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2.538 feedback


Sean

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Was looking at the inventory in the editor, and there are 2 x T-72M1s listed... Didn't find any differences in them???

Same with the BMD-2, two entries, but both with the OLD model???

I did install over the old version, this got something to do with that?

EDIT: Fresh install fixed it... No wonder they mentioned it in the release notes, duh!

Yes, as you say, you installed it over the old version. When you do that then you will see all sorts of weird things. I see that you figured it out but I mention it again because many "bugs" that people see might be contributed to installing 2.538 over an old version without uninstalling an old version first. If you want to know whether you did this or not, go in the Mission Editor and place a unit on the map. If you look through the vehicle list and see duplicates then you need to uninstall 2.538 and whatever version you had before and reinstall again.

You can also avoid this (and keep the old version) by installing 2.538 to a new place, such as "SB Pro PE 538".

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Anyone noticed something strange with the t55 and t62? The penetration values off the ammonition seemed to be inconsistant. The 115mm with newer ammo is much worse than the 100mm with older ammo?

As Roguesnake said, this is a feature. It has something to do with the denser material that that specific T-55 KE round is make from (there are probably hundreds of KE rounds in the world made for the T-55, we picked one of the better ones to start with). Of course you will notice that the max effective range is quite limited over the T-62 though.

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This is a feature that is listed in the release notes. Basically, if you own a PC platoon and you are in command of it (you are present anywhere in the vehicle in either external or internal positions) then the troops will NEVER dismount unless you specifically tell them to. If you are not present in the unit then they will utilize automated behavior.

Thanks! I didn't read everything in the release notes so I reckon I missed it. It just felt somewhat odd that just spectating it would make such a drastic difference in the behavior. Thanks for clearing it up!

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Works like a charm here?

Yes, that 29 Palms Afg map loads fine for me too.

All those that CTD when you load it, can you do what I described above and open the Mission Editor, place a unit on the map (a tank) and look in that list and see if you see two T-72M1s in the list. If you do, then this is most likely the problem: you installed over the old version and need to uninstall both, and install 2.538. If that is not the problem, then I will have to do more investigating... :shocked:

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What's the deal driving past parked cars? :confused:

On a single lane road I placed 3 'parked' cars (Stay command so I could line align them correctly), on either side of a road. I set an M2 to drive down the road - and it took forever! The M2 would stop, then do some bizarre zig-zag moves before stuttering forward. About 3 full minutes to travel about 50 yards in real life.

No matter the road width it's the same issue. How are vehicles going to fare when we add stationary cars to urban environments?

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Yes, that 29 Palms Afg map loads fine for me too.

All those that CTD when you load it, can you do what I described above and open the Mission Editor, place a unit on the map (a tank) and look in that list and see if you see two T-72M1s in the list. If you do, then this is most likely the problem: you installed over the old version and need to uninstall both, and install 2.538. If that is not the problem, then I will have to do more investigating... :shocked:

Volcano, I followed your suggestion and I have no duplicates listed in the vehicle inventory list.

I had already done a complete uninstall anyway prior to 2.538 being released so that can't be the cause.

Cheers,

Q

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new thread

Not much input from me as spending 125$ in earlie 2010 dont give me any more.. no upgrades + Im not spending 25$ for a few new fancy tanks not even playable.

"It is about WHAT you get, but not HOW to get it."

sorry guys but Im not interested!

just my 2 cents..

Br

/Rich

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I don't recall the 2.483 M1 Gunnery Tutorial 1 having vehicles that shoot back. Is this new, or broken? Seems a bit extreme for the initial tutorial, especially when the briefing lists them as "dummy tanks".

I do have difficulty on High if that makes a difference. I may not have had High set when I first did them on the old version.

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I think once dismounted and observing the infantry squad you have to switch to the commander's view F7, only then F2 activates the "FO view".. note that with N you toggle the "normal" binoculars.. it's not exactly intuitive since neither this station nor this view are mentioned in the menu bar..

OK I'll give that a go.

Thanks.

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Not much input from me as spending 125$ in earlie 2010 dont give me any more.. no upgrades + Im not spending 25$ for a few new fancy tanks not even playable.

"It is about WHAT you get, but not HOW to get it."

sorry guys but Im not interested!

just my 2 cents..

Br

/Rich

So go back to your hole and stay there.

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Originally Posted by Gibsonm

Also whilst the Inf AAmrd team now set up with a weapon, it seems to remain as a Milan, regardless of changing it to say Javelin and if set to Javelin it wont fire.

