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Posts posted by ChrisWerb

  1. 1, Please extend range of Spike SR to 2000 metres for latest version. 

    2. The latest lightweight Javelin CLU (which has a variety of features including target location, higher fidelity sensor, constant loom and "fast lock")plus range of 4.500 metres for missiles launched from it. It has also been tested with the FIM-92J proximity fuzed Stinger SAM.

    3. Aerovironment Switchblade 300 and 600.

    Thank you!

  2. On 5/18/2021 at 7:38 AM, Lumituisku said:

    We have threads for "we love videos" and "photos"


    I think it would be great idea to have one for Streams as well. We have after all several streamers in our community right? :)




    To be fair, that was a preamble to asking for something :D

  3. On 5/4/2021 at 12:43 PM, Ssnake said:

    Isn't it always.

    We have the freedom to accept or refuse work for our military costumers. Refusing work obviously comes with a (potentially steep) price, but that's not to say that we have no choice.

    Ideally we pick the kind of contracts where all the stars align perfectly. In practice that never happens, but we can at least usually find a solution that supports our own goals as well.

    Our goal ist to create a virtual simulation of combined arms combat tactics at the task force level - under the constraints of limited budget, real-time capabilit, low to moderate UI conplexity, and above all, "pretty good fidelity" of procedures and outcomes.


    If infantry and the way it's being spotted is detrimental to the overarching goals, then there's but one conclusion: It must be improved.

    Of course we can't do everything at once. But that doesn't mean that we don't work on these things at all.

    I just hope I don't live long enough to see SB to become "Steel Swarming Suicide Drone", which is where reality is heading. :)

  4. I have been having a lot of fun with the 155mm intelligent submunition rounds. I can only say that (from open sources at least) their modelling is really great and the end results in using them on different targets in different circumstances are exactly what I (as a layman) would expect. Visually they are wonderfully modelled too. One thing I would like though is the option of fuzing on the HE rounds so that rather than the 50/50 air/groundburst, we could select all air, all ground point detonating or all fractional delay.

  5. On 3/5/2021 at 9:59 AM, Grenny said:

    ...Yes, I know the poll options I've made are a bit of a false dichotomy


    But IMO there is currently a rather huge imbalance in gaming...for which I think better control over the grunts would be an equalizing factor.

    And I know I'm too emotional here, but there have been many in game occasions where OPFOR simply drives a platoon of tanks directly trough the positions of an infantry platoon, and nothing happens but troops going to a kneel and then waiting for better weather.


    Off course this is really a rather complex issue that will need a lot of work in the whole system.

    - terrain detail for better cover and movement options

    - fighting positions/trenches

    - spotting routines of AI controlled units

    - cammo and concealment(day sight, non TIS equiped units at least) (for example, camoflaged infantry(and vehicles for that matter) in front of a fitting backround should be harder to spot for AI too)

    - mobility modelling in the forsted areas including restrictions in spotting and engaging targets


    All of this really. Friends will know that I'm pretty much obsessed with the Swiss military 1946-89 and the Swiss were very infantry-centric in their approach to spatial defence. It would work so much better with all of the upgrades Grenny suggests. At the moment infantry are essentially often highly visible static targets for AFV gunners. Also the ability for infantry to displace under cover between alternate fighting positions and to lay mines in game and fell trees across tracks etc. would be great. I can't say that without thanking the devs for the great improvements already made. They're much appreciated!

  6. On 5/1/2021 at 9:24 PM, Ssnake said:

    Eh. It was a non-binding poll from "not eSim Games" with a meagre 14 vote lead. We'd be foolish to mistake that as a strong popular mandate for concentrating on vehicles alone.


    eSim Games will continue to work on what's necessary.


    It's a bit more nuanced than that though, isn't it? Basically you have two kinds of work, or rather two kinds of deliverables - what the customer wants (or you think they or other customers will want) and the "labour of love" things that are created by devs in their own time plus volunteers. Any request for the former is pointless unless the request aligns with customer requests or your perception of your market's needs/desires. The latter is down to the good will of those concerned, but I suspect they will (quite rightly!) prioritise their own wish lists. Therefore I have no expectation that things I ask for will happen, but I am delighted when they do (APDS-T for the Luchs and BONUS/SMArt 155 rounds for example).

  7. On 4/2/2021 at 6:21 AM, DarkAngel said:

    I thought there was a difference between canister and Beehive. Beehive explodes at a set distance.



    Cannister is like a shotgun in that it starts to spread from the muzzle. It typically uses spherical shot. Example US M1028 120mm. 

    Beehive uses flechettes and typically (as in the US 105mm howitzer M546 APERS-T and M494 APERS-T for the M68 105mm tank gun) uses a time fuze (in this case mechanical) to set where it starts to disperse. In both these cases the fuze is capable of muzzle action, so the round doubles as a (presumably less efficient) cannister projectile. 


    There are quite a few full calibre time-fused rounds out there now which don't use flechettes and are effectively time fuzed HE-FRAG. For example the Israeli 105mm APAM-MP-T M117/1 for the M68 105mm. This can function in timed airburst, superfast impact and fractional delay after impact modes. The 120mm equivalent is the M339.

  8. 29 minutes ago, Lumituisku said:

    I love the recoilles rifle really much.  it is a wonderful addition to game.  I do wish though that, truck version of it would have another version with bigger 4x4 truck for offroad.  This Tojosa  doesn't seem to do well on off-road. :(  but the m113 version is awesome.  ❤️   

    I'd like it on some of the in game 4x4s, but the M38A1C jeep would be ideal for many, many countries. Also the M79 monowheel mount in dismounted format and, in an ideal world, the Austrian towed carriage.

  9. I have just been playing with the BONUS EFP submunition projectile, IEDs as a surrogate for the Swiss PSD-75 pre-positioned demolition/cratering device and the M40A1 recoilless rifle. All are absolutely fantastic! Thank you very much for adding all of these to the game. They really add to my enjoyment.



  10. Thank you for this tutorial. It was really helpful! :)  Also thanks again to the devs for the fantastic job they did of the M40A1 - I'm really hoping for M38A1C Jeep and dismounted (M79) and, if possible the Austrian towed versions.




  11. OK, I understand the abstraction thing :) I doubt it's trained practice to shoot through foliage with HEP, but odd things happen and if you came across a bunker covered with light branches or you had run out of APDS-T and you caught a T-54 behind some foliage at close range, I'm guessing you would probably choose HEP over HEAT.


    Late edit: SB always makes you think. I just had an M60A3 run out of all other ammo and shoot WP at an enemy tank. Nothing much happened, but it's an entirely realistic thing to happen that I had never considered!


  12. Hi there. I've had a few instances of HEP from an M60A1 when it hits small branches etc. I though this type of round had a base fuse and would only activate after an interval that allowed the warhead to flatten against the target. Something fairly substantial other than steel or concrete, such as hitting solid earth,  would still activate the fuse, but not a twig, for example.

  13. 35 minutes ago, Gibsonm said:


    If you are doing a rearward passage of lines / crossing a Battle Handover line, your barrel wont be locked in the cradle which is reserved for admin moves only (usually on a truck / rail car).


    It will certainly be over the rear deck / at 6 O'clock but it will be free to move and engage tgts as required.


    I returned to edit the post having thought of that, and you'd already picked up my error.  Instead can we please just have the ability to set the turret to train to rear (not locked there) for transit?

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