Dogs Of War Vu

Sim/Strategy/War => Steel Beasts Pro => Support / F.A.Q. => Topic started by: Asid on August 28, 2015, 12:51:24 AM

Title: SB Pro PE V3.027 Issues
Post by: Asid on August 28, 2015, 12:51:24 AM
SB Pro PE V3.027 Issues

TrackIr

Download the Steel Beasts Pro profile from within the TrackIr control panel (top right)

TrackIR functionality:

•   F8 = Does NOT work
•   F7 (TC) = works in Pitch + Yaw + Roll + Zoom (Z-axis). No height (vertical). Not work in any sights.
•   F7 (TC) unbuttoned = works in Pitch + Yaw + Roll + Zoom (Z-axis). No height (vertical).
•   F6 gunner = works in Pitch + Yaw + Roll + Zoom (Z-axis). No height (vertical). Not work in any sights.
•   F9 (driver) = works in Pitch + Yaw + Roll. But no zoom (leaning forward). No height (vertical)
•   F9 (driver) unbuttoned = works in Pitch + Yaw + Roll. But no zoom (leaning forward). No height (vertical)
•   Vertical (height) control is meant to work in TC position but does not seem to.

Trap Checkbox F7-F9 problems
Trapped hotkeys will not be available to any other programs. Untrapped hotkeys will still perform the hotkey function within the TrackIR software, but can also be simultaneously used in other software that is running alongside TrackIR.

So remove the check mark from "trap" box to allow you to use the F7-F9 keys or re-map them in TrackIr

Disabling the "Roll" axis might be beneficial.
Title: Re: SB Pro PE V3.027 Issues
Post by: Asid on August 28, 2015, 12:52:15 AM
End credit issue

The slide show at the end of the session with music is missing.
Title: Re: SB Pro PE V3.027 Issues
Post by: Rotar on August 29, 2015, 06:33:24 PM
The new condition that tests for party dispositions gives some strange results:

Parties allied: Blue allied to Green, Green allied and neutral to Blue
Parties enemy: Blue allied and enemy to Green, Green neutral to Blue
Parties neutral: Blue allied to Green, Green neutral to Blue

I tested this with the attached scenario which uses vehicles with routes set to "Embark if: Party A is X to party B" conditions. The west vehicle checks if "Blue is X to Green", the east if "Green is X to Blue."
Title: Re: SB Pro PE V3.027 Issues
Post by: Cougar11 on August 29, 2015, 09:38:55 PM
Does this mean there were some 1000 bug fixes, and another hundred or so new ones made??  ???
Title: Re: SB Pro PE V3.027 Issues
Post by: assassin7 on August 30, 2015, 04:52:05 AM
Not sure if this is a Bug, but was hit by a heat round in my right track and it destroyed me.

(http://i442.photobucket.com/albums/qq142/lance_locke2003/SS_22_45_51.jpg) (http://s442.photobucket.com/user/lance_locke2003/media/SS_22_45_51.jpg.html)

-Another bug is with the FCS for the SEP. when you lase and do a full slew the sight jumps back to the gun which would mean your turret brake is bad. In normal mode gun follows sight so in any slew the sight should stop followed by the gun. not in Steel Beasts.

-The gunner's station on the M1A1 when firing manuals triggers using shift-space your coax will only fire single shot when it is suppose to fire burst. Bug

-The SEP in the gunner's station is not suppose to have a MRS lever. It is all digital now, the lever was removed and implemented into the Gunner's Control Display Panel. LMAO

-In emergency mode with the stab count down and the stab damage when you perform a designate the turret will continue to spin out of control.


(http://i442.photobucket.com/albums/qq142/lance_locke2003/SS_23_15_41.jpg) (http://s442.photobucket.com/user/lance_locke2003/media/SS_23_15_41.jpg.html)

- In emergency mode when the TC performs a designate you are suppose to be able to still move the turret ( using CITV GLOS ) in emergency mode even when there is no stab. This doesn't happen in Steel Beasts. LOL
(http://i442.photobucket.com/albums/qq142/lance_locke2003/SS_23_15_13.jpg) (http://s442.photobucket.com/user/lance_locke2003/media/SS_23_15_13.jpg.html)

-The m1 has a bussell rack when you view outside the tank from the Commander's position. you can also see a 120mm Gun tube from outside your commander's hatch instead of the 105mm gun tube viewed from the F8 view.


