Описание версии Steel Beasts Pro PE 4.0


Steel Beasts Pro PE 4.0 (Полный релиз)

Описание особенностей версии.

(Новая версия Steel Beasts описана на английском языке. По мере перевода английский текст превращается в русский. Помощь в переводе обозначенных заранее частей текста приветствуется.

Текст от автора написан таким вот цветом)

Это новая версия SB Pro PE (не патч и не апгрейд) — так не устанавливайте же игру как попало поверх существующей версии. Эта версия Steel Beasts предназначена для отдельной установки. Рекомендуется удалить предыдущие версии Steel Beasts Pro PE и программную среду CodeMeter перед установкой! 

Чтобы быть уверенным в отсутствии старой установки, рекомендуется использовать системные средства удаления программ Add/Remove Programs

 

Примечание:  Эта версия не запустится без лицензии Steel Beasts Pro PE 4.0!

Steel Beasts Pro PE 4.0 только 64-х битная!

 

Лицензию можно приобрести на сайте разработчика: http://www.eSimGames.com/purchase.htm

 

Браузер Edge сообщает о сбое при активации лицензии; рекомендуется использовать иной браузер при посещении WebDepot, чтобы реализовать тикет Вашей лицензии.

 

Это предварительный документ, который служит дополнением к Руководству Пользователя  3.0, до тех пока Руководство Пользователя 4.0 не выйдет в печать, вероятно в декабре 2016.

 

Системные требования

 

SB Pro PE 4.0 требует 64-битную версию Windows, начиная от Windows 7 и выше.

Скачивание и распаковка самораспаковывающегося архива и немедленная установка, временно требуют примерно 12,5 Гигабайт дискового пространства. Из них примерно 6 ГБ свободного места для Steel Beasts понадобится постоянно. Выиграть место на диске можно записав дистрибутив на DVD диск.

Рекомендуется многоядерный процессор частотой 2,5ГГц (больше-лучше), 8 Гигабайт оперативной памяти RAM (16…32 рекомендуется для преобразований карт в высоком разрешении), 1 Гигабайт памяти на видеокарте, и основное это поддержка DirectX 9.0с с поддержкой Shader Model 3.0 .

Разумеется мышь клавиатура и монитор. Звуковая карта и интернет соединение строго рекомендуются. Джойстики и манипуляторы игрой поддерживаются.

 

DirectX 9 включен в дистрибутив; но возможно вам понадобится загрузить и установить это отдельно:  http://www.microsoft.com/

 

Антивирусное программное обеспечение в прошлые разы было источником неприятностей для некоторых пользователей. Если установка прервалась с первой попытки, следующим шагом нужно временно отключить антивирус на время установки. Обратите внимание, что некоторые антивирусные программы лишь имитируют закрытие, в то время как службы (или основной файл) остаются активными в панели задач или в перечне запущенных процессов. 

 

Установка

Steel Beasts использует установщик, который сам изменяет Политики Групп Windows (права доступа) для папки с файлами карт SB Pro. Если вы не хотите чтобы пользователи вашего компьютера имели доступ к папке с картами (имея возможность редактировать их) вам понадобится самостоятельно изменить права доступа к папке C:ProgramData/eSim Games/SteelBeasts/maps

 

Популярная рекомендация на интернет-форумах — которую eSim Games не поддерживает — нужно щелкнуть правой кнопкой мыши SBProPEcm.exe в..\Release папка установки Steel Beasts, открыть диалоговое окно Properties, и в «Compatibility» вкладке, выбрать опцию «Управлять от имени Администратора» — или запускать программу установки от имени администратора. Разработчики углубились достаточно, чтобы удостовериться, что изменение ЭТОГО уровня безопасности не нужно.

Этот установщик включает среду CodeMeter версии 6.30.

Временные лицензии

С появлением версии игры 3 0 теперь можно брать программное обеспечение в прокат. Эта возможность ориентирована на пользователей которые пока не имеют USB ключа. Временные лицензии выпускаются на срок действия на 1, 4 и 12 месяцев соответственно.

  • временные лицензии жестко привязаны к компьютеру на котором установлена игра.
  • но одном компьютере может действовать только одна лицензия. Активация нескольких лицензий на одном и том же компьютере расширит время работы существующей лицензии и не добавит возможность запуска нескольких сеансов на одном компьютере. Например если вы купили лицензию на 4 месяца и лицензию на 1 месяц, активация обеих лицензий приведет к тому что будет действовать одна лицензия сроком на 5 месяцев.
  • автоматически лицензия не обновляется, это не бесплатная подписка срок действия которой истекает. Вместо этого при старте программы появится предупреждение о том что лицензия истекает или уже истекла.
  • приобретенные лицензии не нуждаются в немедленной активации. Вы можете приобрести например 5 лицензий но активировать только одну когда нужно. Вам необходимо сохранить только электронное письмо со ссылкой на «тикет», для использования в дальнейшем.

Онлайн поддержка и документация

Опытные игроки могут уже быть регулярными посетителями официального сайта www.SteelBeasts.com. Если вы читаете это, но еще не были там, настоятельно рекомендуется сделать это. Независимо от того нравятся вам форумы или нет, интегрированная система поиска может привести вас к ценной информации.

Важная часть сайта, хоть и не такая видимая, это коллективные усилия по созданию онлайн документации, SteelBeasts Wiki: http://www.steelbeasts.com/sbwiki/index.php/Main_Page

Даже без доступа в интернет есть серьезное количество документации, включенное непосредственно в SteelBeasts (хотя обновленная версия руководства пользователя будет поставляться только со следующего обновления, намеченного предварительно на декабрь 2016 года. (Эти комментарии написаны 31 августа 2016 года)

Дополнительная документация может быть найдена в меню Пуск Windows 8 в подкаталоге программной группы игры под названием Документы, известно что это один из самых хорошо сохранившихся секретов со времен двухтысячного года. Там содержатся PDF файлы руководств пользователя и другая вспомогательная информация, например американское полевое руководство US Field Manual 101-5-1, использующиеся в игре.

Новости о SteelBeasts обычно сначала публикуются на официальном сайте или на сайте производителя www.eSimGames.com, которые вы можете проверять по необходимости.

 

Изменения в пользовательском интерфейсе

В основном, много изменений было введено начиная с версии 3.0, чтобы дать пользователю более широкие возможности управления десантированной пехотой. Вид сверху теперь показывает список всех элементов моторизованного взвода — от машины и штатной пехоты, до отделений пехоты. Это позволяет направлять группы почти совершенно также как отдельные машины во взводе, включая команды на  применение подавляющего огня по площади, нацеливать (двигать) подразделения и так далее. Чтобы открыть командное меню, просто кликнуть левой кнопкой на тактический значок юнита в нижнем правом углу экрана.

Вид сверху

Такая опция была добавлена к Редактору Миссий, разрешающая пользователю вид с высоты птичьего полета над полем боя во время игры (ранее это было возможно только для Хоста Преподавателя, или при тестировании сценария). Чтобы получить доступ к этому режиму (если он включен в редакторе), нажмите F8, уже находясь в позиции внешнего вида. Удерживание правой кнопки мыши позволяет изменять ракурс, а колесо мыши или нажатие горячих клавиш «вверх» и «вниз» отрегулируют возвышение камеры.

Заметьте, что в этом режиме поддерживается «туман войны»; части противника, которые не были обнаружены управляемыми компьютером юнитами, останутся невидимым для игрока, даже если позиция его  камеры позволяет обнаружить цели.

Пехота

При десантировании моторизованных взводов теперь формируется секция командования взвода из четырех человек, включая командира взвода, сержанта взвода и санитара. Этого санитара можно послать к подразделению которое понесло потери, с большой вероятностью возврата раненых в строй.

Пехотные подразделения вообще теперь применяют первую помощь с шансом восстановить потери; в зависимости от назначенного уровня подготовки (см. Редактор Миссий), шансы варьируются от «минимального» до «не столь большого, но существенного». Сам санитар взвода всегда имеет намного больший шанс.

Команда ‘Вести огонь по подразделению‘, имеет теперь горячую клавишу, по умолчанию ‘T‘.

Построения, Движение и Выбор маршрута

Построения «Колонна» и «Боевая линия» работают и переключаются теперь и для пехотных подразделений. Также теперь доступна (по умолчанию не назначена) горячая клавиша для построения «В колонну по два«. Боевая линия и колонна по два будут слегка рассредоточены в строю в шахматном порядке, чтобы выглядеть более реалистично.

Все боевые расчеты теперь могут использовать все способы движения (ползание, бег и т.д.); однако их скорость и выносливость будут ограничены.

При нажатии ‘W’, чтобы дать команду на выдвижение расчету какого-либо вооружения, в случае если вооружение свернуто, бойцы встанут и пойдут, вместо движения по пластунски. 

Пехота теперь будет покидать машину бегом (не ясно в чем новшество, это было и раньше). Таким образом десантирование станет рассредоточенным, что сделает «мочилово бурундучков» более проблематичным. (сомнительный вольный перевод).

Порядок свертывания/развертывания вооружения в некоторых случаях был усовершенствован (AT-3, AT-4, BILL, Milan, TOW, миномет) чтобы уменьшить количество плавающих в воздухе компонентов. 

