Dogs Of War Vu

Sim/Strategy/War => Steel Beasts Pro => News / Announcements: SB Pro => Topic started by: Asid on October 28, 2015, 07:55:11 PM

Title: June 2016 Update
Post by: Asid on October 28, 2015, 07:55:11 PM
Official:

"The next major release of SB Pro PE (scheduled for about June 2016) will no longer support 32 bit mode, but will be compiled exclusively for 64 bit.

The new terrain engine, while being more efficient in memory handling, will still require more than 4 GByte of RAM in a number of situations that aren't entirely foreseeable for the user (or the mission designer), so they would be experienced as "random crashes".

The only winning move is not to play, so we have to abandon 32 bit support by then. While we're at it, the officially supported Windows versions will be 7 and up."

http://www.steelbeasts.com/sbforums/showthread.php?t=22241

Provided by Rotar
Title: Re: June 2016 Update
Post by: Lumituisku on October 29, 2015, 05:24:18 AM
Great.... So i need New PC desperately before New version... Urgh

- Send from my smartphone with Tapatalk

Title: Re: June 2016 Update
Post by: Renders on October 31, 2015, 07:12:01 PM
3.011 ... i see you coming back LOL  ;D
Title: Glad I bought a brand new PC
Post by: RedWardancer on April 01, 2016, 02:26:40 PM
Would have never been able to keep up without it
Title: Re: June 2016 Update
Post by: wilso845 on May 02, 2016, 06:49:05 PM
Introducing 2 short previews of 4.0

 https://youtu.be/A7MFvmXPq_g
 https://youtu.be/3EOJrqB7Mtc

all other update information can be found at :http://www.steelbeasts.com/topic/10355-sb-pro-pe-40-discussion-thread/ (http://www.steelbeasts.com/topic/10355-sb-pro-pe-40-discussion-thread/)
Title: Re: June 2016 Update
Post by: Lumituisku on May 02, 2016, 07:29:51 PM

Short summary of what "leaks" there are about 4.0 and what things are confirmed already by Ssnake

- 3D crews on all main vehicles and to most others - Eventually to all vehicles where crew would be visible. Damaged crew member will simply disappear. Exposed crew members can be sniped. If hit box will get over 70 joule hit, it will damage crew member

- Weather modeling. Now you can actually see rain of water and snow. - weather will affect visibility and thermal imager

- Night sky, you can see milky-way and starry sky that you can use for navigation.

- Working suspension modeling on vehicles (Not epic, but suspension movement will be visible. It wasn't intentional but a good coincidence. Win win)

- Better terrain bumpiness modeling, Troops will no longer sink into terrain, but actually hide behind visible bumps. (density of trees and objects doesn't change - just the ground bumpiness will come visible.)

- Roads will be significantly better leveled, and if I have understood correctly will be slightly raised up from rest of terrain. (Does this apply as well houses is yet mystery.)

- Additional vehicles including Russian transport helicopters from Mi-8 family, possibly able to carry supplies as well. (Some are armed with rocked pods)
 
- New IFV serie of TAM family  as seen on the video. Interiors are not modeled, likely will be playable.

- Claymore mines and concertina wires can now be applied on mission editor. Concertina wire will have likely hood to damage tanks tracks. Can be breached with plows.


Did I forget something?

Title: Re: June 2016 Update
Post by: Frankie on May 03, 2016, 02:16:32 AM
Hi Lumi

That is a really nice feature list. Let's hope it happens. Regarding the 3D crew, it would be nice if SBProPE 4.0 could simulate crew management like the good ole' Flying Fortress B-17 Mighty Eighth.

(https://upload.wikimedia.org/wikipedia/en/thumb/6/63/B-17_Flying_Fortress_-_The_Mighty_8th_Coverart.png/252px-B-17_Flying_Fortress_-_The_Mighty_8th_Coverart.png)

Regards
Frankie Kam
Title: Re: June 2016 Update
Post by: Lumituisku on May 03, 2016, 03:57:38 PM

I dont know this B17, so its hard to say anything. Nor I don't know how the crew on steelbeast will actually be. All I have read from Snake is that... when your commander, and looking around. This erm..  character will be looking around like you do. And it will dug down when you do. So I guess it's good. At least good enough for me.
Title: Re: June 2016 Update
Post by: Lumituisku on May 03, 2016, 03:58:43 PM
 https://youtu.be/mWhnXi_O_so

Some...  "Might" be playable.
Title: Re: June 2016 Update
Post by: Lumituisku on May 03, 2016, 04:06:12 PM
Erm...  chees. Suspension and tracks are modeled to accuracy of each link! o.O     also Dust looks better than before.

