Jump to content
Ssnake

SB Pro PE 4.1 New Features (and stuff)

Recommended Posts

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.

Share this post


Link to post
Share on other sites

Thanks guys. In the NDoulou video the vehicle mounted top attack system is tracking the tank with three V cursors. Is this the choking mechanism as described with stadia rangefinders? Or are these configurable to size like javelin cursors?

Share this post


Link to post
Share on other sites
9 hours ago, Grenny said:

 

Another nice video @Grenny, thanks.  It looks like there's an updated BTR-80 model in 4.1 too.

 

I may not have looked at an Mi-24 through TI recently but I loved the thermal effect of its turbine exhausts.  Pretty excited to get my hands on the update.

Share this post


Link to post
Share on other sites
9 hours ago, DarkAngel said:

SS_17_02_51.jpg

SS_17_02_31.jpg

Thought the BTR-80 had been remodeled

Hopefully the BTR-90 BMP-2 turret variant will make it in to a future update.

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
1 hour ago, Ssnake said:

Also, new video in about an hour.

Hour is up...

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

That is neat! What kind of hardware is used for the video? Could I expect something similar or at least not too far with my lone GTX 1800?

 

Thank you, keep going with the good work :)

Share this post


Link to post
Share on other sites

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).

Share this post


Link to post
Share on other sites
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🤘

Share this post


Link to post
Share on other sites

Hmm, the memory usage looks a bit concerning. I've only got 8 gigs, I hope that isn't going to be an issue...

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...