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DavidZill

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Posts posted by DavidZill

  1. 8 hours ago, Ssnake said:

    If you quadruple the texture size I suppose you could make it look nicer. We're kinda conservative with texture usage simply because there are so many playable vehicles in Steel Beasts these days that in a scenario with many different vehicles loading all these large textures into video memory increases loading times (obviously) as well as video memory. Depending on your graphics card and other graphics settings this could potentially result in a situation where more video RAM is required than available, resulting in (much) lower frame rates once that the max limit is exceeded.

    But if you do it for just that one vehicle I don't think it's going to be a problem.

    I imported a M1 turret file into Photoshop and tried it out. Definitely works! I will work on this, will probably take me a few weeks but I’ll upload a redone Abrams turret interior.  

  2. Update: Read a similar post, deleted the PackageTransferManagerMutex from: C:/Program data/esim games/ Steel Beasts Map Transfer Tools. I then open Steel Beasts Map Transfer Manager as Administrator, click 'Connect', and receive the attached error message. Please help...

    Screenshot 2021-06-06 133311.png

  3. Been playing Steelbeasts since its beginnings, I love how far its gone. Former M1 Abrams crewman (Army/ 19K), so I’m obviously a huge fan of the M1. The turret interior is relatively plain compared to the textures of the M60A3, and other vehicles. I have Photoshop, is it possible to edit the turret interior textures for the M1 to bring it up to par with the M60 and such?

  4. 35 minutes ago, Splash said:

    The texture files are in C:\Program Files\eSim Games\SB Pro PE\textures\woodland.
    The files used include M1A1_HI1, M1A1_HI2, RadioCombined (and possibly radio), and M1A2_int (which also has a desert version in C:\Program Files\eSim Games\SB Pro PE\textures\desert.
    Don't edit the originals, of course; make copies to work on. Save your finished work in the appropriate mod folders. 

    Thanks!

  5. 1 minute ago, Jartsev said:

    Well, just clicking  the link in the email not activates the license. When someone clicks activation link in the email,  web browser opens "Web depot" page, where user actually activates his license and transfers it to the  dongle(or, in case of time-based licenses, to the local virtual container), so from your description it looks like this part was somehow skipped/aborted.

     

     

    I did not get no option like that on my machine, I just started clickin' away and it said my license was good to go. How do I get that thing on that dongle?

     

  6. I recently purchased an upgrade license from 4.023 to 4.1. I clicked the link in the email to activate the license, but when I click on the 4.1 icon it says my codemeter doesn't have the license on it. What do I do to fix this?

  7. I have an i7 4790 overclocked to 4.9 GHZ, two 1080 GTX's in SLI. Game runs well in open desert with sparse AI and building (60 FPS). Put an M1A2 SEP in a an urban part of a newer, updated map with no AI, FPS will dwindle down to 10-12 FPS, because each and every building subtracts computing power from the CPU.

     

     

     

  8. I'm experiencing similar issues, and it seems to indeed be in regards to certain maps. I have a core i7 4790K @ 4.9Ghz and two 1080 GTX's in SLI. M1A2 SEP's CITV screen slews with horrendous FPS. My refresh rate on my 4K monitor is 60hz, however I find myself playing a mission at 15-22 FPS with nothing more than a moderate object count. I think either the graphics engine or something is worth a good analysis.

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