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Mirzayev

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Everything posted by Mirzayev

  1. I tried it just now, and had zero issues*. Try the following: 1. Have the host (I'm assuming it is you) become the Commander of the Supply Truck. 2. Ensure that you select "Yes" when you receive the prompt to "Allow Others in Vehicle." 3. Select the trigger that you want. Once you start the mission, have everyone else stay in the supply truck at the start. 4. Go to the spawned tank and press F7. You should be the TC. 5. Have your friends join you in the tank one at a time. Have the Gunner get in his station, then the driver. 6. Have fun! *By "trying it" I hosted a Steel Beasts scenario, then launched a second Steel Beasts application and joined my own game in the LAN. I had zero issues using the method above. Also, if none of the above works, try the Yet More Tanks scenario by Rotareneg. It is a scenario in the same spirit as Tanks! Again.
  2. My heart sank at images of this timeless structure burning. This is certainly a great loss to the culture of mankind. I hope it can be renovated fairly quickly so that future generations can continue to enjoy visiting!
  3. Exciting stuff! I'm eager to get at the released product, but I understand that quality takes time. 🙂 Thanks for the explanations.
  4. I'm creating a series using the Camp Hornfelt series of scenarios to teach the basics of tactics at the Platoon level. Let me know if any of you guys (or gals) want to see some specific information.
  5. H66, or a Tank Platoon Leader if someone else is itching to be the TF CO.
  6. Still at Gunnery. I won't be able to make it.
  7. There is of course the option of Kanium. We play every Sunday at 1900 GMT. Games are generally about 2 hours long, with human players fighting against a largely scripted OPFOR with some human controllers. Newcomers are welcome, and you can go as complex as you feel comfortable with for your first few games. Plenty of new players start out as a gunner. Here is the signup thread for the game for the upcoming Sunday, if this is of interest to you. You can always ask questions there as well.
  8. Let the gunner be the gunner. As the TC, if you are not in contact, you should be unbuttoned and scanning with either the Mk. 1 eyeball, your binos, or the TIM/CITV/Periscope, depending on the tank that you are using at the time (I know that the default is the M1A1(HA). Hold down shift and right click on any enemies that you observe to report them to your Platoon. The enemy icon will appear on the map and the AI gunners will adjust accordingly. This statement is fairly ridiculous...
  9. Changing the tanks in Camp Hornfelt is 100% NOT cheating. Practice with the platform that you want to learn, be it a Strv 122, a Challenger 2, an M60A3, or an M1A2.
  10. Mission 1 is, in my opinion, one of the hardest missions in Camp Hornfelt. Try Mission 2 and 3, then go back to Mission 1.
  11. You said the following: Those are your words; I was pointing out that you are wrong; every person that you mentioned as an example would have a security clearance in real life. I would also hesitate before assuming that an almost 10 year old document from Oak Ridge National Laboratory is accurate when it comes to classifications and derivative classifications in the current US Army.
  12. Actually, every person in this example would have, at a minimum, a Security Clearance of "Secret" in the US Army. Furthermore, you can't just look at a document and determine what information is secret or not by how "juicy" you deem it to be. I would stop while you are ahead; your knowledge on this subject appears to be based on conjectures and not facts.
  13. I knew this was coming... Let the man build what he wants. I, for one, will play it.
  14. The holiday season tends to do that, with people spending time with their families, etc.
  15. Welcome back. I am familiar with your mission In Motion, although changes to how the AI operated in the current version may have changed the playability a bit from what was intended. Go here for the upgrade options. https://www.esimgames.com/?page_id=1530 You will need to "Upgrade License from version OLDER than 2.5" for $80. It'll send a 3.0 license to upgrade to for your CodeMeter, and then you will upgrade the CodeMeter to the latest version (4.0).
