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Lumituisku

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Everything posted by Lumituisku

  1. Yes. That is how I understand it, but I actually tried to ask - Does this small hole actually move up and down along with the sight? I think Sight and Sight-shield are two different things, and later one with hole would not move up and down, only sideways along with turret, so aiming up and down would be limited / not possible as it currently is? Or perhaps I am mistaken.
  2. Physical media / terrain installer? Now I feel bit lost here. What is that thing? Or is it just like... USB memory stick / dvd, instead of direct download from interned? And printed manual - I am so waiting for that one!
  3. In steelbeast we have a small number of vehicles that have a small observation hole in sight shield (usually for day sight). And from that hole gunner or sometimes commander is able to see / possibly engage targets. I was looking some vehicle in interned and started to wonder why that vehicle has a long narrow hole in its shight shield instead of a hole like in CV. Then I suddenly realized that this sight shield comes down from above to protect gunners sight. And I think.. it kind of is solid? I actually went to ask my friend who has served on CV9030 and he pointed out that it would not move, because it is sized so that gunner can still engage. Though after a while he got unsure too, it could be possible that sight shield moves up an down a little bit along the gunners sight for reticle to stay in center of that hole. He wasn't 100% sure because he is mainly a driver on cv90. However.. I noticed that leopard 2A6 has that kind of small hole as well, and on Leopard, doghouse doors close from sides and yet on that too hole moves up and down along sight shield. This seems to be visible on All leopards from 2A5 and never And on cv9030 (fin) and cv9035 NL though in case of CV90s... it could be possible that sight shield moves up and down slightly to allow observation up and down. With leopards... that seems more unlikely, but perhaps I am mistaken. So... I am wondering how it, truly is in real vehicles, because something on this doesn't quite feel right. Perhaps this is just something that was purposefully not modeled.
  4. I feel you on this, I have too many of that kind of missions with blank descriptions too Though I am thinking that maybe it would be better to add description or to fill briefing at very least before / when it is intended to be saved. - I rarely know what I end up before hand, but I do know what I have when I am going to save and give name for it. -- Oh here's another very small thing that popped up to my mind. It would be neat if standard base for briefing would be blank and one could choose what languages base for briefing to implement at the point when it is to be worked on. It would be nice because I at least like to use Finnish or Russian language pack during my gaming, but I naturally write missions on English. And I do intent to make one mission on Swedish.
  5. I am not entirely sure if we have understood each other well enough here. It sounds as if you are getting close. Ill try to explain a bit better with screenshot. So, yes as you said there is indeed a briefing section on single and multiplayer, where you can see summary of mission, if scenario designer has written one. however when we go to mission editor we get this blank map, and then we go to File/Open and we see this pop up. And here, we choose mission to work on. We click on different missions to select one. However often enough, with name alone I usually cant recall what mission i am looking, from all the many many missions I have been working on in past. So I though it would be really nice if on that pop up there would be possibility to read bit of briefing too, or editors notes or something to more easily find the exact mission that's name I don't happen to remember, but want to edit now. Currently I often end up guessing and opening many missions in the editor before I find the one that I wanted to work on.
  6. I will participate on mission 3 then. I may not be able to stay trough it during week, if it takes very long, as I might have work calling me. But on weekends I am available.
  7. I just realized, that I could wish something practical that would help me with my endless amount on Work in process missions. It would be really nice if on mission editor (or mission selection pop up window in general) you could see mission briefing or small description of mission (beside just name of it.) Sometimes it is hard to find right mission, if I don't remember it's name and I have to open several different missions that may take a bit of time to open, before finding the right one. So some kind of handy addition description box would be nice.
  8. To me same time that TGIF is would be best, along with weekend. I might just be able to participate on mission 3 though.
  9. That is a great idea. Gunnery range is one of the best things to do for those new to steel beast.
  10. ill participate with 50€ as well I shall start looking for a way to get there!
  11. might not be easy because of Wargaming? All the more reason to go. Hell... for that I could try to get my ass there too, even though it might be painfully expensive to get there from Finland. Though... I suspect I might have friend over there to host me... and who I might be able to pull into Steelbeast even more. Though... I do worry what would happen to Nicholas Morans future youtube videos that use Steelbeast. That... is nice publicity SB has got from there and I enjoy his videos.