Гражданские

Гражданские лица, созданные без оружия, начинают игру в положении ‘стоя’
• Исправлена ошибка, предотвращающая самопроизвольное исполнение команды «Подавить…» для вооруженных гражданских лиц 
• Исправлены ошибки, заставляющие гражданских лиц отказываться ползать по пластунски, если дана такая команда вручную, а вместо этого вставать, 

Инженеры

Добавлен новый тип пехоты «Сапёрное подразделение». Они оснащены для преодоления некоторых инженерных заграждений; могут проделывать проходы в минных полях и будут автоматически обезвреживать СВУ при этом. «Сапёрные подразделения» могут делиться на группы.

Сапёрное подразделение теперь будет обозначать обезвреженные СВУ и противопехотные мины Claymore.

Оружейный арсенал

Добавлен автоматический карабин AK-5C. Используется в камуфляже SE.

Скорректирован РПГ-7С, теперь у него есть реактивная струя.

Все пулеметчики MG3, кроме установленных на Centauro, теперь будут заряжать пулемет на уровне земли с казенной и дульной части (у Centauro сохранится обслуживание пулеметов сверху). Следует однако учесть, что точка зрения пулеметчика остается неизменной (сориентированной на обслуживание сверху, так как в реальности заряжать пулемет лежа на земле гораздо сложнее).

Исправлена ошибка с оружием «вооруженных групп» солдат, когда оно отображается только пока они движутся и отсутствует когда останавливаются.

Расчеты тяжелых пулеметов

Добавлены станковые MG3-HMG (станки, прицелы)

Используя горячую клавишу «включения прицельной сетки» (по умолчанию R), пулеметчик MG3-HMG может включить подсветку прицельной сетки.

Расчеты легких пулеметов

Расчеты легких пулеметов отнесены к таковым и обозначены как расчеты MG, по способу установки на сошках, а не по калибру. Некоторые расчеты (такие как M60E) будут иметь 200 патронов заряженными и 400 с собой, в то время как другие (как ПКМ) будут иметь 100 патронов заряженными и 500 с собой, или даже только 50 патронов заряженными (MG3).

Расчеты ПТРК

AT-3 Малютка, AT-4 Фагот, Milan: Изменены данные пусковой установки, таким образом солдаты будут развертывать установку в лежачем положении.

Исправлен ПТРК назначаемый американским солдатам 1990 года службы.

Добавлен ПТУР Dragon как новый дополнительный тип вооружения для расчетов ПТРК.

Расчеты РПГ

Скорректированы гранатометы выдаваемые по умолчанию американским солдатам 1990, 2000 годов службы и корейским солдатам 2000 года службы.

Снайперские расчеты

В версии Steel Beasts Pro PE 4.0 появились снайперские расчеты; вы можете занять позицию наблюдателя и указывать цели (управляемому компьютером) стрелку. Вдобавок снайперы будут автоматически заниматься (только) спешенными целями, которые обозначены как «Особо важная цель» в Редакторе Миссий.

Диалог выбора боеприпасов для снайперского расчета косвенно устанавливает тип оружия. Дальность стрельбы указана для ростовой мишени.

  • M2 Barrett (cal.50)
  • TRG-42 (.338 Lapua Magnum)
  • Снайперская винтовка Драгунова (7.62mm x 54R)
  • M24 (.300 Winchester) (при невнимательном рассмотрении можно перепутать с TRG-42)
  • G3 с оптикой (7.62mm x 51) (при пристальном рассмотрении может быть похожа на СВД)
Модели персонажей

К экипажам машин можно будет применить пользовательские параметры внешнего вида если они будут относиться к «основной пехоте». Машины с экипажами содержащими «специалистов» требуют отдельного, явного переопределения (используйте опцию  «Задать облик экипажа» в Редакторе Миссий)

Добавлены общие текстуры различных национальностей, включая пехоту Северной Кореи, несколько национальных текстур Израиля, американских и советских солдат 1970 года, а также текстуры лиц без камуфляжа для солдат СССР. Советские войска будут новой красной стороной по умолчанию в SB Pro PE, вместо OPFOR.

Улучшен вид анимации встающих и идущих вооруженных подразделений.

Различные шаблоны внешности экипажей бронетехники (US/DE/RU стилей) могут теперь назначаться пехотным и гражданским персонажам. Следует учесть одно ограничение, они вооружаются только автоматами АК47.

Здания

Обновлена максимальная вместимость всех зданий. Здания теперь ограничены емкостью кратной двум (0,2,4,6,8,12,16…) с увеличенной вероятностью, что пехота будет считать ближайшие здания подходящими для занятия позиций там. Некоторые здания небольшой вместимости лишь на двоих или четверых солдат. Самые небольшие могут быть заняты только небольшими расчетами, такими как снайперскими. Четырехсторонние хижины предназначены для полноразмерных подразделений, чтобы избежать непреднамеренного переполнения. Это должно помочь избежать мелкой возни и помогает подразделениям контролируемым компьютером распределяться лучше.

Примечание: Пехотные подразделения обычно отказываются заходить в здание из-за малой его емкости, или потому что некоторые позиции уже заняты другими подразделениями (дружественными или вражескими).

Когда отдается приказ занять позиции в здании, SB Pro теперь будет показывать сколько боевых позиций в указанном здании еще свободны. Путевые точки теперь могут устанавливаться прямо на здания в режиме карты чтобы позволить пехоте занять позиции внутри. Раньше точки должны были располагаться вне зданий, что было интуитивно не понятно.

В Редакторе Миссий и в Фазе Планирования теперь возможно устанавливать пользовательские параметры поведения по умолчанию — и для маршрутов и для поведения в зданиях, в зависимости от выбранной тактики для путевой точки.

Горячие клавиши

«Дополнительные клавиши» (INS, DEL, HOME, END, PAGE UP, PAGE DOWN и стрелки в местах слева от цифровой клавиатуры) теперь будет назначаться корректно в настройках Управления — в предыдущих версиях Steel Beasts они были перепутаны с клавишами цифровой клавиатуры. Также локализованы названия клавиш ‘Shift’, ‘Ctrl’ and ‘Pause’. (видимо для иных языков)  

 

 

Выравнивание дорог

В SB Pro 4.0 в минимально необходимом количестве, с небольшим разрешением автоматически применяется ‘выравнивание дорог’ при каждой загрузке сценария; не меняя при этом исходных файлов. Процеесс очень быстрый и обеспечивает обычно приемлемые результаты. 

Фокусирование в тепловизорах 

Revised focus handling for vehicle TIS. (excluding RWS). All thermal sights will now appear more blurry and require focal adjustment. To simplify things, in the Personal Edition there is but a single hotkey to adjust the focus named «Focus Imaging System» which defaults to (Num Del (Decimal)). In addition the image may be adjusted by holding ALT and scrolling the mouse wheel.

Press the hotkey once to adjust the image to the object in the center of the crosshairs.

Note that on some vehicles, e.g. the CV90/35, a permanent autofocus is active, obviating the need for manual adjustments.

Map Screen

Formation Handling

It is now possible to assign multiple (up to 240) units to “preset groups” – e.g. a company team. It is then possible at runtime to enter a New group route that will automatically get copied over to all other members of that preset group; the first route leg is always on hold to allow individual route adjustments before then a “group proceed” command can be given.

Groups can be composed at runtime (both Planning and Execution Phase) while in the map screen, System menu, Edit preset groups. This will open a dialog box listing all units owned by the individual player which he can the move into his groups. Every unit can be member of only one of the up to six preset groups.

Other

The battleposition icons now support text labels.

The map view may now show a relief map shading effect (if so enabled in the MISSION EDITOR). Irrespective of the per-scenario settings this option is always available in the MISSION EDITOR, and in the AAR mode.

The waypoint/battle position context menus have been unified (i.e. always showing «Formation» and «Spacing» menus now).

High-tension power lines are now shown on the map. They appear as solid lines featuring ticks at the position of power pylons (the ticks will disappear at low zoom levels).

Fuel supply vehicles will now also display a supply radius indication for each individual vehicle (in configurations supporting such a display).

Legacy SB1-style anti-tank ditch objects are no longer rendered in the map screen.

Multiplayer

A “remote screenshot” functionality for session hosts was added: While in the map screen, the session host may now access a new top-level menu «screen capture». It lists all players in the current network session.

By selecting an entry a screenshot will be taken at the client (Steel Beasts window only, not the whole desktop) and sent to the host. Its file format is always JPG, irrespective of the normal screenshot settings, to preserve network bandwidth.

These screenshots will be saved on the host’s usual screenshot directory, with an additional «Remote» subfolder. Screenshots will be named as usual, with the addition of the client name. Example: <screenshot folder>\mm-dd-yy\Remote\SS_<clientname>_HH_mm_ss.jpg

When hosting an online session, the ‘remove’ button will be hidden if the marked player is the host (which cannot be removed!).

In addition the list of combatants will be switched to read only if any player but the host is selected.

«Package loss» is an additional metric shown with the frame rate counter overlay.

FPS/memory info overlay enhancements: the overlay will now stay active even if the network is considered «overloaded». Additionally, on the host, the overlay will now show ping time and bandwidth in/out usage for the individual clients.

Fixed a problem allowing clients to still join a session even after the Host had already started the loading process … or which could deny clients to join a session when the ‘join mission in progress’ wizard was in use.

