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Found 8 results

  1. Version 0.8.2

    165 downloads

    1986 East-German under-strength motor-rifle battalion conducts attack on US light infantry in the enemy's flank. Your equipment: Pz.T-55A, SPW-70, BRDM-2, SFL 2S1, Mot-Schützen. Enemy equipment: TOW, Dragon, 60mm mortar, light infantry. Time frame: 60 to 90mins.
  2. So long time ago I was fustrated because T-72 commander couldn't elevate it's periscope over seeming 0 degrees. Back then answer I got from developers was as I remember it, something along these lines: "Commanders periscope elevation is limited because of the physical movement of the periscope." Back then I accepted it, because I had no access or could not find any information or source that would prove that statement wrong. Over the years I have accuired Russian speacking friends and pestered them to search "proof" for agaisn't that statement with no success. This data just simply isn't mentioned on manuals of the vehicle, or anywhere I was able to access. I even tried contacting museum to get peace for myself about this matter for once. (My messages weren't replied to or when face to face, I was said that if I join the guild I might get change to... etc) The best source I have been able to find was from this blog called "Tankograd" https://thesovietarmourblog.blogspot.com/p/home.html I have linked it several times over the year. Problem is that sources are not mentioned. I could and will ask, if need to. - I do hope that this what I am going to write and illustrate below with pictures is enough to convince you developers of the issue, that I wouldn't need to. In his blog he gives following values and descriptions for commander periscopes in various Soviet / Russian armored vehicles. T-72 - TKN-3M To scan in elevation, the TKN-3M can be elevated by +12 degrees and depressed by -8 degrees. The full range of elevation is 20 degrees, and the total vertical field of view is 30 degrees. This was a noticeable improvement over preceding medium tanks, which had an elevation range of only -5 degrees to +10 degrees. https://thesovietarmourblog.blogspot.com/2015/05/t-72-soviet-progeny.html#tkn-3m T-62 - TKN-2 "Karmin" The periscope could be manually elevated upwards by +10° and downwards by -5°, and the cupola would have to be manually spun to scan horizontally. https://thesovietarmourblog.blogspot.com/2015/12/t-62.html#tkn-2 BMP-2 The range of elevation is +10° to -5° https://thesovietarmourblog.blogspot.com/2016/05/bmp-2.html#tkn-3 Mine and my friends honest opinion is that commander periscopes on T-72s, T-55, T-62, and BMP-2 are next to useless because those cannot be elevated over 0 degrees. And because those can depress in some cases.. insanely much. (I think in past, I argued that there must be a bug because one can see trough turret roof [Now you can't but elevation didn't change]) Now I am going to try to illustrate problem in the game: For all my testing and these pictures I made custom delta map on the "FLAT MAP" And i edited terrain to be all hard and bumpines values to 0 I also for double measures, put in highway, that I leveled. This is picture of T-72 on flat surface, taken with binoculars from other vehicle some distance away. Notice that horizontal line goes from commanders periscope to buildings "doorbell" that is located to left side and center in height. So that is effectively 0 degrees elevation. Aiming commanders periscope first down as far as it can we will see the stairs ( I moved vehicle until croshair touches the stairs. ) And now aiming it as up as it goes. Notice.. it has effectively 0 elevation Now.. the problem is not only lack of elevation. But also that this makes this range measuring tool below reticle in commanders periscope practically useless. This is from direct front. You cannot elevate it more than this. One simply cannot measure distance with that range finger. It makes no sense. And when you cannot elevate periscope more than this... any hill or anything.. makes this sight practically useless. Back to the argument. "Commanders periscope elevation is limited because of the physical movement of the periscope." I also toop pictures from Gunner location how commanders periscope actually looks when fully elevated. notice that it is upright "Vertical" And when fully depressed Okay. I get it, kind of what is the idea here. But I am not bying it. No... Thing is on the source I found that says that TKM-3M can be elevated +12 degrees and depressed 8 degrees. It seems obvious to me that there is mirror in an angle that makes it possible to elevate the sigh picture upwards? Also.. here is what gunner can see in comparison. This is what gunner can see when gun is elevated as high as possible. Red line shows where optic center is. And as depressed as possible. This problem that commanders periscope doesn't have elevation. Is present on all crewable tracked vehicles of Soviet / Russian origin. (Not a problem on wheeled BTRs or RDM-2 as these are okay in my opinion) But for example.. BMP-2 commanders periscope.. can depress insanely much. And it too.. cannot elevate more than 0 degrees. Values from https://thesovietarmourblog.blogspot.com/p/home.html make sense to me. T-72. TKN 3M -8 degrees depression and +12 degrees elevation. T-55, T62 and BMP-2 TKN-2 and 3 -5 degrees depression and +10 degrees elevation. The way how things currently are.. DO NOT make sense in my opinion. 😔
  3. Valleyboy

