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Captain_Colossus

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About Captain_Colossus

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  1. Egptian BTR-50 (4.023)

    Version 1.0.0

    4 downloads

    BTR-50 skins in Egyptian tri-color and desert two tone patterns.
  2. Leopard 2E / 2A6

    you vill buy our shtuff, undt you vill luff it!
  3. PT-76 Egypt Tri-Color (4.023)

    Version 1.0.0

    7 downloads

    Two PT-76 skin files: 1) Egyptian tri-color pattern; 2) Desert two tone suitable for most Arab forces.
  4. T-55 Egypt 1970s

    Version 1.0.0

    11 downloads

    T-55 skin / Egyptian tri-color camouflage pattern.
  5. T-62 Egypt 1970s

    Version 1.0.0

    12 downloads

    1970s Tri-color pattern for Egyptian T-62
  6. Steel Beasts: Content Wish List

    i have a request that external randomly generated stowage displayed on vehicles is a toggle in the mission editor rather than default on.
  7. Egypt Desert BRDM-2

    Version 1.0.0

    25 downloads

    Three alternative texture skins for the BRDM-2/BRDM-2 AT vehicles. - Basic desert tan for most Arab forces - Egyptian tri-color/1970s pattern - Desert two tone for most Arab forces Includes optional decal file in white
  8. Steel Beasts: Content Wish List

    don't get me wrong, i would never argue against more content. virtually all the equipment for china that we do have in steel beasts have been removed from active duty service (bmp-1, t-55, pt-76), never really deployed at all (t-62) or approximations of modern equipment using t-72 or leopard 2 or something. i do think in general the west versus china is going to look differently anyway, mostly amphibious or naval operations. outside that, there's no reason fictional but plausible scenarios can't be set up for fun...
  9. Steel Beasts: Content Wish List

    in that time period china is much more likely to fight the soviets and/or vietnam than the west.
  10. Sho't Kal Sinai Gray (4.023)

    Version 1.0.0

    16 downloads

    A skin which slightly modifies the existing Israeli Sho't Kal in Sinai Gray tone. Includes required decals.
  11. We love screenshots

  12. Mission Editor question

    understood. gibson gave me an idea- i changed the traction and drag properties not of the shoreline terrain, but the water- this seems to be the key right here and the units can pull themselves out of water much easier. the jump route is no longer necessary for what i intend. tanks again-
  13. Mission Editor question

    tanks. i set up a test route with an m113 to jump to the end of the route after 5 seconds from the start. i've tried with both a stay command with no orders at the starting point- and the unit didn't actually jump in either case. it's supposed to teleport, correct?
  14. Mission Editor question

    is there an actual 'jump to end if..." condition (or is it a phrase you are using as a substitute for spawn if + a route chain attached) if there is 'a jump to end if...', where is it? the context of my question is to conceptualize simulated water crossings- with the current engine as we all know, amphibious vehicles usually cannot climb out of water on their own as shorelines and river banks are too steep to climb. "jump if..." would allow a unit to teleport past an incline on a shore without getting hung up on it (that is, a swimming unit reaches a waypoint close to the shore, then jumps to a waypoint on land, bypassing the incline), thus abstracting a water crossing as best as can be done currently.
  15. History of US Tanks.

    for modellers there is a paint color called 'sinai gray' - not an easy color to duplicate and get the effect.
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