Nav Meshes

Version 3.0 nav meshes are invalid and will be ignored. We recommend opening old scenarios in the Mission Editor, to add a new nav mesh, and then to save the file. Nav mesh generation is now much faster than in previous versions, and should generally yield a better quality too. The SB Navmesh Builder is at the moment without function (…but will come back with the high-res terrain engine, ca. Q1/2017).

Note that “a nav mesh” now actually comprises of several nav meshes – one for infantry and one (or more) for vehicles. Infantry nav meshes will ignore certain types of obstacles such as hedges, fences, and smaller walls because they can be climbed; infantry will “diffuse through” these obstacles for lack of detailed climb/crawl/jump/equipment handling animations.

Vehicles will attempt to honor light obstacles but may still crush them if driven manually (or by accident) if the vehicle is massive, and the obstacle is not.

All road types have now “travel costs” applied to them, favoring (somewhat) longer routes on multi-lane roads over narrow roads and forest service trails. If you want to force the use of secondary roads while entering a new route, click more often to set manual waypoints.

General Changes

You may hold the Shift key in the main menu when clicking the Map Editor or the Mission Editor to be immediately prompted for the file to open and edit. This can save time otherwise wasted to load a blank file; Alt+click (on the Mission Editor menu item) opens an existing scenario file in test mode. 

 

The AAR now records the state of the vehicle crew, ie whether they’re inside the vehicle, peeking out of the hatch or all the way out of the hatch.

The crew hatch positions are assumed to be coupled to the crew state (which might not 100% conform to what happened in the scenario but was judged to be ‘close enough’); if a crewmember is all the way in the hatch it will be shown as closed. For the CDR, the ‘open protected’ position will be shown if he was just peeking out of the hatch and the ‘all the way open’ position if he is completely out of the hatch.

Also recorded are the position of the troop hatches and troop doors; as currently in the execution phase, an open troop hatch implies infantry looking out of that hatch. Old AARs will of course still work; for them all crews should be in the BUTTONED position, all crew hatches hence be closed and troop doors and hatches likewise closed.

 

Any changes to connected input devices (like joysticks) will no longer be automatically picked up but require the user to enter the ‘Controls’ dialog and to press the ‘Refresh Joysticks’ button. Doing it this way will hopefully reduce the occurrence of application crashes in the (Windows) joystick device handling code whenever such changes occur.

Also increased the size of the ‘Press a hotkey’ notification message and made that message actually configurable.

 

Every (military) vehicle may now tow any other (military) vehicle – except helicopters. They must however move closer to the target vehicle (no winch, just fixed length cables), it takes longer to hitch (and disconnect) a target, and the towing vehicle must be of the same or higher weight class. At the moment there are also unresolved issues connecting a target vehicle to the front of the towing tank – it works … but it doesn’t look pretty.

 

A few more status messages have been created to complement the various progress bars, giving you (hopefully) a better idea about what is going on.

The user can now paste text into ‘editbox’ controls by right-clicking the mouse while the input focus is set to this control (note that the ‘Ctrl-V’ hotkeys remain functional of course).

Text list widgets, such as those in the File selection windows, will scroll the contents of the list when rolling the mouse wheel, instead of selecting the previous or next item in the list.

Error messages describing the case of missing heightmap or terrainmap files are now more verbose, with direct recommendations how to deal with the situation.

The default eye view position on vehicles is no longer “unbuttoned”, but the lowest position (which offers the best protection).

For ultra-wide screen setups with triple monitors, we fixed a scaling issue with tactical map displays in 3D vehicle interiors.

 

All ‘advance to‘, ‘retreat to‘, ‘hitch to‘, ‘shoot at‘ and similar commands will now center the cursor in the SB Pro window. This eliminates inadvertent scrolling and might also be more comfortable since there’s likely less mouse travel required.

Also the right mouse button will now cancel any of these ‘special’ modes … rather than having to press (any) keyboard button, or to click into the status bar (which often enough slewed the view). Finally, when in the overhead view, rotating the view (using Shift+right mouse button drag) does not cancel whatever command mode is currently selected.

 

 

Graphics, Audio Settings

The ‘Volumetric Clouds’ graphics option now defaults to off.

A graphics option was added to enable ‘high detail/3d tank tracks’ which will show an effect on some vehicles — like the M60A3 or the facelifted T-55.

The black bar at the bottom of the screen will now also be removed when the HUD is disabled (Alt+H) while in the 3D view (hover camera).

Version 4.0 introduces a new hotkey (Alt+S) bringing up the ‘sound configuration’ dialog. There is also a (rudimentary) ‘audio’ dialog in the 3D view’s ‘File’ menu allowing the user to set the master volume; two commands to increase and reduce the volume are enabled, but by default no hotkey is set for them.

Updated all vehicles so that their engine and movement sounds now fade away at a more realistic distance. Their distance now depends on their classification and weight.

Localization

Updated Austrian & German strings. Updated various English strings. Updated Danish, Finnish, and French strings. Added Greek strings. Updated Russian, Spanish, and Swedish strings.

Russian and Greek localized text should now be displayed correctly.

File Formats, File locations

For the initial version 4.0 release the handling of map files and scenario files remains unchanged (aside from the discontinuation of version 3.0 nav meshes). However, the scheduled transition towards high resolution terrain is bound to put an end to these practices. The ability to embed heightmaps in scenario files is scheduled for removal in Q1/2017; the sheer mass of terrain data no longer makes embedding a viable option. Also the compression functionality for heightmaps in the Map Editor has already been removed (which seems to have been available only for the long discontinued ‘.raw’ heightmap file format anyway).

AAR files may now exceed 2GByte in size. The new size limit is of rather theoretical nature, somewhere in the Exabyte range.

 

Unit and Callsign Templates have been moved into their own dedicated folders, ‘My Unit Templates‘ and ‘My Callsign Templates‘ respectively. The ‘common’ version of these folders (located in the %PROGRAMDATA% hierarchy) is called simply ‘Unit Templates‘ and ‘Callsign Templates‘.

These newly created folders will only hold templates created by the user; the ones shipped with SB Pro will from now on only be located in the %PROGRAMDATA% hierarchy (see above).

Note that the user’s Windows access privileges to the ‘common’ folders determine whether

Steel Beasts offers that functionality. For ‘unit templates’ this may be a bit obscure as the user interface hides most of these details (when loading Steel Beasts the content of ‘common’ and ‘personal’ folders are merged).

  • Entirely new templates are always saved in ‘My Unit Templates\Default
  • When changing or renaming an existing unit template, its location depends on the user’s access privileges and the original file location.
    • If the original file was located in the ‘My Unit Templates‘ hierarchy, it will always remain in that hierarchy.
    • If it was located in the ‘Unit Templates‘ (=shared) hierarchy, it will be copied into the ‘My Unit Templates‘ hierarchy if the user does not possess sufficient rights to change/rename the original file.

Note that for ‘callsign templates’, if the user elects to replace the existing files in the ‘Unit Callsigns‘ hierarchy, there is no guarantee that the installer will not overwrite them whenever an update is being performed! 

Also note that, if the user creates a new scenario, the program will initialize the parties’ callsign templates from the ‘My Callsign Templates‘ folder with priority, and fall back to the (shared) ‘Callsign Templates‘ if the first doesn’t contain the necessary files.

 

Changes to the Steel Beasts installer:

  • SB Pro will now create ‘minidump’ data
  • The Windows Start Menu has been rearranged:
    • all but the ‘ordinary’ Steel Beasts shortcuts have been moved into a ‘Troubleshooting’ subfolder of the Steel Beasts menu entry (which will open in Windows Explorer so people have an easier time choosing entries)
    • a shortcut to the folder containing the minidumps (which might differ depending on Windows version and -settings) has been added to the ‘Troubleshooting’ folder
    • renamed the web link shortcuts
    • renamed the ‘Other Documents’ shortcut to ‘Documentation’

Simulation Rules

When reloading a (ranking) soldier’s ammo while inside an IFV, SB Pro also restocks his ready ammo — now including AGL and mortar rounds.

Infantry will use their ‘ordinary’ binoculars (so no gun sight optics) while riding in vehicles.

Rain has an effect on the terrain’s dustiness, traction, and drag now (read more on the mobility effects in the MAP EDITOR section below).

Mines that were cleared by engineer troops are now exposed on the map screen as well as in addition to the red ground markings.

The sink-in effect has been reduced for wheeled vehicles.

NVG will now double the detection range of AI rather than set a fixed range of 175m.

When confronted with multiple targets, members of a formation will attempt to choose different targets rather than concentrate on one.

Also, a few minor issues on various ARM files were corrected.

Vehicle Suspension

In preparation of high resolution terrain, added code to simulate the behavior of vehicle suspension

For motorbikes the effect of the centrifugal force is the opposite of nonmotorcycle vehicles (to simulate the drivers leaning into the turn)

Ballistics

The (Steel Beasts-internal) Fire Direction Center will now check an artillery unit’s minimum engagement range when deciding which battery should service a fire mission. This should solve the issue where rocket artillery units were assigned to fire missions outside their range envelope. If no other arty units are available, these missions will remain ‘Waiting for approval‘.

