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Everything posted by Ssnake

  1. Windows 7 Install

    A few more details would be helpful. which version of Steel Beasts are you trying to install? Note that older versions may not install directly on a Windows version that wasn't out at the time we compiled the installer. Are you installing on a virtual machine? "It says something about license." I guess that means that you need to do something about license. I'll be happy to go into details if you do, too. Like, the exact text of the error message.
  2. Use of 50 Cal on M1A1

    ...in the M1A1 only buttoned, on the M1A2 only unbuttoned.
  3. Use of 50 Cal on M1A1

    Left-right with arrow keys works, too.
  4. SB does not detect CH Combatstick (FIXED)

    Well, I'm sure that if you unplug the Enterpad, the CH stick will be recognized by Steel Beasts. What I'm nor sure about is whether that will stay this way when you plug it in again. MS has changed the way how this was handled over time. They started with assigning IDs to each individual game controller on the USB, and I think that's still what's going on under the hood. At some point you could only set ID1, then that changed to the "preferred device". Still, under Windows 7 there still is the option to vierw and edit the properties of a game controller, with an "Advanced" button or tab that opens the dialog to make it the preferred device. I have Win 7 in a virtual machine here, but I have no joysticks connected, so I have to work from memory here. Windows 10, needless to say, does things differently again.
  5. Yeah, faster driving with NVGs is on the list.
  6. SB does not detect CH Combatstick (FIXED)

    In the properties of your CH stick, go to "advanced properties" and make it the "preferred device".
  7. Steel Beasts: Content Wish List

    I fail to see how keeping a button pressed with your finger (when in reality it's your foot) would make the driver's position more interesting. You can always use a steering wheel with gas pedal and brake, or push your joystick forward.
  8. Steel Beasts: Content Wish List

    My personal preferences aside, this is very unlikely to happen. Adding a detailed driver's place would forces us to add highly individual elements to each vehicle (gear shift ratios, engine torque/RPM characteristics, point of gravity shifts (troops loaded or not? How much ammo? How much fuel?), add to that ancillary functions like differential lock for some vehicles, tire pressure regulation, the vehicle's circuit box, battery simulation, heating, deep-wading valves/seals, ...) In essence, it would double the complexity if applied to very vehicle, for rather little gain (unless our customers would adopt Steel Beasts as a driving simulator on motion platforms). Or you would get a more detailed, but inaccurate model because we wouldn't care about individualized parameterization.
  9. Africa Rebel Infantry Platoon Cloaking

    Which is not the same thing, if it also happens in a multiplayer session.
  10. SB Wiki problems.

    I have no problem, but I have turned off the Chrome Nanny anyway. Somehow I don't like to send every URL that I'm accessing to a faceless corporation whose prime purpose is to collect behavioral data.
  11. BMP-2 BOOMS!!!

    Well, if you have a human commander - problem solved; you'll make the same errors as humans would do in such a situation. If you are all alone in the turret - you'd have to make that decision all by yourself, anyway. The argument that a still live target that has received hits should have its hair mussed up goes both ways, there would be dead targets with cosmetic damage and live targets with cosmetic damage. Therefore, visualizing cosmetical damages improves immersion but still doesn't give you more clues than you currently have. The visualization in Steel Beasts is far from perfect, I grant you that. The question is, given the limitations we have to work with, is the current system delivering the kind of training result that we're after, and from Mark's comments I gather that it does. Yolu're shooting dead targets with little sign of damage again because either the engagement ranges are very large - which is cool, but that's your tactical choice, and more errors in battle damage assessment simply is the trade-off to being able to kill the enemy early on. Or it is because you don't want to risk being shot by a vehicle that appears dead without actually being dead. Again, that's a reasonable choice but the obvious tradeoff is a higher ammo expenditure, a consequence of your habit to shoot targets rapidly until they show obvious signs of destruction rather than taking chances by taking the time for careful observation.
  12. Steel Beasts: Content Wish List

    Note that snipers will fire ONLY on enemy personnel that has been configured as an HVT (high value target). Note also that you can set the look of snipers to be civilians. Finally, the choice of weapon is doe via the ammunition menu.
  13. Wargames

    I can't offer you a PanzerBlitz mug, but I can offer you Panzer themed mugs. And fridge magnets.
  14. Video Card Recommendation

    Alt+V doesn't do anything (by default). Generally, this is not something to set at runtime/to your likings as it will have a substantial effect on tactical results/engagement distances (...and framerates, yes). So it is something to be controlled via Weather options in the Mission Editor.
  15. I was wondering if there are unclear points about it. There is this video on YouTube, a meritorious effort, but it doesn't cover all aspects. So I was wondering if the description that I gave in the Release Notes was found lacking? Points not covered in the video (treat these as additional remarks): The "Lase" key (Ctrl) will shift the focus point of the camera to the closest object behind it (just like the laser ranger finder in Steel Beasts does); it doesn't have to be always only a few meters in front of the camera. ... By "lasing" the same spot in the next keyframe it endures that the camera view doesn't sway unexpectedly as shown in the video's three-keyframe path example. The "Tether" field allows you to make the whole camera path shift with a moving unit. In other words, the key frame locations are no longer absolute world coordinates as per default, but now offset by being tethered to the chosen unit (as it might move across the terrain). ... In the video's example it would be the lead tank of the tank platoon; more importantly, it allows to set another keyframe to shift the frame of reference to a DIFFERENT tether unit (use with care, that may lead to potentially very unpredictable camera movement if the keyframes are close to each other and the units are far apart/moving fast/in different directions Then there's a drop-down field that allows to refine the tethered unit's frame of reference tothus further bending the camera path to follow the chosen component (shifting the coordinate from "absolute world with unit offset" to "unit component polar coordinates") the hull, the turret, or the main gun (Alt+H) removes all HUD elements, for a more cinematic view Camera paths can be edited while pausing the scenario (Pause)
  16. Camera path animation editor

