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1 hour ago, ChrisWerb said:

Sorry, dpabrams :) I'd already asked Ssnake to Kitbash an M1 [video] Assault Breacher Vehicle . I haven't played it, but there's what appears to be an Australian Leopard in the game. Would that take much of a tweak to become a Leo1A3 or A4? You had an odd thing happen with the Leo 1s in that the A1 caught up and overtook the A2, A3 and A4, which were only built in limited numbers, to become the A5. I guess it wasn't economically feasible or necessary to upgrade them in the way the A1 ultimately was - I'm sure Ssnake knows the story to this and can fill us in.

 

 

 

i dont remember the full story , but had something to do with that Leo1A1s ( alredy modified as A1A1's) were the oldest ones in service and deemed in need upgrading more over newer marks. the upgrade started in 1986 (  completed 1992), at a time when Germany had the Leopard 2 series, with the 2a4 just entering service in 85, but i guess it was necessary to kept the leo1's updated and still in service because cold war hadn't ended yet, to have a larger armor strength?

 

 

Edited by Kev2go
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1 hour ago, ChrisWerb said:

 I haven't played it, but there's what appears to be an Australian Leopard in the game. Would that take much of a tweak to become a Leo1A3 or A4? 

 

 

I did Canadian and Bundeswer 1A3's based on the AS1 and the 1A5DK and they are in the library but not quiet the same. Sights, turret bustles and tool boxes eff with an anal guy like me. The 1A3/4 is just a sexy beast, pure tank porn!

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I'm thinking more of functionality. I'm happy to squint at a BILL launcher to make it look like a SPIKE, so I would be happy for an MCLIC to be dropped on the roof of a BTR-50 or 2S1 to give us Soviet/Russian breaching vehicles :)  To be honest, if I could have one thing in the whole game it would be that all soft skinned vehicles (and particularly MB Wolves), and helos are crewed with at least a driver so we don't have the ghost driver/pilot phenomenon which is much more of an immersion kill than an ATGM launcher being slightly off would ever be.

Edited by ChrisWerb
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3 minutes ago, ChrisWerb said:

I'm thinking more of functionality. I'm happy to squint at a BILL launcher to make it look like a SPIKE, so I would be happy for an MCLIC to be dropped on the roof of a BTR-50 or 2S1 to give us Soviet/Russian breaching vehicles :)

 

Well you are assuming that the Red MICLIC equivalent has the same capabilities as the Blue one.

 

3 minutes ago, ChrisWerb said:

To be honest, if I could have one thing in the whole game it would be that all soft skinned vehicles (and particularly MB Wolves), and helos are crewed with at least a driver so we don't have the ghost driver/pilot phenomenon which is much more of an immersion kill than an ATGM launcher being slightly off would ever be.

 

AIUI, these are being added as each vehicle model is being revised, so over time the whole fleet will have crews.

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All true, but if you look at a lot of the capabilities in the game, as you often accurately point out, they're there to enable training, so they often don't need to be modelled to 100% accuracy - they just have to exist. We accept some strangeness along the way, like mine ploughs being able to easily push substantial obstacles out of the way, enemy gunners not flinching from accurate return fire and friendly infantry occasionally doing 1980s robotic breakdancing. The Russians have MCLIC/Giant Viper/Python equivalents that work on the same principle, so I doubt we can expect their base performances to differ greatly. MCLIC proved notoriously, even dangerously unreliable in actual operation - I had a discussion with a senior American officer a while ago who bemoaned the NIH that had prevented them simply adopting Giant Viper. How effective this kind of system is is far more likely to be a factor of the type/model of mines it is used against than of any notional difference between it and western equivalents. I would expect it to be devastating against WW2 type buried mines or FASCAM (althought FASCAM might detonate it prematurely), but buried double/multiple impulse  or influence mines would be another matter. What I do find interesting is the Syrian use of their system as a weapon and a fairly devastating on at that. However, I would not want to be in that vehicle knowing that someone could pop an RPG into over a ton of plastic explosive onboard at any moment (the British Army Python, for example, carries 1455kg of PE/Al).

