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Everything posted by Rotareneg

  1. We love videos

    Since there wasn't a SB specific video thread like the SB screenshots one, I figured I'd start one. Here's an uncut run of Zipuli's Tank Platoon in Attack using the M60A3 (TTS):
  2. Resolution issue

    Another thing that can cause that error when switching between windowed and fullscreen is any program that hooks in to SB, like recording software, reshade, etc.
  3. 25mm Bushmaster STAB question

    If you jump in to the commander's position and switch between emergency and manual fire control you can see the AI is using power traverse in emergency mode with stabilization damaged:
  4. Dark parts of textures inverted

    I'm fairly certain this has been around a long time (and is probably known,) I just don't remember anyone ever actually mentioning it: The high res textures interact oddly with the low res textures and can cause dark areas to become inverted, more often in forested areas where the ground is rendered darker:
  5. Long range lawn dart action: Events Shooter Target Target damage Time Type Unit X Y Ammo Type Unit X Y Target distance Hit location Destroyed Immobilized Commander Gunner Loader Driver Fire control system Radio Turret 21:18 Tank (Leopard 2A6) 1/1/A (Blue) 8800 3000 DM53 APFSDS-T Tank (T-55A m.1970) 1/1/A (Red) 0989 3000 21892 Front 21:42 Tank (Leopard 2A6) 1/1/A (Blue) 8800 3000 DM53 APFSDS-T Tank (T-55A m.1970) 1/1/A (Red) 0989 3000 21892 Front X X
  6. To clarify the bushes/line of sight thing: There are two kinds of "bushes" in SB, the first being the ground clutter ones that are purely a graphical effect and can be up to 1 meter tall. Then there are the ones placed with the Bush tool in the map editor, which can be much larger, do block line of sight for the AI, and are not effected by the ground cover setting. Here are two screenshots making the difference between the two very clear, one with ground cover set to 5, the other to 100: As far as sounds go: Yes, turning your engine off to see if you can hear enemy engines works, with the caveat that there is a bug in SB where the direction you hear a sound coming from may be completely wrong when there are multiple sound sources at once. As far as I am aware the AI ignores sound, so turning your engines off for stealth reasons only works against other players. As for reducing the volume difference between crickets and sabots, you can try turning on loudness equalization: Open Start, do a search for Sound, and open it. On the Playback tab, select the current default speaker (the one with the green check mark). Click the Properties button on the bottom-right. ... Click on the Enhancements tab. Check the Loudness Equalization option. Depending on your sound card you might have to use the manufactures control panel instead, on my Asus Xonar card it's callled SVN (Smart Volume Normalization) and is only available in their control panel, not through the standard Windows settings as described above.
  7. We love videos

    And the full video:
  8. 911: a threat to SB-PE and your computer?

    Virtually all CPUs since around 1995 are vulnerable to the Spectre V1 and V2 exploits. The Meltdown exploit is an Intel issue (and I think one ARM cpu.)
  9. We love videos

  10. UGV nitpicks

    First issue is that the soldier who deploys the UGV starts break-dancing, which while perfectly understandable considering how awesome the UGV is, isn't exactly showing the level of professional decorum I'd expect. Next, the wheels do not rotate. I have not seen this particular UGV model in real life, but from what I gather from other wheeled vehicles the wheels tend to need to roll for the vehicle to move. And finally, and perhaps most importantly, the brakes on the UGV are in desperate need of maintenance as they make a loud groaning sound, similar to a full sized tank, when stopping from high speeds.
  11. UGV nitpicks

    No, but they will shoot at and eventual disable it.
  12. RBS-70 from one my V16 teams that were on a small hill.
  13. Depending on what direction you set with a battle position, some members of a 6 man squad won't stay in the building in the attached scenario:
  14. Did you try single player or multiplayer? On multiplayer sessions I've seen it cause vehicles that were climbing moderately difficult terrain to come to a complete halt.
  15. When a player jumps into a vehicle it will slow down slightly. This effect is relatively mild on single player, but in multiplayer sessions can be pretty significant, causing vehicles to come to halt when climbing difficult terrain. Attached is a test scenario with three vehicles, the middle one being computer owned. In single player, start the scenario and use ALT-F10 or ALT-F11 to repeated jump between the player controlled vehicles and watch as the AI vehicle pulls away. Do it on multiplayer with the host in one vehicle and the client in the other. First one will notice that the computer owned tank in the middle gets a head start over the player owned vehicles, which may be a separate issue. Next, have the host watch the client owned tank as the client uses the ALT-F10 or ALT-F11 functions to jump between vehicles. The host should see the client vehicle very noticeably jump back each the the client jumps back into their own vehicle. I checked and this happens even as far back as Steel Beasts 1.226 single player (didn't test multiplayer,) although it's a lot milder there and takes more switching back and forth before it's noticeable. Updated the scenario. In the first version the vehicles were slightly too close together, causing the AI drivers to interfere with each other causing the separate minor issue mentioned in the struck-through text above. vehicle_jump_2.7z
  16. Mission Log

    The most common reason for a scenario to not load in the editor is a missing height map. The logs are stored at Documents\eSim Games\Steel Beasts\logs , DebugLog.txt is the most recent log. Look for something like this in the log, it will tell you which height map is missing: [12:54:40,981] ERROR: Cannot open Height map...'' [12:54:40,981] ERROR: Error loading height map: 'Niinisalo ETRS-TM 35 FIN.hgt' [12:54:40,981] ERROR: Could not load height map Niinisalo ETRS-TM 35 FIN.hgt The height maps are located in the C:\ProgramData\eSim Games\Steel Beasts\maps\height folder.
  17. We love screenshots

    With my GTX 760, the 1 meter and 0.75 meter height areas in the attached test scenario max out my GPU and bog down badly when looking through the ATGM sight with the ground cover distance set to 100%. It's basically a worst case scenario of overdraw where each pixel on the screen is having to be written to thousands of times per frame due to the stacked transparent textures. ground_clutter_height_performace.7z
  18. Video Thread

    Just guessing, I thought it looked too tall to be a regular roof mounted HMG.
  19. Video Thread

    The 11foot8 bridge eats a RWS:
  20. We love screenshots

    Well, yes: even at 1920x1080, playing with the terrain detail sliders set to max is a bit taxing on my old computer. As far as the editing I do goes, here's the unedited screenshots to compare to the three I posted earlier. I normally play SB with post-processing turned on, but at times it can over-expose the sky so when taking screenshots sometimes I'll take two, one with and one without post-processing to see which works better. No post-processing: Post-processing: No post-processing (the one I used in the previous post): Post-processing enabled, with over-exposed sky:
  21. In the overhead view dust and engine exhaust is visible even if the vehicle generating it are not. Attached is the scenario shown in the screenshot. Overhead_dust.7z