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The Ulan carries 8 [[Infantry Units#Mechanized Infantry|dismounts]], equipped with 2 M72A4 anti-armor weapons, an MG3, and 5.56mm rifles.
The Ulan carries 8 [[Infantry Units#Mechanized Infantry|dismounts]], equipped with 2 M72A4 anti-armor weapons, an MG3, and 5.56mm rifles.
Beginning with revision 4.167 the ASCOD Ulan may be equipped with the Diehl Active Vehicle Protection System (AVePS) to enhance protection against RPG and ATGM threats.


==Thermal Signature==
==Thermal Signature==

Latest revision as of 09:36, 22 May 2020

The Ulan IFV in Steel Beasts Professional

Ulan: Infantry Fighting Vehicle


Statistics

Main Gun: 30mm Mauser MK. 30-2 Autocannon
Ammunition Stowage: 200 ready/200 stowed
Default Ammunition "A": 80/80 NM255 APFSDS-T, 120/120 NM222 MP-T/SD


Coaxial Machine Gun: 7.62mm FN MAG (M240)
Ammunition Stowage: 600 ready/600 stowed
Default Ammunition: 600/600 7.62mm AP (NATO)


Grenades: Smoke Grenades
Ammunition Storage: 12 ready/24 stowed
Default Ammunition: 12/24 Smoke

  • Note: The grenade numbers above represent individual smoke grenades fired in salvos of 2 to 4 grenades from the left and right.


Armour Protection:
Front Turret: Protected from 30mm RU AP
Front Hull: Protected from 30mm RU AP
Equipped with spall liners (in troop compartment areas)


Weight: 29.3 tonnes
Length: 6.83m
Width: 3.15m
Height: 2.66m
Engine: 720hp MTU 8V 199 diesel
Speed: 70kph

General

The Ulan is a variant of the ASCOD (Austrian Spanish Cooperation Development) AFV family, with the other being the Spanish Pizarro, that entered Austrian service in 2002. Although technically the same vehicle, with nearly identical armor and performance specifications, the Ulan differs from the Pizarro in the areas of fire control (Kollsman day / night range sight (DNRS) with auto-track function) and engine type. Also, the Ulan utilizes an external passive steel armor array opposed to the Pizarro's SABBLIR ERA tiles, and these panels help reduce the vehicle's overall heat signature.

The Ulan carries 8 dismounts, equipped with 2 M72A4 anti-armor weapons, an MG3, and 5.56mm rifles.

Beginning with revision 4.167 the ASCOD Ulan may be equipped with the Diehl Active Vehicle Protection System (AVePS) to enhance protection against RPG and ATGM threats.

Thermal Signature

Ulan TIS image, front-right Ulan TIS image, rear-left

Crew Positions

Commander's Position F7

The Ulan's commander position is fully crew-able. The commander's position is accessed by pressing F7.

Commander's unbuttoned view
Commander's buttoned view

From this position the user can raise and lower their perspective (and exposure level) by holding the Q key (to go up) and the Z key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the B key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the N key (toggle).

The TC also has smoke grenades at his disposal. The TC can fire several smoke salvos by pressing TAB, and once depleted the grenades will then need to be reloaded.

  • The Ulan has a safety feature in that the smoke grenade launchers cannot be fired unless the commander's hatch is closed. Close the hatch with the B key. Note also that when in the external view (F8), or when the in the gunner's position (F6), the AI ignores this restriction so this is only applicable when you or another user occupies the commander position.

Commander's Primary Sight

The Commander's Primary Sight is the sight that the commander uses as a backup to his thermal sight, or as a sight to better identify objects spotted in the thermal sight. It has a fixed magnification of 6x. Press F2 to access the Commander's Primary Sight.

Commander's primary sight view

Unlike some other AFVs, the commander's primary sight on the Ulan is not an extension of the Gunner's Primary Sight. The commander's primary sight has an identical appearance to the gunner's primary sight, except that it is not a mirror image like on most vehicles and he sees none of the upper sight symbology that the gunner sees in his sight. Instead, the commander's sight is a completely separate optic, and it does not have a stabilized head mirror. This means that the gun sight itself does not move, and is really only useful for estimating range and lead, and in emergencies. To compensate for this limitation, the commander's primary sight has a laser projected crosshair marking the aim point of the gun. This laser projected crosshair moves within the sight based on range and lead.

