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Posts posted by Jartsev
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Stealth never worked well in SB, but yes there is a rather dramatic difference between 4.268 and 4.357, as far as I can see
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As far as I can see in v4.3XX, behavior of СТРОБ switch ('1200/1800' switch) matches description in vehicle and 1A40 FCS manuals, e.g. if switch is set to '1200' returns less than 1200meters are rejected , and if set to '1800'- returns less than 1800meters are rejected. BTW, this logic is described in briefing for tutorial scenario covering LRF of T-72.
May be our wiki article needs to be updated; I need to check that, because it might contain description of original incorrect behavior, which was fixed in v.4.0 or 4.1...
Edit:
SB Wiki article fixed.
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48 minutes ago, Jartsev said:
Thanks, will investigate
Problem is not related to localization, by the way. But yeah, it is present.
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36 minutes ago, Assassin 7 said:
This Video has been shown before but of course from a different T-72. As shown taken a hit from a Sabot cause structure damage and in this case if the Ammuntion compartment wasnt hit I would image that the Driver would have been killed and the Turret would not have been able to Traverse anymore.
First of all, since 4.268 grazing impacts (finest example is driver's compartment roof of T-72) are essentially diverted in to vehicle's interior(LOS thickness is reduced), if impact angle was close to zero degrees. That change was made on your request. Now please look what I wrote above about damage probabilities if no internal components were hit directly. Sure it is possible go further with simulation of penetrator's normalization, but it is not a T-72 would suffer of such changes most.
Edit:
typos and grammar0 -
Thanks, will investigate
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11 minutes ago, Assassin 7 said:
I understand what your saying but from my understanding around the driver hatch and Turret Ring are some of the weakest spots for the T-Tanks as Western Tank Gunner’s are trained to shoot center mass. Seeing a shot center mass at those Ranges and not causing any damage whatsoever is hard to believe. At least a crew injured or damaged to components. But I understand your point and thanks for the responses
Simplified explanation of rather complex mechanics:
To more-or-less reliably inflict damage you need to hit internals; if projectile slices through without touching them, then there is a still certain probability of inflicting some damages including catastrophic ones, but that is a roll of the dice essentially, e.g. a matter of your or opponent's luck. This applies to any vehicle in game0 -
12 minutes ago, Assassin 7 said:
The last 6 screenshots, shows the shot and then the distance which is around 1500 or less meters.
Damage model, ammunitions specs and their handling were not changed since 4.268. You would see exactly same results by firing very same ammo to very same spots at very same angles against T-72B in 4.2 because LOS thickness matters. Also please note that any projectile, rocket or missile flagged as 'Tandem'(e.g. this applies to DM53/63, M829A3) would ignore any ERA in 100% of cases in game, while in real life there are some nuances and probability might be significantly lower.
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11 minutes ago, Badger said:
So what your saying is "alt range" is by default lases in first return?...but when I press it it's in last return...by what its saying in lower left corner.
(2a5 and up)
Yes, 'Alt . range' lases in 1st return exactly same time then you are pushing it, and should say 'Lase, LRF: Arm first return'. If you are pushing Ctrl or right-clicking, then LRF is fired with last return logic and you would see 'Lase, LRF: Arm last return' in left lower corner.
E.g. either you are either have controls messed-up, or trying to use 'Alt. range' as a toggle switch
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4 hours ago, Badger said:
fixed the emes issue...it doesn't like having emergency mode assigned to the same key...removed emergency mode and it now works.
-Normal, Emergency and Manual modes should be assigned to separate hotkeys(see default assignments- [ , ] [ . ] and [ ' ] respectively)
-Leo 2A4 might need some time for initialization from manual to normal mode, if engine and turret power were turned off for some time (hence blinking warning light on EMES control panel)
QuoteNot sure what alt range is supposed to do? is it a toggle for lrf returns? or something totally different? And shouldn't LRF return toggle key work as well?...it works on the M1A1,but not leopard.
-LRF of Leopard 2A4 has only 'last return' control logic, and there no way to select any other returns; this described in respective tutorial mission
-LRF of Leo 2A5 and newer can use 1st return logic, but this is not some switch to toggle received returns, but a separate trigger to fire LRF with 1st return logic. And 'Alt.range' is this trigger, which would fire LRF with 1st return logic. Unfortunately tutorial briefing might be not clear enough in this particular case.
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14 minutes ago, Badger said:
when pressed it just flashes and doesn't go into that mode...
Which tank- Leo 2A4, 2A5, or some 2A6?
Which button exactly and on which station- TC or GNR?
16 minutes ago, Badger said:TIS seems blurry
1) TIS model was revised, and please note that thermal camera in EMES is 1st gen, providing 100-something lines image resolution(per entire field of view!). E.g. it could not be crisp no matter of what, if upscaled to HD/Full HD of modern display
2) Use focus adjustment to improve image quality a bit
19 minutes ago, Badger said:Also laser return 1 and 3 keys aren't working either .
By default only joystick button 4 is assigned to 'Alt.range', so if you are using keyboard you need to open controls menu and define appropriate hotkey there
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There is a TOS-1 in SB. May be you should try to play SB actually instead of trying to re-post all content from Youtube here?
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1 hour ago, Wolfseven said:
M1a1, and M1a2 not possible as the manual states otherwise. I have even tried rename the keys numpad1,2,3,4 i.e. and still will not change rounds out, I have to fire them first waste a round then reload the round I want.