  12. It would have been nice to see Notre-Dame some day, because I have started to understand value of history, sadly it wasn't important to me and now it wont be same again. Hopefully they can salvage most of it.
  13. Well, I did some testing. With cv90 and bmp-2s and well. Smoke seems to work correctly on plain open. This mission from where screenshots are from seems to be oddity, until proven otherwise. Strange thing btw.. it somehow seemed that regular smoke was more protective than multispectral, at least against bmp-2s, i dunno why that is. I need to do some more testing to get my minds ease to this.
  14. Yes, I agree with you. And since human memory is not to be trusted, I went to check my AAR. And now I am even more confused. According to AAR I remember things correctly, even when situation was quite hectic. At around T+ 01 22:25 I drive into ambush along main road, I pop smoke, retreat towards concealment, and to possibly to engage enemy pc from edge of smoke while partially concealed by brushes, aiming to engage those one by one. I tell my driver to face them and gunner to look for targets. However my plan is flawed. Without me being aware, pc on the left hand side is able to see me, and I cannot see it because tree branch is blocking my sight. It fires at my hull with its auto-cannon for roughly 3-5 times without doing any damage at all, as you can see here. So time is +01 22:39 when I decide to play safe, and I once again relocate this time backing away to road that you can see begins just from my right side, and I intend to find place where I can engage after smoke dissipates and find cover would I need it. So my question is... how comes that at time +01 23:05 (as seen on previous post) right bmp-2 who has not seen me for more than half minute, nor fired any shot at me... fires missile on my hull while there still is smoke and hits, even after I have changed my location twice? Oh btw this was multiplayer session. maybe it has something to do to that? Though, I was host of session.
  15. Hey this might be related to this topic, since perhaps there is problem with smoke after all? I played mission with my friend. Where I was ambushed from side by bmp-2s I quickly popped smoke, and relocated to more safer area and more far away to wait for smoke to dissipate, and boom, i was hit by missile shot by bmp-2 trough the smoke, like 20 seconds after popping smoke. And I had relocated. How comes that bmp-2 can fire missile trough the smoke that is so thick that cv-9030 cannot see trough it. And hit target that has changed its location? And even more so... like 20 seconds after smoke cover was deployed? Or does bmp-2 have some super thermal vision that i have not been aware of?
  16. Happy new year to everyone from Finland as well. ~ Lumi
  17. That is specific units call sign. only that specific unit would be able to respond to need, and it might not be one closest or available and neither would it make every unit of that type / role to react to that way-point / route condition. Also using call signs makes sense on only very small and object oriented missions. Anything else and there is just too much scripting to do and possibility of error gets ever more likely. With Steelbeast mission editor there is possibility to write very nice and intelligent behavior to units or rather TANKs as it is currently. - Would that be improved so that all units on mission scrip would be able to use same routes for transitions and deviate from "tank" route to location that fits purpose of each different type of unit / role of unit. It would make writing mission far more easy, and more likely error free, and more, better missions could be created for everyone to enjoy.
  18. Umm. This is hypothetical but It would be really nice if in mission editor there would be possibility to use unit type identity that units would know what type they are. And those could be assigned to choose a route based on what kind of type and or role those are.. like for example ammo, fuel repair, engineer or medic. Or Antitank, Anti-aircraft, FO, Artillery, recon And so when condition on area is true, it could make its way to way-point where it is sort of drained to and then later to next area where its services are necessary. So in a sense medic would know that it is medic and that would kind of make scenario designer opportunity to make this unit ability to find its way to area where it is needed to based on its type /role. Quite much similar way as we currently have "low on ammo" " Executing fire mission" "Carrying bridge / troops" etc. It could make possibility to create somewhat smart AI opponent that would not only engage, but as well maintain it's forces. At least in theory that I'm currently visioning and hoping to create
  19. I tried it and i find this to be very nice and ill definite recommend this to my other friends. Thought i wish it would at least sometimes be more challenging. Basically just as Ssnake said. Too often vehicles as option are way too different to be answer so it is really easy to eliminate wrong answers away. However if choices, at least part of them would be very similar it would be more difficult and test knowledge better. Oh if i may, i would love to see version with limited amount of time where one has to decide if to shoot or not - aka what camouflage (especially important on scenarios where parties have similar looking equipment) and if its hostile, as it might as well be civilian or ambulance
  20. Lumituisku

    Need Help

    Your most welcome. Good to know that it works now. Have a great time with steelbeast
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