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Captain_Colossus

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Captain_Colossus last won the day on August 19

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  1. well, here is what happens- the main gun never causes the trucks to catch fire. on the other hand, a 50 cal burst will do it eventually as far as i can tell- including hit location on the vehicle cab will do it, the cargo area doesn't have to be hit at all to cause the truck to burn- sometimes a single burst of a few rounds of HMG will cause the truck to catch fire, then, after it is burning, the truck has a high degree chance to explode. main gun HEP or HEAT or HE-Frag never will cause the truck to burn. in other words, as little as 3 round burst from HMG may cause the truck to burn, but you could send 10 rounds of 120mm or 125 mm HE and it will never happen
  2. there is something which is happening which does not fit the explanation- this is a ural truck lit up with the .50 cal HMG. the destroyed vehicle is apparent- it's just that main gun tank rounds are incapable of doing this.
  3. they burn- just not when hit by tank main gun rounds it seems. this may affect other trucks than the ural troop carrier though.
  4. i'm not sure how much this extends to other vehicles in the truck class, but the ural troop version appears to be immune to blowing up or burning when hit by tank HEAT or HE rounds. i tried shooting tests on 24 Ural troop trucks, not a single one brewed up or exploded; sometimes even surviving direct hits, but even in the case where the ural trucks are destroyed, they are still rather intact visually, and often the carried troops survive to escape. interestingly, the 12.7mm and .50 cal achieve more lethal results and often the trucks will quickly light up or explode when hit with those
  5. GHPC looks like a budget title- which has nothing to do with the graphics, that is to say, it looks like something which could be developed for a mobile device. missions seem to be a form of point and click and shoot the waves of tanks with little else based on the videos i have seen. there are not many types of targets or objectives other than AFVs shooting one another; there does not appear to be a varied choice of maps, and i am not sure there is any joystick support (based on the videos i have seen, feel free to correct me here) in sum it's a difficult niche they maneuvered into being neither real enthusiast level nor satisfying instant action with multiplayer like battlefield where players have the choice between air and land vehicles or infantry roles or something of the sort- it's not whether it is in alpha or beta state, it is more the scope and the concept of what it intends to be where i lose interest. no sandbox or map editor, infantry seems to represented the way they were depicted in older games from the 1990s where at most you tended to see a single or two man detachment with a bazooka. other than the graphics and sound, which admittedly are nice, the gameplay doesn't offer anything i would keep coming back for- i would be willing to spend more than the asking price if it did more, but even if the bugs were worked, there is not much depth there from what i can tell
  6. i don't believe any of those are T-72; they are t-80 based vehicles. the t-72 has a single vision block for the driver, all of those tanks have the t-80 style "3 piece" vision ports, and further more you can see the turbine exhaust port at the rear
  7. under the umbrella of the combined heat blur, destroyed textures and blown off doors and hatches on vehicles, it gives the impression of a much more polished product; sure there is nice content like new vehicles and my favorite, the infantry trenches, but overall my impression is there is more polish, including the missile flight characteristics; it might even be argued that the destroyed vehicles could fall more on the entertainment side than being necessary for pure training value, but it is appreciated nonetheless. it aids the illusion better
  8. all tanks which survive a HEAT impact experience at the minimum loss of stabilization and radio comms- hit location does not matter. it is 100 percent likely to occur; it is just that players may not notice the effect as much if they use say, the leopard I, t-72, t-62 or t-55, since the damage often comes with additional damages or outright kills the vehicle, then the effect looks more random and goes unnoticed. but in a vehicle like the M1A1 or leopard 2, where the HEAT impact often is just limited to loss of radio and stabilization, then the pattern becomes more noticeable. i wouldn't care about it if it weren't for the fact that my brain and my reflexes are already trained to respond to it- even when i see the rockets and the rounds in the air, i know immediately i am about to lose stabilization and i am ready to switch modes- which is probably not particularly good training value. but you have to see the pattern first to understand it- and once that happens, it cannot be unseen
  9. to what extent? inserts in the armor sandwich of western tanks already behave like ERA- for example it is inferred from ceramic tile inserts observed under high speed x-ray tests will atomize in the path of incoming HEAT penetration in order to disrupt the flow of material- it's just that the "ERA" effect is inherent to the base armor rather than bolted on the outside. the compound armors in western tanks and their inherent designs already protect well enough to defeat threats better than their competitors in russia or china or iran which use applique armor more as a stopgap; if you look at those designs, the ERA exists as add on because the base armor is comparatively weak, it is a way to extend the life of vehicles on the cheap rather than design and produce new vehicles from scratch: tank production is not easy, which is why relatively few countries have the heavy industry to support it; from the standpoint of add on ERA, you can see for yourself that coverage on tanks which have it can be rather haphazard- lacking uniform coverage on the front or the turret top or it would block essential components or components which cannot be easily removed like the coaxial machine gun port or the tank's sensors
  10. steel beasts gives you the option of creating your own maps from a limited set of tile images- you can find the terrain and correlated TIS images in your installation directory; steel beasts is neither technologically advanced nor financially independent enough to do it all- you can construct your own maps, but they often will not quite offer the same results as pre-rendered maps which cannot be altered by the user which you see in other software. the flexibility of a sandbox editor comes at a cost in some graphic details you might get with pre-rendered environments; in fact you don't really see software which does it all anywhere- you might see a game developer invest their resources to produce images like this, but you don't get the same level of simulated vehicle systems or custom map or scenario creation. everyone must pick and choose their battles. some graphics situations look good in war thunder- primarily at close range, which is what that engine was developed for, not relatively long range engagements on maps which can be created from scratch and edited by the user. electronic arts is capable of putting out good looking games, but this is paired with gameplay that relies almost purely on visual images and sound and usually are more like interactive movies on rails; this isn't to say of course nobody wants as much as they can get, but if you look at all games available- all of them in some way have a focus given their resources or target audience or goals or what have you
  11. easy change. attached is a version with uniform green color. T-72B3 Green Alternate.zip
  12. Version 1.0.0