The Milan launcher is placeholder artwork to indicate that this is a missile team.

Are you sure that the Javelin won't launch in an "empty" landscape against blind targets? Could it be restrictive fire control settings? Maybe the crew doesn't launch because the flight trajectory is blocked? What target is it, anyway? It it in range?

Nice trick locking the thread so I couldn't get back to you. :D

OK happy with the placeholder.

This is in the Mission Editor test mode.

I set up one of each of the specialist Inf teams to see if that issue was fixed.

I noticed that in the deployment phase the teams were just a few infantry (no specialist weapons). But once "Test" was pressed the AGL team got their 40mm, the AAmrd team got their Milan, etc. so that's fine.

The Milan launcher is placeholder artwork to indicate that this is a missile team.

Are you sure that the Javelin won't launch in an "empty" landscape against blind targets? Could it be restrictive fire control settings? Maybe the crew doesn't launch because the flight trajectory is blocked? What target is it, anyway? It it in range?

When I edited the ammo of the AAmrd team I made it "AS standard" so 2 x Javelin, 2 x M-72, no rounds for the 7.62mm MG (because they don't lug a MAG 58 around as well).

Targetry consisted of 3 x CR2 (sorry wanted to see how they looked) with damaged engines and gunnery (i.e. sitting ducks) at about 500m.

I did not select a map so it was the baseline green grass, flat as a billiard table terrain.

The team was set to "fire at will", confirmed by the fact that they did fire their M-72's (using the AT4 placeholder art - again happy with that) and I presume that means the trajectory would have been OK for Javelin too?

Next time I do the test I'll disable the CR2's coax as well (got a bit messy when the M-72's fired and brought the team to their attention). :)

Edited by Gibsonm
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Okay I've just installed 2.538 now,and played M1A1's first tutorial mission.

Yes,I just want try shooting sabots but there was a battlefield.

What a hard tutorial:shocked:

This happens also in the Leo 2A4 & 2A5 Gunnery A & B tutorials:

Red shoots back (although they shouldn't do so here).

Didn't check the other ones.

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This happens also in the Leo 2A4 & 2A5 Gunnery A & B tutorials:

Red shoots back (although they shouldn't do so here).

Didn't check the other ones.

Hmm, yes, that must be a mistake. The tut scenarios mentioned haven't been changed since 2005, and so I assumed, from reading this, there must be something wrong/broken with the Blind status in general. Thankfully though, when creating a scenario and putting Blind on units seems to work fine (you can all try it and and see). So, this appears to be something specifically wrong with these very old tutorial scenarios and will require more thorough investigation (ie. we will look into it and correct it in a content file update in the near future if we can).

Thanks

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Possible issues (both mentioned elsewhere):

1. Whilst the Inf AAmrd team now set up with a weapon, it seems to remain as a Milan, regardless of changing it to say Javelin (i.e. the graphic remains a Milan).

If set to Javelin it wont fire. I need to do some more work on this tomorrow.

2. Employing the M113 FO vehicle “Viking”

I’m unsure if I’m employing this correctly but I can’t seem to replicate what is shown here:

http://www.steelbeasts.com/sbforums/...2_itemId=16387

Certainly with the FO party still mounted the arty range finding binos are available from the crew commander’s position.

However if I dismount the troops (which I presume are the FO party) they do not seem to have access to the binos.

However with the FO dismounted the binos are still available from the crew commander’s position.

I find it hard to believe that the FO would leave such an important piece of kit behind?

Is there some special command to have the troops take the binos with them when they get off?

The Javelin works, it fires. I tried it many different ways and I can't get them to NOT fire actually. There is a minimum range associated with them I think, but it is very low and should not be an issue. I think I know what the problem is though (given your description):

You are using Chally 2s as targets, and it sounds like the range is such that it is using direct fire mode. The AI is smart enough to know whether or not it can hurt a target and, if it cannot, then it will not fire. So, my guess is, you have Chally 2s in the front aspect up close to the Javelin team, and direct fire will not hurt it in the front so it is not shooting. Try backing the Chally 2s off to say... 1000m so that the missile can go into top attack mode and it will engage them, and likely kill them.

In regards to the M113 FO / dismount FO team:

You CANNOT access the FO's bino from the F8 external view. You have to go into the infantry's commander position (F7), then you press F2 to go to the primary sight.

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Nice trick locking the thread so I couldn't get back to you. :D

Huh?

I didn't lock anything, at least not in the last few hours, and not intentionally. And I can't see a locked thread in the Support forum?

