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Steel Beasts: Content Wish List


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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:

 

image-13.png.5995394f81aa5ac6f0a8f9a08d5c8ab3.png

 

I added this as an enhancement request.  Good idea!

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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.

 

 

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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:

 

image-13.png.5995394f81aa5ac6f0a8f9a08d5c8ab3.png


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?

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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?

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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.

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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??

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  • Ssnake changed the title to Steel Beasts: Content Wish List
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)

 

 

SS_00_12_12.png

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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 by Captain_Colossus
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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:

 

SS_10_40_49.thumb.png.53f53abf4f2542ded46e1712b71cd8b7.png

 

2. Select "Column" as the formation at the WP (note: WP selected):

 

SS_10_40_55.thumb.png.79b7f39270b38a89042749db3005e0f7.png

 

3. Hit "Test":

 

SS_10_41_49.thumb.png.00e78817e06fd79db0cb64fe50f6d38d.png

 

4. Tanks move off in Column as per the default behaviour for a March route:

 

SS_10_41_55.thumb.png.d9277acbf4a58795018d5a8219c872f6.png

 

5. Tanks approaching WP change to Line:

 

SS_10_42_31.thumb.png.e4a174210997ce01b7f5148f82d18d15.png

 

6. Tanks at WP:

 

SS_10_42_34.thumb.png.573a855d9da065befd3b72a98f198446.png

 

7. Software has overridden Scenario Designer's decision and put them in "Line" anyway:

 

SS_10_42_44.thumb.png.33339942741c14c226e3c032f3ec8b3a.png

 

Edited by Gibsonm
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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.

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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.

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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 by Gibsonm
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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 

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