Jump to content
Azure Lion

Steel Beasts: Content Wish List

Recommended Posts

It may be useful to define global (nameable) conditions first with which you identify forces (if you have multiple callsigns to work with; remember that you can build cascades of such global conditions), and then reference that top level global condition in the corresponding paths. Not saying that it addresses all your desired changes, but sometimes people forget about this option so it's worth mentioning it here. 

Share this post


Link to post
Share on other sites

Assigning a sector/cone of fire and gunner/commander fire within that sector...

Share this post


Link to post
Share on other sites
Posted (edited)
7 hours ago, delta6 said:

Assigning a sector/cone of fire and gunner/commander fire within that sector...

If you are referring to a task for a vehicle or larger grouping, well you can do this with the current set up.

 

From the Wiki ( http://www.steelbeasts.com/sbwiki/index.php?title=Planning_Phase ):

 

740px-Route_and_BP.jpg.2f8f1d407c71065af1b533426fce0dec.jpg

 

The shaded arc = the sector.

 

The "open circle" denotes where the vehicle is focusing its fire.

 

You can even tell the unit what you want it to do ("Hold", "Defend", "Guard", Suppress", ...) in that position.

 

You can allocate these "sectors" to Troops / Platoons or if you wish you can split the Troop / Platoon into 2 x Sections each with a sector, or you can break the Troop / Platoon up into its individual vehicles and allocate each its own sector.

 

If you want say the Gunner to scan 10 to 2 while the Commander scans 2 to 5 (to use say a "Hunter / Killer system" [popular in the merchandising]), then you can't explicitly order that now but you get an approximation of that because the unit will still scan outside the arc (although most of it's effort / time will be spent scanning inside the arc).

 

Edited by Gibsonm

Share this post


Link to post
Share on other sites

I have done that..But when the tc decides that enemy infantry on the other side of your perimeter is more important than enemy armor attacking from his front something needs to be done...Thankfully this is just a sim..In real life a lot of damn fine tankers would be dead because of the tc's behavior...

Share this post


Link to post
Share on other sites
6 hours ago, Gibsonm said:

If you are referring to a task for a vehicle or larger grouping, well you can do this with the current set up.

 

From the Wiki ( http://www.steelbeasts.com/sbwiki/index.php?title=Planning_Phase ):

 

740px-Route_and_BP.jpg.2f8f1d407c71065af1b533426fce0dec.jpg

 

The shaded arc = the sector.

 

The "open circle" denotes where the vehicle is focusing its fire.

If that's what the Wiki says, it's wrong.

 

The cone boundaries denote where the unit will spend 25% of its observation time. If it's a 90° cone the unit will observe in all directions. If you make it a "narrow beam" the unit is pretty much guaranteed to spot emerging threats in that sector at the earliest possible moment, at the expense of slightly diminished attention everywhere else.

The circle, we call it the LOS bubble, indicates the reference location for assuming hull-down position in the absence of enemy. This allows better control over dead space in front of the chosen position, and whether units will expose themselves on mountain slopes if attempting to observe the valley, or rather concentrate on the opposite ridge line.

Share this post


Link to post
Share on other sites
Posted (edited)
42 minutes ago, Ssnake said:

If that's what the Wiki says, it's wrong.

 

The picture (only) is from the Wiki, not the text. :)

 

The error re the "LOS bubble" is mine alone.

 

I suspect that is doesn't really effect the OP as he is really after a way to prioritise engagements (focusing on vehicles over Infantry) which has been covered in a different thread:

 

 

Edited by Gibsonm

Share this post


Link to post
Share on other sites

American military has a saying...We own the night...Why is it in this sim the crunchies and m113's won't shoot at night???I just setup a small scenario in which the time era is the 1960's so no nvd,thermals,etc..The M-60 tanks do have a system that works at night and they shoot the place up but the pc's and crunchies just absorb arty and mortar fire...

Share this post


Link to post
Share on other sites

I've said it before, I'll repeat it:

Steel Beasts Pro does not yet officially support night combat. There are still elements missing, and only if they all come together we can speak of a true night combat capability. It its current form SB Pro is designed to cover the period from first light to last light.

Share this post


Link to post
Share on other sites
Posted (edited)
2 hours ago, Ssnake said:

I've said it before, I'll repeat it:

Steel Beasts Pro does not yet officially support night combat.

