Welcome to Steelbeasts.com

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

About Rotareneg

  • Rank
    Senior Member
  • Birthday 08/08/1976
  1. While I am looking forward to the update, the breathless part was just a joke at my own expense.
  2. I for one am waiting breathlessly for the update.
  3. The end on the water will be above the surface, but the bridge itself bridge arcs up and then back down to the end, which looks a bit odd. Also, some bridges (concrete 2 lane for example) have broken concrete and rebar sticking out of the free end and don't look bad like that, but the stone bridges just cleanly end if they're not blown up by explosives. As far as the pathing goes, you need to put the bridges on the lane that vehicles want to drive on, which varies from bridge to bridge. So, for the stone bridge where vehicles drive so far over that they partially clip into the wall on the side, you'll want to place the bridge accordingly.
  4. There's something a bit odd with the Unimog troop and supply trucks and HE rounds in 4.010. The HE rounds generally don't explode when they hit the covered rear of the truck, but in the case of the troop version will easily kill the vehicle. Hits on the body on the other hand explode with strangely non lethal results. Here's a video showing this happening, the test scenario is attached. Left facing vehicles are troop transports, right facing ones are supplies. Frag vs trucks.7z
  5. The wiki only mentions the gated range switch, which isn't the switch I was referring to. And yep, anything over 3000 meters needs to be manually dialed in.
  6. Ah, thanks! And it does work, guess I didn't pay enough attention when I was fiddling around with it the first time.
  7. There's a switch on the lower part of the T-72 LRF panel that's usable and is labeled "РУЧН <> АЅТ", but doesn't seem to do anything obvious. Google translates РУЧН to manual, but doesn't come up with anything for АЅТ.
  8. If the stabilization gets disabled while a player is in the gunner position the main gun cannot be fired unless you jump out to the external view and let the AI take over for a moment. Using the normal hotkey for emergency fire control mode does nothing in the Sho't Kal. Attached is a scenario to test this, set trigger 1 to disable stabilization, clear it to restore stab. The tank in the scenario has unlimited ammo, but this happens with normal limited ammo as well. Sho't Kal test.7z
  9. I crashed twice during the OPFOR scenario today. The mission was loaded from a saved session after the host crashed last week, just in case that matters. This message was recorded at the end of the logs: [18:48:31,213] WARN : RaknetNetworkTransport::ServiceNetwork() was blocked for 26091ms After rejoining this message (and variations with different unit IDs) was rapidly spammed at the top of the screen, and resulted in an almost 4 meg log file before it crashed again: [18:51:12,589] ERROR: Error receiving state block data. Can't find Blue combatant with ID 0x22322B-3/2/C Attached is an archive with the logs from the sessions and the dumps from the crashes. crash_logs.7z
  10. I seem to remember reading that SB Pro PE generates the largest portion of their tech support issues even though we're a significantly smaller portion of their income.
  11. Don't get too excited, it's just Lorem ipsum.
  12. Text longer than the entry field just spills out of either side: I think this is a old issue, but I'm not 100% sure on that.
  13. Just checked and they can be neutral in 4.010.