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Steel Beasts: Content Wish List

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I am using the term "LAVIII" for a production AFV, the Canadian Light Armoured Vehicle program_ 1996 MOWAG Piranha 3 MK3 LAVIII CDN  _.

 ( prime area to cause confusion)

 

I merely posted the time line (best est).

Which gives the estimated contract production time frame.

 

You may deduct your own interpretation at will , if Strikers (a family of veh's ) fit the time line to make you happy,  if so I'm happy, if it does not, I'm still happy.

 

However...

Comparing RL production contracts   vs      SB  AFV's  ie " "The Piranha IIIH, which led to the LAV III, which led to the Stryker only seats 8 in game, while the Stryker seats 9 or 10 in the world "...is problematic

 

 

 

 

 

 

Edited by 12Alfa

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16 minutes ago, Bond_Villian said:

Isnt there already a thread somewhere for arguing about how many rivets such and such vehicle has?

image.png.3fecfa2831bf7d297d5a88689f0b97ae.png

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gif_fps.jpg?w=1000&ssl=1

 

The new 4.1 terrain enhancements just make me want it more.

 

The gif is from a RTS/TPS/FPS hybrid called Call to Arms. The first person models are primitive (a weapon sight layer) but supplement the game nicely and allow players the option to fight from first person. This would be wonderful in SB.

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52 minutes ago, Apocalypse 31 said:

gif_fps.jpg?w=1000&ssl=1

 

The new 4.1 terrain enhancements just make me want it more.

 

The gif is from a RTS/TPS/FPS hybrid called Call to Arms. The first person models are primitive (a weapon sight layer) but supplement the game nicely and allow players the option to fight from first person. This would be wonderful in SB.

Could I agree more? Probably not.

Heck...even a simple crosshair to shoot rifle and AT weapon would be a huge improvement.

As long as the damn things shoots the moment I pull the trigger and in the direction I want it to.

Edited by Grenny

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That would be brilliant. You can already do this with the UGL/GL at squad/section level, albeit without a proper sight, so I hope it would be easy to implement.

 

 

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This was discussed in a different thread, but I too would like to have the AI call artillery strikes against "single" units as well.

I was controlling a detached co and couldn't figure out why it wasn't raining artillery @ certain points in a personal sce.

Well now I know....  Could be a bit of a cheat when playing a multi player co-op sce......

 

https://www.steelbeasts.com/topic/11707-sb-4019-ai-artillery-ignores-single-units/?tab=comments#comment-174653

 

My thought is perhaps to make the AI FO call conditional, as in- call artillery if "this" unit can see > x amount of enemy units "anywhere"

that way sce designers could set the threshold based on mission/training intent.

 

So what do ya know, under "Set fire ctrl" there already exists "open fire if".  So by naming the "FO" in the on map artillery units "set fire ctrl" condition as mentioned above I have produced

the results I was after, calling fire missions on a single or group of single "detached " units

 

Edited by ht-57
Adding findings to my own question.

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It's probably already been asked for many times, but I'd like the ability for the vehicle commander to get out of the vehicle, take a pair of binoculars and go and take a look at what's on the other side of the hill without having to crest it with the turret of the vehicle.  I have no idea if that's doctrinally accurate - I'd just like to be able to do it.

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1 hour ago, Ssnake said:

Yes.... the dreaded bug #754.

I don't even have to look up the number.

Just checked it...funny to see what the plans for 2014 where 😉

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On 9/29/2019 at 1:05 AM, Grenny said:

Heck...even a simple crosshair to shoot rifle and AT weapon would be a huge improvement.

delta-force-2-06.png

 

3d weapon with crosshair. I would gladly take this, also. 

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1 hour ago, Apocalypse 31 said:

delta-force-2-06.png

 

3d weapon with crosshair. I would gladly take this, also. 

Well for me even the 3D weapon would be optional...as long as the virtual grunts shoot what I want where I want and when I want.

Not like the current state of the AT weapons. You are allowed to choose "shot at unit"...and then the AT-gunner will shoot when he feels like it. Drives me nuts

 

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58 minutes ago, Grenny said:

Well for me even the 3D weapon would be optional...as long as the virtual grunts shoot what I want where I want and when I want.

