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BlackDeath

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Posts posted by BlackDeath

  1. On 2/4/2024 at 12:53 PM, Lumituisku said:

     How about reduce weight of destroyed burning ones that those could be pushed aside.  Same with popped turrets. Just to make things more manageable for players.

    What about repairing and/or recrewing eny captured vehicles (at least when all eny crew is dead)? 

  2. 3 hours ago, Ssnake said:

    Time acceleration can indeed cause trouble if the frame rate isn't high enough - which depends on the computer, and the scenario, of course.

    While forests do help with reducing the likelihood of getting spotted (by a lot), once that a unit is spotted, it will get immediately identified and from that moment on has very little chance of escaping observation again. This is less than ideal, but to change this mechanism we need a new software architecture (which is in development). The good news, version 4.4+ will do something about infantry getting spotted at longer ranges.

     

    It's been 2 years since 4.3, 4 years since 4.1, will we see this 4.4 version this year? :)

     

  3. On 2/13/2024 at 2:24 AM, Volcano said:

    I think what SB shows is what we are seeing now -- usually if a tank is in a knife fight with an IFV, then usually the tank will usually lose. It is almost (but not nearly) as bad as a tank being point blank range

    with infantry. The primary goal of a tank crew is to avoid a knife fight with anything but another tank.

    It already happened before, here a BTR4 disabled a T72.

     


    BTW, is it possible to disable GAS in SB? I never experienced that as far as I remember. 

  4. Not related again, but is there any "Resupply if" like a Revive/ repair if?

     

    I found a way to force loading a missile by the AI by setting intial load at 1 or 2 missile only, then with a custom resupply. However, I do not find a resupply condition anywhere :(

  5. 10 hours ago, Ssnake said:

    While an AI crew might not load a missile on their own in most cases, at least as a human commander or gunner you can order the next round to be a missile/set the autoloader to missile before activating the load sequence. It's a start, I suppose.

     

    That being said, in future release notes, be on the lookout for a fixed "bug 11989" which might bring improvements in this area.

     

    Ok, I will look forward to it!

     

    4 hours ago, Volcano said:

    FWIW, the spotting distance between tanks has been described before, and it has to do with the presence of FLIR on the M1A2 (and the AH-64), which allows the sight resolution to be able to identify the target (by the AI)  at ranges beyond ~ 5km to something like 8-10km (from memory). You as the user certainly can see "things" in the Leo 2A6 at 5+ km, but not enough to ID what it actually is. Is it a tank? Is it even enemy? You very well cannot have the unit icon showing up on the map at that range with those optics, not to mention the AI being released to fire at it. At some point we have to make a call and say that you cannot tell what that "thing" is, while in the M1A2, at higher (non-digital levels) of magnification (at least twice the magnification of other tanks), you can certainly see much more detail, to say it is plausible to ID targets to the map that far away.

     

    Update, i made a bit more testing and find out why AI Leos and other do not spot targets beyond the 4k range :

    this all has to do with visual range, by default set to 4000m.

     image.png.2de77dad2e3d953de3b1c9d23a82af8f.png

     

    Both Leos or Chally do not spot targets beyond 4k when visual range is set to 4000m, even when we human can see and ID target from TC thermals. However T72B3 & M1A2 are not affected (as much - when visual range is set to 10m, everyone is blind -) and can still detect and report.

    When visual range is set beyond 4K, AI can detect target much further. Leo 2 AI can spot up to 5k, M1A2 way beyond that.

     

    5 hours ago, Volcano said:

    So, there is simply a distinction there between the sight resolution and FLIR type sights. If there was a newer version of the Leo 2 in SB with the latest optics that are comparable (or better?) to the M1A2s, then certainly they too would receive that advantage. But, unless I am remembering incorrectly here, since the SB Leo 2s can only fire out to 4km, then this isn't that much of an issue in the first place. What is important is that the Challenger 2 and M1A2 can fire out to 5km, but in the case of the CR2, since it doesn't have that FLIR distinction, then this is left up to the user to do (not the AI). 