I cannot reproduce this issue; if I'm double-tapping an ammo selection key at TC's position, AI loader would change chambered round. And this would never work at M1's GNR position, unless AI TC is disabled by whatever reason.
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Needle is there, but its colour is light greenish gray (same as in our other T-72-series tanks) , which is hard to see if observed from some angles. So we need to make it black again...
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Swapping chambered ammo is not possible with Centauro right now because of collision with some other functionality.
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35 minutes ago, jppsx said:
did you check centuro ?
Yes, I checked Centauro and found a few issues. But I do not see any similar problems with M1 reported by Wolfseven
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6 minutes ago, Higgs said:
I do have enough space on the disk. Could be the connection although I doubt it. I never had any troubles with it. Is there another way to get my hands on these maps? Or do I need to try until it works?
Wait for a few hours and try to download again. There is no other way to get them.
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53 minutes ago, Wolfseven said:
I have that same issue with the M1s both variants.
Unable to reproduce, please check hotkey bindings
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Could be connection problem, likely. Also note that maps you are trying to download are ~2-2.5GB each, so make sure that you are not running out of free space on disk
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Thanks, we will try to do something about this...
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57 minutes ago, jppsx said:
I use newest version and ai seam to often move before round land
Without tactics assigned before making evasive manoeuvre AI would let 1-3 salvos to land depending of what type of artillery is used- on-map or off-map, and in case of on-map artillery- of arty unit's rate fire. And there is one small nuance with SMArt 155 and alikes- delay between payload release and acquisition of targets is quite long, so AI might start reacting just at the same time or slightly shorter before actual impacts of EFPs.
Then there are conditioned routes, which might override certain AI's behaviours; for example if unit is on battle position, which has escape route with embarkation condition 'if unit is under indirect fire', then unit would embark it immediately once indirect fire is registered, unless condition has some delay defined ('after true, delay...').
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1 hour ago, RomeoNovember12 said:
I am having some trouble with Kiev E and W, Cherson and Oksboel.
They download ok but don't show up in the mission editor despite refreshing the list.
They can be opened in the map editor and saved as new packages and published under new names. After I do that they show up as selectable in the mission editor.
Any ideas?
When you are picking map, default filter option is a 'Published (except autocreated base) maps'. Due to the way how those maps were saved during their creation, please use 'All' or 'Published maps' filter options instead.
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27 minutes ago, Koen said:
Sry, I'm a bit confused:
* I just downloaded the new version & I'm in 4.357 now
* I also received the same mails as Apocalypse 31 about an updated version
=> Should I download another version now ?
(guess not - just checking)
THX !
4.357 is a latest version, and you shouldn't doing anything if you already have it. Just notification about release was sent bit too late for some reason
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1 hour ago, Apocalypse 31 said:
Is this a legit email?
I'm not familiar with SendOwl.
This one is a legit notification
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3 hours ago, DB101 said:
Thanks for the perfectly built T-72B3 model. But something still puzzles me. The buttons to the left of the TPD-K1 sight are only eye-candy, even though hovering the mouse over them will make the icon indicate that they are clickable. So is it a bug or just what it is in a real vehicle? I know in the B3 version, the TPD-K1 is only retained as a backup to the Sosna-U sight with many functions, like laser ranging, lead calculation etc, stripped. And one possible bug reporting. The type code of the sighting complex in the Gunner's handle reads 1A40-1, but I guess it should be 1A40-4. And the SB wiki manual for B3 says that rounds can not be unloaded once loaded into the main gun, but I think it's untrue. I refered sources from Tankograd/Soviet Armor blog. Not sure whether I post in the right place. But thanks in advance.
On real T-72B3 1A40-4 FCS retains all functions(LRF, electro-mechanical super-elevation-only ballistic computer, barrel wear and charge temperature compensation) except lead prediction, but it cannot be powered together with PNM Sosna-U. And if 1A40 is powered down, its LRF power, Delda-D and stabilizer switches should never ever be set to On (doing so IRL causes some funny effects like sluggish control or outright loss of AZ an EL control).
In Steel Beasts in its current iteration some limitations apply and 1A40 is modelled in powered down state, in which it would not much different from telescopic auxiliary sight sight.
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T-72B3 turret traversing speed
in Support
Posted
First of all, T-72B3 uses more or less the same 2E42 series stabilizer, modified for compatibility with new FCS, and and if you take '184.TO-1'(e.g. an official 1st edition of technical description manual for T-72B3) and look at stabilizer specs listed there, you would see them unchanged since T-72B. E.g. per manual AZ slew speed is '24 degrees per second, no less than' and this is what is in SB. This is what any T-72B3 had, has and will have in foreseeable future.
Then, there is a very interesting question, with answer not defined in tech description and operations manuals for T-72B3, as well as in various crew training methodology handbooks, but very well described in manuals for BMP-3, T-72B, T-90, T-80U- what happens with traverse rates, if guided missile round is loaded or fired? There happens a traverse rate reduction by factor of two... And we can expect more or less same behavior from T-72B3.
Now let's see, what happens in SB, if you are trying to start up a T-72B3 in Steel Beasts. FCS defaults itself to guided missile round, and your traverse rate would be reduced until you load something else.