Captain_Colossus Posted January 12, 2014 Share Posted January 12, 2014 Creating shorelines that allow water crossings, Red has a lot of vehicles that can swim, but the terrain generation always creates steep cliffs at the shoreline that prevents vehicles from climbing out of the water. Amphibious operations not practical right now. 0 Quote Link to comment Share on other sites More sharing options...
Shane Posted January 16, 2014 Share Posted January 16, 2014 A drivable T-55. 0 Quote Link to comment Share on other sites More sharing options...
haukka81 Posted January 16, 2014 Share Posted January 16, 2014 A drivable T-55. This, its still in somekind of use in Finland 0 Quote Link to comment Share on other sites More sharing options...
Tjay Posted January 16, 2014 Share Posted January 16, 2014 Creating shorelines that allow water crossings, Red has a lot of vehicles that can swim, but the terrain generation always creates steep cliffs at the shoreline that prevents vehicles from climbing out of the water. Amphibious operations not practical right now.+1. Definitely. 0 Quote Link to comment Share on other sites More sharing options...
stormrider_sp Posted January 17, 2014 Share Posted January 17, 2014 One thing that will greatly enhance the Map Editor is a tool that allows you to "modify" the terrain height data, non-destructively, from inside the 3D world, for example, you press a key and the pixel closest to the crosshair will move up or down. This would allow the user to correct the terrain properly without messing with any SB PRO height map restriction policy. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 18, 2014 Share Posted January 18, 2014 Unlikely to happen but ...The ability to link the call sign template to the scrolling text.Often if you are using a "non standard" call sign template you can have say a platoon from 3 Motor Rifle Company in contact (say it has "3 MR Coy" beside the map icon), but the scrolling text report whatever the underlying original default might be say "1/2/A" or whatever.So you have confusion / conflict with seeing "3 MR Coy" being shot at but a "1/2/A" report.Gets worse if you are controlling lots of units on a wide front and you think you have a second unit in contact somewhere or if the designer has moved away from the default structure (used 11 Coy on the template for 2 MR Coy on the map) so you can't make the mental substitution of 2 Coy for 2 MR Coy. 0 Quote Link to comment Share on other sites More sharing options...
Froggy Posted January 18, 2014 Share Posted January 18, 2014 it's already there Mark. SBProPEcm 2014-01-18 13-31-40-22.rar 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 18, 2014 Share Posted January 18, 2014 Hmm, OK must be just losing it then with the Fulda Gap scenarios. 0 Quote Link to comment Share on other sites More sharing options...
jebs Posted January 18, 2014 Share Posted January 18, 2014 I may have mentioned it before, but I think it would be a nice addition to have the ability to make a waypoint "silent" or "audible" as referring to the scrolling text announcements. 0 Quote Link to comment Share on other sites More sharing options...
Marko Posted January 23, 2014 Share Posted January 23, 2014 The ability to fire at least one type of RPG.We already can fire AGL.ATGM And machine guns.I am not for one minute suggesting we turn SB in to a infantry simBut I do think it would add that something extra.How many times have you screamed at your AI RPG team fire.But for some reason they don't even though it seems they have a clear shootAt the target. 0 Quote Link to comment Share on other sites More sharing options...
Tjay Posted January 23, 2014 Share Posted January 23, 2014 Or perhaps that infuriating AI behaviour - 'I can see 'em. No I can't. Yes I can. No I can't' - that causes soldiers equipped with shoulder-launched rpgs to continuously alternate between prone and the kneeling firing position, could be sorted. Btw, I understood that v3.0 would allow troops to fire their rpgs from the prone but this does not seem to happen. 0 Quote Link to comment Share on other sites More sharing options...
Olifant Posted January 26, 2014 Share Posted January 26, 2014 (edited) Ejection sleeves. https://www.youtube.com/watch?v=Q2xDsSCieRs Dropping BMD-2.MART 2012. Ryazan. Edited January 26, 2014 by Olifant 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted January 30, 2014 Share Posted January 30, 2014 What's the point in having all this freely available elevation data that can show individual vehicles when we're still stuck with 12.5m in SB? Black lines on a 10 meter grid 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted January 30, 2014 Share Posted January 30, 2014 No point at all. 0 Quote Link to comment Share on other sites More sharing options...
Olifant Posted January 30, 2014 Share Posted January 30, 2014 http://www.catsimulators.com/wp-content/uploads/2014/01/Undercarriage_Walkaround_lowres.jpg Experience the Cat® Simulators Motion Platform 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted January 30, 2014 Share Posted January 30, 2014 I would be curious to see if doubling the terrain resolution to 6.25 meters per sample would impact performance noticeably. I know there's not much chance of that happening any time soon, but this is the "Wish List" thread. This first image is at 12.5m/sample: The second is 6.25m: And the is the original 2m: 0 Quote Link to comment Share on other sites More sharing options...
Olifant Posted January 31, 2014 Share Posted January 31, 2014 HEL-MD UAV & Mortars Intercept Published 19 Jan 2014 High energy laser demonstration against mortars and UAVs. 0 Quote Link to comment Share on other sites More sharing options...
MDF Posted January 31, 2014 Share Posted January 31, 2014 I would be curious to see if doubling the terrain resolution to 6.25 meters per sample would impact performance noticeably. I know there's not much chance of that happening any time soon, but this is the "Wish List" thread.I think that by halving the distance between elevation posts in the terrain data, you are almost tripling the number of posts, and, thus, greatly multiplying the number of surface facets which must be tested for LOS calculations. 0 Quote Link to comment Share on other sites More sharing options...
Scrapper_511 Posted January 31, 2014 Share Posted January 31, 2014 In the editor, the ability to use a drag box to select a group of line objects for deletion. Would save time deleting such objects that had to be laid individually to create a curved line (as opposed to a single straight string). 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted January 31, 2014 Share Posted January 31, 2014 "editor"?In the Mission Editor you can already select multiple items with a "drag box".Map Editor maybe? 0 Quote Link to comment Share on other sites More sharing options...
EMiner Posted February 1, 2014 Share Posted February 1, 2014 Scrapper 511, I second your request! Both editors need to be modernized especially the Map Editor which you're referring to since it's the only place one can manipulate line objects. I'd love to be able to shift or cntrl shift on a series of objects of any type for either deleting or moving them...maybe some day :-) 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted February 1, 2014 Share Posted February 1, 2014 I can manipulate line objects in the mission editor and a bunch of other graphics.Or does "line objects" have some other meaning apart from "lines"? 0 Quote Link to comment Share on other sites More sharing options...
EMiner Posted February 1, 2014 Share Posted February 1, 2014 By 'line object' I'm talking about the map objects under that label such as walls, hedges and fences. The lines laid down in the Mission Editor are graphics. 0 Quote Link to comment Share on other sites More sharing options...
12Alfa Posted February 1, 2014 Share Posted February 1, 2014 By 'line object' I'm talking about the map objects under that label such as walls, hedges and fences. The lines laid down in the Mission Editor are graphics.Walls, hedges and fences can be manipulated.:luxhello: 0 Quote Link to comment Share on other sites More sharing options...
EMiner Posted February 1, 2014 Share Posted February 1, 2014 Sorry, I should've been a bit clearer...line objects can only be manipulated in the map editor. 0 Quote Link to comment Share on other sites More sharing options...
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