iamfritz Posted March 10 Share Posted March 10 11 hours ago, Ssnake said: That's how our squad medics work. They may not have the best chances to restore a casualty back into fighting condition, but even the worst ones have at least a single digit percentage chance and the best ones will revive 50% of all casualties, without the arrival of specialized medevac teams. So, in itself your observation does not necessarily show a bug. It's more likely that it is a feature, even if it isn't as well-known as maybe it should. Oh, COOL! I'd read about it but didnt recognize it when it happened! Thanks. 1 Quote Link to comment Share on other sites More sharing options...
iamfritz Posted March 11 Share Posted March 11 Just a pretty building bitmap. That's all. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted March 20 Share Posted March 20 Sometimes you're just unlucky...red soldiers get hit by a stinger missle that failed to hit and UAV and failed to selfdestrukt 😉 1 Quote Link to comment Share on other sites More sharing options...
RedWardancer Posted March 20 Share Posted March 20 When Russians don't care about ammo... 1 Quote Link to comment Share on other sites More sharing options...
RedWardancer Posted March 20 Share Posted March 20 This is what happens when I have 6 batteries of howitzers and 3 full batteries of BM-21s. I won't do this again! 1 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 20 Share Posted March 20 Just now, RedWardancer said: This is what happens when I have 6 batteries of howitzers and 3 full batteries of BM-21s. I won't do this again! Just don't complain if your frame rate goes through the floor. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted March 20 Share Posted March 20 3 hours ago, Grenny said: Sometimes you're just unlucky...red soldiers get hit by a stinger missle that failed to hit and UAV and failed to selfdestrukt 😉 Didnt know thatcwas possible in gane 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 20 Members Share Posted March 20 What goes up, will come down. Often enough without consequence (and quite a few HE munitions have a self-destruct timer), but there will be those memorable, rare instances. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted March 20 Share Posted March 20 Well I was aware of that ,but didnt realise it was modeled in SB.If I shoot MBT round at a 45 ' angle will it come down somewhere in the virtual world or will it just dissapear after so much distance and not be rendered.If you get what Im tryin to say. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted March 20 Share Posted March 20 2 hours ago, mpow66m said: Well I was aware of that ,but didnt realise it was modeled in SB.If I shoot MBT round at a 45 ' angle will it come down somewhere in the virtual world or will it just dissapear after so much distance and not be rendered.If you get what Im tryin to say. You probably need large maps. For range safety planning we worked on 105mm APFSDS to have a max range of about 21km. I'm afraid I'm unable to tell you the number for 120mm. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted March 20 Share Posted March 20 Thats ok I was just wondering if all fired rounds in SB were modeled from bbl to off the map so to speak 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 21 Members Share Posted March 21 APFSDS rounds in SB Pro have a cut-off range of maybe 10, 15km or so. We track only rounds with explosive content to their impact point since it's far more likely that they will cause noticeable damage. An APFSDS rounds, after dozens of kilometers in the air, would still be quite dangerous to un- or lightly armored units. But it endangers only things that are directly in the way of the trajectory. The chance of damage is not zero, which is why we still have range safety regulations in actual army life - but it requires computational resources that we'd rather spend on other simulation tasks. 3 Quote Link to comment Share on other sites More sharing options...
Lt DeFault Posted March 22 Share Posted March 22 On 3/20/2024 at 8:33 PM, Ssnake said: We track only rounds with explosive content to their impact point since it's far more likely that they will cause noticeable damage. 2 Quote Link to comment Share on other sites More sharing options...
Leon Portier Posted March 25 Share Posted March 25 (edited) Proud of that hit Edited March 25 by Leon Portier 1 Quote Link to comment Share on other sites More sharing options...
iamfritz Posted March 30 Share Posted March 30 (edited) So I was having problems. 7 rounds to kill BMPs, 4-5 to kill T-72s. M1A2 M2 reloading not showing open M2 or playing tinkle tinkle audio of .50 cal belt fed rounds. Installed vehicle and building textures not showing up or distorting. Etc. So I did a re-install. Now everything is back to normal. PLUS I'm using some new textures. (which has inspired me to create a few textures of my own in the near future) Love the M1A2 in solid green. Plus I got this guy's camo to work right. Edited March 30 by iamfritz 0 Quote Link to comment Share on other sites More sharing options...
Fat Otaku Posted March 31 Share Posted March 31 Gunner Sabot Tank! 3 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted March 31 Members Share Posted March 31 Noice! 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted April 4 Share Posted April 4 (edited) Economy of effort 1 x DM11 round: 1 x Tank destroyed, 1 x BMP damaged: What are "Friends" for: Edited April 5 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
BlackDeath Posted April 4 Share Posted April 4 On 2/4/2024 at 12:53 PM, Lumituisku said: How about reduce weight of destroyed burning ones that those could be pushed aside. Same with popped turrets. Just to make things more manageable for players. What about repairing and/or recrewing eny captured vehicles (at least when all eny crew is dead)? 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted April 4 Members Share Posted April 4 Not an option in V4. V5 will use a different approach for a number of reasons, this being one of them. 1 Quote Link to comment Share on other sites More sharing options...
Grenny Posted April 5 Share Posted April 5 20 hours ago, Gibsonm said: Economy of effort 1 x HEAT round 1 x Tank destroyed, 1 x BMP damaged: .... Minor nitpick...DM11 is not a HEAT round. 😉 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted April 5 Members Share Posted April 5 It's high explosive and anti...something. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted April 5 Share Posted April 5 1 hour ago, Grenny said: Minor nitpick...DM11 is not a HEAT round. 😉 Fixed. 1 Quote Link to comment Share on other sites More sharing options...
Grenny Posted April 5 Share Posted April 5 (edited) 1 hour ago, Ssnake said: It's high explosive and anti...something. anti everything 😉 Actually a HE-MP, but much of the "MP" part is not implemented in SB...ähm yet(??) Edited April 5 by Grenny 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted April 5 Members Share Posted April 5 We're not yet using the timer/airburst fuze option. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.