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Splash

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About Splash

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    Missouri
  1. That tutorial is for lasing practice. There is no TC, and your loader only loads sabot. You don't get to choose the ammo. So of course by changing the indexing to HEAT, you cause the sabot round to fly high until you change it back to sabot (er, fin for you brits).
  2. Mounted troops don't dismount if vehicle is immobilized

    Thanks, Ssnake. This might all be moot, but I've attached a .sce in case Jartsev still wishes to look into it further. As far as getting troops to disembark from a disabled AI vehicle by scripting, I found that it can be done ... but routes seem to override vehicle-assigned "Troops" conditions. Therefore, "Dismount If ..." needs to be applied to the route, not the vehicle, apparently. In other words, for testing purposes I can set a specific vehicle or vehicles to become damaged, and that damage will occur when the condition is met -- whether it's on an assigned route or not. But I cannot set a dismount condition in the same manner; I must put that condition on the route or the vehicle setting will be ignored in transit. The result during play is that a vehicle set to dump its troops in the event of engine/track/driver loss will do it if, A) it is not connected to a route, or B) if it is, that route must have the desired dismount condition. I think this behavior has been discussed before; I don't remember if it was considered a bug or a desired behavior, but having to put the "Dismount If" condition on every conceivable route in the planning stage is pretty impractical -- whereas, if it were on the vehicle, groups could be selected and the condition set en masse. While experimenting with different approaches to the problem, I also found that the "Troops/Dismount If..." condition appears to work only once per vehicle, even in the absence of a route. If you repair the damage and reload the troops, they ignore the "Dismount if ..." condition upon subsequent damage. Dismounts.sce
  3. Mounted troops don't dismount if vehicle is immobilized

    Sorry. Upon further review, the dismounts don't vanish -- they just aren't represented by 3D models when viewed from the outside. I hadn't noticed that before. The bug noted above still stands, though. Troops in 4.023 do not automatically dismount from disabled vehicles, nor will they abandon them if the vehicle has a specific "dismount if ... damage:crew/engine/track" condition. Maybe these 11 relevant posts could be separated into their own thread in the support forum?
  4. Mounted troops don't dismount if vehicle is immobilized

    It happens using "damage if," as in Bond_Villian's video.
  5. Mounted troops don't dismount if vehicle is immobilized

    FWIW, my testing with the M113A2 confirms Bond_Villian's results. Immobilizing damage -- engine, tracks, driver -- also annihilates the dismounts. (It's not that they fail to dismount; they are no longer there.) Bug?
  6. Skin Request (dejawolf...)

    Not "all." The A and AM use the same file. The AM2 uses a separate one -- for which, unfortunately, there is no layered photoshop template available at present. (Dejawolf's T-55 template uploaded by DarkAngel is for the T55A_AM_soviet, and does not include layers for parts unique to the AM2 texture.)
  7. Skin Request (dejawolf...)

    I'll leave to others the discussion of whether the AM or AM2 is a proper proxy ... but I did plan to do a Finnish T-55 after completing the T-72M1. However, when I read Finland's tanks weren't T-55A's, I decided a plain green one with Finnish roundels was sufficient for me. I might revisit the idea if there were more than tepid interest. FWIW, the T-55A and T-55AM use the same skin file in SB, so if you do one, you've got the other.
  8. Looking for old Tank Platoon missions...

    This series was based on an even earlier sim, but might be similar to what you're looking for. https://www.steelbeasts.com/files/file/2196-m1-abrams-battle-tank-campaign-for-steelbeasts-prope-30/
  9. German Marder Milan

    Following Rotar's instructions (which, of course, are correct) you'll probably notice a couple of things: Choosing DE as your camo will result in troops with more modern weapons and uniforms than you likely want considering your time period, but I think you'll find that's of little concern to most of the people who'll download your scenario. It will also, however, give you a default starting point for German ammunition, which you can tailor to your time period by right-clicking on an infantry unit and selecting Options>Set ammunition. As far as the M113, depending on which model, you'll probabLY find you still have U.S. or Danish camo, because only the M113a2G carries German camo in stock SBProPE. You'd need custom skins (mods) to change that for non-a2G models, but as above, I think you'll find most downloading players probably won't be bothered by it.
  10. Mouse sensitivity/smoothing/refinement

    I don't remember being asked to weigh in on this. But I'm with Botas. Fortunately, TrackIR solves the issue with F1 viewing. And using a joystick for the binoculars instead of the mouse (since binos, like all optics, are unaffected by TrackIR) considerably dampens the response there.
  11. FN-FAL

    Assuming the question is not geographical in nature ... France, although it has a localization package, is not selectable as a nationality in SB. (Ditto for Greece). You would have to use, as a proxy, one of the existing nations with a similar weapon and uniform style to whatever France uses/used in your chosen time period, which is why Hedgehog's list is so helpful. The list, by the way, omits CIV, which uses the M-16 rifle and USMOLLE troop model for "infantry."
  12. We love screenshots

    I TOLD you to set the #@!%$&# parking brake!!
  13. Bad Dog

    PM Sean and/or Homer. This has been a recurring issue for me, as well. These guys, I'm sure, have real-life priorities that delay approvals ... and sometimes, it seems, the forum notification software fails them. I think the issue could use some attention. Creative types can sometimes be discouraged when, after finally pulling the trigger on an upload after hours of work to get a skin or a scenario "just right" ... it doesn't appear for download to the community for days ... or weeks. Just sayin.
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