New Munitions

Added ATGMs

o AT-10b (Stabber/Arkan+) o    AT-10c (Stabber/ Arkan+) o            AT-11b (Svir-M)

Added ammunition for the BMP-1, T-55, BMP-3:

o   73mm PG-15 HEAT o      73mm PG-15VNT HEAT o   73mm OG-15 HE

Added surface-to-air missiles:

 

o o o

100mm 3UOF-17 HE-F

100mm 3UOF-19 HE-F

100mm 3UOF-32 HE-F

o   RBS-70 Mk.0 o      RBS-70 Mk.1

o

RBS-70 Mk.2 BOLIDE

o   FIM-92B Stinger o   SA-9B Strela

Munitions adjustments

  • Configured the .30-06 LMG round to use a 3D tracer.
  • M240: changed the ROF to be more realistic.
  • Updated the properties of some RPG rounds; old scenarios featuring the «RPG-7L» round are automatically changed to use the «PG-7» now (which has identical properties of the old ammunition type).
  • Reduced the HE power of the 20mm DM81 HEI-T and 23mm OZT HEI-T
  • Updated Dragon ATGMs o «M47 Dragon» HE value o        «M47 Dragon II» HE value
    • changed designation to «M47 Dragon III/Superdragon» o changed its HE value and its warhead type to ‘tandem’
  • Internal changes to the 120mm «DM11 HE-T»
  • Corrected origin of the «M392 APDS-T» round from UK to US  Adjust burn time for:
    • AT-2c o          AT-6    o          PzF-3 o           AT-3d o          AT-7    o          PzF-3T o         AT-4a          o          AT-13 o          S-8D o            AT-4b o          HOT 2 o          S-8KOM
    • AT-4c o          lePzF    o          S-8BM
    • AT-5a o          Milan 2
    • AT-5b o          Milan 2T
  • Adjusted speed/range/burntime values for FIM-92B and SA-9B.
  • Renamed the Hydra 70
  • Adjusted crosswind drag for L31A7 HESH-T

3D Projectiles

  • Added the AT-2 Swatter ATGM and 275 HE FFAR ordnance actors.
  • Added new animations to ATGMs AT-3 Sagger, AT-4 Fagot, BILL, Javelin, and Spike.
  • Added the Hellfire, Milan, BILL and RBS70 3D missiles.
  • Added the AT-3 Sagger 3D missile.
  • Added the Javelin and Spike-LR 3D missiles.
  • Added 3D ATGMs for TOW-1, ITOW, TOW-2, TOW-2B and improved the existing TOW-2A. Also removed some obsolete textures relating to the original TOW-2A.
  • Added Dragon ATGM artwork
  • Added a 3d missile for the 40mm grenade.
  • Added a 3D missile for the 20mm DM63 APDS round.
  • Added a missing TIS texture for the AT-4 Spigot missile.
  • Increased the size of the MG tracers.
  • Changed the TIS tracer image to be brighter.
  • Updated some 3D missiles to use a new tracer mesh, and added a few more.
  • Linked the RU 14.5mm ammo to a 3D tracer.

 

Map Editor

Added ‘style’ options to all (scaled) texts displayed on the map screen. The user can now specify that the text is displayed either in ‘normal’, ‘bold’ (the previously single available option), ‘italic’ or ‘bold & italic’ styles.

The resolution of these texts also has been noticeably increased.

Map Annotations

It is now possible to add text elements to a terrain map. These text elements will appear in the Mission Editor for all parties as regular text objects (so they can still be edited). In addition there is a dialog allowing you to set the default size, color and rotation of ‘map annotations’. These values are used both when creating new annotations manually, and when importing them via Shape import.

Note that currently, Windows-1252 encodings are assumed (with the exception of the ‘Russian’ locale).

Allow to select multiple ‘map annotations’ when using the Map Editor.

Hit the ‘Escape’ key when editing a map’s annotations or mapgraphics text to cancel the editing mode.

A small change was made to the ‘text rotation’ menus in the Map Editor — if a text is set to ‘rotate with the graphic’ its rotation offset will be reset to 0°.

Powerlines

A single power pylon may now connect to multiple wires. This is done by placing multiple (well, up to two at the moment!) pylons at identical map coordinates; upon generating the map, Steel Beasts will take note of this and connect all wires (up to four — two ‘in’, two ‘out’) to a single pylon. Note that simply having two powerlines cross is not enough — two powerline vertices (ie the ones that explicitly place a pylon!) have to be used.

Note that all wires need to be of the same type (ie you cannot put a high-tension and a low-tension line on the same pylon) and that the pylon’s orientation is not adjusted to account for the additional wires that connect to it.

Area Covers

There is now an option to cover larger areas with Asphalt, Concrete, or Gravel textures; in addition, an area may be created without texture, to show up in the map screen (e.g. to denote the boundaries of built-up terrain. These areas may be created manually, or imported from Shape files.

‘Area cover’ objects can be configured in their color in the map display. Four sliders are available to control the red/green/blue color components, plus transparency. The chosen color may be applied to either the currently selected polygon, or all polygons of the currently selected type (ie gravel, concrete, asphalt or ‘area’).

Terrain Themes

With version 4.0 the “wet” ground conditions option is now enabled. While it’s raining, dry ground will make the transition from “dry” mobility parameters to “wet” conditions. Ground will absorb water quickly, but dry up very slowly. In other words, the mission designer can set weather conditions to make the transition from dry to wet within minutes, but not from (fully) wet to dry in an equally short duration.

High Resolution Heightmaps

For the initial release of version 4.0 no high resolution maps are available. An update is scheduled for Q1/2017 to add this functionality. Some changes made in preparation of this update already have an effect however:

—    At the borders of mapped area, the terrain is now mirrored, eliminating the need for the (sometimes quite noticeable) elevation transition zones

Minor Changes, Bugfixes

  • The Map Editor should now ‘save to BMP‘ … again
  • Fixed a bug in the Map Editor where the ‘selected road’ would not be drawn if the user entered the 3D preview (F1)
  • It is now possible to split roads. Mark a road, then hold Alt and click a point to cut the road in half. On a selected road, Shift+click creates additional vertices, Ctrl+Click removes a node. Shift+Ctrl+click lets you select multiple roads.

Mission Editor

Split and Merge

One major new feature in version 4.0 is the option for splitting scenario files (and merging them back together). It is now possible to split an existing “seed” scenario into multiple files. These files can be edited independently, and later merged back into the final result. This can be a time-saver for the development of large scenarios, as well as an option for multiplayer events to hand out a split scenario to each party’s commander to develop his battle plan without being able to check out what the other commanders are doing. Before the start of the actual exercise the individual parts would then be merged back into one common scenario that is then distributed to all clients.

The scenario must be defined first by setting up the parties, and placing units to each party. After saving, split the file into one “*.mastersce” and a number of “*.splitsce” files. Hand them out, have them edited, the put them back into one common folder.

Load the *.mastersce, then select “merge” to pull all *.splitsce files in. Save it as a new scenario file.

Notice that the original mission designer may impose limits as to what the individual parties’ commanders may change. Certain things must remain the same (like time, map, or weather conditions), others may not be desirable to be changed (like the force composition and artillery support).

Ctrl+mouse click will immediately open the Mission Editor’s dialog to merge scenarios.

Weather and Mobility

Weather settings will now influence the terrain mobility properties by interpolating between the extreme conditions set in the terrain theme (see Map Editor). The initial precipitation will prime the water saturation of the ground, where 

  • ”no precipitation” means “dry ground”,
  • “extreme” precipitation at mission start sets the ground to fully “wet”, and
  • Intermediate precipitation levels set the starting conditions of the ground to 10%, 50%, and 75% water saturation respectively.
  • Technically, a fully saturated ground will dry up within four days. For all practical considerations in a Steel Beasts scenario, once that the ground is wet it won’t dry up in a noticeable manner.
  • “Drizzle” type precipitation will require 150 minutes to change the ground from “dry” to 10% water saturation. “Extreme” downpour will wet the ground to 100% water saturation within 100 minutes. The other settings will be somewhere in between. “In between” means that the parameters for ground hardness, traction, resistance, and dustiness will make a transition from the values specified in the terrain theme. Up until now the “wet conditions” never actually had an effect, so it may be that legacy scenarios contain values that make little sense but which went unnoticed up to now.

Mission designers are advised to check their old creations and adjust accordingly.

Sounds

Scenario Events may now play sound files when the condition is true. Currently only WAV files are supported. The sounds will be embedded in the scenario file. The ‘event’ logic window allows playing back a test sound sample for the Mission Designer to compare their custom sound sample’s volume; the volume may require to be adjusted by an external program.

Unit Templates

Improved the ‘unit template’ dialog

  • it will select the just created template if the user creates a new template via the map screen
  • it will not automatically change its position back to the center of the screen if it was already open when a new template was created
  • it will warn the user if there are unsaved changes in either the template’s filename, title or description

Code was added to check against version mismatches with template files. Where incompatible files are detected, SB Pro no longer attempts to load them. A warning message will be added to the log file.

Obstacles, Engineers

Engineer squad units may now clear minefields on foot by using induction coil sweepers. Dashed blue lines will appear on the ground denoting lanes that have been swept; red marks will appear where mines have been found. (As a simplification, these mines are actually removed right away rather than requiring a dedicated attempt at blowing them up with small demolition charges.) Put the engineers on a “breach” route and they will sweep the ground.

