This has been in my head for a while, ever since Bohemia Interactive
made a detailed CV9040 for VBS. But I was forced to confront it last night when I watched the new videos for TitanVanguard. It was a new product, that already had a good portion of Steel Beasts’ vehicle library. Here are the vehicles I noticed in the videos:
- 2S1
- ZSU-23-4
- BMP-1
- BMD-2
- Several Leopard 2A5 variants
- 2 variants of the Leopard 2A6, with and without RPG screens
- M113AS4
- Bushmaster
- Some ASCOD variant, maybe the Pizarro with no ERA
- Ural 4320
- ASLAV-25
- AH-64
- Tiger ARH
- NH90
- CH-47D
- Mi-24V
And that’s not counting the vehicles in TitanVanguard that Steel Beasts doesn’t have, such as the BTR-80A. Or the entire categories of vehicles that are in TitanVanguard that aren’t in Steel Beasts, such as fighters and ships. You might say that TitanVanguard isn’t Steel Beasts-level of armored warfare simulation. You’re right. But if TitanIM could achieve so much already, a Steel Beasts-level of armored warfare simulation is perfectly achievable by TitanVanguard. The same can be said for TitanVanguard’s potential to fully match Steel Beasts’ vehicle library.
Military simulations are expanding in scale and scope. VBS is pushing its limits, with VBS Blue IG rendering the entire planet. TitanVanguard is rendering the entire planet. Both simulators are expanding to include many platforms. Meanwhile, Ssnake
only discovered earlier this year that his clients want maps bigger than 100km x 100km. Steel Beasts remains stuck in a tiny corner of the simulation world, with mostly its armored warfare simulation. Meanwhile, the rest of the simulation world is pushing to physical scales that Steel Beasts can’t handle.
And eSim Games doesn’t seem to want to make the slightest progress forward anymore. It wasn’t always that way. Long ago, eSim Games
made the difficult transition from DirectX 7 in SB1 to DirectX 8.1 in Steel Beasts Pro, and the transition to DirectX 9 was described by Ssnake as “much easier”. They managed that with 2 programmers who were doing double duty. But now, with 6 dedicated lead and regular programmers available, suddenly making those leaps again seems impossible, as transitioning to DirectX 11 is now described as a
“major task”. Ssnake
vetoes VR, the same technology that is sweeping the simulation world. Dejawolf
is crying about the difficulty of having dismounts bailing out, a difficulty that isn’t an issue at all for other games with tanks, such as Combat Mission (
), Graviteam Tactics (
which has only 3 programmers to eSim Games’ 6 programmers, and only 4 3D artists to eSim Games’ 11), Tank Warfare (see comments about Graviteam Tactics), and Steel Armor: Blaze of War (see comments about Graviteam Tactics).
There’s no “can do” attitude anymore at eSim Games. And they’re being enabled by the community. When BondVillian points out that
dejawolf is making unnecessary difficulty, Gibson
quickly starts making more unnecessary difficulty to cover dejawolf.
I am forced to ask the question: How much longer will it be before eSim Games’ military clients:- Decide that they’ve outgrown Steel Beasts,
- Get tired of requiring interconnections between different simulations when they can use one simulator,
- And redirect their customization contract money into improving the armored warfare simulation of VBS and TitanVanguard?
The answer is: Not much longer. There is nothing that Steel Beasts brings that Bohemia Interactive or TitanIM can’t replicate if they put their minds to it. eSim Games has remained viable simply because they’ve gotten lucky, and no one has bothered to eat their lunch yet. Sadly, I know just how Ssnake will respond to this warning: https://books.google.com/books?id=vWBwU5gLo60C&pg=PA91&lpg=PA91#v=onepage&q&f=false We’re facing the end of Steel Beasts. It won’t come immediately, but it’s already in sight.