  • CAUTION: Lasing cannot be done accurately from the commander's primary sight view. You can place the target between the laser cross and sight reticle and get something close, but for an accurate lase you must switch to the commander's thermal sight. See the gunner's section for more information.


Commander's primary sight laser reticle power switch

If you would like to turn off the laser projected reticle, there is a switch located just below the unity sight. AUS is on, and EIN is off.

Commander's Thermal Infrared (IR) Sight

The commander's IR sight is a mirror image of what the gunner can see in his IR sight. The commander will use this as the primary sight to engage targets himself, and to observe exactly what the gunner is aiming at. See the Gunner's IR Sight section below for more information.

Commander's Vision Block and Unity Sight Views

The commander's vision blocks can be reached by pressing the F4 key while being in the commander's position, or by left clicking on any of them in the eye view. The commander has five such vision blocks located around his position.

The commander also has a unity sight located to his front, located just left of his primary sight. You can access the unity sight by pressing ALT + F3 or by left clicking on the window.

Commander's Control Panels

Located below the commander's primary sight are the commander's control panels. These panels are used to control various aspects of the fire control system. The upper right most panel to his front is used to change the weapon type and rate of fire, and also to place the weapons on safe.

Weapon Control Panel
Commander's weapons panel
  • GURT ENDE button - this is the end-of-belt override. Press this to override the end-of-belt stop, but keep in mind that doing so will result in a much longer stowed to ready ammo transfer time. You can also override this with JoyButton8 or you can map it to a key of your choice (see the Ulan control list).
  • FST LAENGE button - toggles the salvo length/rate of fire. You may also change the rate of fire with the ALT + NUMPAD3 key.
  • 30 L.Z. button - selects the 30mm autocannon, left feed/belt. By default, the left belt is KE. Alternatively, you can select the left feed with the INS key. After pressing this, you can hear the belt being switched out on the gun, which takes a few seconds. While the belt is being moved, "DGZ POSITION" can be seen in red to the left of the buttons denoting that the gun is temporarily unavailable.
  • MG 7.62 button - selects the 7.62mm coaxial machine gun. Alternatively, you can select the coaxial MG with the M key. After pressing this, you can hear the belt being moved away from the autocannon, which takes a few seconds.
  • 30 R.Z. button - selects the 30mm autocannon, right feed/belt. By default, the right belt is HE. Alternatively, you can select the right feed with the DEL key. After pressing this, you can hear the belt being switched out on the gun, which takes a few seconds. While the belt is being moved, "DGZ POSITION" can be seen in red to the left of the buttons denoting that the gun is temporarily unavailable.
  • SICHER button - places all weapon systems on SAFE. When activated, the weapons cannot fire and the turret fan will shut off, reducing the overall noise in the turret.
  • FEUER BEREIT - places all weapon systems on FIRE. When activated, the currently selected weapon will be fired when the trigger is pulled, and the turret fan will turn on.
Ballistic Computer Control Panel
Commander's fire control panel

The lower right of the commander's ballistic computer control panel contains six lights which show what ammunition type is selected in the ballistic computer. The two blue buttons below the horizontal row of four switches are used to enter range into the ballistic computer.

Ballistic computer control panel, commander's side
  • END MAN button - used to manually input range into the ballistic computer. After pressing this button it will flash, then move the mouse to the horizontal row of switches above it and use the mouse wheel to change the digit up or down. For example, holding the mouse over the left most switch and scrolling the wheel up will result in the one thousandths meter digit increasing by one. Press the EING small black button to enter the manually adjusted data into the ballistic computer. Alternatively, press the GEFA button to cancel manual range entry.
  • GEFA button - enters battlesight range into the ballistic computer. Alternatively, you can enter battlesight range with the BACKSPACE key.
  • EIN/AUS switch - used to turn the ballistic computer on (EIN) and off (AUS). If you turn this off and the gunner is an AI crew member, he will dutifully turn it back on immediately.
  • EINSATZ/FAHRT switch - used to set the cant sensor. EINSATZ means that the cant sensor is active, FAHRT means that it is deactivated. There are certain situation where the commander may want to deactivate cant, but that is beyond the scope of the ordinary SB Pro PE user.
  • QUWIND switch - used to set crosswind. The switch toggles so that the values can be set to the left of right of vehicle. For the most part, this too is beyond the scope of the ordinary SB Pro PE user.
  • TEST button - used to conduct a ballistic computer self test to make sure there are no faults and to verify that it is functioning properly. After the test is complete, if there is a failure then the FEHLER light will light up and the appropriate error will be displayed. The UMOD light has no function is Steel Beasts, on the actual vehicle it is used for MILES type "laser tag" training.

