Forum > Steel Beasts Pro
Steel Beasts wish List
Frankie:
Here's my wish-list.
1. Add basic but more accurate interiors for the "simpler/simplest vehicles" driver's station. It doesn't have to come with be clickable knobs and buttons, but at least make the interior accurate looking as per the vehicle, rather than a stock driver's station for various more complicated vehicles.
2. Add crew management. Like in Microprose's original B-17 sim, B-17 Flying Fortress: The Mighty 8th (Dev. Wayward Design/Pub. Hasbro) and Silent Hunter V. But I suppose this only works if there is a protracted campaign. The Mighty 8th allowed you to bandage your injured crewmen. The sim was also a little too real as you hear the cries of your injured crewmember. "I'm hurt bad". Or something like that. Call me compassionate, but I have soft spot for my crew. Heck, even Colonel Doolittle would agree. He took care of the Doolittle's Raiders matters for as long as he was alive.
So that's my 2 cents worth. It would be worth much more if I could contribute directly to eSimgames by actually sending then pictures of the actual "simplest" vechicles. That way I can do the research for them and save SSnake some time. Hey, that's not a bad idea, IMHO. I'm off to check the interiors out by referring to Jane's.
As for crew management, I bet it'll be at the bottom of the heap of things to do, since SB is about the simulation of tanks and vehicles.
Cheers
Frankie Kam
Rinix:
http://www.steelbeasts.com/topic/11596-steel-beasts-pro-vs-war-thunder-ground-forces-armordamage-model/#comment-172553
--- Quote from: Ssnake ---If we would simulate full caliber steel AP rounds, we would also simulate ricochets. But the ricochet angle of modern APFSDS rounds is so ridiculously high (>80°, measured from the face normal) that it's just not worth it.
--- End quote ---
:facepalm_smiley
Here's a list of rounds in Steel Beasts that can be considered to be AP rounds:
5.45mm RU: 7N6M AP
7.62mm x 54R: 7N13 AP
7.62mm x 51: M61 AP
.300 Winchester: MK 248 MOD 0 AP
.338 AP485: XM1154 AP-I
.50 cal M2 AP-T
.50 cal M8 AP-I
.50 cal Mk 121 APHEI
12.7mm RU: B-32 AP
12.7mm RU: AP-I
14.5mm KPV: B-32 AP
14.5mm KPV: BS-41 AP-I
14.5mm KPV: AP-I
20mm RH202: DM43 API-T
23mm 2A7: BZ API
23mm 2A7: BZT API
25mm Bushmaster: SAPHEI-T
30mm 2A42/2A72: 3UBR6 AP
75mm 75/SA 50: PCOT-51P APCBC-T
75mm 75/SA 50: POT-51A APC-T
100mm D-10T: BR-412D AP-T
Oh yes, ricochets are added to my Steel Beasts wish list.
Rinix:
My Steel Beasts wish list has only kept growing since I last posted it. So I'm only going to post the graphics and general sections.
Graphics:
All light sources being able to cast lights and shadows, right now only the sun can do this
Better looking water
Bokeh depth of field
Higher resolution gunsights
Higher resolution textures and normals, up to 4096x4096 or higher
Hit decals
Native ambient occlusion (I don’t know if soft shadows already covers this), recommended methods to examine are SSAO (simplest), SSDO (modified version of SSAO), HBAO+ (high quality and highly efficient), and VXAO (highest quality, highest GPU cost, runs best on Nvidia Maxwell-based and later GPUs, requires a minimum of DX11 or OpenGL 4.5, don’t know about Vulkan support)
Native anisotropic filtering (makes textures appear clearer at longer distances), so we don't have to force it through graphics drivers and have additional overhead
Post-processing AA like FXAA and SMAA (both anti-aliasing methods work with Nvidia and AMD graphics cards if they are implemented in the game itself, FXAA has been around longer and is presumably simpler, while SMAA delivers better quality)
Rendering and outputting in HDR as an option, rather than just rendering in HDR and compressing the output down to SDR
Screen space reflections
Spruced-up trees (pun intended)
Support for Nvidia DSR and AMD VSR
Tessellation (will require a minimum of DX11, OpenGL 4.0, or Vulkan)
Volumetric fog
Volumetric lighting/God rays
General:
Ability to carry more than 1 type of RPG ammo, like a rifle squad with a Carl Gustav M2 launcher and a mixture of rounds, or several variants of the AT4 or M72 LAW at the same time
Active protection systems
Armed UAV, since they’re already using the Sperwer’s 3D model as a generic medium UAV, they could make a Sperwer-B armed with the Spike-LR ATGMs that are already in the simulator
Dynamic thermal signatures which change with activity for both infantry and vehicles