A new obstacle type has been added – concertina wire. They can be created in the Mission Editor, or at runtime by (dismounted) infantry, if vehicles are nearby carrying concertina rolls from which to construct the obstacle. No construction animations will be shown, the obstacle will automagically appear in phases, as long as there’s sufficient supply of concertina rolls; infantry will start with their own vehicle but will also plunder units in the vicinity that have more.

When placing concertina type obstacles (one, two, or three rolls strong) in the Mission Editor, note that you can right-click an object to copy and to paste it. Also, mobile bridges, minefields, abatis, iso containers and bunkers may now be duplicated by rightclick based copy and paste.

We rearranged the context menus for obstacles and fortifications to be more consistent.

It is now possible to place (invisible) command-detonated Claymore fragmentation mines. Note the map screen’s display of a rear danger zone, and the trigger cable length of only 25m (=command radius). Own infantry must be within that radius … but not too close either! It’s probably best to place them behind some cover when claymores are being detonated. Claymore explosions require explicit conditions like IEDs and a trigger man within (uncomfortably close) range.

Minor Changes, Bugfixes

An Option was added to let the mission designer disable the automagical tank clock in the player’s 3D view HUD that lets him estimate the direction into which he’s looking. Instead the user would be forced at runtime to stop for a moment and press a hotkey for determine the azimuth manually (defaults to ‘K’). After a few seconds the current direction in mil is shown at the top of the screen which will fade out if the view is panned too much, or if the player starts moving again.

(Only) Non-vehicle type units may be marked as a ‘High Value Target’ (via right-click). Only HVTs will get engaged by (hostile) sniper teams under computer control.

The ‘Operation spawn zone’ region’s text label is now read-only.

When creating or saving an operation, Steel Beasts will now automatically create the operation’s ‘save’ folder (which also holds the operation’s scenarios); you are no longer required to do that manually.

There was a bug in the ‘text options’ menu that would allow to set the text rotation if the text was unscaled and disallow if it was not — which is now inverted, as it should. Reduced the default visible range (for newly created scenarios) from 6000m to 3000m

The ‘set look of crew’ dialog now allows applying this setting to all formations comprised of the vehicles of the same type as is currently edited. Note that this functionality is not available for infantry formations since these should be changed via the ‘character mesh pool’ feature instead!

Improved the ‘Camouflage‘ dialog in the Mission Editor:

  • it will no longer allow the user to close the dialog or switch parties if he configured a party to use custom characters … but failed to actually specify any characters
  • it will now warn user trying to switch to a different party without first applying any changes he did
    • renamed the ‘OK’ button to ‘Close’
    • the list of characters is now alphabetically sorted

The ‘Set mission date and time’ dialog, if displayed in the Mission Editor’s 3D preview (‘Alt-S’ hotkey) will now indicate whether the light level at the configured start time will overload night vision goggles; this dialog is not available while in the map view.

  • Fixed bug related to using or creating scenarios using non-georeferenced maps (coordinates displayed were inconsistent between the ‘pick map’ mode, and those possibly referred to in the scenario briefing
  • The Mission Editor’s ‘extract map‘ functionality should now extract maps … again
  • There is now a zoom function when selecting the mapped area for a scenario

 

Known Issues

The LEOPARD 1A5-GE (cast turret) has the 3D interior of the LEOPARD 1A5-DK (welded turret). The LEOPARD 2A6-GE has the 3D interior of the LEOPARD 2A5-DK. Squint harder!

The BMP-2’s missile sight cannot be damaged.

The DRAGON missile gunner shows minor clipping with the missile launcher.

The Marder’s shot counter doesn’t count shots but displays a static number. Well, it’s not like you had to schedule weapon maintenance, anyway.

For the ERCWS-M some simplifications with respect to focus handling are in place, based on the assumption that ‘autofocus on/off‘ is a global, shared setting between CDR/GNR panels and day/TI view channels, and that while the autofocus is active, all manual focus change is disabled.

Gloating about Achievements that You May Not Notice

The Hannover-Weserbergland and Paderborn maps have been updated by our friend Michael “Manteuffel” Sielemann. Unfortunately he did not live to see the results of his effort in the new terrain engine, but died in early 2016. We will remember him.

 

Performance improvements could be achieved for «very high number of map objects» type scenarios. Still, more work is necessary in this field to handle the ever-growing complexity of our terrain databases.

The recording of AAR ‘snapshots’ (while the simulation is running) was improved substantially. Also, AARs now record (tactically relevant) particle locations and vehicle crew positions.

Artwork/Render Engine

Increased the distance at which 3d volumetric clouds are rendered.

Adjusted the stamina bar width.

Day, and Night

Terrain will now be lit between prior to sunrise (and after sunset). This effect includes changes in the sun’s color and ambient color of the scene to loosely replicate the ‘golden’ and ‘blue’ hours.

Moon lighting has been added to night scenery, factoring in the moon’s phase to determine brightness. The Milky Way was added to the night sky, as well as a catalog of bright stars (down to 11mag). For the eye view only the about 1,000 brightest stars and planets will be well visible (or less, depending on visibility settings), binoculars will reveal objects down to 6 or 7mag, and image intensifiers will fill the sky with bright dots, making navigation by stars next to impossible. We recommend a setting with low angular sizes (e.g. 0.2mil; stars are, for all practical matters, POINT light sources), a reasonably large pixel diameter (e.g. 4…5), and then an adjustment of the gamma value until things look about right. Results will vary from one monitor and graphics driver settings to another, so you’ll have to find your personal optimum.

Note that the sunrise/sunset times do NOT take into account daylight saving time shifts. Also, if a map is not properly georeferenced things may be equally off. Otherwise the astronomy rendering should be reasonably accurate for practical purposes within a combat simulation.

Particle System

Version 4.0 comes with an actual, shader based PS. Before that particles were used with fixed texture animations.

  • Revised routine that chooses the type of particle effects when a vehicle is destroyed.
  • The muzzle blast will now kick up dust proportional to the ground’s current dustiness value (which may change while it’s raining…)

Sounds

Changed the «master volume» sliders in order to reflect human «perceived volume» correctly, e.g. a setting of 50% will now be perceived as «half as loud» as a 100% setting.

Vehicle-specific coaxial gun sounds, and vehicle-specific manual turret traverse/elevation sounds have been added. Also, some attenuation is now applied to the various ‘gunfan’ sound samples if the currently occupied crew position is unbuttoned.

New/Updated systems with crew positions

 

ATGMs

Generally added the ability for ATGM teams to sprint and crawl with their equipment (at the cost of faster stamina depletion).  AT-3 Sagger

  • The sight reticle received an update

AT-4 Spigot

  • Added a 1.2 second delay between trigger pull and missile launch
  • Fixed a number of bugs in the AT4 reticle. If the (vehicle-mounted) sight is powered up or the (infantry-carried) sight has its trigger pressed, a projected second reticle will appear.

BILL

  • Added depth of focus for thermal imager

Javelin

  • Updated sight icons
  • Added depth of focus for thermal imager o the WFOV or NFOV icon will start blinking once a focus limit has been reached (these will be lit up steadily otherwise). There is no indication of ongoing focus changes (other than the sight picture itself).

Milan

  • Added gunner’s sight (F7F2)
  • Added depth of focus for thermal imager

Spike

  • Added depth of focus for thermal imager o a little black up/down arrow will indicate that the focus was changed by the user (this indication will remain on-screen for 2 seconds after the last input); if the focus cannot be changed any further a horizontal line will be drawn across the arrow’s tip.

TOW

  • Added depth of focus for thermal imager

ASLAV (APC, IFV)

 Reworked/consolidated the 2d overlays indicating FCS status in low/medium realism modes (as well as in AAR ‘gunnery’ events in the ‘Pro’ versions)

ASCOD Pizarro (IFV)

  • Added 3D crew
  • Added depth of focus for thermal imager
  • Reworked/consolidated the 2d overlays indicating FCS status in low/medium realism modes

ASCOD Ulan (IFV)

  • Added 3D crew
  • Added depth of focus for thermal imager

BMP-2 (IFV)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6) o Added day sight (F2) o            Added IR sight (F3) o   Added missile sight (F4)
    • Added a new hotkey, ‘toggle turret speed‘ (defaults to ‘O‘), enabling different gears/turn rates on both the turret, or the missile sight
    • Added a new hotkey, ‘toggle ATGM power‘ (defaults to ‘V‘), enabling the launch and guidance of missiles
    • Initial range is set to 800m by default
    • To reload a missile, stay unbuttoned and do nothing for a while. The (empty) ATGM tube will remain on the launcher until it’s being reloaded; you actually need not get exposed much while reloading.

When owning a BMP-2 vehicle and leaving the gunner’s position (but staying ‘on’ the vehicle), the computer-controlled gunner will not change the ATGM power and sight door settings for 60 seconds, allowing the player to return to the position and resume a missile engagement.