Key listing for Ulan commander's position


General Commands:

TAB: Pop smoke. Launches smoke grenades to deploy a smoke screen in the direction that the turret is facing. Useful for breaking up enemy LRF or completely obscuring your vehicle against a non thermal sight equipped threat. Commander's hatch must be closed, or you must be in external position.

P: Override. Hold to override the turret and use the joystick or mouse to move it.

Q: Raise position in hatch. Moves the TC's view and exposure level up in the hatch.

Z: Lower position in hatch. Moves the TC's view and exposure level down in the hatch.

B: Button and unbutton the hatch (toggle). This is used to close and open the hatch.

N: Multipurpose zoom (toggle). When the TC is unbuttoned, this will bring toggle the binocular view. When the TC is inside the turret this key will make the TC lean forward, essentially zooming in on that spot in the turret.

LEFT ARROW / RIGHT ARROW: When in the TC's eye view F1, pressing these keys will cause the TC to face to the left or right of the main gun (turret).

UP ARROW / DOWN ARROW: When in the TC's eye view F1, pressing these keys will cause the TC to face in the direction of or to the rear of the gun (turret).


Driver related commands:

SHIFT + BACKSPACE: Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.

W: Driver, move out. Instructs the driver to move forward (press again for increased speed.

S: Driver, stop. Instructs the driver to stop.

X: Driver, backup. Instructs the driver to reverse.

A: Driver, go left. Instructs the driver to go left (hold the key).

D: Driver, go right. Instructs the driver to go right (hold the key).


Gunner related commands:

BACKSPACE: Battle sight range. This key represent the "GEFA" button on the commander's fire control panel which, when pressed, puts a certain range into the ballistic computer depending on the selected weapon and ammunition type. This button should be used when the TC wants to gives a battle sight engagement, for very close targets where the gunner will not have to lase.

SPACE BAR: Multipurpose. Orders the gunner to fire at a target he is looking at when not overriding the gunner. If the TC is overriding the turret, the this will fire the main gun.

H: Hold fire. Orders the gunner to hold fire. If the commander is a platoon leader then it will also order the platoon to hold fire. This key also puts the weapons on safe, as if you pressed the SICHER button on the commander's control panel.

F: Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will. This key also puts the weapons on fire, as if you pressed the FEUER BEREIT button on the commander's control panel.

E: Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the commander is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.

,: Manual mode. Orders to gunner to put the turret in manual mode.

.: Emergency mode. Orders the gunner to put the fire control system in emergency mode.

/: Normal mode. Orders the gunner to put the fire control system in normal mode (default).

M: Coax. Activates the coaxial machine gun.

SHIFT + LEFT ARROW: Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.

SHIFT + RIGHT ARROW: Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.

SHIFT + UP ARROW: Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.

Gunner's Position F6

In Steel Beasts the gunner's position on the Ulan is fully crew-able. The gunner's position is accessed by pressing F6.

Gunner's position

Gunner's Primary Sight (GPS)

The gunner's primary sight (GPS) is the primary sight the gunner utilizes to engage and destroy targets. The GPS is the occur located directly to the front of the gunner's position and is accessed by pressing F3 of by left clicking on the ocular with the mouse.

Gunner's primary sight, KE ammunition selected, 0785 meters indexed into the ballistic computer

The GPS sight is mostly used when the TIS is damaged or, in good visibility conditions, to better identify targets. The zoom level in the daylight sight cannot be toggled, it is fixed at 6x magnification.

Sight Symbology

The GPS and IR sight has very different symbols and reticles. These symbols and aiming reticle in both sights are collectively referred to as the gun sight symbology.

