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Everything posted by Lumituisku

  1. ill participate with 50€ as well I shall start looking for a way to get there!
  2. 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.
  3. 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.
  4. Lumituisku


    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.
  5. Lumituisku


    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.
  6. Lumituisku


    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?
  7. Happy new year to everyone from Finland as well. ~ Lumi
  8. 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.
  9. 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
  10. 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
  11. Lumituisku

    Need Help

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

    Need Help

    Did you or are you aware of any even automatic update on your computer just before it stopped working? Like even a Windows update? Try changing from full screen to windowed mode and opposite. And see if that helps. (My friend had similar trouble as you had. After small windows update) Also have you already tested with all sb graphical settings as down as possible? If nothing of these helps, it probably be wise to post your computer specs here. I'm sure that someone from Esims will soon reply and help you out. Have no worries.
  13. We ended it for sake of our own mental healthiness Truly I think there was only two players with operational vehicles and only some few of those. There was nothing do do. Those blue that could would have escaped as far as possible and even scattered a bit. So once you annihilated our delaying force we decided to index mission. It was a good game and once again we got proofs that never underestimate opposition force's
  14. Maybe is better than nothing This will be very casual and relaxed as people can take what they want and let AI control the rest. Hopefully even very fun and surprising. Also we are very fortunate that a hard winter has caused all the waters to freeze. Also visibility will be limited cause of, not so good weather. So frames should be very good for all.
  15. Halfway to the weekend? It's time for...Midweek Madness. Open to all. Friendly Head 2 Head D.O.W. Vu & Red Alert Vu Webnesday Mission 14/09/16 @ GMT17:00 Golden Eey By Dogs of War VU This scenario is a simulation and does not have any political message. Information: Blue forces are to attack and take objectives Iron and Copper Map Mission Summary: Blue Battalion is to attack and capture objectives IRON and COPPER and to prepare for possible RED forces counter attack. Excerpts of the battalion commander's orders for... 1) SITUATION: a) Red Forces: Reinforced remainders of mechanized battalion has been retreating and taken hasty defensive positions from objective IRON, consisting mainly BTR-80s, BMP-2s, and possible company of old T-62s. b) Blue Forces: 2 companies (B and C) of M1A1 1 company (D) of Leopard 2A4 1 company (E) of M2A2 mech inf c) Attachments and detachments: A company of Recon, Support and supply. Artillery of 6 batteries (6 tubes) HE, smoke, ICM. No air assets cause of bad weather. -------------------------------------------------------------------- Information: Mission includes: - Battle plan. For each company / Platoon - Scripted routing for all units (Blue and RED) - Scripted Events Join, take units you want to play, Lead your units to battle supporting AI units, And - HAVE FUN! Overhead view? Yes ******************************** ** Notes ** ******************************** SB Version: v4.004 Session Name: Golden Eye Created by: Dogs of War VU Multi-Crew: No Single Crew: Yes Mission Duration: 60-120mins Head 2 Head / CO-OP: H2H Date: Thursday 14-09-16 Time: 17:00 GMT Location: DOW TeamSpeak Time (local): Click here Room: Dogs of War Minimum Skill level: Beginner Who can play?: Open to all Vehicles in mission : (in mission) M1A1 Leopard 2A4 Bradley M2A2 ------------- T62-m BTR-80 BMP-2 T72 You can just listen if you wish by using Teamspeak. You do NOT need Steel Beasts. Required: Teamspeak Download (windows): [/b] Click here Teamspeak IP: dow.ts.nfoservers.com wait in lobby for access to other areas. All Welcome .
  16. I wish a Checkmark option to reverse or not to reverse palmswich key /keys. Check mark option for joystick to become all time control of turret. Not as well of the view as currently. Mission editor option to make vehicles start engines shutdown and for AI turning vehicle operational based on desired event. Infantry to act like vehicles and tanks do currently. To actually find hull down position while laying on ground and being able to see and engage while crouching or standing. And to engage target that is nearby but cannot currently be seen. Also to be able to engage with small arms from crouching position. S - key that is default for stopping to give a stay tactics for infantry units. Quick keys to give movement route orders or tactics towards position where mouse is pointing This same also to be possible in sight views. ( Currently only possible in leopard 2 commander day periscope) To simulate commander giving orders for platoon or a tank to move to this location. More AI crew voices especially for commands that commander or gunner needs to other to do. Like commander needs gunner to zoom in/out or commander wants driver to go hull down position.
  17. I think that atleast in some vehicles this what you seem to after for comes possible if you put checkmark on (use control handle) However this can and we likely cause atleast small issues. As joystic is not control handle. I use this sometimes for better immersion or key mapping. But some keys are very troublesome. For example the way how things work can be perfect on commander position but totally screwed up in gunner position. So I don't recommend this. Track IR is probably best way to get things work as desired but it has its troubles as well. Though sadly not all the sights actually have moving picture on F1 view.
  18. Great mission is coming. Wilso applied to role of CO few days ago and already has good plan made. All those looking for a something casual and easy going to end weekend with. This is going to be for you!
  19. Thank you guys for taking part and from great feedback - Much appreciated!. I have one more UN series of mission on my mind. And it is going to be rather huge. But making it will take maybe month or two. Will be good end for this campaign. Once more great thanks for all those who participated. And thanks for great feedback. - I love you guys!
  20. If there are two roads next to each others map. It would be very nice for units to stay on either one of those. Or at least the bigger road. Currently units have trouble to decide on witch road they stay.
  21. T.A.N.K.S. Multiplayer 11/09/16 @ 19:00GMT Charge the Gap by Cougar11 Friendly, easy to get into session. Suitable for beginners These scenario's are simulation's and do not have any political message. Defense of Fulda V4.004 Mission summary: The red horde has finally crossed the border. They have swept past all the boarder defense stations, and it is your job to hold at all costs. TF Yankee is all alone, outnumbered, and the last hope before the Red Army pushes through the lines. Hold the line, stay alive if possible, and if not die honorably. ******************************** ** Notes ** ******************************** SB Version: V4.004 Multi-Crew: Yes Single Crew: Yes Mission Duration: 90 minutes approx Date: 11/09/16 Sunday Time: 19:00 GMT Time (local): Click Here Teamspeak IP: dow.ts.nfoservers.com Room: Dogs of War ***Important!*** You can just listen if you wish by using Teamspeak. You do NOT need Steel Beasts. Required: Teamspeak Download (windows): http://www.teamspeak.com/?page=downloads&type=ts3_windows_client_latest All Welcome More information Click here .
  22. D.O.W. Saturday Mission 10/09/16 @ GMT19:00 Hot potato part 3 (night) by Lumi This scenario is a simulation and does not have any political message. Mission Summary: Convoy force is tasked to operate road checkpoint just south of base Cortez. Map Date: Saturday Mission 10/09/16 Time: 19:00 GMT Time (local): Click here Teamspeak IP: dow.ts.nfoservers.com wait in lobby for access to other areas. Room: Dogs of War DOW members, by invite, or request in advance prior to mission. Our goal is to have the DOW session more immersive and realistic. For More Info On The Mission - Click here
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