When leaving for another unit however, or as the CDR disabling ATGM power (either by clicking the switch in the 3d or using the hotkey), the computercontrolled gunner will immediately disable the ATGM system … unless there is a target to engage, of course

  • Added Driver’s Position (F9)
  • Added Dismount Leader’s Position (F11)
  • Added 3D interior
  • Added 3D crew
  • Added a number of sound samples
  • Added decals for several different nationalities.
  • Updated the exterior model
  • Changed default ATGM to AT-5A.
  • Computer-controlled gunners will now fire longer bursts of 30mm HE

BTR (APCs)

BTR-50

  • Improved/utilized the HMG aim pose for the commander

BTR-50, -60 BTR-50, -60, -70

  • Added 3D crew
  • Adjusted the troop exits to minimize the chance infantry will exit and run through the vehicle

BTR-60, -70 (new systems)

  • Added textures for several nationalities

BTR-60, -70, -80

  • Set front driver and CDR doors so that they no longer open because having them open was an extreme survivability problem, and would only be opened in nontactical situations. As the driver, to see while driving you must now use the vision ports, or unbutton.

BTR-80

  • Added 3D crew

Centauro (ASV)

  • Added 3D crew
  • Reworked/consolidated the 2d overlays indicating FCS status in low/medium realism modes

Centurion (MBT)

Sho’t Kal (new system)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added a gunnery range scenario

Challenger-2 (MBT)

  • Added 3D crew
  • Reduced vulnerability against HESH in some places
  • Softened the coxial MG sounds
  • Reworked/consolidated the 2d overlays indicating FCS status in low/medium realism modes
  • Adjusted auxiliary sight reticle

Cougar MRAP (PMV)

  • Added 3D crew

CV90 (IFV)

  • Added 3D crew
  • Reworked/consolidated the 2d overlays indicating FCS status in low/medium realism modes

CV90/30-FI

  • The CV90/30-FI LMG team now carries the PKM by default.
  • Enabled the DOF effect for the VIS screens
  • Added constant auto-focus to the thermal imagers
  • Fixed a bug where the gunsight would be needlessly restricted in the back deck clearance area, and a problem where pressing and then releasing the turret emergency button while the gun was over the rear hull would restrict the gunsight until

the emergency button would be cycled another time while the gun was not over the rear

  • Fixed a bug where GNRs wouldn’t stop firing if the firing rate was set to ‘auto‘.

CV90/35:

  • Added constant auto-focus to the thermal imagers
  • In the VIS the reload zones for the main gun ammunition types are now indicated.
  • Chambering a round is from now on only possible if: o the palm switch is pressed
    • either CDR or GNR have the electrical safety disabled o the driveshaft is inserted
  • Added some 2d overlay indications (displayed on low/medium realism settings) indicating the CDR override status as well as (in the case of the CV9035NL) the state of the CDR’s palm switches
  • Fixed a bug where the IR views were not drawn correctly in the VIS screens
  • Fixed a bug where the ballistics computer would use the currently chambered round’s ballistic properties even if the crew had coax selected.
  • Fixed a bug preventing the CDR to change the manual range via MFP  With power loss to the turret, thermal image displays will now black out CV90/35-DK:
  • Changed the initial battlesight ranges in the CV9035DK uniformly to 1000m
  • Focus handling o CV9035 (DK): the CDR will control the (shared) TI if overriding
  • Fixed a network related bug with the CDR’s TI’s settings; with this change the CDR has his own settings that apply whenever he overrides the GNR. Upon returning control, the GNRs original settings will be applied

CV90/35-NL

  • Enabled depth-of-field for the CDR TIS
  • Removed the end of belt stop/warning
  • Focus handling
    • If the CDR looks at the output of ‘his own’ TI, he will directly control it. If he’s looking at the GNR’s TI, the AI gunner (if present) will act on his input.
  • For the sake of clarity, the CV90/35-NL’s battlesight ranges remain unchanged, which were 400m for coax, 1000m for KE, and 800 for HE and ABM projectiles
  • Corrected the IRV screens showing information (BHOT/WHOT; noise) about the

GNR’s TI even if the CDR’s should be displayed

  • The CDR’s peri’s parallax is now being compensated when overriding the gunner
  • Fixed a network related bug with the CDR’s TI’s settings
  • Fixed a few problems with the CDR’s IRV sight showing the wrong image (GNR’s rather than CDR’s thermal image)
  • Fixed a bug causing invalid TIS noise levels

CV90/40-A/B

  • Improved the CV90/40 TIS loop sound

CV90/40-C

  • Added two new coax sounds samples o Updated 3D artwork o Updated some sounds 
    • Corrected the smoke grenade count to one salvo, and three reloads

Dingo 2A2 (PMV) (new system)

  • Added Commander’s Position (F7)
  • Added Driver’s Position (F9)
  • Added 3D crew
  • Added Ambulance variant

Eagle IV (PMV)

  • Added 3D crew
  • The Cdrs tactical display may now only be clicked while displaying the ‘map’ view

(no longer while replicating the Lemur video feed)

FV107 Scimitar (ASV)

  • Added 3D crew
  • Gunner’s Position (F6):

o Added a new hotkey, ‘toggle turret speed‘ (defaults to ‘O‘), enabling different gears/turn rates; introduced status messages about the change in turret yaw speeds

  • Adjusted the recoil strength on Scimitar
  • Improved the band track artwork to avoid clipping in very rough terrain

FV510 Warrior (IFV)

  • Added 3D crew
  • Gunner’s Position (F6):

o Added a new hotkey, ‘toggle turret speed‘ (defaults to ‘O‘), enabling different gears/turn rates; introduced status messages about the change in turret yaw speeds

GTK Boxer (APC)

  • Added 3D crew

HMMWV

HMMWV M966 (TOW)

  • Added 3D crew
  • Corrected a clipping issue on the LOD3

HMMWV M1025

  • Added 3D crew

HMMWV Avenger (new system)

  • Added Commander’s Position (F7)
  • Added Driver’s Position (F9)  Added 3D crew IVECO LMV HUSAR (PMV)

 Added 3D crew Leopard 1 (MBT)

  • Added 3D crew
  • Fixed a minor issue with the animation of the commander’s panoramic sight

Leopard 1A5

  • Focus handling: The Commander will now directly control the gunner’s TI in ‘KP’ mode. In this mode the computer-controlled gunner (if present) will act on a human commander’s input (but with a knocked-out gunner nothing will happen).

Leopard 2 (MBT)

  • Added 3D crew

Leopard 2A4:

  • Focus handling: The Commander will now directly control the gunner’s TI in ‘KW’ mode. In KH mode the computer-controlled gunner (if present) will act on a human Commander’s input (with a knocked-out gunner nothing will happen).
  • Configured custom internal coax sound samples

Leopard 2A5/Strv 122

  • Focus handling: The Commander will now directly control the gunner’s TI in ‘KHHZF’ modes. In KH mode the computer-controlled gunner (if present) will act on a human Commander’s input (with a knocked-out gunner nothing will happen).
  • Added the ability to toggle the fuzing of DM11 HE rounds (assuming that the vehicles are all fitted with the required electronics, rather than being fitted for); default fuze setting is “impact” but can be toggled to “time of flight” for an airburst effect
  • Improved the contrast of the rear-driving camera’s dots indicating the vehicle width
  • Adjusted commander’s buttoned position to be able to observe through the vision blocks

Leopard 2A5-DE

  • Updated roof/interior 3D model

Leopard 2A5A1-DK

  • Updated roof/interior 3D model
  • Corrected a missing track texture on LOD3.

Leopard 2A5A2-DK

  • Updated roof/interior 3D model
  • Corrected a missing track texture on LOD3.

Leopard 2A6

Leopard 2A6-DE (new system)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9)
  • Added the ability to toggle the fuzing of DM11 HE rounds (assuming that the vehicles are all fitted with the required electronics, rather than being fitted for); default fuze setting is “impact” but can be toggled to “time of flight” for an airburst effect

M1 Abrams (MBT)

  • Added 3D crew
  • Reworked/consolidated the 2d overlays indicating FCS status in low/medium realism modes
  • Fixed an issue that caused a strange shadow to appear behind the vehicle when the maingun fired.
  • Softened the coxial MG sounds
  • Focus handling: Since the Commander cannot directly control the gunner’s TI while overriding and looking through the primary sight extension (GPSE, F2) the computer-controlled gunner (if present) will act on a human Commander’s input (with a knocked-out gunner nothing will happen).

M1A1(HA) Abrams:

  • Configured custom internal coax sound samples

M1A2 SEP Abrams:

  • Focus handling: Since the Commander cannot directly control the gunner’s TI while overriding and looking through the primary sight extension (GPSE, F2) the computer-controlled gunner (if present) will act on a human Commander’s input (with a knocked-out gunner nothing will happen). In all other view modes the commander can of course adjust the CITV’s DOF directly.
  • Fixed bug in the M1A2SEP where the CITV would display the wrong reticle

M2/M3 Bradley (IFV)

  • Added 3D crew
  • Reworked/consolidated the 2d overlays indicating FCS status in low/medium realism modes
  • Corrected a mixup that let the CDR specify the GNR ammo selection and changed the hotkey to select the coax to the ‘M‘ key (it was using the ‘End’ key before)

M60A3-TTS (MBT)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9)
  • Added a gunnery range scenario
  • Added M60 specific hotkey for putting the stabilization system into standby (V).  The commander’s Polarity switch will now toggle polarity even on gunner’s sight.