GPS aiming reticle


The GPS aiming reticle is located in the center of the GPS sight and is used for aiming at the target. The center of the reticle is a cross which is the aiming point for lasing and firing. The horizontal lines to the left and right of the aim point are used to estimate lead, and the vertical lines below the aim point are extremely useful as an adjusted aim point at a certain ranges with a specific type of ammunition when the range finder or ballistic computer is damaged.

GPS aiming reticle key, located above and to the left of the GPS ocular; denotes the aim point in manual mode for KE, HE (MZ) and coax (MG)

The set of numbers in the upper part of the sight is the range, in meters, that is currently entered in the fire control system (FCS). This range is either entered manually by the user (through the use of the ballistic computer control panel), entered by with the "GEFA" battlesight button, or entered automatically when the laser range finder (LRF) is used, the latter being the most common and is referred to as "lasing".

Below the range is a set of letters which denote the weapon and ammunition type currently selected. KE is armor piercing ammo, and MZ is high explosive ammo, and MG is displayed when coax is selected.

Coax selected, range 1090, multiple return dots below range


In the above sample image, a set of dots below the range denotes that a multiple return has occurred with the laser. In other words, when the gunner lased the target, the laser passed through an obstruction (or went beyond the target and caught a piece of it) and has returned from multiple distances. This is a warning that you may have an inaccurate range to the target. Before you lase the target you should use the ` key to switch between 1st and last return on the LRF to minimize possibilities of a multiple return; choosing which one depends on the situation. If there is an obstruction such as tree or bush between you and the target, then last return should be selected before you lase so that the CCP uses the last return as the range. If only a small part of the target is visible at a long range (such as the turret), then 1st return should be selected before you lase since there is a possibility that he laser will return off the small portion of the target but continue on down range and return a longer range.

In some cases you may see red, green or yellow light in the upper part of the GPS sight. A green light signifies that the gun is not coincidence with the sight and cannot fire. This usually happens when driving very fast cross country, and the stabilization is not able to keep the gun and sight in perfect alignment.

  • The red light light signifies that a general failure has occurred. This fault can be due to a fire control system error, or because the laser was not returned (for example, you have lased the sky). If a failure has occurred, then the GPS reticle will also flash off and on.
  • An orange/yellow solid light to the right of the range signifies that the LRF has overheated, and is unavailable while it cools down. In this case, once the yellow light goes out, the LRF is available for use again.
  • When a flashing yellow light is displayed to the left of the range, it signifies that the Auto Target Tracking mode is active (more on this below).

Gunner's Thermal Infrared (IR) Sight

Gunner's IR sight

The most useful gun sight available to the gunner is the thermal Infrared (IR) sight. Unlike some vehicles where the TIS/IR sight is integrated with the GPS, the IR sight on the Ulan is a separate sight. The IR sight is located to the lower left of the gunner and is accessed by pressing F2 of by left clicking on the IR sight window with the mouse.

Sight Symbology
IR sight, low magnification

The thermal IR sight's symbology is very different from the GPS sight. In the center of the sight picture is the aiming reticle, and in the upper and lower edges of the sight picture are various data about range, ammunition type and so forth. Specifically:

  • In the upper left of the IR sight picture "STAB" is displayed with the fire control system is in stabilized normal mode.
  • To the right of this is a number, denoting the range that is indexed in the ballistic computer. This number may be displayed with a dot before and after it, which signifies that a multiple return has occurred on the lase.
IR sight range, multiple return dots displayed
  • In the upper center, a "B" is displayed when the gun and sight are in coincidence, when not displayed the gun will not fire.
  • In the upper right, the currently selected ammunition type is displayed.
  • In the lower right, "WEISS" is displayed in white hot mode, and "SCHW" is displayed in black hot mode.
IR sight aiming reticle, low magnification

In low magnification, the IR sight's aiming reticle is located in the center of the IR sight and is used for aiming at the target. In low magnification, this is represented by a cross inside of some brackets. The brackets in the low magnification IR sight view represent the field of view of the image when the sight is changed to high magnification. To change the gunner's IR sight to high magnification, press the N key.

IR sight aiming reticle, high magnification

In high magnification, the center of the reticle is a the aiming reticle is very similar to the GPS sight's aiming reticle, a center cross with horizontal lead lines to the left and right of it.