When I edited the ammo of the AAmrd team I made it "AS standard" so 2 x Javelin, 2 x M-72, no rounds for the 7.62mm MG (because they don't lug a MAG 58 around as well).

Targetry consisted of 3 x CR2 (sorry wanted to see how they looked) with damaged engines and gunnery (i.e. sitting ducks) at about 500m.

I did not select a map so it was the baseline green grass, flat as a billiard table terrain.

The team was set to "fire at will", confirmed by the fact that they did fire their M-72's (using the AT4 placeholder art - again happy with that) and I presume that means the trajectory would have been OK for Javelin too?

I guess so, but maybe you should place the targets over a wider range of distances to see if that makes a difference. Though 500m should be well within the engagement envelope of the Javelin. Hm.

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Huh?

I didn't lock anything, at least not in the last few hours, and not intentionally. And I can't see a locked thread in the Support forum?

No, its your last entry in the "SB Pro PE 2.538 - Parts 1,2,3,4,5,6,7,8,9 Posted and Rel Notes" thread, here:

http://www.steelbeasts.com/sbforums/showthread.php?t=14453

I guess so, but maybe you should place the targets over a wider range of distances to see if that makes a difference. Though 500m should be well within the engagement envelope of the Javelin. Hm.

Yes, no worries, I'll increase the range and set the M-72's to 0 (so they can't fire) and get back to you.

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The Javelin works, it fires. I tried it many different ways and I can't get them to NOT fire actually. There is a minimum range associated with them I think, but it is very low and should not be an issue. I think I know what the problem is though (given your description):

You are using Chally 2s as targets, and it sounds like the range is such that it is using direct fire mode. The AI is smart enough to know whether or not it can hurt a target and, if it cannot, then it will not fire. So, my guess is, you have Chally 2s in the front aspect up close to the Javelin team, and direct fire will not hurt it in the front so it is not shooting. Try backing the Chally 2s off to say... 1000m so that the missile can go into top attack mode and it will engage them, and likely kill them.

In regards to the M113 FO / dismount FO team:

You CANNOT access the FO's bino from the F8 external view. You have to go into the infantry's commander position (F7), then you press F2 to go to the primary sight.

Yes all sorted. :)

Changed the CR2’s to T-55 and faced them away from the AAmrd team. I also reduced the M-72 ammo allocation to 0 and gave it 3 x Javelin to match the 3 x T-55, that were rear on and on top of a feature.

End result 3 x burning T-55 (no surprise there :)).

I also checked the dismounted FO party and that’s fine too.

Thanks for the pointers. :)

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This happens also in the Leo 2A4 & 2A5 Gunnery A & B tutorials:

Red shoots back (although they shouldn't do so here).

Didn't check the other ones.

Also happens on the Arty tutorial, crest the rise on the way to waypoint 1 and you are met by a nice sabot from a T72

It does say in the breifing to take your time and reffer back to the breifing as the enemy dosn't shoot back :cul:

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It would be nice if the LEMUR .50 firing range mission had unlimited ammo.. yes I am embarassed that I need more than 300 (?) rounds but hey it's for training.. same issue for the AGL but there I have even less ammo..

Maybe it would also make sense (but I'm not sure if that is possible) to add a note to the LEMUR missions saying that you need to button down first because otherwise the RWS stays in SAFE mode..

Edit: it would also be nice to have the Pizarro on the range..

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What's the deal driving past parked cars? :confused:

On a single lane road I placed 3 'parked' cars (Stay command so I could line align them correctly), on either side of a road. I set an M2 to drive down the road - and it took forever! The M2 would stop, then do some bizarre zig-zag moves before stuttering forward. About 3 full minutes to travel about 50 yards in real life.

No matter the road width it's the same issue. How are vehicles going to fare when we add stationary cars to urban environments?

Following on from this I've attached a tiny SCE file showing the behaviour. This time I have a single M1A1 driving along a stretch of road. 'Parked' on the left - off the road - is a hatchback with Stay command so I can align the vehicle correctly.

Oncoming traffic consists of 3 other civilian vehicles. When in motion all vehicles (tank and cars) pass by each other no problem, but look at the avoidance behaviour of the tank and the 3 moving cars when they drive past the parked car. It's like there's a huge invisible exclusion zone around it. Does anyone know how to prevent this odd behaviour?

Cheers!

Quagmire

ParkedCar_zip.e6db87cf72eb48393a4ae801e3

ParkedCar.zip

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