    You can't? You're supposed to. I trust that you tried this while in the 3D view, and after starting the execution phase.
  17. Web-cam

    I can totally empathize with how much time video editing eats up.
  18. Codemeter Low Disk Space

    I agree that the MS suggestion to disable it summarily for all drives is a bit ham-fisted. But I also described another way. Maybe not "easier", but better than nothing.
  19. Codemeter Low Disk Space

    There seem to be two ways, one can be found here. The other would be to set the CodeMeter stick into HID mode. For that, open the CodeMeter Control Center, open "Help", then enter "HID mode" as the search function (it's the last chapter of the actual "manual", "HID support".
  20. Web-cam

    I think an unfiltered streaming of a mission is likely to deter more people than it may attractc, to be honest. The really large missions involve a fair bit of downtime for every individual player. A lot of that is made up by suspense and/or your attempts to guess at what the situation is and to keep tabs on what the others are doing in the team, but that doesn't transport well in the pure video stream. Therefore, editing out times of travel or of just waiting in an ambush is probably more helpful in that the end result probably transports the excitement that you feel better while not creating the impression on the viewer's end that he's the friend watching you play with the model trains but who is never trusted with the controls.
  21. ERA Bricks Super-Glue? [FIXED]

    Given that we broke it after we got it working, I'm pretty confident that we can fix it as well.
  22. BMP-2 BOOMS!!!

    Well, the basic message of Steel Beasts is that there can be variations in how obviously a vehicle is killed. Looking exclusively for a raging fire is not the training goal that we're after.
  23. Video Card Recommendation

    Well, I guess I would assemble a second team of five programmers, given about four years to complete the framework by utilizing a maximum of third party middleware like render engines etc. (which then would also cost extra money, of course). 20 man years plus 30%, so the question is how cheap the programmers come. You don't want to pay peanuts because that tends to attract monkeys, so, let's say between 3 and 4 million USD to reach a point where the actual conversion of existing artwork could start (for which you'd then either utilize the old artwork, or you need a small army of artists to create everything from scratch again, for which you need to set up a bigger QA department, for which you need to find qualified people; expereinced (pure) game developers aren's suitable, you need someone with an eye for detail and knowledge about military vehicles). Note however that the prime reason not to do it is that the risks of that development path are higher, and that you learn about failure only at a point when most of the costs have been sunk already. Also, after five to six years you end up with something like what we already have, just at higher frame rates and with better growth potential. Now, the question is whether we can't redesign the existing code base within those five years to get better frame rates, too, and skip the redevelopment of the artwork etc. And incidentally, that's what we're doing.
  24. Steel Beasts: Content Wish List

    QA really is the issue here. To be honest, if the community had access to the necessary documentation for adding a vehicle that would allow you to create a model with a sufficient level of detail you could just as well give us access to that documentation and then we would build it for you. I think this would be the by far more efficient approach because we could task artists with it that have the necessary experience. Sure, there's still the issue of potential scheduling conflicts. But whether the project doesn't fly because of quality problems with a submitted model (and don't forget, eSim Games would still have to program the fire control system model around that 3D user interface shell) or because of our scheduling is, at the end of the day, irrelevant for the PE community. The only difference is that the former requires you to put a lot of (fruitless) effort into this which probably only helps to increase frustration levels on all sides. Also, hobbyists are notoriously unrealiable which is a serious problem with scheduling even "no deadline" projects - particularly if they are combined with deficient communication habits (you bust a deadline? I can typically work around it, but at least let me know - in advance). Typically amateurs totally underestimate the amount of work and are unwilling to compromise the level of quality because they don't realize (yet) that they will run into scaling issues: Say, all 50 components are modelled to the highest standards (disregarding "minor details" like polycount and texture space) which may take "3 time units each", you end up with a total project time of 150 time units; our professional artists might only do 10 components at level 3, another 10 at level 2, and the remaining thirty at "level 1" resulting in a project time of 30+20+30=80 "time units", or roughly half the time; next, they can work eight hours a day on such a project rather than two - so, another factor four; finally, they are typically at least two times more productive because they have established workflow and experience with the tools. So the professional artist will probably finish such a project between eight and sixteen times faster than the amateur (whose end result, provided it ever gets finished, may actually look great - I'm not debating that). Also, communication behavior with hobbyists is typically bad (we would not get informed about delays even IF there was an agreement about a certain delivery deadline) until after the deadline has passed (and with it the window of opportunity to actually integrate the model). Then come the hilarious stories why the model couldn't be finished, like (and I kid you not, these are real-life examples that I personally witnessed): Gangrene in right hand (cat bite) Computer crashed, forgot the backup discs in the summer house in Normandy Oh no, thieves raided the house in Normandy Got arrested for helping a neighbor moving house (because the neighbor smuggled cocaine in the furniture) Outbreak of schizophrenia Bipolar disorder (can work only during the manic period) NASA called, urgent request to replace a sick astronaut on the ISS (Okay, one of these I made up.) Last but not least, it feels unfair to exploit hobbyists for serious work. That contributes to the communication issues because I don't want to be the typical management lizard poking the volunteer with a weekly "Is it done yet? Is it done yet?" email. He is, after all, a volunteer, not a wage slave. But a good manager does this because it's actually necessary to learn about problems early on.
  25. BMP-2 BOOMS!!!