Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Splash

  1. First, there is nothing "simple" when it comes to SB4. I have one for the CH Combatstick & Throttle, which you're welcome to try. Its created with Control Manager 4.52. But I don't know if the file will be read properly by a Fighterstick setup, since the Fighterstick has more buttons (a 4-way hat in place of my Button 2). It's below nevertheless. If you can access it in Control Manager, feel free to tailor it to fit your needs. I consider it a 'work in progress' as I occasionally change/add/subtract based on what I'm playing most. As far as "proper" "important" or "recommended" keybindings, that's kind of dependent on which vehicles you focus on, which positions (gunner, TC, infantry) you intend to occupy and how you prefer to play the sim. This is a complicated sim with a lot of vehicles. There are so many keybindings -- many performing different functions in different vehicles -- you really have to pick and choose based on your needs. I, for example, have omitted most AI/comms-type commands from my HOTAS (T for 'found target', I for 'show target', H for 'hold fire', U for mounting/dismounting troops, C for 'resume route', etc etc etc) and instead use a voice-activation app to send those keypresses and anything else I would "tell" a crewmember to do. I have mapped only the actual switchology bindings -- stuff that you actually press/manipulate in the vehicle (Fire, lase, smoke, sight adjustments, TIS, ammo selection etc etc etc) to my stick and throttle. I also have buttons on my throttle (a thumb hat) dedicated to views/positions, a couple of push-to-talk keys, a pause/center for my TrackIR, and one button as a 'shift' so I can effectively double the number of buttons. Even with that, there are a few things I still have to do via the keyboard and/or mouse. All the relevant keybinds are listed in the "Controls" area of the sim. You can export that to text and use it for reference. A less-complete but still useful tool is the PDF keyboard layout which can be found in the sim's docs folder. I hope that helps get you started. Oh, one other thing. SB recognizes only one joystick input, so you have to use the CH Control Manager software to combine your stick and throttle so that they're seen as a single device, which my profile does. SBProPE_CH.7z
  2. Thanks again. Some screens from my first online experience. I played from the TC seat of a tank section in 2 Alpha and didn't think to get screenies ... so these are from Gibsonm's AAR file. They make for a more artful presentation, anyway. Rookie mistake .. I strayed too far forward, I believe, but stumbled onto an enemy unit's flank. My AI gunner called out "PC". I ordered "Fire." Saw later that it wasn't a PC. Spotted a BMP dumping smoke on retreat. Took a missle hit myself, so I popped smoke and backed up. It took two or three more HE hits to kill it. Only the kill shot showed in the AAR. I displaced a bit expecting artillery ... Then I spent quite a while waiting and watching ... while listening to the pitterpatter of the rain ,,, ... While most of the action took place to the east. Nice 1Km flank shot by Gibsonm here saved a pixeltrup. My next action came when my tank gained carnal knowledge of a tree, rending my TC personage Hors d'combat. Alas, a 15-minute visit to the doc was insufficient to heal him. So I continued as TC of the No. 3 tank, dragging my commander-less 4 along as an AI wingie. (I need to practice degraded operations in the 2A6.) It wasn't a total loss on the skins: The I have a Bundeswehr version of the ambulance in my collection. 😏 Anyway, my former mount's AI gunner soon scored a tank kill in the assault on the first objective. Followed by two more and a tunguska between the two of us in the assault on the second objective. None of this showed up credited to me in the AAR ... I assume because my ISP dropped me at the beginning of the mission and I had to be handed a section of tanks after rejoin. (shrug) But all's well. It was good fun. Thanks again to Gibsonm for the early reveille and to chrisreb & Dboy .
  3. Enjoyed it muchly. Even with the ISP drop and the killer tree branch. Hope I didn't stink up the joint too badly. Thanks again to all, especially Mark, for going the extra bit.
  4. Sorry, just saw this (different side of the world and all). Unless they bowed out privately, looks by responses that there are at least two, maybe three others. Total of 6 including you? But if everyone is dropping, I REALLY wouldn't want to see you get up at that hour to host (or worse, decide then to abort for lack of numbers.) Since you've probably already turned in by this time, I'll drop by TeamSpeak at the appointed time since it will be midday here. But if you get this in time, don't feel compelled. Get some sleep. I can do this some other weekend.
  5. I'd like to sign on for this. Happy to show up a bit early to make sure I have TeamSpeak & etc. sorted, since it's my first go at online. And I do appreciate the sacrifice of getting up at 0 dark hundred for no tangible gain.
  6. Sincere apologies for the lateness, but will bow out of this one. Hopefully next week.
  7. May I ask what year the action is set? And the in-game camo (nation code) for blue and red ... and the season? I'm considering which textures I want to load. Thanks. Also a little uneasy about the potential lack of turnout. Maybe not a good time for a rookie to dive in?
  8. It's looking like this will be a good weekend for me to finally test the online waters. I'm new to SB multiplayer but not new to SB. I think I could handle a tank without embarrassing myself too much. Maybe a subordinate role (wingman) in one of the M60A3 platoons? I'll be sure to show up early to make sure everything's sorted with my connection and with TeamSpeak. I'm from the U.S., by the way.
  9. Here ya go. Leo2a4_roof.7z
  10. 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).
  11. 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
  12. 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?
  13. It happens using "damage if," as in Bond_Villian's video.
  14. 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?
  15. 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.)
  16. 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.
  17. 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/
  18. 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.
  19. 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.
  20. Splash


    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."
  21. I TOLD you to set the #@!%$&# parking brake!!
  • Create New...