 

It's great that ever more vehicles are getting crews. Thank you!

Edited by ChrisWerb
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On 10/31/2016 at 5:48 AM, Ssnake said:

The commander is already overburdened with staying ahead in the situational awareness game. He needs to listen to two radio networks plus intercom, send radio reports while backing up and giving the driver instructions, he needs to keep an eye on ammo and fuel status, the crew's morale. The least that I would want as a commander is yet another shooting thingy that induces target fixation. If it's got to be there, at least make it simple like an MG. A remote weapon station? Give that to the loader, or maybe to the squad leader, but leave me, the commander, the hell alone with it; there are enough tasks to juggle with.

 

 

When TCing in SB, my ability to effectively engage with a TC's weapon (The M2 on an Abrams, MG3 on Centauro, etc) is highly dependent on being in the defensive vs. offensive, as well as the competency of my gunner.

 

I frequently find myself attempting to simply blast away at "that building" with my MG and use it for little else than suppression effect.

 

Therefore I wish the following:

 

1. The ability to tell my gunner "FIRE AND ADJUST" while in the TC's MG sight view.

2. The ability to tell my driver "Continue on waypoints" while I am firing the TC's MG.

3. The ability to my gunner to "Continue scanning" while I am using the TC's MG.

 

Particularly in a static defensive position I'd like to be able to let my gunner operate the turret while I engage with the MG.

 

On the offense I usually don't have time to bother with a TC's weapon.  I'm more effective being a pair of eyes finding things for my gunner to liquefy.

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15 hours ago, Ssnake said:

Can you describe the differences to the Leo 1A5 GE/DK and/or the Leo AS1 as they are modeled in SB Pro?

The AS1 has the SABCA fire control system that, I think, the Belgian Leos also had, so it may turn out to be the closest match.

 

- The symbology of the AS1 day sight is good, the crosshair is the same the magnification in the "Be" for day sight is 7x /14x  there is no distance indication in the day sight so for game purpose it s not an issue

- For lead predication, the turret and sight are full stabilized and the crosshair move into the sight windows in opposite direction of the turret when lead button is pressed ---> that's create a small jump of the crosshair in the sight and the crosshair return immediately at the aiming point.

- Laser double echo, in the "Be" the system use the biggest distance, we have to select the small one if we want to use it.

- The laser error light is correct: yellow --> double echo, blue--> unusable distance. If you want more information about the blue one and distance setting for the unusable distance I can give you all infos  

- The TIS symbology of the GE/DK is not the good one, i'll scan my manual to show you the good one magnification setting for the TIS is 5.2x & 10.5x ( TBC ) TIS quality is very good for that time, when set up properly we can detect as far as the terrain permit it & identify target up to 2500m (good weather condition)

- The TZF is the same of the GE/DK

- The TRP is also the same

- The Commander can see the gunner image only via an independent TV monitor who is less than 20cm diameter fixed on the turret ceiling between 12h & 10h vision block, on this tv, we have a video signal with green / black image of the day sight with shitty quality for shooting so good enough to control and identify gunner's target (commander has no control on the day sight magnification) and the TIS with same symbology as the gunner, Commander can control magnification of the TIS to shoot via the TV monitor.

- The commander with his handle can control turret, laser, fire the gun and select ammunition type via a control box, no lead prediction at commander post (may the force be with the commander)

- Ammo DM-23, DM-33, HEP-T, WP-T

 

I'll grab my manual next Monday, i'll scan & sent you the interesting part you need or want.

And i'm at your disposal (if not on duty) to speak with you about the 1A5Be just let me know

 

thanks a lot.

 

Fabian

Edited by Fuchs_Leo1_TC
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336 Leopard 1a5 was delivered to Belgian army between 1968 & 1971 "The original"

By the years several majors upgrade was maid from the original stereoscopic sight to an more up to date sight with range finder, before the last upgrade the belgian 1A5 still have the 2 ports form the former sight so only the right one was still in use.

