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Zipuli

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Everything posted by Zipuli

  1. From the news: Finland to buy 100 Leopard 2A6 tanks from Holland. Deal value would be 200 million euros. Hope this goes through!
  2. It's time for me to sign out temporarily, as I will deploy soon to take part in UNIFIL at Lebanon. Currently I am in training, so I simply have no time for SB... Nor for the Kouvostoliitto scenario editing, as I am busy with real blue helmet. Maybe this mission will provide some ideas for the SB sce as well So see you later! I'll be back for summer 2014!
  3. Good man! I uploaded couple of Finnish ones. Though Finnish callsign structures cannot be fully replicated in SB template format. Main differences to "PE default": - Companies are named (I used the OOB names, but on radio net they have individual callsigns, such as "Hawk", "Spear", whatever...) - Company level leaders use single digit after the company callsign: Following this logic the CO is for example "Hawk 1", XO "Hawk 5" and coy FO "Hawk 7" - Platoons use letters (fighting platoons are from "A" onwards, command platoon is "K" and CSS platoon is "H", pronounced using the NATO phonetic alphabet "Alpha, Bravo, Charlie"...) - In 4 vehicle AFV platoons the leader is vehicle number 1 and his wingman is vehicle number 2, 2nd in command is in vehicle number 3 and his wingman is vehicle number 4. Though in column formation 2IC would not follow leader as he does now in SB (this is hardcoded, nothing I can do about it) - Platoon level leader callsign would be two digit after platoon callsign: Platoon leader is platoon+ "10" and 2IC platoon+ "15"... Following this logic platoon leader of first platoon is "A10" ("Alpha ten"), 2IC is "A15" ("Alpha one-five") etc. It's a bit different in different kind of units, so in a tank platoon the "10" is the TC of vehicle 1, but in Mech Inf platoon, the "10" could be a dismount... - Squads use numbers - so 2nd squad in 2nd platoon would be "B2" ("Bravo two") - In case of IFVs, where the squadleader is a dismount instead of the TC, the IFVs would have callsigns with "0" added before the squad callsign - so IFV of 2nd squad of 2nd platoon would be "B02". ("Bravo zero-two") - Following the above logic, if a CO dismounts from his command vehicle, the vehicle callsign is for example "Hawk 01" ("Hawk zero-one") - Teams are numbers as well. So if squad 1 from platoon 1 is split into teams, the teams will have a running number - 1st team 1st squad 1st platoon: "A11" ("Alpha one-one"), 2nd team first squad first platoon: "A12" ("Alpha one-two") etc. - FO teams would be named with number "7". I named platoons 11 and 12 in the templates as "7" so you may use those to create FO teams and vehicles etc. In the company radio net it's actually quite simple. Just read: PLATOON-SQUAD-TEAM In Bn net* it's even more simple: CALLSIGN-POSITION * If there are individual platoons operating on Bn net, they also receive a special callsign, for example a recce platoon (that is part of HQ Coy (EK), but operates on Bn net, would be called "something" and the leader then "something10" ("something ten")... An example: 1st Tank Coy (1.PSVK) of Mech BG is called "Falcon" in the Bn net. Then: - CO = Falcon 1 - CO vehicle = Falcon 01 - XO = Falcon 5 - XO vehicle = Falcon 05 - FO = Falcon 7 - FO vehicle = Falcon 07 - Dismount FO team 1 = Falcon 71 - If there is, dismount FO team 2 = Falcon 72 1st platoon: - Leader personal callsign = Alpha 10 - Vehicle callsign (if other crew member than TC is on net) = Alpha 01 - Wingman personal callsign (TC) = Alpha 2 - Wingman vehicle callsign = Alpha 02 - 2IC personal callsign = Alpha 15 - 2IC vehicle callsign = Alpha 03 - Wingman personal callsign (TC) = Alpha 4 - Wingman vehicle callsign = Alpha 04 etc. etc.
  4. Version 1.0

