Mirzayev Posted August 23 Share Posted August 23 Since this seems to be an issue (both @benand I have experienced users with previous versions reporting that our scenarios are "broken"), it might be helpful to add a "check your version of Steel Beasts" to the following error message: 2 Quote Link to comment Share on other sites More sharing options...
Administrators Sean Posted August 23 Administrators Share Posted August 23 14 minutes ago, Mirzayev said: Since this seems to be an issue (both @benand I have experienced users with previous versions reporting that our scenarios are "broken"), it might be helpful to add a "check your version of Steel Beasts" to the following error message: I added this as an enhancement request. Good idea! 6 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted August 23 Share Posted August 23 One for v 5.x The Report file is great for Log, but can we add some debugging functionality? Ideally, can we have another two tables with listings of when Events became True or Conditions alternated between True and False. Something like: 14:00: Condition 09 True 14:01: Condition 16 True (due to Condition 09) That way when Unit X turns onto an"embark if ..." route we know its because Condition 16 still True. The current alternative is to hit Mission Debugger" numerous times say (10 times) every minute during say a 100 minute scenario in an attempt to see what the status of Events / Conditions are. 0 Quote Link to comment Share on other sites More sharing options...
ben Posted August 23 Share Posted August 23 7 hours ago, Mirzayev said: Since this seems to be an issue (both @benand I have experienced users with previous versions reporting that our scenarios are "broken"), it might be helpful to add a "check your version of Steel Beasts" to the following error message: Definitely a good idea, more human readable error messages are always welcome! “This Scenario Requires Version 4.397 or higher” And also maybe the scenario should be Greyed Out on the selection list? 1 Quote Link to comment Share on other sites More sharing options...
Mirzayev Posted August 25 Share Posted August 25 On 8/17/2022 at 7:25 PM, Mirzayev said: Wish: illumination rounds. For those dark 3% illumination nights when you've gotta assault that objective with infantry. Still a wish. Hopefully in version 5. 1 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted August 25 Share Posted August 25 Barrel strikes 1 Quote Link to comment Share on other sites More sharing options...
Major duck Posted August 26 Share Posted August 26 For the next patch or version 5 as Denmark has just bought 115 CV9035 Mk IIIC with Spike LR II 2 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted August 28 Members Share Posted August 28 Buy a classroom license. 0 Quote Link to comment Share on other sites More sharing options...
RENEGADE-623 Posted August 28 Share Posted August 28 2 hours ago, Ssnake said: Buy a classroom license. That is on my wishlist LOL too bad I cannot afford the cost of a classroom license. would love to create scenerios on bigger maps, ie all of NTC instead of a small portion of it. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted August 28 Share Posted August 28 3 hours ago, Ssnake said: .... Removed that one to avoid jealous comments 0 Quote Link to comment Share on other sites More sharing options...
companyteam Posted September 3 Share Posted September 3 Map theme related..... I'd love to see: 1. More than two options for "forests". I'd like to see at least four, and up to six. I'm routinely trying to portray close woodland, open woodland, pine/other tree plantations, mangrove, thick scrub etc. 2. The ability to set more than one tree option for a forested area. Preferably up to four (?) different types. 3. The ability to set the tree density 4. An easy (?) way to get an appreciation of tree height within the them menu. Could be something as simple (?) as an annotation next to the number designating the vegetation? (e.g. #123 (15m)) Possible inclusion of a to scale standing person next to the vegetation type? 1 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted September 4 Share Posted September 4 Would it be possible to hv variable time crew members are out of action?to say 3 minutes to represent unconsciousness to 10 minutes for serious injury but he could carry on maybe even degraded reactions,to say dead,no revival.Member must be removed from AFV and replaced 15 minutes.Also crew dismouts from destroyed AFVs which has been discussed. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted September 4 Share Posted September 4 49 minutes ago, mpow66m said: Would it be possible to hv variable time crew members are out of action?to say 3 minutes to represent unconsciousness to 10 minutes for serious injury but he could carry on maybe even degraded reactions,to say dead,no revival.Member must be removed from AFV and replaced 15 minutes.Also crew dismouts from destroyed AFVs which has been discussed. We have a wishlist thread?? 1 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted September 4 Share Posted September 4 Thought this was it. Must of posted under wrongvthread by mistake.A mod can move it 0 Quote Link to comment Share on other sites More sharing options...
