Jump to content

Search the Community

Showing results for tags 'visual ranging'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome, new player! Find your first hints & tips here
  • Steel Beasts Forums
    • General Discussion
    • Support
    • Multiplayer Engagements
    • Scenario and Maps
    • Tutorials and How Tos
    • Mods
    • Ground Zero

Categories

  • 4.1+ SINGLE PLAYER SCENARIOS
    • Platoon
    • Company
    • Batallion
    • Brigade
  • 4.1+ Map Packages
  • Pre 4.1 SINGLE PLAYER SCENARIOS
    • Easy
    • Difficult
  • MULTIPLAYER SCENARIOS
    • COOP Large
    • COOP Medium
    • COOP Small
    • H2H Large
    • H2H Medium
    • H2H Small
  • Pre 4.1 MAPS
    • Pre 4.1 Terrain
    • Pre 4.1 Height
  • MODS
    • Skins
    • Sounds
    • Sky
    • Splash Screens
    • Miscellaneous
  • RESOURCES
    • General
    • Documentation
    • Tutorials
    • Vehicle Templates
    • Unit Templates
  • STEEL BEASTS 1 / Gold
    • Single Player Scenarios
    • Multiplayer Scenarios
    • Maps
    • Mods
    • Resources

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Location


Interests


Occupation

Found 1 result

  1. Valleyboy

    WERM_ShotKal

    Version 1.0.2

    59 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!
×
×
  • Create New...