    241 downloads

    Finnish callsign templates (OOBs) for: - Mechanized Battlegroup organization (Leo2A4+BMP-2) - PanzerJäger Battalion organization (CV9030+Leo2A4) Notice that these callsign templates are not 100% accurate, as Finnish callsign structure is such, that it cannot be replicated in SB callsign template structure with full accuracy.
  5. Tested it... It works funny: - If you fire using hotkey G, it will expend the ammunition, but there will be no smoke. - If you fire using the 3D interior switch, there will be smoke (everything works as should). So basically use the interior controls for now.
  6. They can fire smoke or HE... Gotta test this!
  7. Or at least you managed to convince the press to edit stuff out...
  8. For some reason Fraps recorded all other sound but my chatter... Weird, but had to cut a lot out
  9. OK, no-go for the visitors stay for the night and the rig is in the visitors' bedroom... Sorry guys, next time!
  10. Do we have a Helmand or Helmandlike map hiding somewhere? My next "practice" scenario will take place in 2009 OP Panther's Claw, and has something to do with Brits, the Welsh Guards, the Light Dragoons and the Taliban. So goodies coming up for the UKA types, just need the map...
  11. Got some visitors coming today. So let's hope I am freed for 2130 my time to take part...
  12. http://youtu.be/L9qRjobinP8 A quick edit, nothing fancy =)
  13. Uploaded today! Final version has some additional changes: - added mini-UAV for the blue CO inf team - changed NLAW teams to Spikes (they are cooler and playable) - added an ARV and a medic - modified the red side further, for more intelligent foe (hopefully) - removed the time limit. Instead the quicker you do it, the better the score... - added a version with full map updates (better for singleplayer). Notice that it is meant to be played with no map updates for the enemies (blue force tracking only) when playing online, for full realism and athmosphere.
  14. Version 1.0

    290 downloads

    An enemy airborne unit is assaulting Jaala, and a friendly supply convoy is caught in the middle. Your mechanized company is rushed to the scene in order to get to the stranded POGs. Secure an LZ and make sure the friendly unit is extracted to safety. The town of Jaala hasn't been evacuated of civilians, as the enemy attack was a complete surprise, so you need to watch your fire! Our forces causing civilian casualties will have a devastating effect on their morale! It's still dark, but not for long. Take advantage of it and move quickly. Own force: A mechanized company (Leo 2A4, CV9030) with supporting mortars, Spike ATGMs, mini-UAV and CSS unit. Enemy force: ? (but chopper inserted...) This mission is best suited for multiplayer COOP. There are 2 versions of the scenario in the package: one with blue force tracking only (enemies are not automatically shown on map), recommended for full athmosphere and difficulty in command&control, not to mention indirect support. The other has full map updates, but is for pu****s. ;)
  15. Any wish to ANZACise the mission? Like change equipment for this run for something you know better?
  16. Hola! I'll be around with latest build of the mission! SB TS, correct?
  17. What? My dad was not home... Instead it was this fat red clad hobo with huuuge white beard and huge sacks...?
  18. LOL! Got a 15 hours day at work... Army life, nothing like it. (But I do get paid to tinkle with Steel Beasts Pro, got a full classroom of SB 'puters with gunner's handles and all, so I will survive)
  19. Right back at ya! Katie also turns 44 today! (He lives doggy years, I kid you not)
  20. Hmm... didn't realize they would try to pick up allies? Is this really so, or did you have some green individuals stuck somewhere, I had one time?
  21. For release version the scoring will be adjusted slightly: 50% (175 points) will be required for victory, not 65% as in current version...
  22. Except ongoing fire missions (basically the whole support tab will be empty, even if you did have a number of fire missions saved there) don't seem to carry over. It would be nice if they did!
  23. Not being able to get to TC spot... Sound odd, all worked fine for me and other testers...? I will change the theme for a less hostile one for next upd.
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