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Jartsev

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  1. Jartsev's post in Arty in Mission Editor-Test Mode only has a 5 second count and then activates. was marked as the answer   
    If you are calling arty from map view while in a test mode, you are essentially using instructor's functionality. E.g. fire mission would be executed immediately and disregarding of ammo availability.
    If you need to use arty in normal way without  turning off test mode, please use 'Support' drop-down menu.
  2. Jartsev's post in BTR-82 and 82A need boresighting. was marked as the answer   
    Sorry, but I'm unable to  reproduce with wind speed set to 0 and gun dispersion disabled. And 4 mils point of impact deviation implies either wind or dispersion effects(lead scale  marks  have estimated 5 mils separation). Also note that sight does not compensate for parallax and drift. 
  3. Jartsev's post in T-72B3 turret traversing speed was marked as the answer   
    First of all, T-72B3 uses more or less the same 2E42 series stabilizer, modified for compatibility with new FCS, and and if you take  '184.TO-1'(e.g. an official 1st edition of technical description manual  for T-72B3) and look at  stabilizer specs listed there, you would see them unchanged since T-72B. E.g. per manual AZ slew speed is '24 degrees per second, no less than' and this is what is in SB. This is what any T-72B3 had, has and will have in foreseeable future.
     
    Then, there is a  very interesting question, with answer not  defined in tech description and operations manuals for T-72B3, as well as in various crew training methodology handbooks, but very well described in  manuals for BMP-3, T-72B, T-90, T-80U- what happens with traverse rates, if guided missile round is loaded or fired? There happens a traverse rate reduction by factor of two... And we can expect more or less same behavior from T-72B3.
     
    Now let's see, what happens in SB, if  you are trying to start up a T-72B3 in Steel Beasts. FCS defaults itself to guided missile round, and your traverse rate would be reduced until you load something else.
  4. Jartsev's post in T-72M1 LRF Range Gates reversed. was marked as the answer   
    As far as I can see in v4.3XX, behavior of СТРОБ switch ('1200/1800' switch) matches description in vehicle and 1A40 FCS manuals, e.g. if switch is set to '1200'  returns less than 1200meters are rejected , and if set to '1800'- returns less than 1800meters are rejected. BTW, this logic is described in briefing for tutorial scenario covering LRF of T-72.
     
    May be our wiki article needs to be updated; I need to check that, because it might contain description of original incorrect behavior, which was fixed in v.4.0 or 4.1...
     
    Edit:
     
    SB Wiki article fixed.
     
     
     
  5. Jartsev's post in Bug Report - M1A2 CITV Buttons Not Illuminating was marked as the answer   
    Thanks, this was reported yesterday. We need to figure out what change caused this  problem...
  6. Jartsev's post in Bug Report - T-72B3 TC Gives 'Fire' Command When Overriding Gunner was marked as the answer   
    Yep, known issue... Hopefully will be fixed at some point.
  7. Jartsev's post in 4.268 Leo 2A4 controls - KW, laser, ZÜ not working [as expected] was marked as the answer   
    From v3 release notes:
     
    again from v3 release notes:
     
    Mission briefing was not updated and does not reflect those changes
  8. Jartsev's post in Gigabytes of log files in version 4.267 was marked as the answer   
    Yes, you can delete those files. But at this point there is no certain setting option, which would  prevent collection of logs... And obviously, if for some reason if  you are running SB in debug mode(with command line parameter '--loglevel=TRACE') on regular basis, then logfiles will contain more data and will take more disc space.
     
  9. Jartsev's post in 4.268 - Tank range on M113-AS4, gives low score and 0% hit percentage was marked as the answer   
    This is known general problem with machine guns; unfortunately appears to be  not quite trivial to fix.
  10. Jartsev's post in Trouble with downloading was marked as the answer   
    Did you activated the new license? It doesn't get activated automatically just by the fact of purchase. Also please note,  that license must be activated only after installing SB and CodeMeter user runtime(comes with SB installer); here is a tutorial video with walk-through:
     
     
  11. Jartsev's post in Issue with Maps was marked as the answer   
    It is  hard to say what exactly went wrong  in your case, and I'd prefer not to make guesses here. Still you need to address the situation somehow and I'll suggest to check if  maps folder from your previous installation is still somewhere else on your computer(e.g. on  other drive, for example), unless you always utilized  default location C:\ProgramData\eSim Games\Steel Beasts\maps.
     
    If there  is an old folder found somewhere, you can define it as a new  file path  for maps:
    1) Make sure  that it contains 'Default' map package; if not-  copy-paste it there, since SB would not run without it.
    2) Launch SB as  administrator (right click on shortcut> More...>Run as Administrator)
    3) In the Main Menu pick 'Options', then  'File paths' and check  what address is listed there; probably it would be C:\ProgramData\eSim Games\Steel Beasts\maps
    4) Change location of map package folder by left-clicking 'Map Package Folder' line- dialog will pop-up,  navigate to required folder and confirm your selection by clicking 'Select' button
     
    If there no such  old folder found for whatever reason,  I'll suggest to re-install everything starting with SB Maps first, then SB Pro PE itself, and Map tools as a final touch. Running maps installer when everything else is already done was causing issues to some people in the past, so complete re-installation is a very time-consumable, but probably a safer option.
     
    P.S.
    It is also  worth to keep in mind, that optional Legacy Maps Installer places pre-4.1 maps only to C:\ProgramData\eSim Games\Steel Beasts\maps.
     
  12. Jartsev's post in Broken dongle was marked as the answer   
    Please  contact sales@esimgames.com; it is possible to replace broken CodeMeter stick (for a fee). Also it makes sense to run CmDust diagnostic utility and attach resulting log file to your email to sales, but please DO NOT post this log here, since it contain sensitive data.
  13. Jartsev's post in Windows Reinstall was marked as the answer   
    Hello. If you have a Classic License, then it would not be affected by re-installation of Windows, since license is stored on USB key and is not bound to your computer's hardware or operating system copy. After re-installing Windows  you would need to install SB Pro PE and a CodeMeter runtime (it is is included to SB installer anyway).
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