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RogueSnake79

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About RogueSnake79

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    Senior Member

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  • Location
    Kentucky, USA
  • Interests
    Weapons of War
  • Occupation
    Welder

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  1. It is my understanding that this is a feature that was added in the last release. And that it only applies to ATGM's AFAIK. So at this point no vehicle should have "unlimited" ATGM loads. Because of technical limitations I think the total number of reloads is a random variable. You will have to wait for Volcano(Encyclopedia of SB knowledge) to see this thread for more detail.
  2. These armor options represent "improvised" armor as seen on various Hemtt's. I presume this was a stop gap option to provide protection from small arms until the later "up-armored" cab's could be retrofitted to enough trucks, and shipped over sea's. It was also seen on many Humvee's early in the war on terror, and later faded from service once factory built options became available. These pictures are from prime portal if I recall correctly, I have more, but you get the idea. For steelbeasts, this is the first in what we hope to become many vehicles with this type of option in the future. Because this type of modification is very common in warfare, throughout history.
  3. Lighting of the buttons on that panel is done by a graphics shader, so it cannot be modded.
  4. Yes, its being looked at. Initial tests by Volcano were also unable to reproduce this bug. We had people drop and rejoin multiple times(way more than normal), and ownership of those vehicles changed many times, sometimes with said people. We are thinking that the bug is in there somewhere, which as you can imagine is not easy to test. We can avoid MP scenario's that depend heavily on repair zones for now, or try to avoid giving repaired vehicles to people who we know are having network issues, while playing them.
  5. He just doesn't check the forums like he used to. I've uploaded it for you, should be approved soon.
  6. Version 1.0.0

    25 downloads

    Created by Dejawolf
  7. Template is here: https://www.steelbeasts.com/files/file/2150-tunguskazip/
  8. Version 1.0.0

    15 downloads

    Created by Dejawolf
  9. RogueSnake79

    Pizarro Template ?

    I will upload it to the template section for you. Should be there later, once approved.
  10. The other thing that needs to be reiterated, is armor protection. It is low on this turret, very low. Particularly on the sides to my understanding. Why do tank commanders in SB insist on using HEAT to engage PC's, IFV's, etc.? Armor is required to release fully, the kinetic energy of a KE round. The blast, and fragmentation simply does not happen when a sabot travels through thin, lightly armored targets. Sure, there will be some, but most of the round will be in one piece when it hits the dirt on the other side of the target. You could argue, that if they up-armored the sides of this turret, M829A3 might be MORE effective against it. Perhaps this is the why, to the lack of heavy armor in places on this turret.
  11. Even if these images are more accurate than the model we have, they all still show clearly that there are rather large areas in this turret that have no major, vital components, and would not be affected by a pass though of a KE round. Which means this whole discussion is at best about a very minor adjustment to an armor model. And with that adjustment, the events in question will still be possible, now only by aiming a few more inches to the left, or right etc I think the core of the problem we seem to be having, is not taking into full account the fact that this turret is unmanned. Despite Volcano repeating it several times. And that the turret crew on other vehicles result in a large percentage of damages/kills.
  12. By now you guys should know that you need to post as detailed information as you can, as well as an aar if you think you found a bug. It is pretty well known (I thought), that in multiplayer sessions the hit rays in aar's are often not super accurate, because the information is being sent back and forth over a network . And yet you give no indication if this image is from a single, or multiplayer scenario...from the host, or a client. This stuff is pretty important.. And I get it, not everyone has time as a software tester, but Assassin "OH COME ON!!!" you should understand how this works by now. Besides inaccurate network related aar events, there is also the issue of what is, and isn't stored in the aar. Not every exact position, of everything is stored. In this case I'm not sure if the position of the gun crew, in relation the the weapon is stored "exactly". These guys move around, as you rotated these weapons. And of course, there is a reason why not everything is stored(we would if we could), to keep AAR's from being a thousand terabytes.
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