Engaging Targets

Engaging targets with the GPS and IR sight is identical in procedure and is relatively straight forward. Obviously the first thing you need to do to engage a target is to acquire it.

Lasing

Once a target is acquired, the gunner should place the cross in the center of the reticle on the target and lase by pressing CTRL or Joystick Button 2. Once you lase the target you will get the range and you are ready to fire. However, if the target is moving then you will have to get lead, which is done a bit differently than on other vehicles.

Lead

In order to hit a moving target the ballistic computer must calculate lead. When you lase the target by quickly pressing and releasing the lase button, the ballistic computer will not calculate lead. In order to calculate lead, the gunner should get a good track on the target, then press and hold the lase button for about 2 seconds, then release lase. Once that is done, lead will be automatically induced and the gunner can engage the target.

GPS view, lead induced with a good track on target


A "good track" is when you can assume a steady track on the target with the reticle remaining on target as you follow it for a second or so. A "bad track" is when your tracking rate is either too fast or too slow in relation to the targets actual movement; track the target too fast and when you fire the rounds will be ahead of the target, track the target too slow and the rounds will fall behind.

  • If you and the target are stationary then you do not need to utilize lead. In this case it is advisable that you simply press and release lase and fire.
Firing

Once a target is lased and, if the target is moving, a steady track executed, the gun is ready to be fired. To fire the main gun press SPACEBAR or Joystick Button 1. The rounds will now be launched down range and the enemy will hopefully be rewarded with a quick and painless death.

Dumping Lead

Unlike some other vehicles, the Ulan does not dump lead from the ballistic computer in the usual way of releasing palm switches. Instead lead is dumped when the control handles are centered and a new range is entered into the ballistic computer, either via another lase or manual range input. In the case of entering a new range via lasing, the lase button must be held for at least one second to dump lead, otherwise the new lase is simply adjusting the range on the previous lead calculation.

In other words, to dump lead in order to engage a stationary target after you just engaged a moving target then you should traverse the turret and place the reticle on the stationary target, stop moving the turret (center the control handles), hold lase button for at least a second, and engage.

Auto Target Tracking (ATT) mode

The Ulan is equipped with a sophisticated Auto Target Tracking (ATT) mode. This feature allows the fire control system to "lock on" and automatically track moving targets without the gunner having move the control handles to match the target's speed. Once tracking the target, the gunner can correct the aim, lase, apply lead, and engage the target.

  • It is important to note that on the actual vehicle, the ATT mode is a relatively new feature and the Ulan's system is an early generation of this technology. As such, the ATT mode on the actual Ulan is imperfect and has glitches, some of which are modeled in Steel Beasts. These are mentioned below.

To use the ATT mode, do the following:

  1. Acquire the target.
  2. In the IR sight, make sure the sight is in high magnification with the N key. The IR sight MUST be in high magnification mode for ATT to function, even if the gunner is using the GPS day reticle to aim (this is due to the fact that the ATT mode is a function of the thermal sight).
  3. With the IR sight in high magnification, either place the IR sight or GPS day sight's aiming reticle onto the target and press the O key.
  4. If using the GPS day sight, you will now see a yellow blinking light at the top of the sight picture, to the left of the ammunition and range data.
    GPS upper sight, ATT yellow light blinking
  5. If using the IR sight, you will now see a flashing set of brackets around the aiming reticle.
    IR sight aiming reticle, ATT tracking brackets blinking
  6. Once tracking the target, the reticle may jump off target slightly. This is intentional and is modeling the fact that the actual sight's software is not perfect when it comes to laying the reticle on the target. From here, the gunner may be required to make manual corrections and adjustments to the aim.
  7. To manually correct for error in the ATT's automated lay on the target, move the joytick, mouse or control handles in the direction that you want the aim point to be corrected, and the reticle will slowly move in that direction while still maintaining its automatic tracking rate.
  8. At this point, all the gunner has to do is hold lase for a second or two and release to apply lead, then fire and re-engage as necessary.

Once the target is destroyed, or if you desire to break lock for any reason, simply move the control handles while pressing O. This will break the lock on the target and will allow for normal movement.

