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#2586363 - 09/12/08 03:07 PM Re: SB Pro Version History ***** [Re: 20mm]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
We're by far not done yet. \:\)

2.383
  • 7.62mm coax ammunition now comes in belt segments of 250 rounds (for all vehicles).
  • A line of sight algorithm has been refined to allow computer-controlled units more often to fire on detected enemy inside of buildings.
  • Added a function for suppressive fire. In the 3D view, select the current unit’s context menus and select “Shoot here”, then click on the target location in the 3D environment. This corresponds with a new waypoint tactic called "suppress" which is similar to "stay" except for shooting at the focus spot. Essentially, the "shoot here" command sets up the unit into a BP with suppress tactics, similar to how the "observe here" tactic sets up a unit into a BP with guard (IIRC) tactics.
    The shooting behavior is due for further refinement; right now, if there are enemy around, then it is the same as stay tactics. If there are no enemy detected the unit will fire at a random line between the left and right boundary of the battle positions focus area, and between the ground and about 2.5 meters above the ground. Currently the focus area can only be changed through the map screen. Firing will start out rather rapid and then will become less frequent over time (so as not to exhaust ammo). To increase the intensity of suppressive fire the player needs to re-issue the "shoot here" command. Eventually the detection of an enemy will also restart the counter for rapid shooting.
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#2586863 - 09/14/08 12:18 PM Re: SB Pro Version History [Re: Ssnake]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
2.384
  • Fixed a bug where unbuttoned troops were vulnerable to direct MG fire against IFV side hulls even if the hull strength was sufficient.

Should that be it? A lowly bug fix? At times of natural disaster?

...Naaaah:
2.385
  • Added a function to extract a theme file from any given scenario. In the mission editor, select the menu Map… Extract theme. Save it, then start the map editor and open the theme in it, edit it to your liking, and save it. Back in the mission editor you can now updated the scenario file.
    This was necessary to allow you to adapt the mobility properties of the terrain according to the activation of the “bumpiness” factor (see above, version 2.374).
  • Added five new artillery tutorials, and updated some Bradley tutorials.
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#2588476 - 09/17/08 01:27 AM Re: SB Pro Version History [Re: Ssnake]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
2.387
  • Tweaked the stab system a bit to remove some jitter.
  • The soldiers' attached guns were not being carried with them at times, which caused them to be scattered about when they were killed in their vehicles.
  • Implemented bumpiness effects at full strength.
  • Adjusted the stabilization imperfection. It is now restricted to the gun elevation but not the turret rotation.
  • Fixed a bug which made the map editor crash if the map data contained a certain object type.


...and to make up for a lost day:

2.388
  • Fixed HIND’s ammo count from 14,700 to 1,470.
  • Helicopter door gunners’ MGs’ (cyclic) rate of fire is now reduced to a more realistic rate of about 1000 RPM.
  • Helicopters now no longer turn to 235° direction if arriving at a battle position. Instead they will behave like normal vehicles, facing forward.
  • Actual ammo designations now displayed instead of “Spec. A” and other cryptic “slot labels”.
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#2589262 - 09/18/08 03:52 AM Re: SB Pro Version History [Re: Ssnake]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
Time for the daily update:

2.389
  • A bug was fixed where the ground would show the skybox in certain situations (amphibious landings against a steep shore)


A single line is a bit weak... so, there's the next:

2.391
  • Added the CV90/35 interior
  • Fixed a number of issues with the ASLAV-25’s reticule
  • Fixed a bug (ASLAV default ammo load now includes HE rounds).
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#2589817 - 09/19/08 03:06 AM Re: SB Pro Version History [Re: Ssnake]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
2.392
  • More work on the CV90/35 interior
  • Fixed a bug that allowed PELE rounds on occasion to penetrate deeper than they were supposed to before fragment generation.


2.395
  • Added color coding to the vehicle symbols in the F1 view; the vehicle icons at the bottom of the 3D view will show purple when there are troops loaded and gray otherwise. The occupied vehicle will now be shown brighter than the others
  • Ground clutter is now not drawn around all buildings and bunkers (out to about 3 meters).
  • A bug was fixed that caused troops to occasionally wander far away.
  • Troops will no longer seek cover unless given an SB battle position with Hold, Defend or Guard tactics. As before,

    +... Hold and Defend will also cause the troops to go inside nearby buildings.

    +... Guard will cause them to stay outside nearby buildings. If there are no nearby buildings they will look for cover in nearby woods.

    +... Having "no tactic" or Stay tactics will result in the troops not looking for any cover and so staying where they are.

    Note that if you click on a unit icon at the bottom of the 3D view and order the troops to a new position the waypoint at the end of the new route will have no BP ("none" tactics) unless you use the "assault to" order. So, if you want the troops to move to a spot and go into a nearby building or find cover, use "assault to." If you want the troops to NOT go in a building nor find cover, use another movement order such as "advance to" or "retreat to."
  • Added prototype of NH-90 helicopter.
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#2590254 - 09/19/08 03:22 PM Re: SB Pro Version History [Re: Ssnake]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
Here are some pre-dawn scenes... \:\)
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#2590732 - 09/20/08 03:27 PM Re: SB Pro Version History [Re: Ssnake]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
2.397
  • It is now possible to copy route chains and paste them to other units during the execution phase.
  • AARs are now incrementally saved to disk every 30 seconds (and purged from system memory).
    This eliminates the problem of long missions with huge maps crashing that are always close to the 2GByte RAM limit for 32 bit applications. New AAR files are incompatible with older SB Pro versions (but old AAR files can still be read).
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#2590892 - 09/21/08 03:04 AM Re: SB Pro Version History [Re: Ssnake]
uk-recce Offline
Junior Member

Registered: 04/10/06
Posts: 72
Loc: UK - Wiltshire
Can we use multiple controlers yet, as iirc SB Pro only recognizes one controler. I want to build a switch box or 2 + joystick for a bit more emersion while I get my butt kicked. LOL
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#2590895 - 09/21/08 03:12 AM Re: SB Pro Version History [Re: uk-recce]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
No, except for those who register as a single controller (e.g. steering wheel and pedals). What do you have in mind?

I mean, it's not a helicopter. I know of no armored vehicle that would require the simultaneous operation of more than one control stick or other device at any single crew station.
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#2591226 - 09/21/08 05:52 PM Re: SB Pro Version History [Re: Ssnake]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3645
Loc: Germoney
2.398
  • Added new sky textures to the standard installation, and a dialog box in the Mission Editor’s Options… menu to select a scenario specific sky texture.
    In the mission editor Alt+S allows bringing up the file selection dialog box in the F1 view for a quicker preview.
    Guidance for texture artists:
    + The center of the texture orients south; west is at the left quarter, east is to the right of the center.
    + The lowest line determines the color of the fogging that is applied to the scene, so it should be a nearly neutral grey, usually.
    + Texture dimensions should be 2:1, e.g. 1024x512.
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