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Jartsev

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Everything posted by Jartsev

  1. Looks like conversation here develops in a very wrong direction, and I'm really inclined to lock this thread. Please reconsider your wording.
  2. When it comes to woods, trees at their edges are scaled down and sunk into ground intentionally, but, guess, this is not quite right for some types of trees and needs some investigation. But at this point, if woodland tile was utilized to replicate group if individual trees, it could be better to replace it with individual trees...
  3. 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 take in to account terrain profile in order to maintain hull-down, and this may affect how much mast is extended
  4. 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 numpad kets, as @Lumituisku suggested. Also it would be good idea to check Steel Beasts Keyboard Chart, which may be found in C:\Program Files\eSim Games\SB Pro PE\docs\PDF for print folder.
  5. 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.
  6. Ok... And do you run SB in full screen or windowed mode? What are resolution settings?
  7. 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 modified scenarios under same name). EDIT: P.S. If you are still using SB Pro PE version 3.0, then maps from "Legacy Maps Installer" may probably not work for you, since all they were saved in 4.0 last time
  8. 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.
  9. 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 of 380mm- like very average RPG). And then there is a limitation- we are not simulating degradation of add-on armor performance after multiple hits. So in other words pumping one BK-5 after another in to add-on armor in front of the driver is a kind of waste of ammo and time 5) Use of 100mm HE is case of wrong selection of ammo for engagement, plus there are certain general terminal effects modelling limitations(for example effects of shock loads on armor plates and weld lines are not accounted)
  10. 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
  11. 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 power(and if is still able, then probably with degraded performance).
  12. 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.
  13. 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.
  14. 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.
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