The last upgrade arrive in the late 90' for only 132 Leopard with the new SACT (Système Automatique de Conduite de Tir) from SABCA, the TIS, the automated MRS, Ceramic armored side skirt, turret basket extension, the former sights ports was welded and the beautiful tree tones NATO scheme.  That was the Léopard 1A5Be

 

From 1968 to 1991 the Belgian Leopard maned by greats tankers always proved there great quality during the CAT competition

Edited by Fuchs_Leo1_TC
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@Fuchs_Leo1_TC.  How many changes, other than a new skin, would it take to convert the YPR-765A1 in game into its Belgian equivalent? The ability to combine them with Belgian Leopards - both Leo1A5BE and its immediate predecessor to catch the last years of the cold war - would be really great. 

 

PS: the vehicle has Dutch infantry in the YPR-765 armed with M-136 (AT-4) anti tank weapons - what were the standard late cold war Belgian LAW and MAW? Blindicide had gone away by then I think.

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to me,  YPR-765A1 & the Belgian AIFV C25 is the same vehicle only the infantry compartiment has a different setup. (smoke grenade launcher is on the turret in the Belgian version)

I thing that the M72 was in service in that période, the "Blindicide " is much older. I never saw it in service I have to ask to the older guys to confirm that.

Edited by Fuchs_Leo1_TC
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10 hours ago, Red2112 said:

The ability to "see/read" meter´s/feet when using lease/waypoint (Ctrl+LMB).  Maybe in the chat window. To have a idea of how many feet/meter´s your unit will travel to that set waypoint added via Ctrl+LMB.

I am curious, why would that be something you want/need to know? I have never even thought about it so curious what your plan are for it? 

/KT

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53 minutes ago, Kingtiger said:

I am curious, why would that be something you want/need to know? I have never even thought about it so curious what your plan are for it? 

/KT

 

Iam using this method to move around while in a un-button TC view, it let´s me scan while doing so.  I find this to be easier then moving to a map view and plotting a route.  Sometimes moving to a map view means losing track of a target, those seconds count and/or can mean being destroyed or alive.  The problem I see with how it works now is that you don´t have a reference as to how far that waypoint is set, there´s nothing to see on the map view as it wont show in the map view.  All you have now is a visual reference of were that waypoint is going to be set, and to an extent, beacuse on a flat surface you don´t know how far that is.  If you have a hill in front of you, then yes you at least know you will get to that hill were you marked the waypoint on, but on a flat surface it´s a bit more difficult to guess how far your set waypoint is.

 

Iam not saying this is the best way to plot, it´s just the best way to plot short and fast routes for me.  Say your in a forest and want to get to the other side, using this method will get you there without having to move to map view, and you still have an eye on the battle field.  So added info would be nice IMHO. It could even be used as a ruler (contact is xx meters from my position).

 

I hope this made scence B|

Edited by Red2112
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55 minutes ago, Kingtiger said:

I am curious, why would that be something you want/need to know? I have never even thought about it so curious what your plan are for it? 

/KT

 

I could imagine it being helpful in planning "time and space".

 

E.g.: The next waypoint is 2,100m away. At 40Kph I'll get there in roughly 3 mins so I can plan an artillery strike because it will take 2mins to arrive and 1 minute of duration so I should arrive just as its lifting, or similar.

 

But that may not be what he is referring to.

 

Edited by Gibsonm
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1 minute ago, Gibsonm said:

 

I could imagine it being helpful in planning "time and space".

 

E.g.: The next waypoint is 2,100m away. At 40Kph I'll get there in roughly 3 mins so I can plan an artillery strike because it will take 2mins to arrive and 1 minute of duration so I should arrive just as its lifting, or similar.

 

 

Exactly, reason nº 2!

Edited by Red2112
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