MDF Posted February 11, 2012 Share Posted February 11, 2012 Another possible bug for the powers that be to ponder:When I load a saved plan, unaided vision (i.e., day GPS sight, GAS, unbuttoned) is very dark. Thermals and TCdr's night vision work properly. So, either the non-thermal/NVG graphics are somehow being corrupted or, more likely, the scenario clock is somehow reset to hours of darkness (e.g., 12:00 AM).Anyone else experience this?Marc 0 Quote Link to comment Share on other sites More sharing options...
SeanPatrick Posted February 11, 2012 Share Posted February 11, 2012 I think this was mentioned before...Is it an old scenario or one created after the release of 2.640?Edit: This thread might be relevant. 0 Quote Link to comment Share on other sites More sharing options...
MDF Posted February 11, 2012 Share Posted February 11, 2012 I think this was mentioned before...Is it an old scenario or one created after the release of 2.640?Edit: This thread might be relevant.You're correct, that thread appears to address the same problem. I was actually playing the "Instant Action" mission, so I'm not sure when it was created, but I gather that I am unable to open it in mission editor so as to change the mission time (the apparent solution in the cited thread)?Thanks. 0 Quote Link to comment Share on other sites More sharing options...
MAJ_Fubar Posted February 11, 2012 Share Posted February 11, 2012 Actually you can edit the scenario, just copy it from the protected "C:Users/All Users/eSim Games/Steel Beasts/Scenarios/z_Reserved" folder to a more appropriate place, edit it, then copy it back. Be sure to back up the original file first! 0 Quote Link to comment Share on other sites More sharing options...
MDF Posted February 12, 2012 Share Posted February 12, 2012 Actually you can edit the scenario, just copy it from the protected "C:Users/All Users/eSim Games/Steel Beasts/Scenarios/z_Reserved" folder to a more appropriate place, edit it, then copy it back. Be sure to back up the original file first!I will try that. Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Werewolf Posted February 16, 2012 Share Posted February 16, 2012 Thanks for the scenario. We will look into fixing that.Try taking the TOW missile team off Suppress tactics. I guess we didn't think anyone would do that with a missile team. LOL: 1st thing I thought of when I played my 1st SB PRO scenarion in 3 years after Upgrading to 2.64. Set all the missile teams to suppress tactic. Seemed like the thing to do. They never fired though. Just sat there and got all shot up by a T-72M1 company. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted February 16, 2012 Moderators Share Posted February 16, 2012 LOL: 1st thing I thought of when I played my 1st SB PRO scenarion in 3 years after Upgrading to 2.64. Set all the missile teams to suppress tactic. Seemed like the thing to do. They never fired though. Just sat there and got all shot up by a T-72M1 company. Right, well, suppress only works with area fire weapons such as small arms and high explosive rounds (ie. autocannon HE), not KE, HEAT or ATGMs. 0 Quote Link to comment Share on other sites More sharing options...
Werewolf Posted February 16, 2012 Share Posted February 16, 2012 Right, well, suppress only works with area fire weapons such as small arms and high explosive rounds (ie. autocannon HE), not KE, HEAT or ATGMs. So if ya want a missile team to shoot do a little damage and then move would a guard tactic be a better way to go? I suppose I'll have to read the updated docs. A lot has changed since the last time I played. 0 Quote Link to comment Share on other sites More sharing options...
SeanPatrick Posted March 3, 2012 Share Posted March 3, 2012 I just think the non-amphibious units drown themselves in water way too often.I recently swapped out some M1s for some T-72s in an old scenario and suddenly began having this problem. It's strange because I have played the mission (Are they attacking here?) using M1A1s, Leo 2A4s and Leo 2A5s with no problems.As soon as I put the T-72s in the .sce I noticed my tanks started acting really goofy when crossing bridges. Usually the 2nd or 4th tank in the plt. (sometimes the 3rd, but rarely) will bug out just before crossing the bridge. Then he'll search for a new crossing as if the bridge isn't there, then he'll drive right into the water in an apparent desperate attempt to catch up to his unit. A breach route helps, but doesn't always solve the problem. And besides, the M1s/Leos had no problems cruising over multiple bridges on march orders (sometimes even in reverse on retreat routes.)Hmmmm. :confused:On a possibly related note: I've also noticed the T-72 seems rather more skittish in general when it comes to marching more than one plt. If the lead plt. slows, the unit behind will veer off of the road violently instead of just coming to a stop like the M1s/Leos. Maybe it has something to do with the vehicle's brakes? Just thinking out loud. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 3, 2012 Share Posted March 3, 2012 (edited) Think there maybe an issue with "frag" / "shrap" and penetration values.I've observed two issues so far:1. A T-55 fires at 2 x CR2 (in a UK Armour game). The 100mm round lands between the vehicles.One vehicle suffers some crew casualties (probably exposed Crew Commander) other vehicle suffers a mobility kill.Neither vehicle actually impacted by the round.Thread here:http://www.steelbeasts.com/sbforums/showthread.php?t=8869&page=117&highlight=damage Post 11682. This morning Zipuli's T-72 campaign. A T-72 in depth fires at a target but hits tree between two other friendly T-72. Both T-72 destroyed (but again neither hit directly by the round).Thread here:http://www.steelbeasts.com/sbforums/showthread.php?p=211276#post211276 Post 32 Edited March 4, 2012 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 4, 2012 Members Share Posted March 4, 2012 Yes, we're on it. Eventual saved AARs are welcome. