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#3469939 - 12/08/11 12:59 AM 2.640 Release Notes Posted by Ssnake!  
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kramer Offline
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goodnight

Inline advert (2nd and 3rd post)

#3470047 - 12/08/11 05:21 AM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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Lifer
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thx Kramer... and Ssnake of course. wink

#3470077 - 12/08/11 08:21 AM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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You should thank the team. I merely wrote this document, they did all the work.


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#3470456 - 12/08/11 10:07 PM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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It is quite an impressive list of features and fixes. Going to be a lot of fun.

#3470458 - 12/08/11 10:11 PM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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just put up my new system TODAY... now just waiting to add one more game/sim on this harddrive. wink

#3470522 - 12/09/11 12:23 AM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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So if I bought SB today, would it behoove me to wait till 2.6 is released before downloading if it is a whole new installer?

#3470686 - 12/09/11 08:33 AM Re: 2.640 Release Notes Posted by Ssnake! [Re: Hellfish6]  
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Originally Posted By: Hellfish6
So if I bought SB today, would it behoove me to wait till 2.6 is released before downloading if it is a whole new installer?


Yes, if I understand your intent correctly this is the work-minimal approach. You would still have to order the old version at the moment for $85 and then the update for $25.- in a second step as soon as our web shop gets updated, but I wouldn't bother with the download of versions 2.538 and 2.552 any longer.


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#3471809 - 12/11/11 09:33 AM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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Still some errors in it; you can also be the gunner of the RBS-70 air defense missile (F7, then F2 to access the sight, as usual).


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#3471845 - 12/11/11 01:13 PM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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great with the RBS 70 gunnery biggrin

But under what infantery unit can i deploy it? can t find it :-/

/Thx Dan M

Last edited by dmagnusson; 12/11/11 01:16 PM.
#3471854 - 12/11/11 02:17 PM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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nvm found it :-)

#3471859 - 12/11/11 02:34 PM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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One important user interface change - for the other readers of this thread - is that you no longer set the missile type through the ammunition dialog box, but you first have to select the "optional weapon" of a missile team.


Visit the home of Steel Beasts!
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#3496231 - 01/17/12 12:29 AM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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Can I use Canadian UAV as artillery spotter? You know, designate targets from above and call artillery barrage or maybe even air strike. Does Swedish UGV has similar capabilities? Can it detect mines or IEDs and liquidate them in some way?

In XXI century unmanned stuff quickly becomes crucial asset!

#3496242 - 01/17/12 12:47 AM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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WOW! That's great - looks exactly as during Libyan campaign w/o weapons carried by this UAV (well, not UCAV).

I noticed tank smoke grenades in SBPro PE (even old ones on Soviet tanks) also block infra-red vision for a long time. Is this correct?

#3496418 - 01/17/12 09:20 AM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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There are both multispectral variants and smoke that just blocks the visible spectrum. It depends on what you select as a mission designer. smile


Visit the home of Steel Beasts!
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#3496465 - 01/17/12 01:19 PM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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I see. Does multispectral smoke also block laser beams (rangefinder etc.)?

Well, I think mission editor is a main playground of SBPro PE so I will have to master it. Now I don't even know how to set up artillery support.

#3496633 - 01/17/12 05:57 PM Re: 2.640 Release Notes Posted by Ssnake! [Re: kramer]  
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Oh, plenty of info, plenty of time needed to study it. smile

***EDIT***

OK, I "pierced" trough Mission Editor video tutorials. IMO editor is quite handy but powerful with Control Logic features and possible degree of randomization. Yet author of this tutorials stated AI units during move are not very smart, especially on wood roads they often lose direction of movement.


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