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Steel Beasts: Content Wish List


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While we are at V5
Arty:
HX smoke aka slow smoke but long lasting
WP quick smoke/ Fire effect and weapons effect
Super HE
Super short delay HE so it buries itself 2m down then exploding so Trenches collapses.
HE timed delay (Airburst) and proximity (Airburst)
Assign support units to specific units so mortars are firing only for INF and 155 fire for all
RCH 155 like fire on the move
RCH 155 - KNDS
APCs with generic Nemo like turret just like the generic RVS
The Armored Multi-Purpose Vehicle Mortar Carrier prototype is seen in a large parking area. The tracked armored vehicle has a turret jutting out from its body. The entire vehicle is painted dark green.
Sounding / Radar location radar
Artillery radar ARTHUR ModD on Boxer
K239 Chunmoo, Puls, Atmos 2000 (8x8) with HIMARS like guidance aka 1 rocket 1 hit
K239 Chunmoo: Poland to receive first 18 launches in 2023 - MilitarnyiDenmark's Defense Minister steps down following Elbit deal - GlobesElbit Systems delivers first artillery systems to Denmark
Tanks that fire generic loitering munitions
KF51 Panther 4th Generation MBT
APCs that fire Brimstone like generic ammo
Brimstone: an advanced air-launched anti-armour missile2022 BRIMSTONE on Boxer datasheet
CV90 with spike ER etc... or that french one
CV9035 where you can change gun to 50 mm like IRL
BAE Systems Hägglunds details the Royal Netherlands Army CV90 MLU - EDR  MagazineCV 9035DK (Strf 9035 MK III) - Ground - War Thunder — official forum
CV9035 with mast like CV9035NL MIDlife update 
K2PL
Poland receives first batch of 10 K2 PL tanks from South Korea | Defense  News December 2022 Global Security army industry | Defense Security global  news industry army year 2022 | Archive News year
Autonomous combat drones for Tanks, IFV, INF 
RIPSAW M5 | Textron Systems
Leopard 2A7, Leopard 2A8 with variants
Gaijin please? Leopard 2A7 with trophy APS : r/WarthunderCzechia to Procure Leopard-2A8 | TURDEF


Boxer Heavy weapons carrier
Division 2027 – Heavy Gun Carriers replace the Weasels
STRV 122 upgrade to fire control so it can mark 10 targets and then fire at all 10 (with auto tracking) without the gunner needing to reacquire the targets (Generic version off course) like irl

Strv 122 Tank - Fighting-Vehicles.com
A map direction and range tool 
9Land BMS | Saab

Making a Unit template design function that's independent of callsign template
Aka drag all the units stuff into it in the right numbers assign callsigns to each unit connect them with drag and drop with no restrictions because callsign and unit id are 2 fields aka unique ID pr unit/Man
So we can regroup units after losses and a tanker from 1 tank can hop out of a damaged or crew damaged tank and replenish another tank on the fly if they are close or they can do ground recon without the whole vehicle
Also let COs change callsign on the fly as needed and/or regroup multiple units
Also in that unit template you can assign vehicles where they are suppose to be in a formation with all the different formations and decide which formation types they are trained in the use off 
Also make it possible to reload tanks from sister tanks or a damaged tank

After seeing what arty is doing in Ukraine a upgrade to that weapon seem just a bit relevant maybe an idea just something to consider

Server without a graphics interface that just runs the game like an app you tell it which scen and a start button and the rest is controlled by the designated DM.
Control it from the COs(DM) and Opfor COs client session
Join in progress without start and stop
AAR with graphics from game including overlays 
Possibility to have map on secondary screen instead of running a full extra client which have never really worked well 

MD

 

Edited by Major duck
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Tom Carhart's "Iron Soldiers" portrays catastrophic T-72 explosions as including the engine shooting out the back "like a wet bar of soap".
I wanna see that wet Ruski soap fly along with the turret popping off.

Plz.

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On 4/23/2024 at 1:26 PM, Iarmor said:

That T-72 probably looked like this T-54

Destroyed_Iraqi_T-54,_T-55_or_Type_59_ta

 

Also Heavy Metal by Conrad and Martz, page 10, in the opening tank battle a T-72 expels its engine out the back when hit.

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I talked to a army vet who said in 1991 they lined their Bradleys with claymores. Banged infantry that got close. Said it was effective.
Ver. 5 maybe?
(I'm kidding just upping my post rating with interesting and informative facts)

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On 4/27/2024 at 11:44 PM, iamfritz said:

I used to think M-113s were so big.
Now I know they're so small.

