Jump to content
Steelbeasts.com

Jartsev

Moderators
  • Content Count

    937
  • Joined

  • Last visited

Everything posted by Jartsev

  1. Yes, v.4.163 is available only as patch installer at present time. So you need to install v.4.162, which is available as a full installer, and then apply patch; in all other aspects description of installation process outlined in release notes is valid.
  2. Speaking of USB stick contents, the only thing which can be used is the maps installer. And, BTW, you need to install maps first; after this you can proceed with installation of v.4.162 and applying v.4.163 patch... Final touch will be installation of the Map Package Transfer Manager v31, which can be downloaded here: http://dl.steelbeasts.com/MapTransferMgr_V31_Setup.exe
  3. Thanks, this is known problem valid for any in-game MBT with gun-missile armament.
  4. Jartsev

    tos-1a

    Quite clear that it is the bug.
  5. Jartsev

    tos-1a

    Well, it's not about TOS, but about building. Happens if rocket(or any other HE projectile) hits balcony at certain angle, as far as I can see at this point.
  6. Please elaborate bit more... Right now UAV/UGV can be utilized by scout teams and CO/XO units only (this is intentional change which was introduced with first v.4.1 release, if I'm not mistaken).
  7. Right now in game it is possible edit map themes(also open theme files for editing) only if unpublished map package is loaded in the Map Editor; this is a known issue.
  8. 'SB Pro Map Package Transfer Manager v.31' is a replacement for 'SB Map Tools' only, e.g. before installing it, you need to uninstall 'Steel Beasts Map Tools v.16' which you have now. Do not uninstall 'Steel Beast Maps' and 'Steel Beasts Legacy Map Installer'!
  9. Truth is that driver's periscope is indeed a very weak spot on real vehicle, not counting practically unprotected turret ring. P.S. Also, it is important to understand that in real life any modern MBT(not just T-72) has such spots on it's frontal projection.
  10. Rendering of terrain in the map editor and in the mission editor(also during gameplay session) is indeed different due to certain technical reasons. And, speaking of buildings sinking in to the ground, as far as I can see at this point, this issue was addressed.
  11. This has nothing to do with 9M119. 1) (by design) Any in-game explosion, if ammo with new HE model implemented is concerned, occurs at approximately 0,4 meters above the ground. E.g. very same thing can be seen with TOW, MILAN, HEAT rounds for tank guns etc. 2) There is a known bug, when AI attempts to engage target almost entirely hidden behind terrain mask.
  12. This is perfectly normal This reflects, that you have a Codemeter stick with 'classic' license up and running, while virtual container for time-based licenses is empty, since you don't have any.
  13. First of all, there is absolutely no need to load scenario in mission editor for the map extraction. Open mission editor, but do not try to open any scenario there, then proceed directly to "File" menu and click there "Extract to map package"; dialog for scenario selection will pop-up- select required scenario there and extract map. If extracted map package have same name as embedded map, ypu will be able to play this sce without further editing(well, ideally it would be nice to check and fix double IDs, but password protection will not let you load sce in the mission editor).
  14. ...and this is how it works in game now.
  15. 1) Right now, in v.4.162 CITV in autoscan mode compensates rotation of the turret, e.g. counter-rotation works. 2) Right now, in v. 4.162 autoscan sector is defined in relation to hull; if hull is traversed, then it takes some time for the CITV to return to assigned sector, because CITV's traverse rate is defined by autoscan rate settings(user adjustable). This may give false impression of non-working counter-rotation, but I think that someone more competent in this area (like @Assassin 7, for example) should provide some input, if current behavior is correct
  16. AI is the same for all parties, and arty obeys very same rules disregarding of the party it belongs, be it blue, red, green etc. So first of all- are you sure that target was not engaged by arty? Fire missions requested by AI and executed by on-map arty are not shown on the map, but this doesn't mean that target was not engaged... Then the next question- can target be engaged at all? Is it within arty's reach? Is it outside of minimal range of fire(because currently in-game arty cannot engage targets in direct fire mode)? What about terrain, may be there are some hills, which are preven
  17. Sure contents of \ProgramData\eSim Games\Steel Beasts will be overwritten by v.2.370- some stock scenarios including tutorials, legacy maps etc. Also, if you are going to back-up this folder, v2.370 may be not compatible with scenarios and maps for 4.0. and quite obvious that there is no any compatibility with 4.1. Additionally, very likely, you may run in to all sorts of issues with mods because of artwork changes implemented in later versions(and this may affect all installed versions, if you are going to use mods made for 2.370)
  18. TOS-1 is chemical warfare(flame) line-of-sight weapon system; its use for indirect fires is a bit of exception in real life, judging by available documentation for relevant russian gunnery trainer... Basically, it's a replacement of flamethrower tank, which has a very long reach. So, TOS in SB is direct- or semi-direct fire weapon, and to control it's fires you should use 'Suppress here' and 'Hold fire' commands, or to rely on to AI.
  19. Grayed out right panel, which contains terrain and objects selection options, and entry 'Publish map' missing from the 'File' drop-down menu are indicating that map package is is published. Alternatively you can check status of your map package using 'Open' entry of the 'File' menu and toggling 'Filter by publication state' options. Please note: 'Published' status means, that map got read-only compressed state and can be utilized for offline or network session. This doesn't mean, that map package was uploaded anywhere. Yes, generally it's better to share map w
  20. Well, L36A1 actually had a tracer(same for L28 and L52), albeit this was not reflected in official UK nomenclature normally used in the training pamphlets.
  21. Michel, do you see the problem with each and every tank, or it's specific to M1A2 only? In case, if it's M1A2-specific, then next question is, do you have any mods installed? What camo is selected for the blue party? Note, that decals are missing too... Also, as Lumi already pointed out, issue may be caused by extreme visual range set; it's better not to increase it above 9-10 kilometers.
  22. There is an installer containing all maps(minus Terrastan), which were delivered with v.4.0: Legasy Maps Installer; 'Suweon-Osan' map is likely should be included. Please note, that those maps are not converted for use with v.4.1, and you need to do this yourself:
  23. From Belgium, AFAIK. Probably M1000-series by MECAR.
  24. This is an intentional behavior (albeit this may be not clearly defined in the manual); generally, 'Kill when hit' applies only to shots fired by the human users, because this feature is intended for gunnery exercises, first of all.
×
×
  • Create New...