     

    There are a lot of considerations and distinctions there. Just something to keep in mind.

     

    AI holds fire for all tanks but missile-loaded-T72B3 between 4-5k, including M1A2. But yes, M1 & Chally can still fire when human controlled.

    However, even human controlled, why cannot Leo2A6 fire beyond 4km? Rounds will just not go.

     

    Human controlled M1 on the other hand, can fire up to 5k, but beyond that, all rounds land short.

     

    Anyway, thanks for the explanations!

  6. 3 hours ago, Ssnake said:

    Don't think that we have an option for that.

     

    OK i made some tests : 

    below 4Km, if target if spotted right away => APFSDS is loaded and fired
    between 4Km and 5km, if target if spotted right away => missile is loaded and fired

    above 5km, target is never spotted neither by TC nor gunner (while it is visible and we can lase it) => APFSDS is loaded, no fire.

    image.png.e753871ef94d4b3babe7479280bb4b09.png

     

    Ultimately it means that, unless a target is spotted right away between 4 and 5km, AI never loads missiles, not until it runs out of conventional ammo  

    - AI doesn't shoot APFSDS above 4km

    - AI only loads missiles if target is between 4 and 5km so if APFSDS is already loaded, it won't unload then reload missile

     

     

  7. Hi, 

    I made some tests about spotting target from afar :

    while M1A2SEP is able to spot targets from at least 5km and mark it on the map, Leo2A6M2 is unable to do the same.
    Actually, M1A2 TC marks (and directs gunner to target) between 5 and 4km (but does not fire until 4km); Leo2A6 TC does not see anything (while we clearly can see targets when manually controlled).

    Does target identification need the gunner to see it as well (considering the relatively bad optics on the Leo gunner)?

     

    Also, Leo2A6 gunner cannot engage at more than 4km, even when manually controled ? 

     

    M1A2 CITV and target reported:

    image.thumb.png.bd8e46f30b2b31d1d9da95edf99d31b6.png

     

    Leo2A6 TC periscope : no target reported.

    image.png.6d5a5975e09a0bcfc79ac18f800c8082.png

     

    Actually, to be reported in Leo2A6, targets have to be at maximum 4km .

     

     

    Not related, but what is the condition for AI T72B3 to load missiles instead of APFSDS, especially at mission start?

     

    Regards.

  8. 5 hours ago, BlackDeath said:

    Well, two solutions

     

    Either you bought an unlimited licence, you got a codemeter dongle like this one via post services : 

    SurCode Wibu CodeMeter USB Dongle for AudioTools 3001-00250-000

     

    Or you bought a time limited licence (let's say a month), but then you were also provided with a specific link, I suppose? (I am not familiar with time licences)

     

     

    BUT if you didn't buy anything yet, you need to buy a licence here 

    https://www.esimgames.com/3165-2/

     

    Either this one :

    image.png.3d163a754c40197788ea62ef0eed303c.png

     

    or one of those :

    image.thumb.png.f4b8f4754b47628df774a8d86597a473.png 

     

    If you haven't bought anything yet, I suggest you start with the 1 month limited licence to try the software out.

     

    Besides, just to clarify, SteelBeasts is not a free2play like Warthunder or World of tanks; you have to buy a licence to play it.

     

     

    Everything is above or on their website https://www.esimgames.com/3165-2/.

    1 month : $9.50

    4 months : $29.50

    12 months : $49.50

    unlimited : $115.00

  9. 14 minutes ago, Raphael Holstein said:

    Man he tells me something about Codemeter
    Here is a screenshot of the message he gives me:
    https://prnt.sc/odwSTnXClcdF
    What it means?

