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Jartsev

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Posts posted by Jartsev

  1. 26 minutes ago, oakdesign said:

    I just recently upgraded my Licence from 4.1 to 4.3.
    I encountered that I can't start SB anymore. After reinstalling SB and CM the error persits.
    Did some research on the Wibu support side and came across a entry that the Firm_counter has been set to 0 due to a Debugger Detection. 
    As the PC I have SBinstalled  is running as my work PC as well I have to Debug quite a lot of stuff as a profesional Software dev. Might have happend that SB was running minimized and Debugger accessed a memory area attached to SB, if so than this happend not intenionally.
    Is there a way to get the Licence running again?

    error38.PNG

     

    Please send an email to @Ssnake. This situation cannot be handled here, on web board, as I suspect. Mail address is his user name here @  avatar picture .com

  2. First of all,  please check, that correct output device is selected in   Windows Volume Mixer (Windows Settings>System>Sound>Volume Mixer)

  3. 1 hour ago, Apocalypse 31 said:

     

    This happened any time I went from the gunner to F8 and back to the gunner. Or even going from F6 to F8 to F7

    Ok, reproduced that too

  4. Those are known problems under investigation, as far as I can see.  Gun out of alignment could be possibly caused by taking hull down position on reverse slope- GPS has much bigger depression limit than main gun.

  5. 1 hour ago, maexftw said:

    Same Problem here. Updated the Codemeter but no luck. Uninstalled the game, reinstalled, got to play the game once, back to desktop to change some settings, tried to open up the game, computer is doing something but then nothing.

     

     

    Also it would be nice to get debug log, and, in case if SB crashes on start-up-  crash dump, as was described above

    Edit: just a reminder- please do not post any logs, dumps etc here. These things need to be handed over by e-mail.

  6. Please try to start  SB in debug mode:
    1) in Start menu navigate to eSim games- Steel Beasts Pro folder
    2) there is a Troubleshooting subfolder.  Locate Steel Beasts Pro PE (debug) shortcut and try start SB by using it.

     

    Then try to collect  DebugLog.txt generated during this launch attempt in  My Documents\eSim Games\Steel Beasts\logs and mail it to @Ssnake(Do not post logs here on forum!). May be it would shed some light on cause of your problem.

    P.S.
    Also makes sense to check if there are any SB-related crash dumps in CrashDumps folder and crash logs in My Documents\eSim Games\Steel Beasts\logs

  7. You can try to launch SB in a safe mode; this would reset display settings to 1024x768 resolution and overwrite user's options file. Shortcut for launching SB (v4.1 and newer) in this mode is located in Start menu> eSim Games- Steel Beasts Pro> Troubleshooting.

  8. 15 hours ago, ingrahammark7 said:

    I don't consider this a major issue, I am just documenting the bug in case it is helpful to developers. I'm not sure if shooting through dead vehicles is a feature or a bug. However, the fact that the centauro was shooting at nothing at all and not in the direction of the enemy looks like a bug. 

    1) Uploaded AAR clearly shows that both Centauros expended all their KE ammo and continued to engage enemy with HE, HEAT and HESH.

    2) Some projectiles missed targets (hit probability is not 100%) or were detonated by trees obstructing their flight path
    3) None of blue shots were fired through dead blue vehicle

    4) Impact to a dead T-72 2-4/A at 00:00:47 was fired at T-72 1-1/A, which changed direction and speed to avoid collision with dead vehicle. If target changes direction or stops while shot is being fired, this would quite expectedly lead to a miss.

  9. 2 hours ago, rump said:

    Hi all,

     

    I can't figure out how to set the fuze on this round?

     

    Does anyone know?

     

    Thanks,

     

    rump

     

    In real life fuze of chambered DM11 is set via datalink. In SB Pro PE, with DM11 loaded, you can toggle  impact/delayed impact modes  by pressing PgUp key while at TC's position;  airburst mode is not supported at this moment.

  10. 1 hour ago, Falcon said:

    I am missing the point of your argument. There are multiple evidences that they use TIS without even rotating Peri to the side (not even talking about whole 180° rotation currently depicted in-game).

    Let's take actual documentation on this tank. For example a very  boring 'Методическое пособие по эксплуатации системы управления огнем танка Т-72 Б-3', e.g. methodological guide on operation of T-72B3's  fire control system, and open page 6. Paragraph 4.3.5, which describes procedure to enable 'Double' mode clearly urges user to turn cupola to the right in order to gain access to thermal camera controls.

    Yes, in SB there is a lot of corners with T-72B3 are cut, and a lot of stuff is simplified, but there are reasons for that.

  11. 1 hour ago, delta6 said:

    Is there a way to make roads visible in the frozen snow, winter environment??

    Yes, by replacing a theme with some other winter one: load scenario in Mission Editor, then in 'Map' drop-down menu select 'Replace theme' and  pick some other theme. Check result in 3D view,  and save scenario if you like result.