Yep
M113 vs Piranha 5
Small container home vs high-rise 
M113 carries 11 troops (2 crew 9 INF vs P5 3 Crew 8 INF)
En milepæl for fremtidens hær | De Danske Garderforeninger

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The two are hardly comparable. Mine protection was pretty much non-existant on the M113 and is quite good with the Piranha. That requires special shaping of the belly, and also the 95% percentile of male adults that are supposed to fit has changed substantially since the early 1960s, which again drives up the volume requirements.

But, yes... there is a considerable size inflation.

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3 hours ago, Major duck said:

Yep
M113 vs Piranha 5
Small container home vs high-rise 
M113 carries 11 troops (2 crew 9 INF vs P5 3 Crew 8 INF)
En milepæl for fremtidens hær | De Danske Garderforeninger

Local airport, many years ago, had a big military display for Veterans' Day. They had an M-113 and another, some earlier model of same with an open roof (this was 20 years ago).  My toddlers could climb up on the seats and look out almost. I was amazed they were so tiny inside.
Decades pass, the memories fade, yesterdays become yesteryears...
I get a 1:72 Bradley and M-113. And ya, so tiny!

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  • 2 weeks later...

One for the "Ver 5.x List".

 

Currently the Mission Editor seems to display "ideal" night vision and weather compared to playing the scenario normally:

 

Mission Editor:

 

SS_12_02_28.thumb.png.cb8a5f5bd1533afc3c195ef37bfcb035.png

 

Offline Session:

 

SS_12_03_42.thumb.png.573e9d0c66917896d6eb9bf95601f0cc.png

 

I can understand that for fault finding, etc. but it can be frustrating when in the Editor something is clear as day and you wonder why the AI isn't seeing it or the engagement ranges are very short.

 

Can we perhaps revise the Mission Editor to either have a choice to display either an "ideal" version of the visibility or a "as per the scenario settings" version, or given resource constraints, just the "as per the scenario settings" version?

 

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Mission Editor shows you thermal view, execution phase will show what the controlled unit has (in this case, image intensifier). I recognize how that may cause confusion, however.

Is now registered under #12341.

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1 hour ago, Ssnake said:

Mission Editor shows you thermal view, execution phase will show what the controlled unit has (in this case, image intensifier). I recognize how that may cause confusion, however.

Is now registered under #12341.

 

Aha!

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Wish: Bail Out / Abandon Tank feature. 

 

No, this is not a request to fight on foot or generate a dismounted tank crew. But rather a way to abandon or 'soft kill' a vehicle that is beyond repair. 

 

Backstory.

In today's session we had a Leopard 2 that was heavily damaged - almost entirely every system was damaged or destroyed, but it sucked down a platoons worth of BM-60 ammunition from a T-72 platoon. Instead of moving on, the T-72 platoon became entirely fixed on the immobile vehicle - despite the owner's attempt to keep the platoon moving forward, they remained fixed on the vehicle - even turning their turrets backwards to continue to fire. There was nothing that anyone (myself, the owner) could do.

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Posted (edited)

A manual "cease fire" override might be helpful to. (One that isn't "hold fire", since that counts for all target leaving your vehicle completely without any reaction to other enemies.) In reality a tank crew would have to asses themselves whether the target is still threat. It would be neat to have a function that allows me to tell my crew they can ignore a target. Of course that leaves the possibility of human error but I think it would still be very helpful. Someone who wants to can use it and someone who doesn't feel certain enough can still hit it another time and let the AI judge.

Edited by Higgs
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2 hours ago, Apocalypse 31 said:

Wish: Bail Out / Abandon Tank feature. 

 

No, this is not a request to fight on foot or generate a dismounted tank crew. But rather a way to abandon or 'soft kill' a vehicle that is beyond repair. 

 

 

you can do that with the destroy if argument in the mission editor- i already attach that kind of a script to all units in a scenario

 

my request is a dismount / mount if dialog in the mission editor, so that the crew is visually represented and is manipulated outside of the vehicle (to depict bailing, or conduct survey of the terrain, simulating maintenance or instances of mounting up with contact reported imminent or something)

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Under the current engine vehicle crews are treated as a vehicle component. Therefore, dismounting them, no matter the circumstances, is not possible. One more reason why we're focusing on V5 development.

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16 hours ago, Captain_Colossus said:

you can do that with the destroy if argument in the mission editor- i already attach that kind of a script to all units in a scenario

 

I know, but not every scenario designer knows how to do this. 

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