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Jartsev

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Everything posted by Jartsev

  1. Ok, this one is fixed.
  2. Yes, Shift+Q and Shift+Z only erect and stow BAA respectively. To fully extend or lower mast you need to use Alt+Q and Al+Z(and to manipulate mast it is easier to use clickable buttons on SBP, BTW) 1) AI crew would never erect, elevate, lower or stow BAA on its own if there is a human user in F8 view; this is an intent 2) AI crew, if human user is not present, would always erect BAA from stowed position on routes with Scout tactics, if route speed setting is 'Slow' or 6-20kph 3) From memory, on battle positions, if human user is not present, AI crew may tak
  3. This is not a bug, but also not a feature either... Keys from "1" to "0" are hardcoded for manually typing-in range value, even if this particular function may be not necessary available on certain vehicles or individual crew positions, plus, with 'Shift' key as modifier same keys are serving to toggle triggers on and off. If you are assigning something else to those keys, conflict occurs; this would happen with any vehicle in game. So if idea was to replicate controls setup from some tank MMO game, then this is not quite possible... If goal was different, then please try to use nump
  4. And one more thing- artwork for T-90SA in game is probably almost a decade old(it was introduced to SB Pro PE in v3.0); this applies to both external and armor models, and because of age armor model may be less detailed and not able to support some newer features. Other than that, performance of armor model is consistent with older version of Steel Beasts- for example 4.0.
  5. Ok, those are bugs 9538 and 9539 now. Please note, that in SB E-Stop button is intended to toggle silent observation on and off, when vehicle is stationary, but we need to make it more robust.
  6. Ok, thanks we will take care of this
  7. Ok... And do you run SB in full screen or windowed mode? What are resolution settings?
  8. 1) This legacy map is included in to Legacy Maps Installer. But please not, that those maps require conversion to 4.1/4.2 standard; for conversion details please check this thread: 2) There is a new "Kouvostoliitto Finland 50x50km" map depicting same area available. It is installed by SB Pro PE Maps Installer, which installs other 4.1/4.2 "canned" maps... May be it is worth to try it, but since height map has a substantially greater resolution, some things in your scenarios may stop working as intended, so some caution is needed(at least after replacing the map do not save modi
  9. This, actually is not new, and worked that way since very beginning or at least v.3.0...
  10. Wow, this a whole new twist in the story, and it doesn't sound good. Thank you for heads-up, will investigate.
  11. Well, it wasn't our intent to let dozer-equipped vehicles to mark cleared path(since, technically, those markings are for lanes through minefields, and there are no such lanes created by dozing atm), but probably we need to revisit the subject, weight-out possible options and, possibly, make some refinements. You know, there are some pros and cons, plus it is possible now to mark breach site by manually placed panels.
  12. Thanks, was able to reproduce. This is definitely a bug, which needs to be addressed. Basically AI TC indexes a battlesight range somehow, while it shouldn't
  13. Sorry, but those AARs do not show any bugs. 1) Note that all KE or HEAT impacts inflicted certain damage(AAR does not show detailed list of damage and some 'Light damage' entries could be actually not so light). 2) Note that most vehicles impacted by KE or HEAT died after receiving 2 or 3 shots 3) Engine on path of threat munition may greatly reduce damage received(by the price of mobility kill) 4) Add-on armor(which is essentially bulging plates/chobham) in case of Warrior reduces damage inflicted by HEAT(especially if projectile has very moderate rated RHA penetration
  14. 1) During the first ~5-9 seconds of execution phase SB settles some things down. E.g. AI may index range, enable or disable certain systems etc on its own. 2) Probably you jumped in to gunner's position, when AI gunner was indexing range. Obviously cycle needs to completed. 3) T-62 has a loading angle, so gun and sight are moving to certain elevation to load a new round
  15. Hitting a target doesn't necessary mean automatic instant catastrophic kill, especially in case of IFVs and APCs, which usually have much less vulnerable ammo inside, and are quite survivable in general- it is like a shooting BBs in to empty cans, if your ammo selection for engagement is wrong. But if you were able to hit a target, but didn't killed it, does not mean that target is intact- very likely, some systems got damaged, crew and carried troops suffered some losses, fuel is leaking etc. So if target is not yet dead doesn't imply that it is still able to fight back or move under own
  16. Unfortunately, very likely it is not quite within range. Per your your scenario, BMP-2 has it is default AP ammo selection, e.g. 3UBR6, which has 1200 meters max. effective range. Any light armored target outside of that limit will be engaged using missiles.
  17. Selection of weapon and ammunition by AI depends of several factors like range, expected thickness of target's armor etc. If AI decides, that target is a bit too tough for automatic cannon, it would obviously fire an ATGM as a first selection.
  18. As far as I can see, this map package (UID 2f08cf7e-3ab3-4d08-9f99-d085e2f1378f) is not available on our map server... Anyway, issue with failure to reload main gun is under investigation
  19. Yes and no. Yes, because it is may be not so convenient. And no, because technically, your current selection is still a main gun, and you can't index ATGM from gunner's position.
  20. Ability to divide and and attach units in planning phase is needed and desirable feature, but, unfortunately, not so easy to implement. At some point, hopefully, we would resolve this problem, but it is not possible to promise, if this is going to happen soon.
  21. This is intentional. It is really crappy device.
  22. 1) Please upload map package for scenario 2) Who was hosting, and who was owner of the Leo? 3) Without ability to check what is going on in scenario, I suspect that you were facing not a bug, but a new feature, if your vehicle was positioned on reverse slope; in 4.2 vehicles, which have independent GPS LOS stabilization got realistic head mirror travel range in EL. This means, that you can depress or elevate LOS of your primary sight a way beyond of main gun travel limits; since in this case gun is outside of coincidence window, you would not be able to fire it.
  23. This is not a mistake, this vehicle does not have crewable positions in Personal Edition.
  24. Thanks for report... Breaching of AT ditches by digging passages or by detonating IEDs/demolition charges to collapse their walls is not implemented in 4.250. At this point the only 'officially approved' option is to use bridgelayers or deployable mobile bridges.
  25. Looks like you opened scenario, which was last time saved in 4.0 or 4.1; in this case ammunition quantity defined in scenario file may override unit's defaults. That's not quite Ok, thanks for heads up!
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