Captain_Colossus Posted September 5 Share Posted September 5 On 9/2/2024 at 5:35 PM, companyteam said: Map theme related..... I'd love to see: 1. More than two options for "forests". I'd like to see at least four, and up to six. I'm routinely trying to portray close woodland, open woodland, pine/other tree plantations, mangrove, thick scrub etc. 2. The ability to set more than one tree option for a forested area. Preferably up to four (?) different types. 3. The ability to set the tree density 4. An easy (?) way to get an appreciation of tree height within the them menu. Could be something as simple (?) as an annotation next to the number designating the vegetation? (e.g. #123 (15m)) Possible inclusion of a to scale standing person next to the vegetation type? to add: the ability to scale tree dimensions in the map editor so that adjacent trees are not all more or less the same height (steel beasts used to automatically generate smaller trees at the edge of forests to somewhat compensate for this effect per the below screenshot, but removed at some point) 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 6 Members Share Posted September 6 We do use some variation in height and orientation. I suppose the height variation could be increased, though in reality in a mature forest most trees have approximately the same height. 0 Quote Link to comment Share on other sites More sharing options...
Captain_Colossus Posted September 6 Share Posted September 6 (edited) i would imagine you are absolutely right. but i will say in my experience, forests just somehow never look as perfect as what is rendered in steel beasts. there are always trees which are, crooked, broken, there is some local oddity in the terrain which raises a single tree higher or something of that kind to break up the treeline somewhat- which i know steel beasts does account for that somewhat. additionally there are thousands of species of palm trees, and the much shorter species are not depicted in steel beasts. it occurred to me maybe if there was a way to scale tree objects it would be a way to approximate more types Edited September 6 by Captain_Colossus 2 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted September 8 Share Posted September 8 (edited) On 9/22/2022 at 8:20 PM, Ssnake said: Uh, you can set different formations for units on waypoints now, it's a 4.3 feature. Sorry for the late response with a worked example. You maybe able to select it but its not applied: Test Scenario: 240908 Tactic formations 4_397.sce AAR file: 240908 Tactic formations_106340_090824MARKS_PC_2021041.aar Methodology: 1. Create simple route with a "Defend" tactic: 2. Select "Column" as the formation at the WP (note: WP selected): 3. Hit "Test": 4. Tanks move off in Column as per the default behaviour for a March route: 5. Tanks approaching WP change to Line: 6. Tanks at WP: 7. Software has overridden Scenario Designer's decision and put them in "Line" anyway: Edited September 8 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 8 Members Share Posted September 8 10 hours ago, Gibsonm said: Sorry for the late response with a worked example. Now bug #12558. It may actually be intentional, and works (only) for waypoints with Stay orders. 0 Quote Link to comment Share on other sites More sharing options...
iamfritz Posted September 8 Share Posted September 8 On 8/25/2024 at 11:29 AM, mpow66m said: Barrel strikes I believe this is in effect. I once was forced to engage a T-72 with a disabled Bradley, very close, both TOW tubes empty and a track off (or more). I blasted away and hit its barrel several times. The tank rolled past me, barrel locked on, but never fired, for half a minute or longer until it went behind a hill. 1 Quote Link to comment Share on other sites More sharing options...
TSe419E Posted September 8 Share Posted September 8 31 minutes ago, iamfritz said: I believe this is in effect. I once was forced to engage a T-72 with a disabled Bradley, very close, both TOW tubes empty and a track off (or more). I blasted away and hit its barrel several times. The tank rolled past me, barrel locked on, but never fired, for half a minute or longer until it went behind a hill. I believe he's referring to the barrel hitting a tree, or a building, rather than having them pass through with no affect to either. 2 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted September 8 Share Posted September 8 (edited) 14 hours ago, iamfritz said: I believe this is in effect. I once was forced to engage a T-72 with a disabled Bradley, very close, both TOW tubes empty and a track off (or more). I blasted away and hit its barrel several times. The tank rolled past me, barrel locked on, but never fired, for half a minute or longer until it went behind a hill. "Barrel strikes" (and bustle strikes for that matter) usually refers to the barrel (or other overhanging parts of the turret) hitting a tree. This can physically limit the traverse and if done with enough force damage the gun alignment, gun controls, etc. At its simplest, think of the Tiger in Kelly's Heroes (the one initially hit with a paint round). Currently when in a forest you can happily traverse the turret with the barrel passing through tree trunks. I don't think he's after the modelling of rounds striking the barrel per se. Edited September 9 by Gibsonm 2 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted September 8 Share Posted September 8 Yes, that's exactly what I meant with Gibson M reply I think barrel and bustle strikes would add a whole new dimension for the game no more running around in the forest blaze and away. Turn your barrel 360 without any consequences it would make people think twice before heading into the forest or urban areas with a tank 1 Quote Link to comment Share on other sites More sharing options...
iamfritz Posted September 8 Share Posted September 8 Oh. 1 Quote Link to comment Share on other sites More sharing options...
Splash Posted September 9 Share Posted September 9 It's been awhile since I added to this list, and it might have been mentioned before (it's a long list 🤨), but I'd like to see a "Pop smoke if..." added to route and waypoint/battle pos context menus. 1 Quote Link to comment Share on other sites More sharing options...
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