M113 (APC)

  • Updated default ATGM, RPG, and LMG weapon types
  • Adjusted the commander’s firing and observation heights
  • Some M113s may now be equipped with gun shields and/or cupola. Where this is possible, a new submenu «Vehicle specific options«, was added to the ‘unit’ properties menu in the Mission Editor
  • Fixed a bug where the ‘Suppress here‘ command would not work reliably

M113A1:

  • Updated the 3D model including interior
  • Replaced an old IL texture by two new ones
  • Removed optional equipment: MG3; legacy scenarios will auto-convert to cal .50 M2HB

M113A2

  • Updated the 3D model including interior
  • Removed optional equipment: MG3; legacy scenarios will auto-convert to cal .50 M2HB

M113A2G (new system)

  • Added Commander’s Position (F7) o Added optional equipment: MG3
  • Added Driver’s Position (F9)

M113A3:

  • Updated the 3D model including interior
  • Updated the ambulance’s 3D model
  • Updated the ambulances map symbol

M113AS4

  • Fixed problem where the view through the CDR’s vision blocks would rotate at twice the rate of the vehicle’s rotation.

M113G3:

  • Added 3D crew to TOW variant
  • Updated the 3D model including interior including Engineer and OPMV models
  • Updated the ambulances map symbol

M113G4

  • Added 3D crew
  • Added simplified 3D interior
  • In the OPMV variant, the vehicle commander may access video feeds from nearby UAVs
  • Added an OPMV version that is actually a Forward Observer vehicle and which can also dismount an FO team
  • Updated vulnerability definition

M901

  • Adjusted Desert texture

M981

  • Removed unused MG ammo for a weapon that isn’t there

Marder 1A3 (IFV)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9)
  • Added Squad Leader’s Position (F11)
  • Added 3D crew
  • Added a gunnery range scenario
  • Added new sounds
  • Set reload positions to
    • AP: 2 o’clock o HE: 1:30 o’clock o          Coax: 10:30 o’clock
  • In medium and low realism levels readouts show the override and palmswitch status, as well as informing about the gun’s feed state
  • Adjusted vulnerability model
  • Configured custom internal coax sound samples

NZLAV:

  • Added 3D crew Pandur (APC) (new system)
  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6) o Hit (F2) to access the cal .50 gun sight
    • Hit (Q) and (Z) to unbutton/adjust your observation height
  • Added Driver’s Position (F9)  Added Squad Leader’s Position (F11)

Pandur RWS (APC) (new system)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9)  Added Squad Leader’s Position (F11)

Pinzgauer (light truck) (new system)

  • Added Commander’s/Squad Leader’s Position (F7)
  • Added Driver’s Position (F9)
  • This truck may be equipped with or without tarp cover applied. Open the new submenu «Vehicle specific options» to set the unit’s properties in the Mission Editor

Piranha III (APC)

Piranha III-C

  • Updated the 3D model

Piranha III-C TACP (new system)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9)
  • This Forward Air Controller vehicle features an optional radio mast that is being automatically deployed whenever the vehicle is stationary for more than 60 seconds at a battleposition (with any tactics), has dismounts loaded, and the troop hatches open. The computer-controlled driver will refuse to move the vehicle while the mast is mounted; a human driver will be able to drive off, but damage the mast in the process. The time to (dis)assemble the mast is about 120 seconds; the mast itself does not enable any new functionality.
  • Specified the correct elevation profile for the Lemur on the Piranha III TACP version.

Note that the gun and SGL no-fire-limits are not yet implemented.

Remote Weapon Stations and Attached Weapons

ERCWS-M

  • Made the control panel’s ‘focus +/-‘ buttons functional o Enabled Autofocus (default at mission start)

         o    If focus is adjusted manually while autofocus is enabled, autofocus disables

  • Changed the font of ERCWS-M’s user interface
  • See the SB Wiki: http://www.steelbeasts.com/sbwiki/index.php?title=ERCWS-M

Mini-Samson (new system)  NSVT

  • Mounted NSVT: Corrected the sight reticle based on better documentation

RG-31 Nyala (MRAP) (new system)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6) o By default the Nyala would be equipped with a MiniSamson remote weapon station
  • Added Driver’s Position (F9)
  • Added Squad Leader’s Position (F11)

 

SpPz Luchs A2 (ASV) (new system)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9) (rear driver’s position is an “alternate view”, assuming a very long and very flexible neck)
  • Added two dismounts (which is technically one too many, but the rear driver/radio operator isn’t implemented as a crew station, and it’s supposed to reflect doctrinal use, so…)
  • Added a gunnery range scenario

T-55A m.1970 (MBT)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9)
  • Added a gunnery range scenario
  • Updated the 3D model (exterior and interior)

T-62 m.1972 (MBT)

  • Added 3D crew
  • Corrected field of view of primary sight  Updated 3D model

T-72 (MBT)

  • Added 3D crew
  • Updated 3D model (exterior and interior)
  • Updated vulnerability model
  • The ‘arrest gyro‘ lever may only be clicked if the gunner moves his viewpoint using the ‘N‘ key (which is needed anyway to actually see it — left of the GPS housing, between primary and IR sight). This avoids accidental clicks of this handle (disabling stabilization), when trying to toggle the reticle color.
  • Improved text size in the TKN-3 sight reticle
  • Adjusted coax markers in the GNR’s sights
  • The red light at the top of the GNR’s sight only indicates the gun’s loading status, no longer coincidence

 

T-72A/M1

  • Fixed a number of interior animations and added sound feedback for a number of toggle switches

T-72B m.1984

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6) o When dynamic lead damage occurs, the lead calculator will display «-888»
  • Added Driver’s Position (F9)

T-72B m.1985 (new system)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6) o When dynamic lead damage occurs, the lead calculator will display «-888»
  • Added Driver’s Position (F9)

T-72B1 m.1985 (new system)

  • Added Commander’s Position (F7) o While in the TPN-3’s sight view, the user can change the selected reticle using the ‘R‘ («Toggle GAS Reticle«) key, and modify the superelevation using the «Modify GAS range» hotkeys.
  • Added Gunner’s Position (F6) o When dynamic lead damage occurs, the lead calculator will display «-888» o   ballistic solution and lead are being generated up to 4000 meters
  • Added Driver’s Position (F9)
  • Added a gunnery range scenario
  • ERA bricks may get blown off individually

T-72B1 m.2012 (new system)

  • Added Commander’s Position (F7) o While in the TPN-3’s sight view, the user can change the selected reticle using the ‘R‘ («Toggle GAS Reticle«) key, and modify the superelevation using the «Modify GAS range» hotkeys.
  • Added Gunner’s Position (F6) o When dynamic lead damage occurs, the lead calculator will display «-888» o   ballistic solution and lead are being generated up to 4000 meters             Added Driver’s Position (F9)
  • Reduced vulnerability by reducing stowed ammunition

 “Technical” Trucks

Technical-T 1.5t/MG

  • Added 3D crew

Technical-T 1.5t/106mm RR:

  • Adjusted recoil force

TPz Fuchs (APC)

  • Added 3D crew
  • Commander may now rotate with gun shields
  • Commander is now more likely to use his MG when necessary

VEC

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9)
  • Added “Squad” Leader’s Position (F11) o A somewhat unique solution: Due to their limited transport capacity two VECs will dismount a scout section of four; the troops will automatically merge into a squad after dismounting, and they split automatically once that the mount command is given. VECs always operate in pairs.
  • Added 3D crew.
  • Added option in the Mission Editor configuring the VEC with the main gun’s cover removed. This is independent from the ‘start combat ready’ option.
  • Fixed a VEC-related bug that often resulted in ‘network overload’ in network sessions

Wisent

  • Added 3D crew
  • The Cdrs tactical display may now only be clicked while displaying the ‘map’ view (no longer while replicating the Lemur video feed)

 

Wisent AEV (new system)

  • Added Commander’s Position (F7)
  • Added Gunner’s Position (F6)
  • Added Driver’s Position (F9)

Wisent ARV

  • Adjusted maximum hitching distance for ARV towing

Changes for vehicles without crew positions 

2S1 GVODZIKA 122mm SPH

  • Adjusted recoil force 2S3 AKATSIYA 152mm SPH
  • Adjusted recoil force 2S6 Tunguska:
  • Added 3D crew
  • Corrected the ammo count, cutting it by nearly 50%

AMX-13 light tank

  • Added 3D crew

APCs

  • APC (in general) have a louder external driving sound
  • Added engineer teams to all engineer vehicles

BM-21 GRAD 122mm MLRS

  • Added 3D crew

BMD (IFV)

  • Adjusted the ammo count

BMP-1 (IFV)

BMP-1/Ambulance, PRP-3

     Minor adjustments

 

BMP-3 (IFV)

  • Added 3D crew
  • Adjusted troop dismount composition

Bushmaster (PMV)

  • Added 3D crew
  • Fixed a bug where the ‘Suppress here‘ command would not work reliably

Centurion (MBT)

Mk.5/2

     Added HMG ammo

Chieftain (MBT) (new system)

Dachs AEV (new system)

     Default configuration is the “excavator”, but can be changed in the Mission Editor to the “auger” drill tool (neither is functional at this point)

Fennek (ASV)

 Added 3D crew FV101 Scorpion

  • Added 3D crew
  • Adjusted recoil force  Updated 3D model

Helicopters, Gunship

AH-1 Cobra (new system) AH-64A Apache

  • Adjusted the default ammo count
  • Updated textures

Mi-17 HIP (new system)

Mi-24 HIND-E

  • Reduced default HMG ammo count to 0. Mission designers may still assign ammunition to it, but without gun ammo its rockets and ATGMs get utilized better  Added sniper and ATGM team as default carried infantry.