Firing assault rifles from positions other than prone
Firing RPGs from positions other than kneeling
For the installer, putting files into subfolders as required and compressing the collections into RAR archives, since the current system of compressing some files into CAB archives and then compressing all of the files into RAR archives only adds to installer building time due to having to compress twice, and only adds to installation time due to having to decompress twice
Functional firing ports on PCs
Get rid of the generic MGs for rifle squads and implement the option for light infantry to have an LMG as an option, the rifle and MG dismount squads are intended to be spilt teams of a single squad, therefore the rifle dismount squads shouldn’t have a generic MG
Gradual identification of targets
Ground clutter providing concealment
Ground surveillance radar
GUI code rewrite to optimize the GUI for a resolution higher than 800x600 and to work better with aspect ratios other than 4:3
Having the option to only be able to draw map graphics during the planning phase
Hiding the motorcycle while the dismount is scouting
Illumination rounds
Improved HE and fragmentation model
Improved damage model, dice rolls to determine damage from spalling don’t cut it anymore
Increased variation of movement penalties within squad types, like an RPK-74 having less of a movement penalty than an M60
Instancing, which requires a minimum of DirectX 11 or OpenGL 3.1
Instantly kicking a player out of a crew position when that crew member becomes a casualty
Leopards with working commander’s panels that show laser range finder returns
Limiting time spent in the F8 view after a vehicle is destroyed
Look into LIDAR data compression, such as LASzip or LizardTech’s LiDAR Compressor
M1919A4 for the Sho’t Kal’s commander instead of the M240
Make the RBS56 NLAW behave like the top attack ATGM that it is
Manual aiming and firing of rifles
Manual aiming and firing of RPGs
Map updates that can be turned on and off for individual vehicles
Mine roller option for M113G3
More command vehicles with access to UAV cameras, right now only the M113G4 DK OPMV can do this
More natural camera movement in F1 view and binoculars view
Moving the commander’s map view while in unzoomed F1 view on vehicles with map panels
Normals folder in Mods folder
Repair vehicles reducing the time it takes to repair any damage that the damaged vehicle could otherwise repair on its own
Rewriting for DirectX 11 or OpenGL 4.0+
Rewriting for the Vulkan API, as well as porting back to either DirectX 11 or OpenGL 4.0+ for those with older graphics cards, maybe have id Software’s Frankfurt studio do the porting
Ricochets
RPGs with actual trajectories
Secure new customers such as Belgium, Estonia, and Portugal, since they won’t require too many new additions and therefore are relatively easy additions to the revenue stream
Sniper teams being able to shoot at vehicle crew that expose themselves
Sniper teams equipped with anti-materiel rifles having the ability to engage vehicles and vehicle sights
Support for GPGPU computing, like OpenCL 1.2
Support for more than 6 vehicles per platoon
Support for multiple alphabets at the same time
Support for OGG and MP3 sound files
Using libpng and libjpeg to capture screenshots, and setting libjpeg’s chroma sampling to 1x1 to prevent red text from being smudged
Vehicle dashboards that look better than what we have now (will satisfied when all dashboards looks better than they do now)
Lumituisku:
Oh my god. I feel that if developers would see your list they would look at it in disbelief and then their heads would turn red and steam to come out of their ears.
And yet... I do kind of agree with you. Even to an amount that this all should be minimum requirement. Though... I guess that now when I said that. It's my death sentence.
Cougar11:
I am not sure I understand you correctly about clearer images at longer distance, and forcing them through graphics. Are you saying getting clearer images then a real life sight would get? When dealing with graphics, we need to remember this is a simulation, and should as accurately as possible, render real life, not better than real life.
I agree with much of this. There is so much, untapped potential.
Sent from my XT1080 using Tapatalk
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