    Well, two solutions

     

    Either you bought an unlimited licence, you got a codemeter dongle like this one via post services : 

    SurCode Wibu CodeMeter USB Dongle for AudioTools 3001-00250-000

     

    Or you bought a time limited licence (let's say a month), but then you were also provided with a specific link, I suppose? (I am not familiar with time licences)

     

     

    BUT if you didn't buy anything yet, you need to buy a licence here 

    https://www.esimgames.com/3165-2/

     

    Either this one :

    image.png.3d163a754c40197788ea62ef0eed303c.png

     

    or one of those :

    image.thumb.png.f4b8f4754b47628df774a8d86597a473.png 

     

    If you haven't bought anything yet, I suggest you start with the 1 month limited licence to try the software out.

     

    Besides, just to clarify, SteelBeasts is not a free2play like Warthunder or World of tanks; you have to buy a licence to play it.

     

  10. 5 hours ago, Ssnake said:

    Use the Bundle Installer on the Downloads page. Heck, here's the direkt link:

    https://d3kqqh9t9bjzpf.cloudfront.net/SteelBeasts/4379/SBProPEBundleInstaller_4379.exe

    (Dear Reader of the future (2024 and beyond): This link is probably out of date and you should go to the Downloads page instead)

     

    The Bundle Installer will handle all download automatically, also the right sequence of installation (Map Packages go first).

    I think Ssnake says it all.

  11. 10 hours ago, Gibsonm said:

     

    In both these cases you can do this.

     

    If a "vehicle" (IFV, APC, Truck, Helo) is close enough and has spare capacity, you can:

     

    1. Go to the 3D world.

    2. Right click on the unit icon in the lower right hand corner of the 3D world.

    3. Select "Load troops" and it will list the units nearby that it can take, they do not need to be the original passengers.

     

    image.thumb.png.b5c47d3edc0a2e6adf762c1b4f1c4e12.png

     

    Here the A Coy Bradley can mount the surviving Javelin team from F Coy as well as its original squad.

     

    This is not an automatic operation (which maybe what you are after) and needs to be done by a human as and when required, but it is possible.

     

    Works with choppers & trucks, too

  12. 17 hours ago, Ssnake said:

    For the T-72B3, I'd pick an "upper end" type of APFSDS, though maybe not top of the line, they still seem to be available only in small numbers. Direct tank-on-tank duels seem to be very rare in this war, up to this point. The primary mechanism to fight tanks seems to be mines, more mines, artillery, and other HE munitions.

    You mean one of those two? I have never heard of them 🤔.

    image.png.8c72209eaaae05c5313f6eda7f5e54a2.png

     

    [Edit] : Are these chinese rounds? Weirdly, i found some occurence of chinese round when googling it; but the intel comes from warthunder, though.

     

    Granted, the BM59/60 look too recent to be available in large number.

  13. Dear all,

     

    Working on a scenario with Leo2A4/6 & T72B3, do we have any intel on what rounds are used in the current conflict for both sides on these tanks ?

    I saw a video where DM53s are shown for Leo2A4. My bet is these are also used for A6, since DM63 are not exported afaik (@3:13 https://www.youtube.com/watch?v=pxnvb-eBrgY )

     

    But do we have any information about what ammo is mainly used on T72B3 ? I didn't find anything.

     

     

    Disclaimer, this is not a topic trying to discuss politics or whatever on the current war.

     

    Thank you

  14. 4 hours ago, Ssnake said:

    Technically, your player's profile's gunnery rating represents the training level of (Blue) armored fighting vehicles, further modified by the difficulty level chosen. The player's profile's gunnery rating is determined by your best performanc (ever) on the Tank Range.

    ============================

    Le niveau de tir de votre profil de joueur représente le niveau d'entraînement des véhicules de combat blindés (bleus), modifié par le niveau de difficulté choisi. Le niveau de tir du profil du joueur est déterminé par vos meilleures performances (jamais) sur le champ de tir des chars.

    How does it affect multiplayer games when we have different players with different rating and difficulty settings?

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