    WERM_ShotKal

    Version 1.0.2

    71 downloads

    Playable as Blue Side Only -- This mission is the walk-the-talk portion of a Wiki article on using WERM and visual ranging, with this mission specfically highlighting the gill flaps on the T-64 that historically created ambiguity for gunners and commanders when ranging in poor visual conditions in the era before laser rangefinding. In this scenario, you will be the gunner on 1-2 Sho't Kal tanks, using WERM in conjunction with your own experience and practice to hit incoming enemy tanks under challenging visual conditions. Most of these targets will be T-64A's on the move, giving the user the chance to experience that "range-disruption" effect of the gill flaps first-hand. This is a firing range scenario, so these tanks will not be shooting back. There are two firing position options, both of which can be activated, as well as a bonus round that can be enabled for additional practice and variety. Feedback, bug reports, and anything else (Do you like it? If not, why? How can I improve or iterate this? Want a sequel?) is welcomed, this is my first file here and more will be coming in a similar vein, for a tutorial or "Practice X skill or System" perspective. Thank you!
  4. Greetings; The mission is pretty simple: Attrit the enemy, neutralize parts of its AD-envelope IOT allow own air-force freedom of operation. Own forces -10 T-55 ("TIRAN-3") tanks with EG markings -4 BTR-50 APC with EG markings (RPG-7 and PKM teams, 2 Teams with M-47 Dragon) Enemy:- a reduced Tank-BN + at the local army base, grid area 55-81. tasked with rear area security and patroling - security elements (light forces+ some AAA) at Obj 1 and 2, light inf at OBJ 3) Mission: -Operate freely behind enemy lines -neutralize AD sites at OBJ 1 and 2 -neutralize supply depot at OBJ 3 (secondary traget) -destroy tragets of opertunity -avoid contact with superior enemy -extract via landing craft from grid area 72-93 Note: do not get captured, if you do get captured MoD will deny any knowledge of this operation Sce design note: once the AD/AAA assets have been neutralized, a UAV can be called in to simulate support(recon, air-strikes) by fast-air
  5. THIS SCENARIO WILL BE POSTPONED AND WE WILL SWITCH TO THE BACK-UP SCENARIO FOR THIS SUNDAY KANIUM SUNDAY 28th OF OCT 1800 GMT - The Christmas War by Hedgehog v3 (KANIUM Mk.2) by Hedgehog Where: Kanium TS : teamspeak3.i3d.net:10077 World Clock 1800 GMT (Same time as always) BE ADVISED: Daylight Savings Time stops in Europe the night between 27´th and 28´th of October - the time below is accurate within that frame, and either way the electronic link should show you the correct time. World clock 1800 GMT IMPORTANT NOTICE: This SB session may be recorded with video and sound and uploaded, including to a public youtube channel. IMPORTANT NOTICE part 2: We are pushing the envelope a bit with this scenario. I hope to have the numbers. Alternatively I have a backup scenario, which is a bit more modest in size. Everybody is Welcome: you don't have to belong to Kanium. We love playing with you all, the arranger and CO loves you even more if you sign up in advance "The Christmas War " by Hedgehog Attack Attack through the enemy positions to eliminate an artillery battery (x3) Size: Large Length: varies ( Ends when the objective is achieved ) Scenario Date: 20/12/1965 at 0830 Local Responsibility level: lowest required: Platoon highest allowed: Battalion Date created: 21 December 2017 Terrain Map: Kouvostoliitto Finland Modified Height Map: Kouvostoliitto Finland 50x50km Theme: Winter "The Christmas War " Backstory: The Soviet Union has (yet) another crack at Finland in a Second Continuation War set in Mid/Late December 1965. The Soviets have pushed as far as Selänpää from the Northern South Karelia region. The Artillery to the East is preventing Southern forces from counter attacking and pushing the Soviets back eastwards. Your job, Majuri, is to neutralize that artillery. 1) Situation: Visibility is limited to ~2500m. Ground conditions are snow (Lots of Snow. Welcome to Finland!) cross country mobility will be fast, well in a T-55 at least. Roads should not be your primary method of mobility. Pack a Shovel though. a) Enemy Forces: Known enemy force operating in your area: 1st Fictional Russian Mechanised Brigade (1FRMB). Intelligence estimates enemy forces to be composed of a heavy force consisting of tanks, mechanized infantry and light infantry. Approximate strength of the enemy force is an under strength brigade. Approx Force strength = 1 Battalion uparmoured T-55s, 1 Company BTR 60s in support. b) Friendly Forces: Your forces consist of 22nd Finish Fictional Armoured Brigade (22FFAD), a reinforced battalion composed of tanks and mechanized infantry. 1 Company Armour 1 Company Mech Inf Reinforcements - As above times 2 - on trigger, avaliable after 24 mins 2) Mission: - Your unit will conduct an attack. Attack through the enemy positions to eliminate 3 x artillery batteries - Secure 2 villages in the area if possible - Mission ends when Artillery is eliminated 3) Execution: Users must determine their own plan of execution. (Good Luck) 4) Service and Support: a) Artillery: 6 tubes x 4 batteries (2 x M1064A3, 2 x 2S3) of HE and Smoke Priority of fires: none. Priority targets: none. Artillery only available to fire support units: yes b) Air support: None. c) Additional assets: supply vehicles, medics, recovery vehicles and FO vehicles are available. SCENARIO NOTES: Avoid Forested areas if at all possible, heavy ground cover allows infantry to hide well. Tank platoons consist of 1 x T-62 (Platoon Ldr) 3 x T-55 Mech Infantry platons consist of 4 x Warrior (ODS) Per vehicle: 6 x Rifle Grenades 6 x lePzf 1 x PKM Platoon Ldr = FSO SCORING: none. TIME LIMIT: varies ( Ends when the objective is achieved ) CAMPAIGN NOTES: none. Created by: Hedgehog 21 December 2017 v3 Changes: Tweaks to terrain and AI Randomisation Battle's Timings. And Some Inf had AFV crew appearance
  6. Version v3

