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About RogueSnake79

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    Senior Member

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  • Location
    Kentucky, USA
  • Interests
    Weapons of War
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  1. Lighting of the buttons on that panel is done by a graphics shader, so it cannot be modded.
  2. 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.
  3. He just doesn't check the forums like he used to. I've uploaded it for you, should be approved soon.
  4. Version 1.0.0


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


    Created by Dejawolf
  7. RogueSnake79

    Pizarro Template ?

    I will upload it to the template section for you. Should be there later, once approved.
  8. 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.
  9. 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.
  10. 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.
  11. The pdf document states that this is an advanced programmable fuse round. Explicitly designed to defeat ERA, AND APS by fragmenting based on information from the tanks lrf. That makes things a bit more complex than just adding a few RHA's to the A3 round. We do have programing in place for these types of rounds, the CV90 KETF rounds. But based on what I read in this pdf, this A4 operates a bit differently than a air burst round. At any rate, this round is not something that sSnake can just crank out on his own with a new entry, and a few keystrokes..
  12. I had planned to reply to this thread, but Breakthrough7 posted that article which is basically what I knew about it. When I was tasked with updating the M113 fleet in SB, I purchased most of the books I could find on it. Many squadron signal, concord publications etc. Already had the hunnicutt Bradley book, which covers the 113 is good detail. While I didn't read every last word in each, I did read about these armor kits. And they said basically what that articles says about it. One of the squadron signal books had multiple images of vehicles belonging to the 11 ACR. And many of these vehicles did have the gun shield, and some had the cupola as well(vehicles without the dragon mount installed). They where taken from the time when the unit was stationed at fulda (72-94). So the US armored Regiment at the tip of the spear during the cold war had these kits. Likely they got priority, and hoarded them. So that made this equipment a must have, but we also knew that it needed to be optional. So it served as the beta for programming to allow select-able armor parts on vehicles. And this programming has since been used on the HEMTT trucks for their "field mod" armor kits. So, the fact that we NEEDED to do this for the 113's, lead to getting this programming done, and now it can be used for other things in the future when resources(time) permit it. So yay : )
  13. This should be it. Leo 1a5 roof template.zip
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