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 4, 2012 Share Posted March 4, 2012 T-72 example.Link to AAR:http://dl.dropbox.com/u/19518131/T-72%20Campaign%20Mi_030412MARKGIBSON-P0524.zipTime 22:12Blue on Blue 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 4, 2012 Members Share Posted March 4, 2012 Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Koen Posted March 4, 2012 Share Posted March 4, 2012 As soon as I put the T-72s in the .sce I noticed my tanks started acting really goofy when crossing bridges. Usually the 2nd or 4th tank in the plt. (sometimes the 3rd, but rarely) will bug out just before crossing the bridge. Then he'll search for a new crossing as if the bridge isn't there, then he'll drive right into the water in an apparent desperate attempt to catch up to his unit. I've observed the same many times with T-72s in my North German Plain-scenario, that I tested to death.Red side - early in the scenario - bridge at Marienau - A- coy (I believe) 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 13, 2012 Share Posted March 13, 2012 Another perhaps.Doing the 2nd battle of Zipuli's Finnish Campaign I had some interesting issues with on board artillery.The Russian player had some M106 mortar tracks.Initially all went wellHowever eventually we had to displace the mortars to new firing positions.There were a few calls for fire "awaiting approval" (i.e. called for but not fired) when the mortars moved.These missions (and any new ones) remained queued up even after the mortars had arrived at their new location.Eventually I cancelled all the queued missions and started over. These "fresh" missions were fired normally.I would have thought that a call for fire would be queued and then fired once the artillery unit arrived in its new location.It appears that once the unit moves, the link is severed and no longer processed.Is that the intent that missions need to be completed prior to any move and any subsequent missions can only be called once the guns/mortars are in their new location and "in action" again?URL to AAR:http://dl.dropbox.com/u/19518131/T-72%20Campaign%20Mi_031212MARKGIBSON-P0418.zip 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted March 13, 2012 Share Posted March 13, 2012 Odd, I thought that there is no link between the on-map "arty"-units and the firemissions AT ALL. 0 Quote Link to comment Share on other sites More sharing options...
Eisenschwein Posted March 13, 2012 Share Posted March 13, 2012 It´s possible by script, example:If the Arty is leaving their Fire Position, write a condition that cause a damage to Comms of the FO.No FO Comms, no Arty Fire.If Arty is in the next Fire Position, script a "repair if".Was it that way Zip ?! 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 13, 2012 Share Posted March 13, 2012 Well when I asked in the thread he said it wasn't scripted.Besides as the units were moving the FO received map updates and other reports so AFAIK the radios were not damaged. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 13, 2012 Share Posted March 13, 2012 Odd, I thought that there is no link between the on-map "arty"-units and the firemissions AT ALL.That certainly used to be the case with the "placeholders" but these new models seem "smarter" (the M109's tranverse onto the bearing for shooting, they can't engage targets beyond their range, etc.). 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted March 13, 2012 Share Posted March 13, 2012 I'd rerun the mission and try to reproduce the problem on a local LAN session. FWIW, I think it was just a "one of" glitch. Possibly lag related, but who knows. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 14, 2012 Share Posted March 14, 2012 I'll have to ask Zip for the password and run it in the Mission Editor, since if I just load it "offline" I won't be able to select the Russians. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted March 14, 2012 Share Posted March 14, 2012 Start your own Network session, and you can select the red side. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 14, 2012 Members Share Posted March 14, 2012 Yes. 0 Quote Link to comment Share on other sites More sharing options...
Zipuli Posted March 14, 2012 Share Posted March 14, 2012 There should be no link between on-map and off-map artillery "assets", right? It is a known bug that sometimes the artillery just won't fire, but awaits approval. Happened in previous versions quite often too. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted March 14, 2012 Moderators Share Posted March 14, 2012 There should be no link between on-map and off-map artillery "assets", right? It is a known bug that sometimes the artillery just won't fire, but awaits approval. Happened in previous versions quite often too.Yes, if that happens then you have to cancel all the artillery calls in the queue and/or make sure that someone else in the Network Session doesn't have them maxed out. 0 Quote Link to comment Share on other sites More sharing options...
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