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Gibsonm

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  1. Pretty sure Ssnake has said "No" repeatedly on that.
  2. These are likely all pre 4.1x scenarios, where you could embed a piece of the necessary map. There is a thread in a support area about how to update them for use in 4.1: In order to update / convert the maps you'll likely need to contact the scenario creator (if they are still around) or open the scenario is say 4.023 and convert the map yourself.
  3. Given the "attach to" option I take it these were taken in the Mission Editor. In that case "attach" the squad to the nearby transport asset (Truck / Helo) and it will then be linked to it, like "organic" passengers. During Execution, if you click on the Helo in the 3D view and select "mount" (I think that's it) you'll see a list of nearby units that it can load (attached / organic or not). In this way for example during execution an APC can mount any ATGM team and resupply it (maybe not entirely accurate as every APC doesn't carry reloads for every ATGM type). The APC and ATGM don't need to have had a pre-existing arrangement.
  4. @Japo32 Just a follow up. The default activity ends up with the Platoon fixated on one place: Both the Platoon on the left and the Platoon on the right are converging on one point. However, you can (with some care since you are giving the units new orders as they are moving) select one squad from each vehicle and give it a new route in order to spread the frontage out: The Platoon on the left is a control and is still converging. The Platoon on the right has one fire team per vehicle allocated an assault command to spread the frontage out. The vehicles are keeping station with the other fire team and maintaining that supporting function. Note: If you are replicating an Assualt command you need to adjust the speed on the new routes to slow as well or this half of the Platoon will arrive well before the vehicles and the remaining dismounts. Using this approach you could have all the vehicles and half of the dismounts assault one location and the other four (in this case) dismount units move off on a different task, without breaking the vehicle /dismount relationship in the Assaulting half. Copying prepared routes 4_167.sce
  5. The bridge is an object and can be selected. Open the map in the Map Editor. Save it with a new name (to avoid ruining the original map). Click on the bridge. Select one of the end points and drag it to make it longer. Look in the 3D world to see if the adjustment makes sense / fixes the issue. Save the map. Repeat the cycle until you are happy. Publish the map as a new "delta" Open the Mission Editor and update the map to reflect the fact that you are using the new one. I've not messed around with ramps.
  6. Another thing you can do is create the routes in the planning phase and store them off to one side. Then during Execution you can copy and paste them onto routes being taken by units. Once "pasted" you can adjust the length and orientation of the route: On the map we have a Marder Platoon. The Platoon currently moves to Waypoint 5 and will move to Waypoint 6 if told to "proceed". You don't need this, its just a safety measure to ensure you copy and paste the stored route before the Marder's get to the end. Off to the left are an "Assault" version and an "Engage" version of the dismounted Attack / Clearance. Process: 1. Start the scenario (Marders begin to move) 2. Select which one of the stored options you want to use. 3. Right Click on the route (not Waypoint 1 or 3). 4. Choose "Copy route" (if you had a group of routes it would be "Copy route chain") 5. Click on Waypoint 6. 6. Select "paste" the route should appear. 7. Right click on Waypoint 6 and select Troops Dismount. 8. If the Marders have yet to arrive at Waypoint 5 you can select it and set the tactic to "none" so they don't stop. If its working correctly the Marders arrive at "5", you select "proceed" for them to continue, they arrive at "6" and the troops dismount, then the Marders follow the Infantry as the complete the trip on the newly added route. You can do something similar with conditional routes but the condition you set in the Planning phase, can not be changed in the Execution phase. For example you could have an conditional route of "embark if ... Unit is 3A". You wont get that to work if you paste it onto a route be used by 10A, since the copied route will be looking for 3A. Hopefully that helps? Copying prepared routes 4_167.sce
  7. No idea what "Last week's SB session" was (TGIF, Kanium, certainly not BG ANZAC) so I can't comment on what you experienced. Nothing is "free". You'll either be paying for; a subscription, DLC, "paying to win" (or whatever these people want to call it), or it will be full of adds from people who are paying so you can play for free. By all means follow it, throw money at it to get the latest version (so much for "free" ) but I'm not interested and wont be. Just because my opinion differs from yours, you don't need to go on a crusade to convert me.
  8. In that case, surely its just a matter of plugging the monitor in, firing it up and having a look?
  9. After confirmation that minefield breaching isn't currently workable: We'll likely re-run last week's session: Conclude the recce battle. Trigger CT LYNX but find a crossing point not covered by minefields. Likely use a different plan for the Attack on OBJ CELLAR But prior to that maybe some revisions on how a SBF or ABF actually works.
