Originally Posted by Woofie_Dog
So no new playable tanks?

This upgrade isn't about new playable vehicles specifically even though it has a number of them, most notably the DF90 and the DF30 (just in case you missed them, although the way you phrased your post sounds as if you're deliberately omitting them to prove your point). But if your definition of "tank" is narrowly focused on MBTs or tracked armored vehicles, then No, there aren't any with crew positions.

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kinda under whelming for three years of not having any upgrades and not getting a terrain patch

Yeah... terrain "patch"...
That task ... ballooned slightly. Which I thought was kinda obvious given the fact that it took us three years, but maybe we integrated everything so well that it betrays the unsuspecting eye what effort went into all this.
  • High-res terrain means, the grid resolution was increased by a factor of 512, the render resolution even by factor 2048.
    At the same time the map file sizes increased only by a factor of maybe 10...15, and we could shrink the typical scenario file size by a factor of 20.
    And we maintained the ability to edit and modify maps for mission designers with only minimal restrictions. That alone cost one programmer almost six years of work.
  • We rewrote the whole lighting code for the render engine, and had to replace every single piece of vegetation artwork in the terrain, and then add a fair bit of new models. This allows representing a far wider range of climate zones/landscape types - like sub-saharan Africa. It looks a lot better. We increased the frame rates, SB Pro PE is very playable now with visibilty set to 7...10 kilometers.
    Hint: Typically frame rates develop in the opposite direction with version updates.
  • High-res terrain required an entirely different approach to vehicles; we had to add a suspension model that not only works for the player's tanks, or 20...30 tanks as you would typically see in a racing game. It had to be made to work for several ten thousand vehicle entities to accommodate the needs of some of our military customers. When we shopped around at a simulation-centric exhibition for 3rd party solutions boasting "high performance suspension code" that was supposedly "suitable for large number of entities" -- they meant "up to 100". When we told them "we need it for several 10,000" they visibly paled and became very quiet.
    But we did it anyway. It may not look like much, and yes, the benefit for you is maybe not very high, but our work is dictated by far wider ranging needs. Our team is less than a tenth of that of Bohemia Interactive (since you brought up ArmA III as an example) and still we get things done where others fail miserably.
  • A suitable suspension model for all vehicles was only part of the ripple effect that a change in the terrain engine caused. We also had to replace the driving code for all vehicles, which was a bloody nightmare because it was 20 years old and touched everything. Which means that when you rewrite it, you introduce "refactoring bugs" everywhere that must be found and killed quickly before your changes destroy the entire product. But we took that risk because it was the prerequisite for better pathfinding and better AI behavior. Units are no longer water-shy, but they don't drown themselves as often anymore either. And it works down to a framerate of about eight, because we have customers with scenarios so large ... well, see above.
  • Right, the terrain isn't just high-res now, it's also deformable at runtime. So engineer vehicles can now dig vehicle emplacements. We can crater the landscape. This opens the path for a lot of nice feature improvements in the future.
  • Next up, the new model for high explosive and fragmentation effects. Which tracks up to 20,000 individual fragments per explosion, in real-time, and puts everything on a solid engineering foundation (which it was not, up to now). This will improve the quality of simulation results enormously in the coming years as we refine the parameterization, and further boost the performance in subsequent development steps.

I know of no other simulation even in the professional military field that combines the capabilities of Steel Beasts in a remotely comparable way. There may be specialized applications that can do individual things somewhat better, but none that can do everything, and do it on a single PC, let alone at a comparable price point. And I'm not alone in that assessment. We've worked with research labs that used Steel Beasts for experimentation purposes because there was no other tool that offered both the breadth of scope and the high degree of fidelity in simulation results. None.

Yes. No playable new MBT. I'm sorry. We were kinda busy the last years.

As far as the confusion about the terrain is concerned, the "DTED is dead" video was meant to illustrate the capabilities of our new terrain engine. But the terrain data on which this was based is not available for public distribution, so we can't include it in the coming release. Sorry, no Danish sand dunes for you, we don't have the rights for it. But you will get one or two maps from Finland that are based on LIDAR scans; slightly less in resolution but still much better than anything that was available in the past. And one from BAOR's Sennelager area, Germany.


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