Manually Inputting Range

The process for entering range manually into the ballistic computer is the exact same process as the commander's station, except that the gunner's ballistic computer control panel is simplified and smaller than the one located in the commander's station. You can read a full description about the commander's ballistic computer control panel and it's various buttons and switches see the commander's section.

Gunner's fire control panel, to access the panel (which is obstructed by the gunner's brow pad) look up and place the mouse over the panel and press the N key; this should move the view towards the panel so that it is no longer obstructed

To enter range manually into the computer control panel:

  1. Locate the gunner's ballistic computer control panel, which is obscured by the gunner's brow pad. To view the panel, you must look up and to the right of the gunner's station until the mouse is over the panel beyond the brow pad and press the N key to lean in that direction.
  2. Now find the LED screen in the center of the panel, this displays the current range indexed into the ballistic computer. Below the screen are two blue buttons -- "GEFA" (which enters battlesight range into the computer), and "END MAN" (which allows you to enter a manual range into the ballistic computer). Press the "END MAN" button now.
  3. Above the two blue buttons is a row of four switches. These adjust the range by each digit, with thousandths on the left, and ones on the right. Place the mouse pointer over one of the switches now an scroll the mouse wheel up and down. This will raise and lower that digit by one as you scroll the mouse wheel.
  4. After setting the range via the switches, now press the small black "EING" button between the two blue buttons (and below the row of four switches). This will enter the manually set range into the ballistic computer and the gun will be ready to fire.

Gunner's Control Panel's

In addition to the Ballistic Computer Control Panel, there are various other panels located within the gunner's station which can be useful in gathering information about the status of the turret, fire control system, and weapons.

Gunner's Laser Range Finder Controls
Gunner's LRF control panel

Just below the gunner's GPS occular is the laser rangefinder (LRF) control panel. The "EIN" and "AUS" switch turn off the LRF, and the "ECHO1" and ECHO2" switch toggles between first and last return. You may also use the ` key to do this. The red "ENTF" button button to the lower right of this panel is used to manually fire the LRF, in case of a malfunction.

Turret Azimuth Indicator
Gunner's turret azimuth indicator

To the lower left of the gunner's forward view is an LCD panel that does nothing else than display a turret azimuth indicator. The circle represents the 360 degree arc of the turret, and the line projected out from the center of this circle represents the turret/gun's orientation on the hull. If the line is pointing up, then it means that the turret/gun is at the 12 o'clock position on the hull, and if it is pointing to the rear then it is at the 6 o'clock position on the hull. The front and rear of the hull are both areas where the gun elevation is restricted, and this is represented by the two wedge shaped regions of the circle filled with horizontal lines.

Gunner's Weapon Control Panel
Gunner's weapon control panel

To the bottom of the gunner's station (above his control handles) is the Weapon Control Panel. This panel is identical to the same panel in the commander's station, except that the gunner has less controls. For complete information about the weapon control panel, see the commander's section.

Turret Control Panel
Ulan turret control panel

Located between both the commander and gunner is the turret control panel. This panel can be accessed by either crew member by looking at it and placing the mouse over it, and pressing the N key to lean over to it.

This panel has several buttons on it which control the autocannon and turret. The panel has several buttons on it which are explained below (from left to right):

Ulan turret control panel, right side status lights
  • TURM EIN/AUS button - this large red button turns off turret power.
  • R/A EIN/AUS button - toggles turret electrical drive motors on and off.
  • STAB EIN/AUS button - toggles stabilization on and off (note that this requires the electrical motors to be powered!).
  • DRIFT KOMP button - compensates drift in the stabilization system (this button is not modeled and currently has no function).
  • BIT NEXT button - (BIT = Built In Test) cycles the center display through several BIT menus. Initially the center display will have a turret clock and turret azimuth (in mils) on the left of the display, and battery power on the right. Pressing this button will cycle through other info screens.
  • BIT SELECT button - toggles various selections on the different BIT info screens.
  • SPANN SERV button - this "charges" the autocannon; with a mechanical motor a device will slowly pull the bolt of the 30mm cannon back to the rear. Additional information will be provided here in the future.
  • SPANN NORM button - Additional information will be provided about this button in the future.

To the left and right of the turret control panel are two lights. These lights correspond with the STAB and R/A status to allow the commander and gunner to quickly determine the status of the stabilization (orange) and turret and gun electrical drive (green) systems.