  10. By now most readers will already know who BG ANZAC is, so I'll put the information relevant to this week in first, then background, etc. If you are new to the Forum, feel free to read the entire post. IMPORTANT: As a serving Officer, I am not allowed to make "public comment" about topics without clearance. This is why my signature block says what it says to cover written comment. Recorded audio on YouTube = "Public Comment", especially if I were to express a personal opinion (without knowing someone was recording). In addition recording people's voices in Australia is illegal without their permission or a Warrant. If you want to record a session, ASK! We maybe about fit you in (I maybe able to play the OPFOR, etc.). If you don't ask: a. Expect me to ask you to remove the YouTube (or other media). b. Don't be too surprised if you aren't welcomed back. BLUF (Bottom Line Up Front): Your Local time: Click on this link for Local time in your part of the world Count down: Time remaining until Meeting start Mission will start promptly at 0900 GMT. If you want a pre game "chat" then by all means come on line at say 0830 GMT, but so that the Kiwi's aren't after Midnight, the Mission will commence promptly at 0900 GMT. Agenda: Based on the recent sustained good attendance, we are embarking on a more structured approach (only sustainable if the attendance is maintained). Planned Agenda: 1st meeting: Teach / Discuss a topic (Attack, Defence, Convoy Escort, Reserve Demolition, OPs, ...) using a scenario / map as the basis for discussion. As to what we cover, that will be will be determined by the response to the related email "newsletter" for this Wednesday sent to regular attendees. 2nd meeting: First volunteer develops a plan for the tactical problem and we see how they go. There will be a brief debrief at the end looking at strengths / weaknesses of their solution, which the person COing the next week is free to incorporate into their solution. 3rd meeting: We play the same scenario with a different CO (each able to improve / adjust their plan based on their predecessor). 4th meeting: We play the same scenario with a different CO (each able to improve / adjust their plan based on their predecessor). 5th meeting (if there is one in a given month): Q & A - You need to supply the questions or a "player's choice" determined by responses here / to email. As always, visitors (apart from one individual) / first timers / spectators are welcome. Current Standard: 4.167 (either download from scratch or download and patch 4.162 / 4.163) Refer here: Please use the new Calendar RSVP function or post here to facilitate planning. Background: Who is BG ANZAC? https://www.bganzac.org Described here: http://www.steelbeasts.com/sbforums/showthread.php?t=21753 A couple of examples of the BattleGroup at work: Multi Player session: Training session: Timings: Wednesday evenings, Australian East Coast time. Daylight Saving has ended and the number of time zones have shrunk Next meeting: 0900 GMT on Thursday, July 9th. 1000 in London (BST) 1700 in Perth 1830 in Darwin 1830 in Adelaide 1900 in Sydney, Melbourne and Canberra 1900 in Brisbane 2100 in Auckland In game chat / Communications: You'll need access to "Teamspeak" to communicate with us. The Teamspeak software is available here: Download Teamspeak client software How to connect and use it is detailed here: Steel Beasts Wiki Entry - Starter Pack Remote Access / Screen Sharing / Whiteboard Sessions: We continue the use of TeamViewer so people without the Steel Beasts software can connect and see and hear what we see and hear (looking over our shoulder if you like). Team Viewer available here This maybe a suitable vehicle for people to see what the software is all about (you can even use it on a Mac), without having to invest in even a short time limited copy. Anyway we'll see how it goes. So if you are interested, visit our web site https://www.bganzac.org and sign up.
  11. OK, does that mean if there are dead units on Blue or Red that I can ignore the Duplicate IDs? I'm just wary of spending a whole bunch of time trying to find potentially non existent units that are listed. For example, none of the duplicates listed below are linked to the four units on the map initially A-1/3/A, B-1/3/A, A-1/4/A, B-1/4/A (there are no "I" or "J" units) so I have no idea where to find those to correct them: They only went away when I deleted all the Green Infantry. I'm not really keen to delete all the Red and Blue Infantry, re-create it and redo all the pathing, esp. as the mission hasn't to date (fingers crossed) caused a crash to desktop. Hence the request for a show button. If you could click on one of the duplicates and be shown the "corrupted" unit you could just delete that one.
  12. OK here we go. Green is the side we are looking at. Blue and Red are password protected and whilst I know there are "Duplicate IDs" reported for them too, I have no real interest in trying to fix them until I trust the tool that is reporting said duplicates. 1. Baseline Scenario file: "BG ANZAC SQN Recce Expanded 4_167 - Ver1_4_autosave_2020-07-04_1431.sce" 2. Known Green position: Only known dismounts: A-1/3/A and B-1/3/A associated with the 3A Truck and A-1/4/A and B-1/4/A associated with the 4A Minibus. These units are all destroyed to reflect previous engagements. 3. Reported duplicates on Green (note the mission is being tested): 4. Green dismounts (the four units mentioned above) deleted. File saved as "BG ANZAC SQN Recce Expanded 4_167 - Ver1_4_autosave_2020-07-05_1506.sce" 5. Test run again. Mission Debugger reports no Duplicate IDs: Note: Deleting 4 Infantry units removed some 18 duplicates. 6. Brand new Infantry Platoon created "1 Platoon N Company". No other N Company units on the Green side. File saved as "BG ANZAC SQN Recce Expanded 4_167 - Ver1_4_autosave_2020-07-05_1512.sce" 7. File tested with 1 Platoon N Company alive, no Duplicate IDs: 8. 1 Platoon N Company "destroyed" in the Mission Editor. File saved as "BG ANZAC SQN Recce Expanded 4_167 - Ver1_4_autosave_2020-07-05_1518.sce" 9. The return of lots of Duplicate IDs courtesy of 1 Platoon N Company: Should I just assume that destroyed units create Duplicate IDs and forget about them? BG ANZAC SQN Recce Expanded 4_167 - Ver1_4_autosave_2020-07-04_1431.sce BG ANZAC SQN Recce Expanded 4_167 - Ver1_4_autosave_2020-07-05_1518.sce BG ANZAC SQN Recce Expanded 4_167 - Ver1_4_autosave_2020-07-05_1512.sce BG ANZAC SQN Recce Expanded 4_167 - Ver1_4_autosave_2020-07-05_1506.sce
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