Yes!! Night confirmed for next update!!! :D

Edited by stormrider_sp

Share this post


Link to post
Share on other sites
3 minutes ago, stormrider_sp said:

Yes!! Night confirmed for next update!!! :D

Really!?

 

Do you have any idea how much wasted typing (due to falsely raised expectations, hype based on nothing) comments like that generate?!

Share this post


Link to post
Share on other sites
Just now, Gibsonm said:

Really!?

 

Do you have any idea how much wasted typing (due to falsely raised expectations, hype based on nothing) comments like that generate?!

Sorry!

Share this post


Link to post
Share on other sites

I know you were trying to be funny but unfortunately some people tend to take those comments as Truth and run with them.

Share this post


Link to post
Share on other sites
1 hour ago, Gibsonm said:

I know you were trying to be funny but unfortunately some people tend to take those comments as Truth and run with them.

For the 2019 resolutions, I was wished good humor. I think I still need some more practice. :D

 

Share this post


Link to post
Share on other sites

a 3d armor viewer/ protection analysis feature  ( with xray if possible) with a ballistic simulation to figure at which distances we can penetrate X tank with Y ammo in Z portion of a tank profile  based on distance adjustment.

 

 

 

 

think what you like about war thunder natures as mainstream arcade game, but this feature is neat.

 

 

 

 

 

 

Edited by Kev2go

Share this post


Link to post
Share on other sites

Any chance of a Unimog (or other truck) engineer variant, just so the Engineer passengers can lay wire?

 

Sometimes the Boxer or the Fuchs carrying the Engineers is the most protected vehicle in the force. :)

 

 

 

 

Share this post


Link to post
Share on other sites

Probably not doctrinally accurate, and may differ from vehicle to vehicle and army to army, but when playing the gunner, I'd like to have an option to have the commander pop smoke and/or order reverse when an incoming ATGW is detected and audibly call out the incoming anti tank missile and its rough bearing - assuming they see it of course.

Share this post


Link to post
Share on other sites
On ‎04‎/‎01‎/‎2019 at 2:36 AM, delta6 said:

Assigning a sector/cone of fire and gunner/commander fire within that sector...

I support this request. The other day I had my first online experience and I was given just a tank to crew. The rest of the plt was commanded by gibsonm. Well, I tried to integrate in the plt and command the tank just from the cdr position, and the one thing that I missed is how to order the gunner to scan the sector that I thought corresponded to my tank according to the formation/position within the plt.

Actually, the order is already there, as you can order the gunner to scan a specific sector, but just for several seconds. It´d be nice to have a variation of that command for giving a permanent sector.

Share this post


Link to post
Share on other sites

Well you can orientate the Turret relative to the Hull with:

 

Shift up arrow = 12 O'clock

Shift right arrow = 3 O'clock

Shift down arrow = 6 O'clock

Shift left arrow = 9 O'clock

5c3c468635872_SBKeyboard.thumb.png.808b12c3c8707169a1f1436500aa99bb.png

 

The complete PDF (without the circle) is part of the installation and can be found wherever you installed the software.

 

On my machine that's: C:\Games\SB Pro PE 4.023\docs\PDF for print

 

Edited by Gibsonm

Share this post


Link to post
Share on other sites

I don't think it's possible the orient the turret to the rear (at all), so Shift+ArrowDn will probably not work.

 

Shift+ArrowLft/Rt will work in two steps - half-right (/left), and if pressed another time then nine (or three) o'clock.

Share this post


Link to post
Share on other sites
5 minutes ago, Ssnake said:

I don't think it's possible the orient the turret to the rear (at all), so Shift+ArrowDn will probably not work.

 

Shift+ArrowLft/Rt will work in two steps - half-right (/left), and if pressed another time then nine (or three) o'clock.

Ah I thought I'd been able to use it to orientate the gun over the deck, but perhaps not.

Share this post


Link to post
Share on other sites

I wouldn't rule it out that this was changed over the course of the years. There were occasions when it bothered me, though not very often. Originally we did not implement it when we had but the Leo 2 and the M1 as playable vehicles simply because the back deck clearance makes engagements to the rear impossible in most cases. This does, of course, not apply to every vehicle - which would be reason enough to give up on this rather specific exemption. Right now I couldn't say which it is. But if you try it out and it doesn't work, it's not "you" and it's not really a bug but rather something that was never implemented to begin with, originally for good reason.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×