Gunner's Unity Sight

Gunner's unity sight

The gunner's unity sight is simply a vision block that the gunner has that allows him to see a 1x view through the GPS housing. This sight can be useful if you need to see immediately to the front of the turret in a relatively wide field of view. Press ALT + F4 to enter the unity sight and use the joystick or mouse to move the turret around normally.

Gunner's Vision Block

The Ulan gunner has access to a vision block that looks to the front right of the vehicle. This is more or less very similar to the unity sight view except that you can see in a different direction. Press F4 to access the gunner's vision block view.

Key listing for Ulan gunner's position


General commands:

Q: Raise position in hatch. Moves the gunner's view and exposure level up in the hatch.

Z: Lower position in hatch. Moves the gunner's view and exposure level down in the hatch.

B: Button and unbutton the hatch (toggle). This is used to close and open the hatch.


Weapon system commands:

N: Zoom (toggle). Toggles between 3x and 10x in the GPS sight (the TIS and daylight sight can be at independent magnifications).

O: Auto Target Tracking (toggle). When in the IR sight view, activates a target auto-tracking mode where the gun/turret will lock-on and follow a moving target.

SPACE BAR: Fire. Fires the currently selected weapon system (main gun or coax).

CTRL: Lase. Lases the target or area currently in the GPS reticle.

M: Coax. Activates the coaxial machine gun.

`: 1st return / last return (toggle). Toggles between 1st return and last return LRF modes.

SHIFT + B: GPS shield (toggle). Toggles the GPS shield (dog house doors) open and closed. This is useful to protect the GPS from incoming high explosive artillery rounds.

SHIFT + (num pad): Turns off the IR sight. If an AI commander is present then he will immediately turn it back on.

- (num pad): White hot / black hot (toggle). Toggles between the TIS white hot and black hot polarity modes.


Tank commander related commands:

T: Identified! Tells the TC that you have located a target and that you are going to engage it. Essentially it tells the AI TC to leave you alone while you engage and forbids the AI from overriding you to another target. Use at your own risk.

I: I can't see it! Tells the TC that you cannot see a target or the one he is commanding you to engage. Essentially it tells the AI TC to override you on to a target that it wants you to engage.


Driver related commands:

W: Driver, move out. Instructs the driver to move forward (press again for increased speed.

S: Driver, stop. Instructs the driver to stop.

X: Driver, backup. Instructs the driver to reverse.


Driver's Position F9

Driver's buttoned view


In Steel Beasts the driver's position on the Ulan is fully crew-able but partially modeled. Currently there is no 3D view for the driver but there is a driver position view which has an image of the driver's hatch. The driver's position is accessed by pressing F9.

Once in the driver's position, you can drive the tank by using the joystick. You can also unbutton the driver and raise his view by holding Q and you can lower the driver and make him button up by holding Z.

The Ulan does not have a rear view camera, but there is a rear vision port that the mounted infantry use to guide the driver back. To simulate this, if infantry are mounted then pressing ALT + F2 will display a rear facing vision port that you can use to drive in reverse.

Infantry squad leader's Position F11

The rear troop compartment of the Ulan is not fully modeled, however the infantry squad leader has access to the cupola's vision blocks. Once in the squad leader's position, use the mouse to look around the various vision ports.


Appendix

Start-up Checklist

If the vehicle starts the mission as non-combat ready, perform the following steps (note that after 10s the AI crew will start performing these duties, so be sure to enter the relevant crew position in time!):

TC

  • Unlock turret elevation lock
  • Unlock turret azimuth lock
  • Open ballistic shield
  • Power up TC sight reticle
  • Confirm that correct ammo types are indexed
  • Set WBG power to EIN
  • Set Fire Control Computer power to EIN
  • Power up smoke grenade launcher

GNR

  • Open ballistic shield
  • Power up LRF
  • Set WBG power to EIN
  • Set Fire Control Computer power to EIN
  • Activate turret power ('big red button')
  • Activate turret drive (green button)
  • Activate stabilization (orange button)
  • Cock gun (SPANN NORM)
  • Once WBG has cooled own, perform fire control computer self-test

Reference

Links:
Purchase SB Pro PE