    191 downloads

    Summery: "The Christmas War " Attack Attack through the enemy positions to eliminate an artillery battery (x3) Size: Large Length: varies ( Ends when the objective is achieved ) Scenario Date: 20/12/1965 at 0830 Local Responsibility level: lowest required: Platoon highest allowed: Battalion Player compatibility: Single Player Yes Co-Operative Yes Head to Head No Head to Red No Created by: Hedgehog Date created: 21 December 2017 Terrain Map: Kouvostoliitto Finland Modified Height Map: Kouvostoliitto Finland 50x50km Theme: Winter Briefing: "The Christmas War" Scenario Date 22-12-1965 Backstory: The Soviet Union has (yet) another crack at Finland in a Second Continuation War set in Mid/Late December 1965. The Soviets have pushed as far as Selänpää from the Northern South Karelia region. The Artillery to the East is preventing Southern forces from counter attacking and pushing the Soviets back eastwards. Your job, Majuri, is to neutralize that artillery. 1) Situation: Visibility is limited to ~2500m. Ground conditions are snow (Lots of Snow. Welcome to Finland!) cross country mobility will be fast, well in a T-55 at least. Roads should not be your primary method of mobility. Pack a Shovel though. a) Enemy Forces: Known enemy force operating in your area: 1st Fictional Russian Mechanised Brigade (1FRMB). Intelligence estimates enemy forces to be composed of a heavy force consisting of tanks, mechanized infantry and light infantry. Approximate strength of the enemy force is an under strength brigade. Approx Force strength = 1 Battalion uparmoured T-55s, 1 Company BTR 60s in support. b) Friendly Forces: Your forces consist of 22nd Finish Fictional Armoured Brigade (22FFAD), a reinforced battalion composed of tanks and mechanized infantry. 1 Company Armour 1 Company Mech Inf Reinforcements - As above times 2 - on trigger, avaliable after 24 mins 2) Mission: - Your unit will conduct an attack. Attack through the enemy positions to eliminate 3 x artillery batteries - Secure 2 villages in the area if possible - Mission ends when Artillery is eliminated 3) Execution: Users must determine their own plan of execution. (Good Luck) 4) Service and Support: a) Artillery: 6 tubes x 4 batteries (2 x M1064A3, 2 x 2S3) of HE and Smoke Priority of fires: none. Priority targets: none. Artillery only available to fire support units: yes b) Air support: None. c) Additional assets: supply vehicles, medics, recovery vehicles and FO vehicles are available. SCENARIO NOTES: Avoid Forested areas if at all possible, heavy ground cover allows infantry to hide well. Tank platoons consist of 1 x T-62 (Platoon Ldr) 3 x T-55 Mech Infantry platons consist of 4 x Warrior (ODS) Per vehicle: 6 x Rifle Grenades 6 x lePzf 1 x PKM Platoon Ldr = FSO SCORING: none. TIME LIMIT: varies ( Ends when the objective is achieved ) CAMPAIGN NOTES: none. Created by: Hedgehog 21 December 2017
  7. Version 1.0.0

    128 downloads

    This is a company sized attack on an urban/industrial objective. You get a platoon of T-55s, a rifle platoon in BTRs, and a scout section of technicals. Red vs Red. Variable enemy behaviour. I really enjoy playing with 'old tech', though it makes the game challenging. I got smoked on my first play through and I knew the likely angles of attack. Let me know how you do or if you think the scenario is too difficult or needs rebalancing.
  8. Arguably the T-55 in Pro PE is the best looking and skinned tank in the sim. Still I thought she needed some work. There was a tool box that wasn’t textured and the side hull slabs of armor were miss-colored when they met the glacis plate. I added glass to the vision blocks and sights, replaced the drive sprocket and road wheels, darkened intake grates, recolored the ammo boxes and lightened some parts. I am working on a camo model but it may be awhile. Pete
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