(http://i442.photobucket.com/albums/qq142/lance_locke2003/SS_22_57_15.jpg) (http://s442.photobucket.com/user/lance_locke2003/media/SS_22_57_15.jpg.html)


-M1 and M1(IP) has a 120MM smooth bore breech not the 105mm. Bug laziness
(http://i442.photobucket.com/albums/qq142/lance_locke2003/SS_22_56_45.jpg) (http://s442.photobucket.com/user/lance_locke2003/media/SS_22_56_45.jpg.html)

When in the driver's station of the Abrams you pop your head up out of the hatch to drive open hatch. well check this out. Steel Beasts has your head in the driver's hatch. LOL
(http://i442.photobucket.com/albums/qq142/lance_locke2003/SS_23_29_09.jpg) (http://s442.photobucket.com/user/lance_locke2003/media/SS_23_29_09.jpg.html)





 



 
Title: Re: SB Pro PE V3.027 Issues
Post by: Asid on September 03, 2015, 02:08:20 AM
Issue with trees in multiplayer.

For some players tree is down..others up...

https://youtu.be/U-V-KCY7SMU

(http://s12.postimg.org/efeoe2jmh/SS_03_00_34.jpg?noCache=1441242533)

(http://s12.postimg.org/fdv1gcwyh/SS_03_01_23.jpg?noCache=1441242533)
Title: Re: SB Pro PE V3.027 Issues
Post by: Renders on September 03, 2015, 03:05:10 AM
one two tree?
Title: Re: SB Pro PE V3.027 Issues
Post by: Asid on September 03, 2015, 04:25:33 AM
3.027 - Warp tanks

This was in a mp session!

https://youtu.be/tqA4m3T6fXQ
Title: Re: SB Pro PE V3.027 Issues
Post by: Rotar on September 03, 2015, 06:41:30 AM
https://youtu.be/E132lKVgyHo

1: If the host gives another player control of a tank and that player moves it without anyone changing their view, the host (and other players connected) will see the vehicle remain stationary as the new owner drives it around, even if they run over obstacles. If the client switches view (to driver for example) the host will see the tank suddenly warp to the clients location. If the host changes their view the tank will warp back to where the host left it.

2: When another player is driving a tank the host will not see trees get knocked down by the tank. The host themselves have to drive the tank into the trees for them to be knocked down.

3: When trees are knocked down they turn into random ground clutter objects, meaning if you run over 10 palm trees, they may all turn into different objects.

Attached is the test scenario in the video, but it's just a single tank on AS Desert, nothing special. We first encountered the #2 bug during a normal multiplayer multicrew scenario, and while testing that I discovered the #1 bug. For one example of another mission where it was replicated, we used Zilpuli's Tank Platoon in Attack, 2A4 summer mission.
Title: Re: SB Pro PE V3.027 Issues
Post by: Lumituisku on September 03, 2015, 05:55:16 PM

Have these been reported btw?
Title: Re: SB Pro PE V3.027 Issues
Post by: Asid on September 03, 2015, 06:20:21 PM

Have these been reported btw?

Hi Lumi

There are quite a few more bugs not listed here. They have been reported. Some have now got the status "Fixed".

Some bugs are minor but some are serious.

Regards
Title: Re: SB Pro PE V3.027 Issues
Post by: Asid on September 06, 2015, 04:57:17 AM
Seems that V3.027 is NOT the final V3 for Steel Beasts Pro (PE)
Title: Re: SB Pro PE V3.027 Issues
Post by: Lumituisku on November 16, 2015, 07:26:37 PM

Not sure if this has been intentional but IED explosions:s on SB have rather huge variation of strength.

Problem that I have run to with this is, that if I try to make just one part of bridge to be exploded by IED. I may have it happen, or two, or even three (at worst case) or NONE! This is driving me nuts. The more I test IEDs to bridge the more obvious it seems that the strength of area effect is random.