Jump to content

Mirzayev

Members
  • Posts

    1,651
  • Joined

  • Last visited

  • Days Won

    41

Community Answers

  1. Mirzayev's post in Non-responsive "on board" artillery units. was marked as the answer   
    @Thrown Tread33 Here is what is happening:
     
    If you have any off-map artillery the default is that they will fire first. Off-map artillery will execute fire missions until the number of committed batteries is maxed out. On-map artillery will then be called into fire. 
     
    Included is a quick scenario to demonstrate this. Open it and call in 3x HE fire missions. All of these will be fired by your off-map artillery. If you call in a fourth artillery mission while the first 3x are processing, your on-map M109s will fire it. 
     
    If you only want on-map artillery units to fire, remove all of the off-map artillery tubes and batteries under the support options. 
    Artillery Test.sce
  2. Mirzayev's post in User created missions was marked as the answer   
    Start here and get the scenario you want: https://www.steelbeasts.com/files/category/140-41-single-player-scenarios/
     
    Drop the scenario into your "My Scenarios" folder under documents. Default directory is: C:\Users\<YOUR USERNAME>\Documents\eSim Games\Steel Beasts\My Scenarios
  3. Mirzayev's post in Spotting the Enemy with UAV's/Drones was marked as the answer   
    The idea of requiring a human spotter is so a single UAV can't fly over the map and spot everything based on the currently implemented AI's spotting mechanics. This is intentional. You will not have enemy icons populate on the map when using a UAV. 
  4. Mirzayev's post in Updating to version 4.363 from version 4.265 was marked as the answer   
    4.2 was a non-paid update.
     
    You'll need to get the 4.1 to 4.3 update.
  5. Mirzayev's post in Text is all crammed together was marked as the answer   
    You need to change the scale in your Windows Display Settings. You've likely got it at 150%, etc. Change it to 149%, or 100%.
  6. Mirzayev's post in Newbie. Multiplayer question. Are there several channels for communications? was marked as the answer   
    I'm going to assume that you are talking about Kanium, so I'll answer in regard to what we do there. This won't necessarily apply to other virtual units. 
     

     
    We use a TeamSpeak construct where each Platoon has a specific channel, with each vehicle having an optional sub-channel. The sub-channel is useful if you are multi-crewing a vehicle so you aren't yelling fire commands at your entire Platoon. We then build whisper-lists (the listed "Frequencies") that you can bind to push-to-talk buttons of your choosing to speak to everyone with that "Frequency" role. As an example as seen above, Frq:26000 is the Company Command Net. Your Company Commander, XO, Platoon Leaders, etc will normally talk and listen on this. They will also talk to their respective Platoons/Units within the Platoon channels. 
     
    I know that some guys run plug-ins on TS where the Command Net sounds like a radio while their Platoon net sounds normal, etc. That is all personal preference. I just differentiate by who is talking. 
  7. Mirzayev's post in How to use player made missons was marked as the answer   
    By default: C:\Users\<YOUR USERNAME>\Documents\eSim Games\Steel Beasts\My Scenarios
  8. Mirzayev's post in How to use player made missons?? was marked as the answer   
    Answered here: 
     
  9. Mirzayev's post in Camp Hornfelt series 1 through 7 1.0 was marked as the answer   
    This is why I'm making a new series.
     
     
  10. Mirzayev's post in AI crossing bridges was marked as the answer   
    @Glock
     
    I've also had luck holding down Shift when plotting waypoints so they stick to roads/bridges. 
     
  11. Mirzayev's post in View Distance Error was marked as the answer   
    Found that this phenomena is related to terrain draw distance, specifically extremes on the low end. When joining an MP server with different settings, the terrain draw distance will use those settings, but will not reset to prior user specifications. Temporary fix is to just reset these each and every time to default, or whatever your preferred specifications are. Having the ability to save a "preset" that automatically reverts between game sessions might be a nice patch.
     
    Resetting them to default seems to have fixed this particular issue as a whole. Again, not sure why they are radically different based on the platform being used with the same settings applied. 🤷‍♂️
×
×
  • Create New...