Tiger

  • Adjusted the default ammo count

Helicopters, other

CH-146 Griffon         Updated 3D model

CH-47 Chinook Mi-8 HIP (new system) HEMTT cargo trucks

  • Updated 3D model

Jaguar 1

  • Added 3D crew

Leclerc (MBT) (new system) Leopard 1 (MBT)

Leopard 1A2, 1V        Added 3D crew M88A2 (ARV)

  • Added 3D crew
  • Adjusted maximum hitching distance for ARV towing

 

M109A3 155mm SPH:

  • Added 3D crew
  • Adjusted recoil force

M1064 120mm mortar carrier

  • Updated 3D model
  • Adjusted recoil force

MICLIC

  • Updated Trailer 3D model; is now wheeled, not tracked
  • In low and medium realism modes status messages inform human commanders about the steps required to employ the line charge
  • When in command of a vehicle with MICLIC trailer, be sure to make the crew button up before firing the line charge.

Merkava Mk. 2 (new system) PT-76 light amphibious tank

  • Added 3D crew
  • Adjusted recoil force

T-55 (MBT)

  • Added NKPA texture option

T-55AM (new system)

T-55AM2 (new system) T-64 (MBT

  • Added 3D crew
  • Adjusted engine sounds

 

 

T-72M4 (MBT)

  • Added 3D crew
  • Updated vulnerability model

T-80U (MBT)

  • Added 3D crew

T-90A (MBT)

     Added 3D crew

TAM family

TAM VC (MBT) (new system)

TAM VCA (155mm SPH) (new system)

TAM VCTP (IFV) (new system)

TAM VCPC (APC) (new system)

TTB (MBT prototype) (new system) Unimog medium transport and utility vehicle

  • Added 3D crew Ural-4320:
  • Added 3D crew

Wiesel 1/TOW missile carrier:

  • Added 3D crew  Updated 3D model

XA-360 (new system)

 

 

 

YPR-765:

YPR-765-PRAT          Added 3D crew

YPR-765-PRI

  • Added 3D crew ZSU-23/4:
  • Added 3D crew
  • Minor correction of ammo count
  • Fixed the Heisenbug on the ZSU-23/4 where the ballistic covers for the sights would open/close depending on whether the user was observing the vehicle.

Hey, kids!

You supported us for ten years with SB Pro PE — thank you so much for that! So, we’re giving back ten years of SB Pro PE to you.

 

Draw (and upload) a cartoon or create a public YouTube video of your favorite drug lord (or physicist), a ZSU-23/4, and the uncertainty principle (all in one) to win one of ten oneyear Steel Beasts licenses!

(Send an email with subject line “Heisenbug challenge” to eSim Games (containing the URL to your work) to enter the dorkiest competition ever. Work must be originally yours, the competition is limited to 10 licenses, and one per participant. We’ll announce the winners around Halloween 2016, non-winners may still receive a treat.

 

 

Minor non-vehicle changes

  • Russian vehicle (and missile) names were standardized in an attempt to provide both Russian and NATO designations.
  • Added or updated 3D artwork o Added small (30m) minaret, and a mosque o Added lots of African huts o       Added lots of African characters o     Added a few Indian and other Asian huts o    Added small monuments typical for Alpine landscapes o       Added a gas station (3 elements – billboard, pump, shop) o   Added a cellphone tower mast o        Added a biogas dome and a number of smaller oil storage facilities o            Added a radio relay mast o     Added more smoke stack models; a random number of them will emit smoke o   Added (military) tents, watchtower o Added two historical (tower, and smock) windmills o          Added smaller (electrical) windmill
  • Computer-controlled vehicle commanders should be less eager to initiate (unnecessary) ammo transfers (e.g. after loading the first round into the gun at mission start – a move so smart and impractical that only a computer would do this)

 

Bug fixes without database entry

Only about a third of all entries will be listed here for the sake of clarity and brevity, as unlikely as this may sound:

  • Corrected an issue that caused a missing texture on various vehicle interior gun sight lenses.
  • Reversed the faces on the FO binoculars so they no longer are inside out.
  • Fixed a problem causing a waypoint symbol not to be properly drawn in the map screen. This would happen if an infantry formation located at this waypoint would be instructed to mount a vehicle.
  • While using the ‘FO binoculars’ unbuttoned from a vehicle you will now hear the vehicle’s outside sounds
  • Fixed a problem in the conditions window where one could not iterate over the waypoints in the condition properties for a few condition types
  • Fixed problem where in scenarios that had been created and saved without the mission designer ever entering the 3D preview, the LOS slider would not function in the planning phase (until you actually entered the preview)  Fixed bugs related to Plan files:
    • The Red party briefing should now be reliably displayed when choosing a scenario in the ’Host Session’ menu.
    • Fixed a bug that occasionally crashed Steel Beasts while saving a PLN file.
    • Fixed a versioning bug when loading a PLN file for the right SCE file, but from a different Steel Beasts version
  • Fixed a bug that would cause ‘pool units’ intended to be unarmed to be toting guns
  • Slightly rearranged the ‘Hotkey’ dialog so that widgets do not overlap
  • Rearranged the RPG ammunition types in the ‘Ammunition selection’ dialog box to be more intuitive
  • With this change, ‘floating’ guns in the AAR phase should be a thing of the past.

Note that whenever a turret ‘pops’, any attached guns will stop being rendered, the assumption being that they were ripped off.

  • Fixed a potential crash bug related to Operations
  • Fixed six unspecified crash bugs
  • Fixed two crash bugs hidden in the crew collision detection routines
  • Fixed a crash bug that could occur when playing a scenario in test mode
  • Fixed a crash bug that could occur when replaying a scenario in test mode
  • Fixed a crash bug that could occur when exiting from viewing a 3D scene too fast to the Main Menu
  • Fixed a crash bug that could occur if a scenario had vehicle emplacements  Fixed a crash bug that could occur when extracting a TER map from a scenario
  • Fixed a crash bug that could occur when medics behaved (not at the keyboard, just in the scenario)
  • Fixed a possible memory corruption when loading ‘in-progress’ saved scenario files
  • Fixed a possible memory corruption when deleting waypoints in the map screen
  • Fixed another bug when handling ‘in-progress’ saves based on scenario files created by older SB Pro versions
  • Fixed a bug that made IEDs and Claymore mines non-deployable
  • Fixed bug that lead to target panels not being recognized as such, which lead to:
    • hits on them would be counted as fratricides o the number of shots on target would be incremented
    • hits by small-calibre weapons on a target panel would not be logged in the AAR
  • Fixed a bug preventing removal of target reference point panels from the 3d world (if edited in the Mission Editor).
  • Fixed a bug preventing CDRs of personnel carriers with autocannon (e.g. NZLAV) to fire their HMGs
  • Reference points created in the Mission Editor as deployable will now remain deployable in network sessions after having been moved once.
  • Fixed an issue that created a “stutter” after 15 minutes into a game session
  • Fixed a bug with the Lemur in network sessions, where activating the ‘IRV Auto’ function might not have worked correctly.
  • Map graphics should be sent out to connect clients even more reliably
  • The complete neutralization (gotta love military euphemisms) of an infantry unit by HE or artillery will now be recorded in the AAR, and not when there’s exactly one guy left
  • Fixed a problem in network sessions where HE missile explosions might not always occur in the right location
  • Reduced unit warping in network sessions substantially. Minor twitching may still occur due to network latency

 

 

 

 

 

 

                    

 

P.O. Box 654 ○ Aptos, CA 95001 ○ USA                                                             PE 4.0 Release Notes

Fax: +1-(650)-257-4703

 

 

  • Fixed bugs #4595/#4586/#4597/#4390, #4599, #4600, #4602, #4603, #4604, #4605, #4607, #4609, #4612, #4614, #4616, #4618, #4624, #4625, #4629
  • Fixed bug #4631 by adding stadia lines to the M113 FO CDR’s binoculars
  • Fixed bug #4634
  • Fixed bug #4637; the command to ‘Suppress here’, issued to mounted infantry, will only be carried out by those soldiers in whose arc of fire the target area is – rather than total mayhem with everybody shooting like a certain, very special force. Speaking of which, to win an upgrade license, be the fifth or tenth to send an email to

Whoops.Apocalypse@eSimGames.com revealing which pixie type is most dangerous, or how countless profitable jobs were created. Knowledge is power!

  • Just in case you were wondering what took us so bloody long, the team fixed #4641, #4642, #4644, #4645, #4647,

#4649. #4652, #4653, #4654, #4656, #4658, #4661, #4666, #4667, #4668, #4673, #4674, #4675, #4676, #4682, #4683, #4684, #4686, #4688, #4689, #4697, #4700, #4713/#4714, #4716, #4724, #4735, #4736, and #4739 at the eleventh hour.

 

 
   

3.028 (official release) 

 

           For Public Release