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#3421847 - 10/30/11 07:38 PM More new screenshots for Steel Beasts Professional PE 2.6
guod Online   cowboy
Lifer

Registered: 09/29/00
Posts: 21657
Quoted below are "Ssnakes" comments to SimHQ about the images:

"I have a few new shots for you showing the MRAV Boxer which was just introduced a few months ago to the Bundeswehr; here as the ambulance and the troop carrier variant. It's probably the most heavily armored wheeled vehicle these days at about 32 tons weight. Quite a whopper! Both have already been deployed to Afghanistan a few months ago though I haven't heard about their performance."









"In SB Pro PE the troop carrier variant can be equipped with one of several remote weapon stations that can be controlled by the user, and with a shot detection system that can identify the caliber and location of an attacker by sound analysis (these systems are already deployed, though not necessarily with the Boxer). In this example, it's the Pilar shot detection system that can be configured to automatically override the gunner and point him to the approximate location of the attacker, in azimuth, elevation, and range."

"And now the Fuchs armored transport vehicle. It's also in the US inventory in the NBC reconnaissance role ("NBC Fox"), but by and large it's mostly being used by the Bundeswehr."

"Here is the Fuchs A6..."





"And below is the Fuchs A7 with additional armor and a protected roof gunner's position as it is currently employed in Afghanistan."



"The Boxer will replace the Fuchs in a few years, so I guess it's somewhat fitting to present both together. Admittedly these light armored vehicles aren't particularly glamorous or 'sexy' -- but they do play an important role in ongoing operations. Sometimes perhaps it is the not-so-spectacular things that make a big difference." smile

NOTE - Also see these threads for more of 2.6
http://simhq.com/forum/ubbthreads.php/ubb/showflat/Number/3421821/
http://simhq.com/forum/ubbthreads.php/topics/3417689/
http://simhq.com/forum/ubbthreads.php/topics/3415875/1/


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#3421885 - 10/30/11 08:37 PM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: guod]
Jeevz Offline
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Registered: 08/06/03
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My kingdom for some shadows in this game.
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#3421947 - 10/30/11 10:42 PM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: Jeevz]
Cworth Offline
Member

Registered: 06/30/04
Posts: 1003
Loc: Pennsylvania
Originally Posted By: Jeevz
My kingdom for some shadows in this game.


Agree completely.
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#3421958 - 10/30/11 10:59 PM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: guod]
Wicked Offline
Member

Registered: 05/26/01
Posts: 759
Loc: Germany and the Netherlands
Very nice models! thumbsup Cannot wait for the update smile
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#3422041 - 10/31/11 12:39 AM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: Jeevz]
johncage Offline
Member

Registered: 03/23/11
Posts: 209
Originally Posted By: Jeevz
My kingdom for some shadows in this game.


normal maps
soft shadows
self shadowing
advanced particles

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#3422072 - 10/31/11 01:44 AM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: guod]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3914
Loc: Germoney
Unfortunately we just couldn't cram that part into the schedule for this release. It's next on the agenda (really!) - I have to say though that quite honestly, the lack of shadows is most dramatic only in these screenshots. During simulation runs you're doing something wrong if your attention is focused on your own vehicle. Most of the time you'll be spending in thermal and gun sights, or scanning the horizon with binoculars, and there the lack of shadows shouldn't bother you too much.
Maybe we're too engineering oriented and focus too much on the pure functionality.
But the new version will allow for rendering distances of up to 18 kilometers, and I have to say that the ability to orient yourself with prominent mountains in the distance is very helpful - had somebody forced me to make a choice, I'd have chosen the longer render distance in a heartbeat because the overall utility value is much higher. I concede though that my point of view isn't the only valid one.
wink
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#3422092 - 10/31/11 02:30 AM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: johncage]
Ronin_GE Offline
Member

Registered: 05/24/11
Posts: 104
Originally Posted By: johncage
Originally Posted By: Jeevz
My kingdom for some shadows in this game.


normal maps
...


I don't get that one.
Normal maps?
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#3422095 - 10/31/11 02:38 AM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: guod]
komemiute Offline
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Registered: 05/03/09
Posts: 2671
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#3422407 - 10/31/11 01:49 PM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: johncage]
KastaRules Offline
Junior Member

Registered: 06/10/11
Posts: 4
Loc: Italy
Originally Posted By: johncage
Originally Posted By: Jeevz
My kingdom for some shadows in this game.


normal maps
soft shadows
self shadowing
advanced particles


+1

I understand that in simulators graphics are NOT the main concern, but they still play a very important role because realistic graphics will greatly improve the game immersion.

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#3422573 - 10/31/11 05:35 PM Re: More new screenshots for Steel Beasts Professional PE 2.6 [Re: guod]
Ssnake Offline
Virtual Shiva Beast
Senior Member

Registered: 12/16/99
Posts: 3914
Loc: Germoney
Like I said, I do not debate the beauty of shadows. It just wasn't in the cards for the coming release. The alternative would have been to wait well into 2012, maybe even until summer, before we could have completed SB Pro PE, and that would have been more than the 18 month schedule which is the latest when we want to come up with a new version. 15 months is the targeted upgrade cycle, which will work out just fine this time .
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