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Ssnake

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Everything posted by Ssnake

  1. Yes, known, and will be fixed with the next update (or patch).
  2. Ideally, zip it all up and send it by email to me.
  3. I don't doubt that you had your reasons, but then it would make sense to open a separate thread about it. Programmers might read this thread at some point and if there are too many different issues discussed at the same time this can become confusing (and therefore delay a solution).
  4. Let's concentrate on gathering actual facts.
  5. There should be crashdump files that we'd be interested in, and of course the map and scenario itself. ... assuming that this is SB Pro PE 4.0 you're talking about. With 3.0 crashes could occur if the 32 bit process was simply running out of memory due to an overly complex map (which is why we switched over to 64 bit, among other reasons).
  6. Cosmetics aside, rendering the side skirts transparent doesn't mean that they will be ignored when calculating impact, and the resulting damages (or damage reduction, in this case).
  7. There's always "a chance". To materialize as an actual opportunity however we need to have the free time for developers (or a contract with a user of these vehicles) and access to one such vehicle, or access to suitably detailed documentation (manuals, photos, videos). I'm not going to ring the doorbell of the US Army unless I can see a gap in our internal development plan, and even when I do they still need to agree to a photo session with a foreign national in their motorpool (I once got chased by the military police in Ft. Knox, fortunately we could clear up that misunderstanding). As long as we don't have US units as customers the US Army may be reluctant to grant unconditional access. So, it doesn't just depend on eSim, is all I'm saying.
  8. In any case we're not going to model different body shapes as player avatars, and there will be simplifications that we deem the best possible compromise to reflect real-life procedures and capabilities. For the Leo 2, this is right out, therefore we don't have it in SB. For the M1, it sometimes works, so we enabled it. If you don't like that, don't override while you're unbuttoned. Shooting is going to be pointless anyway wirthout the primary sight extension.
  9. The legacy HE model is somewhat capricious on occasion. We'll replace it with the next major release (after the New Terrain update). The LRF thing - interesting bug, that. Thanks for your observation.
  10. Exactly. Tall people may have longer arms, but they also have longer legs and taller spines. Maintaining a firm grip on the commander's control handle requires some twisting of the right hand's wrist and to bend the whole body sideways - nothing that you can do for a prolonged time. Just dropping into your seat and then going for the target from the turret front position (if you put the Peri into ZÜ mode first, or index position 12 in the 2A5 (and later) TIM) is less painful and just as fast.
  11. You don't have to miss on your first shot, but most people will when trying to shoot a moving target from a moving Leopard in KH mode, assuming that the range isn't dangerously close and you want to shoot within ten seconds on a fleeting target. Usually the gunner is in a far better position to engage, that's what you have him for. Ar far as your request for the vision blocks are concerned, look no further than to the Leopardo 2E where you have the option to look at a target, pull a wire on the vision block (the hotkey for this may be Shift + Arrow up (or down, I don't remember)), and the peri will rotate to that direction (you can then override the gunner as usual, from there). In principle that could be used as an override signal also for the turret itself, but apparently the Spanish Army didn't opt for this (probably for a variety of reasons, including safety considerations). To me this suggests that most others don't consider this approach of approximative override to be a great timesaver, and I agree with them. If your override isn't spot on, you might just as well forget about it as the gunner tries to identify whatever it was that you saw (unless there's a clear thermal signature). If you have to look through a sight extension to search for your target yourself you could just as well use your own peri before yanking the gunner off from his current activity.
  12. The specific problem of the Intel Management Engine is definitely not a problem with AMD machines. But the question is whether AMD has implemented something similar, but not disclosed it yet. Or there may be other security implications. The problem is, how much can you trust ... the operating system? (most people think about that level when discussing security vulnerabilities) ... the hardware? (think of router chips with a remote backdoor functionality, for example) ... any software that you haven't written/verified yourself? ... the compiler, with which you convert your verified source into binary code? You have to draw the line somewhere. How precious are your secrets, and how easily can they be obtained by those who want to harm you. Not putting secrets on a computer is a great way to protect yourself against hackers, but then you have to write them down where a burglar (or a police raid) can get them. Writing down your porn collection in binary into a notebook ... well, I don't know, this may be some fetish thing for a really tiny minority, and I'm not saying that they are perverts, but for most it's probably not a very appealing option. The next best option is not to have a porn collection at all, but then again, that's kinda missing the point. So people store their smut on computers and hope for the best.
  13. ...the NATO mil, with is 6400 units per full circle. The Soviet/Russian/Finnish mil is 6300 per full circle (!). The mathematical millirad(ians) from which these approximations are derived is 2xPix1000 = 6283.185307.... (an irrational number). So, the Russian mil approximation is 99.733% of the angular size of a millirad, NATO mils are 98.174%. A 3.50m wide tank hull at exactly 1000m range would actually be 3.565 NATO mil wide ... but in practice you have far greater errors in other parts when trying to calculate range estimations, so the easier divisibility of 6400 by four (and many multiples of four) is a good compromise.
  14. We removed FASCAM support from some (or all) of the missions (because it made winning too easy), but may have failed to update the mission briefings (rationalize it as things going unexpectedly wrong in a combat situation; it happens). You can still fire ICM barrages and HE/smoke.
