention from damage list in mission editor? (As side note, list seems almost same on all vehicles. Whether there is hydraulically powered turret or electrically. There seem to be small items like "search light, automatic fire and laser warning receiver added to list.. but this seems basic list on most vehicles.) Could it be that at some point there has been made simplification that "Turret drive" means.. hydraulics or eletric prover? and Turret = turret jammed and turret motor or gears broken? Because I cannot find Hydraulic power or Electric power from list... or anything that I could easily identify as such. As far as I can tell... on all vehicles that I have played... exept Leopards with eletrics motors, turret drive damage = Hand cranking (arrow keyes) on either Emergency or manual mode. Soo... if that is so... then it would mean that on leopards with electric, that have turret drive damage should be able to move turret (and gun) slowly?
  14. So... -> c. Turret drive should definitely prevent all movement. If that's not the case, it's a bug. 1 - As in now on current version 4.167. Leopard 2A5s and never, when those get Turret drive damage, player is no longer able to turn turret. However same applies to moving gun up and down. I wonder, if "All movement" means that it includes gun as well? Perhaps because major eletric damage / malfunction? 2 - Also with turret drive damage there is now repeating 1 minute stabilization damage as added bonus. 3 - And reason why I got to investigate and bump this topic again is that despide turret drive damage, and players inability to move turret or gun... AI can still do both, although extremely slowly (Note AI has to be prompted to move turret) and I have not found way how I as player could do either. 4 - Aaaaand I just discovered that if leopard 2A4 get's turret drive damage. You cannot use hand cranks on emergency mode. And I don't really understand that because normally on emergency mode when i have stabilization damage, i can use hand cranks. Sooo... there seems to be conflict there or maybe it is feature I am not avare of.
  15. Awesome. I suspected something like this was the case. Thank you for quick and definite aswer!
  16. When 4.1 came out, and new scenarios were no longer compatible with older versions, I started to name my scenarios starting with letters 4.1 and then scenario name Seems that it created a problem where often... but not always happens following. I get message "4.1 scenarios-name exist! Override?" And if and when I do so.. that name isn't there.. but this saves over some other scenario on different name with... I believe 4.1 at the start. So... as I was aware of this, this time. >.< I didn't override but tried other things... and finally what I did was to take away 4.1 from start of the name and it seemed to do the trick. Soo... is it so that naming scenarios, by putting version at the start somehow fuck up saving progress? Or is there something else that I may have been accidentally messing up? I sadly don't have photos or examples because I have not been creating much recently and losing scenarios like this behind different names and the fact that loading up scenarios to check what is what is terribly slow, kinda took away lots of my creative motivation.
  17. Exatly! because changing map, and expecting others to download entire map because of such modest change... makes no sense to me
  18. Tents, and camp "things" that you could place in mission like fortifications. Mostly just for immersion purposes... Though Perhaps some could be even camoflaged
  19. Thank you all Sowith radio damage... Own units location is no longer conveyd to other players. As Gibson mentioned I understood from Ssnake that other units positions shouldn't update. But currently seems to do so. How about newly drawn graphics plans and reference points from other players? Is unit with radio damage supposed to receive those?
  20. Soo, after some testing yesterday, I am baffled. What is supposed to happen with radio damage currently? In test. It seems that on receiving end single player radio damage works as I would expect it to. Unit with broken radio doesn't seem to get radio messages or map uptades of enemy contacts. (Or atleast that's how I think it is... didn't test it in SP too thoroughly to be absolutely sure.) multiplayer and Lan session. Having radio damage only prevent's player from receiving radio "Text" and "AI voice messages" It does not effect at any way on map uptades. Enemy map uptades are still pop up on map even if one has broken radio. So I wonder... is this intentional? I suppose it could be, given how much trouble this potentionally can cause in multiplayer games where users control multipble units. But somehow I would expect unit with broken radio affecting map updates of enemy movements too. Well actually that was what I was going to try to do in my mission to enforce verbal communication training in mission, where one or some see and know, and have to convey information to tanks that execute mission based on that. But I didn't want to make it too hard for owner of scout units by disabling all enemy map uptades. As that would enforce and likely cause him getting overly fustraded with having need to jump from unit to unit all the time. Especially when he isn't that confortable reading text but is more visual person.
  21. So I was seeking information of Russian vehicles and stumbled upon this. https://thesovietarmourblog.blogspot.com/p/home.html Though to share for you guys.
  22. I suppose that is very reason why it is said that some russian tanks have edge on longer distances with their tube lauched ATGMs Thank you all for your answers. Gibson, Dejawolf and Especially Ssnake. I have learned a lot and I find all this rather valuable. There is one thing though that still bugs my thoughs. On some vehicles and ammunition there is so called minimum range. I believe I saw piece of text in Cv9030(fin) tutorial where it says that APDS ammunition takes a little while to reach its full penetration potential, as sabot parts separate from the ammunition. Those videos I have seen from sabot rounds though, suggest that separation is almost instant, though I suspect it may not be same for every ammunition? Another instance where I have seen this minimun range is with some infantry weapons. I believe it was missiles and perhaps even RPGs? With RPGs what I have noticed is that if you fire those too close to tank... it can often be fatal to infantry nearby, because of fracments from explosion. So my question and wish is as follows... Is there do we have source or method to know minimum range? Could such data added to simulation in future perhaps next to ammunition range? edit: Oh, I just though that it could be that minimum range is more valuable with HEAT warheads? Perhaps it has something to do with arming distance? I may have messed some things up in my memory. 😣
  23. Cheesus... DM33 can fly up up to 130km.... And just loses about 50m/s velocity per kilometer travelled. 😲 Umm... So when most engagements are under 4km, is it safe to assume that in Steelbeast all tank sabot rounds have full penetration up to around 4km? or atleast to "effective range"? Unlike "in popular tank games like WOT and WT." where tank rounds seems to purposefully lose penetration very rabitly. I guess, and may have witnessed how... some older DM rounds seem to lose accuracy on long distances to be worth of trying to hit target without considerable change of missing tank sized targed beoynd the effective range?
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