    Other option is to  edit existing theme; this one is a bit tricky. Load scenario in Mission Editor,  then in 'Map' drop-down menu select 'Extract theme' and save theme to file. After doing that close Mission Editor and go to Map Editor, open Default Map. save default map as new delta or base package(does not matter really which option you choose). Now load  theme file you extracted earlier for editing by going to 'Theme' drop-down menu and picking there 'Open'. After that- in 'Theme' menu select 'Edit'. Now you are editing extracted theme. In theme editor window check each and every 'Ground type'(all 16 of them),  and  if ground type has 'Is snow' flag set- change  snow on  roads options(under 'Snow depth' slider): select 'No snow on roads' if you want all roads  to be not covered with snow. Once done, click 'Ok' and save   theme- 'Theme'> 'Save as'. Now you need  to go back to Mission editor and replace theme in scenario with edited one.
     

  12. 15 hours ago, GranTelepata said:

    Thanks, will investigate. But please note that powered operation of 1A40 in T-72B3 is not simulated.

  13. Well, ideally user should not tinker with manual transfer and installation of maps; normally this should be done in more-or-less automated way with  Map Transfer Tools, supplied with SB. Also it is worth  to get familiar with part of User Manual  describing the file structure of Steel Beasts (for current revision- pages 23-27, and regarding map packages- 25-26). You can access manual via  eSim Games- Steel Beasts Pro entry  in  Start menu (if you are using  Win 11, then in order to see it you need to pick 'All apps' option), or by going to C:\Program Files\eSim Games\SB Pro PE\docs.

     

    What is not mentioned in manual: 

    1) eSim Games- Steel Beasts Pro entry  in  Start menu contains  quick access shortcut to your maps folder. Alternative- launch SB,  in Main Menu pick Options then File Paths;  you will be able to see folder address.  Also keep in mind that C:\ProgramData\ is hidden by default.
    2) If maker of scenario for whatever reason  included  map package to a archive with scenario instead of uploading map to server,  you should manually copy-paste  this package to maps folder, and probably it would work. Just make sure that scenario was downloaded  from '4.1+ Single Player Scenarios'.

     

    If scenario does not work:

    a) it is pre-4.1 scenario likely downloaded from 'Multiplayer Scenarios' section, and  map requires conversion(also may be you would need to manually download it from ' Pre-4.1 Maps' section of 'Downloads').  That isn't hard, and we have a pinned thread on subject: 

    Legacy map is relatively easy to identify,  since it is composed of just two map files and optional theme file:
    -.hgt for height map, should be copied to C:\ProgramData\eSim Games\Steel Beasts\maps\height
    -.ter for terrain map, C:\ProgramData\eSim Games\Steel Beasts\maps\terrain

    - optional .thm file, which should go to C:\ProgramData\eSim Games\Steel Beasts\maps\themes


    b) it is 4.1+ scenario, but map is unpublished. Well,  you would need  to open map in Map Editor and  pick 'Publish' option in order to make it  read-only and usable  for normal gameplay sessions


    c) it is 4.1+ scenario,  but  map package provided by scenario maker is a delta package (e.g. contains only changes relative to base map). Here things may get tricky,  if base map is not available for download from our server, and not a part of map installer. In this case it might be better to contact maker of scenario and ask for instructions where to get base map.

  14. 5 hours ago, ben said:

     

     

    In The Dingo the dudes glow blue but the rest of the interior is dark.

     

    This is a known limitation of current engine- illumination effect is applied to all crew entities disregarding of vehicle type. Alternative would  be to have them all pitch black if mission is set at night, and that would also apply to  tank and IFV/PC crews even if vehicle interior has illumination enabled.

     

    We will try to address this problem, but it is not possible to promise quick and nice looking fix. :( 

  15. I'm not able to reproduce on my machines; problem requires some investigation.  Can you  launch SB in debug mode and try switching to full screen? Shortcut  for launching SB in debug mode can be found in Start>All Apps> eSim Games-Steel Beasts Pro> Troubleshooting.  Then please send us collected debug log (can be found in  My Documents/eSim Games/Steel Beasts/logs); please use e-mail, do not post it here.

  16. For more than a decade it is quite known that Leo 2s produced in batches 1-6(and partially 7) were  designed to withstand  frontal impacts by 115mm APFSDS  at 1km range/125mm  APFSDS at 1.5km range, but until recent time it wasn't known what  were actual threat munitions. But thanks to declassified information discovered in NL archives we know now, that surrogate round to represent 115mm APFSDS was  105mm XM735.  Specified CE protection is 115mm HEAT-T and 116mm ATGM  simulated  with 105mm M465 HEAT-T and 96mm MILAN warhead respectively. This is  about what we have in SB at present time,  and for simulation purposes it is  way more beneficial to know exact nomenclature of specified threats than some abstract RHA equivalents.

     

    In other words at this point armor  protection  Leo-2A0-A4 is very well documented  from overall protection requirements down to armor plates nomenclature.

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