Not like the current state of the AT weapons. You are allowed to choose "shot at unit"...and then the AT-gunner will shoot when he feels like it. Drives me nuts

 

Snap106_1.jpg

 

Ghost Recon 1. no weapon. just a reticule. It worked well there. 

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Posted (edited)

I take it that the AI would add whatever super-elevation for range was needed automatically? That seems the most logical way forward, rather than having to have a plethora of different reticles.

Edited by ChrisWerb

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So having been away a while, more of a question than a wish...

 

Are there any new crewable cold war era vehicles in the works? T64/80? Cheiftain? M60A1? 

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We don't comment on our plans, usually. The terrain engine and the new HE model were exceptions.

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Asian civilian models that resemble Viet Cong irregulars. Conical or bush hats, black pyjamas & sandals and the like.

Edited by Bond_Villian

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OK, I'm hoping that, programming-wise, this is not too big an ask and might be valuable to military customers.

 

I'd like to see artillery in the off map support menu made more varied in type and effects. This is a Western-centric suggestion by a non professional. Some of these settings would be selectable by FO and others in mission editor.

 

Basic calibres: 60mm, 81/82mm and 120mm mortar and 105mm. 122mm, 152mm and 155mm tube artillery.

Rates of fire: Fast (but limited duration), Fast autoloader (also limited duration), standard, H&I.

Projectiles: Mortar: HE-FRAG, Prefragmented HE-FRAG, Smoke (bursting WP)

Projectiles: Tube arty: HE-FRAG, Prefragmented HE-FRAG, Smoke (as already implemented) and for 105, 122, 152 and 155 DPICM and 152 and 155 FASCAM

Additional rockets for GMLRS: Conventional unitary warhead and Alternative Warhead. Ability to fire any number of rockets within the capacity of available launchers, from single rounds upwards.

Fusing options: Mortar, Tube artillery and rocket: High airburst, low airburst, combination of low airburst and instantaneous (except GMLRS) , instantaneous, fractional delay 

Accuracy levels: Mortar: Standard (and GPS/INS, plus degraded INS only* for 120mm)

Accuracy levels: Tube arty Standard, plus for 105 and 155mm PGK and Excalibur level GPS/INS and degraded INS only.

Accuracy level: GMLRS  GPS/INS or degraded, INS only.

Aircraft bomb. 250, 500, 1000 and 2000lb class GP, 500lb inert and focused lethality. MOAB.

Number of bombs: Selectable from 1 to 10 per aimpoint, up to 80* aimpoints per attack for GPS/INS only.

Fusing: Aircraft Bomb:   High airburst, low airburst, instantaneous, fractional delay

Accuracy: Laser designated (by launch aircraft or buddy aircraft), GPS/INS, standard. MOAB GPS.INS only.

 

Fire mission types: HE, HE and Smoke, Smoke, DPICM, FASCAM

 

Also I'd like to see an "Immediate suppression" order that just overrides all of the above to put HE ground and airburst down on the target in a 200x200 metre box rapidly.

 

*Not sure how this would work out as it is unlikely the observer would always know their own exact location by triangulation etc. Also GPS jamming/spoofing isn't modelled in the rest of the game, but it could still help to train FOs in a potential degraded GPS environment.  I realise there are also issues around GPS accuracy dependent on DGPS local ground station availability etc. - it's a complex thing that I don't even pretend to understand.

 

*A B-2A can carry 80 GBU-54s - the B-1B 84 500lb class weapons but I'm not sure if the 28 carry modules are wired for GBU-54.

 

 

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On 10/5/2019 at 8:24 PM, Apocalypse 31 said:

delta-force-2-06.png

 

3d weapon with crosshair. I would gladly take this, also. 

Time to give this a bump...because of these moments that make you want to bite into your keyboard:

 

 

SS_21_42_59.jpg

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34 minutes ago, stormrider_sp said:

Playable T-90S or MS

 

spacer.png

A very desirable addition.

But i would be happy with a playable T-90A or even the T72-B3.

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