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Everything posted by Jartsev

  1. Jartsev

    4k display problem

    You need to start game in safe mode in order to restore functionality: Start menu>'eSim games'>Troubleshooting>'Steel Beasts Pro PE (safe mode)'. This would reset options to default and start game with 1024x768 resolution in windowed mode. After this you may try to change resolution again. But anyway freezing is something what shouldn't happen, and we would like to see debug log and info about your system. Debug logs can be found in My Documents\eSim Games\Steel Beasts\logs folder; please send logs collected during failed sessions to this mail: ssnake[_at_]esimgames.com
  2. ...Also, it is important to keep in mind, that angle of attack(and hence angle of impact) is different for in-game Spike and Javelin. And this 10-15 degrees difference really matters, because it defines which damage will be inflicted.
  3. Ok, thanks. Those issues are now in the list.
  4. No, this is not about your hardware Use 'toggle magnification' hotkey, please. Reticle is not projected if night optics have 1.8x magnification selected(which is default for Warrior and Scimitar), so in order to see reticle you need to enable high magnification(6.4x). Admittedly this not very obvious.
  5. Yes, unfortunately. Depends of the computer's specs, but still slow.
  6. Interesting. Never experienced such things with GTX1050Ti, which is newer than GTX970, but doubtfully if better.
  7. Ok, thanks, this one is #8068 now. Please note, that not only the CITV is affected.
  8. Thanks, we will look into it...
  9. This was previously reported, but, unfortunately, not yet fixed despite of all programmer's efforts. BTW, try to refresh or replace theme in the scenario- in some cases this may help.
  10. Ok, thanks! Was there a TC damage present?
  11. More moot(or not so moot) questions: -Are you using gunner's or TC's positions? -Since you are experiencing issue while in the test mode of the Mission Editor, was scenario re-saved between test runs?
  12. Supply of effectors is pretty much limited and some of them, covering exact arc were expended previously. You can see this in AAR by tracking previous events happened to this unit; also note- one of previous impacts was quite close to the left side radar and may be damaged it.
  13. Well, this seems to be completely different thing, and may be not so much a bug in fact. You may notice, that with gun over hull side vehicle motion in pitch axis is perceived mostly as sight/gun LOS jolting in roll axis, so it's more about width/shape of the bumps, IMHO. Edit: it is very easy to see from external views how vehicle's hull is moving during off-road driving, and how this affects gun depending of turret azimuth position.
  14. Ok, thaks we will try to investigate this, but from description initially it sounds like a kind of network problem. P.S. Scenario or map where issue was seen would very handy.
  15. Yes! Ok, thanks. Themes with 'Realism_' prefix were delivered with SB Pro PE 4.0(or may be earlier) and in fact are obsolete now; current 'stock' themes have '_eSim_' prefix and you will not see such problem with them. Now I'll try to explain what happened... Version 4.1 have additional option for the ground type settings- 'is dirt'. Textures for ground type, which have this option enabled will be also utilized for unfinished or not camouflaged emplacements; if theme doesn't have this option enabled for one (and only one!) ground type, then textures for ground type #0(which is a 'Field' in your case) will be applied to emplacements under construction or without camo. Old themes are still pretty much usable, but you need to enable 'Is dirt' option for the suitable ground type(only one of 16 available in the theme!) first, and after this you will need to update your scenario with fixed theme. Also this thing about flagging ground as dirt should be kept in mind during conversion of pre-4.1 maps.
  16. Actually problem with wrong texture may be indeed theme-related, and this makes me to ask you for scenario where you see it; if scenario is based on custom map, it would be very handy to get it too, or at least a theme file...
  17. Obviously it shouldn't work in such case. Completion less than 100% implies that construction is not finished and camouflage is not applied yet, e.g. user needs to utilize AEV to complete construction; this would also make camo to appear as a final touch, if 'Camouflage' option was selected in the mission editor for particular emplacement.
  18. Fixed; fix should be available with the next patch or update
  19. Really sorry to hear this, but let's check one thing: Do you have new maps installed? USB stick you got should contain not only installers for SB Pro PE v.4.1 and SB Map Tools, but also a Map Installer, which is supposed to install maps for all scenarios delivered with SB Pro PE. But please note- this doesn't applies to user-created or community-created content accumulated during almost two decades- it's physically impossible to convert and re-distribute it all. This means, that some effort at end-user's side is required, e.g. you need to convert your favorite scenarios and maps yourself(yes, it would take some time and patience). Please visit links, which @Bond_Villian posted above, and carefully study information there - basically you will find everything you need to successfully migrate your favorite content.
  20. Admittedly there is something wrong with existing arty tutorials- call-for-fire dialog shows some options, which shouldn't be there. We will try to investigate this.
  21. Hello! -MLRS or mortar unit should be part of scenario, e.g. present on the map, and intended target must be in its range. Also firing unit should be static(e.g. not in the route); infantry mortar team must be dismounted from its carrier vehicle. In all other aspects MLRS and mortar are not so much different from all other arty, albeit MLRS can fire only full salvos and is unable to execute "Adjust fire"-type missions. -It is quite strange if you can see rocket arty and mortars options in Support tutorials, since they should not be available there. -Well, other option is to place MLRS unit on to the map. You can do this in the Mission Editor: right click on selected position>New unit>Artillery>M270 MLRS.
  22. Same here Yes. Speaking of Leo-2, if you are at gunners's position, then you should be able to see TC behind you, while gunner and loader will not be rendered. But this is valid only for situations, if TC is not disabled by maker of scenario, or not incapacitated by enemy fire, so if you can't see TC while playing gunner's tutorials for Leo-2- that's perfectly ok, because there is no TC in the tank in the most of those scenarios.
  23. First of all, as already was mentioned, not all vehicles have crew visualized. Then, even if vehicle have crew, some it's positions may not have crew members visually present: for example M1-series and Leo-2 do not have visual models for gunners. And if you are occupying some crew position 'outfitted' with 3D crew model, then this model would not be rendered because otherwise it may prevent you from accessing certain clickable controls or indicators.
  24. Sorry, but I'd like to ask which 'camouflage scheme' is enabled via 'Options' drop-down menu in the Mission Editor, and do you have any modded textures for M113A2 in the folder My Documents\eSim Games\Steel Beasts\mods\textures\woodland\us 1980? With 'US 1980' camo scheme selected US M113A2 should have MERDC camo, but note that default selection for the Blue party is 'US 1990', which will result in CARC 3-color camo for M113A2 and MERDC camo for IPM1.
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