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Author Topic: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine  (Read 42452 times)

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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #360 on: June 07, 2019, 06:23:13 PM »
https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/4/?tab=comments#comment-190522
Quote from: Grenny
Working on a video currently.
Some screenshots...3P ammo in delay mode vs BTR and troops inside a building



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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #361 on: June 07, 2019, 10:21:02 PM »
  • SA-9 Gaskin/9K31 Strela-1
  • New HE/frag model in action
  • AARs only render fragments that strike something
  • Possibly new 3D model for the BTR-80? He doesn't say this, but it sure looks better
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #362 on: June 08, 2019, 01:43:00 AM »
https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/5/?tab=comments#comment-190543
Quote from: Ssnake
Quote from: Gibsonm
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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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #363 on: June 08, 2019, 03:14:58 PM »
Screenshots of new BTR-80 3D model, this will be another wish to check off my wish list once 4.1 is released: https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/5/?tab=comments#comment-190556
Quote from: DarkAngel

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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #364 on: June 09, 2019, 04:28:10 PM »
https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/5/?tab=comments#comment-190593
Quote from: Ssnake
Quote from: MikeKiloPapa
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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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #365 on: June 09, 2019, 05:37:19 PM »
  • Animated water
  • BTR-82A
  • Frame rates at various visibility distances
Animated water and the BTR-82A will be 2 more things to check off my wish list when 4.1 is released.

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #366 on: June 09, 2019, 09:43:08 PM »
Ssnake reveals the computer hardware that was used in the latest video: https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/5/?tab=comments#comment-190606
Quote from: Ssnake
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).

https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/5/?tab=comments#comment-190610
Quote from: Ssnake
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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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #367 on: June 10, 2019, 12:48:28 AM »
https://forum.steelbeasts.org/forum/thread/8643-version-4-1xx/?postID=59223#post59223
Translated using Google Translate, "Wald" means forest:
Quote from: Ssnake
GTX980, i7-4770K
Settings "over standard but not until stop".


It's not meant as a benchmark, but as an indication that the frame rates are better than worse compared to version 4.0 and that high visibility does not cost as much performance as we used to. In addition, you can see that Wald now looks much nicer in the distance because we no longer use the cluster billboards.
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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #368 on: June 10, 2019, 03:32:58 AM »

Quote from: Ssnake
...and sorry, no new US equipment. While we want to add more of everything (including US vehicles) I can but remind you of how much of our work is customer-driven. And our customers are in Europe, mostly. Like the Belgian DF90 and DF30. Which probably are as close as it gets to a Stryker even if it isn't quite the same. Of course, the same reason why you might not be too keen on playing the Stryker also applies to the Centauro, or the DF models. I don't really believe in the concept of "medium forces" either. If the enemy is too weak to destroy you, you're heavy. If the enemy can, you're too light. [Mic drop]
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Offline Rinix

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #369 on: June 12, 2019, 02:38:49 AM »
https://forum.steelbeasts.org/forum/thread/8643-version-4-1xx/?postID=59227#post59227
Translated using Google Translate:
Quote from: Ssnake
I did not count the trees. All existing ones had to be replaced, and there were quite a few new ones (mainly for other climatic regions, so that they could also be presented adequately). Each model of a tree variety is unique, but of course the same model will be used throughout the map with different scaling and rotation, as before.

Screening is handled similarly to previous Steel Beasts versions; nothing that would warrant a detailed preliminary report. Protection against weapons effect is limited to trunks and possibly distance effect, if an explosive projectile does not hit directly from the target but the detonator is triggered by a branch. This is not fundamentally new either - as well as, this part of the old modeling was basically quite reasonable.
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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #370 on: June 12, 2019, 03:07:04 PM »
https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/6/?tab=comments#comment-190709
Quote from: Ssnake
Some - but few - fragments may travel up to several hundred meters. The really dangerous zone starts at about 50m distance from the closest explosion (for 155mm artillery). But if you're in cover (e.g. behind a wall), that can still be relatively safe. With aircraft bombs, at 50m distance the overpressure might still get you.

https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/6/?tab=comments#comment-190717
Quote from: Ssnake
My remarks about the caching strategy were aimed at RAM (and even 8GB RAM will work just fine). SSDs can help with loading map data, obviously, but you still won't experience stutter if you keep them on a conventional HDD. While I have three SATA-SSDs in my computer, my Steel Beasts maps are stored on a remarkably unremarkable HDD.
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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #371 on: June 13, 2019, 02:27:14 PM »
  • BMP B11 Kurganets-25
  • APS (in this case Afganit)
Two more things that I will be able to check off my wish list when 4.1 is released.

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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #372 on: June 13, 2019, 06:16:10 PM »
I've realized that the video also shows wind effect on the bushes, and that the Kurganets will bring the AT-14 with it. Another two things that I will be able to check off my wish list.
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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #373 on: June 13, 2019, 08:34:06 PM »
https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/7/?tab=comments#comment-190769
That's strange, Afganit was working in the video.
Quote from: Grenny
Quote from: Damian90
Did I seen it right, is Afganit active protection system on Kurganets-25 functional, or am I just seeing things?
Nah, I don't think this will be implemented in SB...
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Re: Steel Beasts Dynamic Terrain Will Come After New Terrain Engine
« Reply #374 on: June 13, 2019, 09:55:28 PM »
https:///topic/12776-sb-pro-pe-41-new-features-and-stuff/page/8/?tab=comments#comment-190776
Then what was in the video?
Quote from: Ssnake
Quote from: Damian90
Did I seen it right, is Afganit active protection system on Kurganets-25 functional, or am I just seeing things?
That would be crazy difficult. The reaction times of these systems are so short, well under the time resolution of a frame time.
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