  16. The Leopardo 2E is a specialized version of the Leopard 2A6, designed to the specifications of the Spanish Army and their operating environment, and their chosen ammunition source. It is the second part that is the most interesting. The Leopardo 2E default loadout consists of CL 3143 SABOT, and Slsgr 95 HE-T, to reflect the ammunition currently in service with the Spanish Army. Meanwhile, the "stock" Leopard 2A6 uses DM53 SABOT, and DM12A1 HEAT. Comparing the penetration values for each, starting with the SABOT round: CL 3143 - 690mm RHA DM53 - 800mm RHA As evident, the DM53 has a little under a 16% more penetration compared to the CL 3143. Does this matter? While there are a nearly infinite number of variables, more penetration against an enemy tank is likely to cause more damage, and will increase the probability of a first-hit kill. Moving onto HEAT or HE-T, I would first like to ensure that it is completely understood that HE and HEAT rounds are designed for different purposes. HE is primarily for "soft targets" like the standard-issue SteelBeasts bunker, while HEAT is designed for use against armored targets. Depending on the time period, HEAT was either used primarily against tanks, or in a more modern context, PCs to prevent over-penetration and to maximize damage to a target "softer" than a tank. With this being said: Slsgr 95 HE-T: 290mm RHA DM12A1 HEAT: 600mm RHA As stated above, each round is made for a different purpose. However, all things being equal, I would be more comfortable running SABOT and HEAT versus SABOT and HE, not taking into account what ammo is actually purchased by a State. So why not just swap out the Slsgr 95 with the DM12A1 in the mission editor and be done with it? As I pointed out previously, the Leopardo 2E DOES NOT have any ballistic solutions loaded into the ballistic computer on the DM12A1. Therefore, if you are carrying DM12A1 in a Leopardo 2E for whatever reason (NATO exercise, WW3, just for the fun of it?) you will need to lase, divide the return number by 1/2 if shooting under 3000 meters, and then fire. While repetition builds speed, having to manually input range will slow you down compared to simply lasing and blazing. Past 3000 meters, the guidance is to divide by "a little over half," which means plenty of rounds at the tank range before you start finding a solution that works. At the end of the day, it comes down to the entire weapon system, what you need it to do, and how it fits into the scenario narrative that is being constructed. Also, please don't take my previous post as a definitive guide to the differences between the Leopardo 2E and the Leopard 2A6; that was made based purely on my observations. I also cannot comment on real-world data, like general maintenance trends, the operational readiness of the fleet, etc.
  17. From Wikipedia: "It has thicker armor on the turret and glacis plate than the German Leopard 2A6, and uses a Spanish-designed tank command and control system, similar to the one fitted in German Leopard 2s." Some difference that I have noticed in game aside from cosmetic (Spanish as opposed to German on the controls, etc): 1. The Leopardo 2E by default uses different ammunition than the Leopard 2A6 to reflect what is in service with the Spanish Army. 2. The Leopardo 2E DOES NOT have ballistic data loaded for HEAT rounds, and normally relies of HE-T to fill that role. As such, loading any Leopardo 2E with DM12 will require manually calculating range for a correct ballistic solution (1/2 the lased range for under 3KM, a little over half for greater than 3KM; it isn't an exact science. See the tutorial for more info.) 3. The Leopardo 2E has a digital map display on the right side of the Commander's Station, unlike the Leopard 2A6. 4. The Leopardo 2E has a zoom function on the GPS in daysight more, similar to the Strv 123. The Leopard 2A6 lacks this feature. 5. The Leopardo 2E has greater protection for the Commander at "nametape defilade" compared to the Leopard 2A6. The Leopardo 2E surrounds the Commander with protective glass, additional armor, etc when outside the hatch. Off the top of my head, this is all that really popped out at me. I'm sure there are more differences.
  18. I have a feeling that this mission is going to be brutal. I'll take CO; I've got a day off during this time slot.
  19. @Gibsonm Definitely good stuff! This got me thinking about emulating something similar for a CO's vehicle. Traditionally in a US Cavalry Organization, the CO's vehicle doesn't have dismounts (doctrinally the OPS NCO rides in the CO's vehicle, but I have never seen this in my experience.) I played around a bit in the mission editor, and tweaked some "Damage If" and "Repair If" variables on a CO vehicle so that when there are not dismounts in the vehicle, the Commander and Gunner are "damaged" to reflect them being outside the vehicle. When they mount back up, the Commander and Gunner are "repaired" to simulate the crew being back on the vehicle. Of course, this isn't perfect. 1, having dismounts in the vehicle effectively makes the Gunner and Commander invincible in a firefight (they are constantly "being repaired"), and 2, if you lose a dismount, the Commander and Gunner are still "repaired" when they remount since the trigger is for a condition, not a number. I did also try to make the "crew" (dismounts) look like a US AFV Crew, but they kept spawning with AK-47s. Finally, as an added bonus (or bug, depending on how you want to look at it), the M3A2 Bradley seems to have developed sentience, and will raise and lower the TOW missile launcher even without a Gunner and Commander. I see this working for a small number of units; it takes time to input the "repair if" and "damage if" conditions, and the cheese could become unbearable if your entire recon formation has invincible Gunners and Commanders. Crew Dismount Test.sce
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