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SB Pro PE 4.1 New Features (and stuff)


Ssnake

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1 hour ago, Gibsonm said:

Nice improvements / enhancements. Interested to see if these have been applied to "old school" natures like Canister too?

Not yet. For canister we need ballistic flight for all pellets/flechettes, and that will have to wait until a follow-on development step at a later point.

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On 6/7/2019 at 10:56 PM, Grenny said:

 

First thank you....its a great video🙂.......the air defence part especially look awesome.👍......though i'll admit to being a little disappointed ......my first reaction was , great!....now 3P is a true one-shot wunder waffen.......and KETF is still useless😠.....particularly in unprogrammed mode.  But i dont want to be a party-pooper and i know the video clip might not show the full potential or effectiveness of the round, so i will withhold judgement until i get my hands on the new edition myself......cant wait😁.......and in fairness at least we can  actually shoot down helicopters with the CV9035 now, which is a huge improvement.

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2 hours ago, MikeKiloPapa said:

Does the new HE/ fragmentation model include FAPDS /PELE behind armor effects ? 

No.

There's still work to do in this field, it'll have to wait until a future update.

 

KETF is a very special case. Here we will (later) have to apply a different sub-model for the terminal effect, depending on the selection of the fuze mode. What makes it particularly versatile in real life unfortunately also makes it much harder to implement in the simulation. But, at least we have now developed the necessary technological framework within which we can at attempt to handle this case.

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On 6/1/2019 at 3:14 PM, daskal said:

Maaan, shits just got real! I really liked the proper alignment of the roads on the side of those hills.

 

Great Video Nils - this is your best one yet!

It's amazing how far you all have come.  I feel lucky to have been a customer since the beginning and watch the entire project evolve.  Excellent work fellas.

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I'm using a GeForce GTX980 with an aging i7-4770K processor. Not a medium range setup, but also not exactly the super-costly state of the art either. Given sufficient RAM a GTX 1060 or even a 1050 can deliver reasonable frame rates, my notebook with GTX1070 does better than my desktop system (but I have more harddisk space for video editing there).

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4 hours ago, Ssnake said:

No.

There's still work to do in this field, it'll have to wait until a future update.

 

KETF is a very special case. Here we will (later) have to apply a different sub-model for the terminal effect, depending on the selection of the fuze mode. What makes it particularly versatile in real life unfortunately also makes it much harder to implement in the simulation. But, at least we have now developed the necessary technological framework within which we can at attempt to handle this case.

A very satisfactory answer and much appreciated....thank you . 🙂 .....Also thanks for the new vid.....looks awesome🤘

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Memory usage reflects terrain caching; obviously, if free memory is there, we'll utilize it (that's what it's good for, after all). Steel Beasts will adapt, though. If not all of the terrain can fit into memory there will be minor delays when teleporting to distant units. If you remain in one vehicle or just hop to units that are only a few kilometers away, things will be just fine.

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Hello,

 

sadly I had no time for my hobby (combat simulations) the last years, cause many things in my life changed. I bought a SBP PE 4.0 Classic License with the codemeter stick two years ago or so. Never had the time to use it, but this will change now. My question is, is the upgrade to 4.1 free for owners of the 4.0 version? The last version I downloaded was 4.0.19.

 

Thanks Sven

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