  15. I'm not entirely sure if the ZÜ mode will be canceled if you unbutton. But in any case you can press ZÜ immediately on return to the buttoned position, activate the direct sight adapter (F3), and by the time that you're done with this you can activate KH or KW mode to override the gunner. What you can't do in Steel Beasts is to "shoot (or override) from the hip". While this is technically possible if you contort your body in a sufficiently awkward pose, it is an entirely useless gesture that we therefore chose not to implement at all. What you would REALLY do in a situation as you described is to order the gunner to scan a certain sector (by tank clock direction, relative to the hull position/direction of movement). The closest equivalent in SB Pro is to hit "E" while looking in the direction of your target, then Shift + Arrow up to order the gunner to scan forward, then (if you want to continue moving) W/WW/WWW afterwards. This increases the chances that the gunner will quickly acquire the target. Once that he has reported the target, hit space to let him fire, and hit C to let the driver resume the old course. Problem solved. The alternative is to jump to the peri view after hitting E and ordering the gunner to scan forward, then to hit Shift+Arrow down to put the Peri into the forward sector. Once there, cancel ZÜ mode and search for your target while, if so desired, leeting the driver to resume to previous course ("C"). You can then hunt for the target while on the move, and eventually override the gunner to either hand over the target, or to miss your first shot when trying to shoot yourself.
  16. I have no idea what OBS Studio is. I don't know when "before" was, so I can't tell you if there were any changes with Steel Beasts. But I suspect that this is an "OBS Studio" problem, so you should ask the responsible vendor for advice.
  17. Note that it was the Israelis who first adopted 360° cameras to allow the commander to remain buttoned up, once that the technology became viable.
  18. I'm not a friend of newsletters. There's a lot of abuse potential in them, and the obvious privacy issues. However, we usually announce releases well in advance, with an ever increasing frequency as the release date draws closer. So my recommendation would be to check this forum, or the eSimGames.com homepage once a month or so, and as releases are announced, then maybe once a week and you won't miss it. ...and even if you were a day late, what's so terrible about that?
  19. Technically it's also not an "endless" stream of enemy, rather just "a rather large number".
  20. Whenever possible, I add the earliest date of introduction to the info of a specific round. If I can't find such info, I usually refrain from making an estimation. That being said, tandem charges are for the 1990s and later, well after the introduction of ERA. Tandem warheads require high precision manufacturing to be effective, a culture that the Russians adopted only after about the fall of the Soviet system with its numerous ailments (they were always capable of it if you think about their aircraft, space programs, nuclear weapon production ... but it was limited to these fields, by and large; in most other areas quantitative prduction goals seem to have been the priority). As far as equipping the BMP-1 with OG-15 is concerned, I suppose that could be done, but it requires also that the AI is capable of choosing when the use of a high explosive round is the better choice than using coax. Also, don't forget that the GROM is terribly sensitive to crosswind conditions, so precision firing is a bit of a problem (for the AI, as long as the vehicle cannot be controlled by human players).
  21. Yeah, but we didn't have them as missile teams. The Dragon for infantry actually goes back to SB1 days, so his theory is actually pretty plausible.
  22. a) We don't have access to any vehicle at any time Rather, every vehicle with crew position in SB Pro is proof that we had access at least once (or otherwise sufficient information) b) I don't expect us to animate loaders within then next two years, but after that it might happen.
  23. I will be the first to acknowledge that I could have been more careful and reserved about the announcements. But there is the problem that I must announce what's in an update at a point where not everything is settled. We announced the new terrain in 2016 in good faith because we had it working. Okay, there were issues with a certain loss of flexibility in map editing that we developers didn't see/didn't take as serious as they were, until the only solution was to cut the new terrain engine and at least release what we had. That was in August 2016. Next I was pressed to make a statement when the promised feature of the new terrain engine actually WOULD be delivered, and our best estimate at the time was six months. Unfortunately we didn't take into account the changes that were made to infantry pathfinding at the same time which, for efficiency reasons, had to be made in the same code branch as the new terrain. THEN it turns out that the changes there are both good, but also come with a few serious bugs that again we cannot release the software with the high res terrain without creating more damage in other places. OK, so we delay the release again to fix those infantry bugs. At the same time we're running into problems with an entirely unrelated project that's just eating up a lot of development time, which inevitably takes away from the time needed to fix the PE beta so it's mature for a release. And THEN we overshoot the window of opportunity for a release, at which point a lot of other projects HAVE to be given priority. These non-linear effects are difficult to predict. The only way around that would be to remain extremely vague and non-committal in all public communication, or to release bug-ridden garbage on time. Both options, I think, are not in your interest as mature consumers of our product. You want to be informed in time, you want to know what to expect, you want adherence to deadlines, and you want mature and stable software at a reasonably low price. There's the adage that in software development, of the three categories "cheap", "good", and "fast" you may only pick two without compromising. Sometimes things just don't work out as planned. I can but ask any reader of this forum to take my predictions with a grain of salt. The future always was, and will always remain to be inherently unknown. Only CPT Hindsight can predict the past (when teaming up with CPT Obvious). We mere mortals have to make do with estimations.
  24. Well, others are doing the heavy lifting, the actual work. I'm merely handling customer support and giving the one or other input to the overall sim design. So, please direct your thanks to the whole team, I don't deserve the credit, at least not alone.