    19 downloads

    A tri color scheme for the T-72b3 based on the stock texture installed with Steel Beasts- the pattern is the same, the colors have been modified; two versions included, with and without markings. Note: the version with markings may occasionally conflict with the decals system if the skin is placed in the RU folder. The tactical numbers in this mod may be blended with the tactical numbers which Steel Beasts automatically includes in some vehicles for the RU scheme. However, this is random and most vehicles won't get a Steel Beasts decal as it appears the program chooses a random vehicle every so often for the decal. Furthermore, if placed in the RU 2020 mod folder, this does not happen at all as the decal system doesn't appear to be used for the RU 2020 scheme. Also included is the optional NSVT heavy machine gun mount painted in the same green tone. This file must be placed in the topmost season folder in the mod directory rather than in the country mod folder. The path looks like: Mods --> Textures --> Woodland. In other words, unlike the vehicle skin, the program will ignore this file if it is placed within the particular nation folder and will only access it if placed one level higher in the seasons folder.
  13. Version 1.0.0

    21 downloads

    A green tone for the T-72b3; two versions included, with and without markings. Note: the version with markings may occasionally conflict with the decals system if the skin is placed in the RU folder. The tactical numbers in this mod may be blended with the tactical numbers which Steel Beasts automatically includes on some vehicles for the RU scheme. However, this is random and most vehicles won't get a Steel Beasts decal as it appears the program chooses a random vehicle every so often for the decal. Furthermore, if placed in the RU 2020 mod folder, this does not happen at all as the decal system doesn't appear to be used for the RU 2020 scheme. Also included is the optional NSVT heavy machine gun mount painted in the same green tone. This file must be placed in the topmost season folder in the mod directory rather than in the country mod folder. The path looks like: Mods --> Textures --> Woodland. In other words, unlike the vehicle skin, the program will ignore this file if it is placed within the particular nation folder and will only access it if placed one level higher in the seasons folder.
  14. i just took a look at this map, and i would suggest only replacing a few buildings at most- the custom buildings are much lower resolution geometry but at the gain of higher FPS; if the whole point is to represent a city of this size, i think replacing the buildings would wind up costing you in performance unless the visibility distance were made to look like a perpetual fog or something of this kind. i would consider adding a few structures which can be occupied rather than wholly replacing them; saves a lot of editing effort and performance gain for a scenario
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