Title: Re: June 2016 Update
Post by: Lumituisku on May 06, 2016, 04:50:16 PM
 https://youtu.be/P4YBxGDSg5o

New vehicles or modified vehicles.

Leclert
Chieftain
M60
Centurion
Merkava 2  (2 not 3)
M1 TTB*
M113 - atleast 2 different variants  - NOTICE SMOKE COMING FROM EXHAUST PIPES!
Patria AMV at least 2 different variants
Pirantha - at least 2 different variants
jackal
Pinzgauer - different models /variants


M1 TTB
(http://i.imgur.com/Ngy3RkW.jpg)
(http://i.imgur.com/O1KSpxl.jpg)
Title: Re: June 2016 Update
Post by: Lumituisku on May 06, 2016, 05:21:17 PM
Ssnake replies to some questions on forums.

Quote
Quote
Is it my understanding that if the vehicles that was just shown don't have a pixel troop shown up on the hatch, means that those vehicles don't have them?

No. Like I wrote in all the disclaimers, the videos are based on late alpha/early beta versions and as such may not represent the final version in its entirety. Right now we have set 3D crews for about 60...70% of all vehicles. About 90% is our desired goal, and here preference will be given to the more popular vehicles and newer models rather than artwork that is scheduled for replacement in the not too distant future, anyway.

Quote
Quote
Houses still partly sink into ground?

This may be the case for the initial release when dealing with legacy maps. We already had a version that would keep all buildings completely free from terrain intrusion, but the solution came with other problems. The way I understand it, once that the new map editor is released there will be methods to handle the cases of building better. But for the automatic conversion process, this is what we have, right now.
 
Trust me on one thing however: The potential of the new engine is much, much higher. We can probably show some of it at ITEC.
Title: Re: June 2016 Update
Post by: Cougar11 on May 06, 2016, 05:51:53 PM
https://youtu.be/P4YBxGDSg5o

New vehicles or modified vehicles.

Leclert
Chieftain
M60
Centurion
Merkava 2  (2 not 3)
M1 TTB*
M113 - atleast 2 different variants  - NOTICE SMOKE COMING FROM EXHAUST PIPES!
Patria AMV at least 2 different variants
Pirantha - at least 2 different variants
jackal
Pinzgauer - different models /variants


M1 TTB
(http://i.imgur.com/Ngy3RkW.jpg)
(http://i.imgur.com/O1KSpxl.jpg)
I like this. Offers many more options in mission design for forces, even if they are not playable.

Sent from my XT1080 using Tapatalk

Title: Re: June 2016 Update
Post by: assassin7 on May 06, 2016, 05:57:22 PM
Yeah this video did it for me. Great job esimgames, keep the armor coming in. PS more tanks to kill Colebrook with in vendetta. :D
Title: Re: June 2016 Update
Post by: Lumituisku on May 06, 2016, 06:52:54 PM

I really hope Patria AMVs will be playable. :D  I love to see more Finnish stuff.

Its something I have been hungry about for a long time.
Title: Re: June 2016 Update
Post by: Lumituisku on May 06, 2016, 07:45:35 PM
 More from Ssnake

Quote
Quote
34 minutes ago, CharlieB said:
Are any additional engineer and obstacle capabilities coming, eg Trojan type Vehs and the ability to add anti tank ditches? All adds flavour to the war fighting scenarios.

Most of that functionality will have to wait until after the 4.0 release. We have to get the new terrain engine working reliably first. There's an incredible amount of dependencies in the code that must all be considered and handled properly. Once that this is done we can shift the attention to
a) the new Map Editor, which will include functions to modify the elevation profile of the terrain, and
b) dynamic terrain features that would allow engineer vehicles and other elements to deform the terrain at runtime.
 
Needless to say, the latter must be reconciled with functions like "join in progress", and "save mission in progress" as well as the Operations Editor, the pathfinding logic of computer-controlled units, line of sight calculations, etc.
 
I will be very glad and relieved when all the plumbing work is finished and everything basically works on release. Fancy stuff will have to wait until then.
Title: Re: June 2016 Update
Post by: chrisreb on May 06, 2016, 10:22:50 PM

I really hope Patria AMVs will be playable. :D  I love to see more Finnish stuff.

Its something I have been hungry about for a long time.

Crikey! I am only just getting to grips with the existing ones unlike you old timers in the sim!  Looks very promising from what I have seen so far.
Title: Re: June 2016 Update
Post by: Lumituisku on May 06, 2016, 10:34:44 PM
Crikey! I am only just getting to grips with the existing ones unlike you old timers in the sim!  Looks very promising from what I have seen so far.

Don't worry mate. one you learn basics of each vehicle group. Tank, IFV, PC...  you can pretty promptly go to any vehicle. And if you need any further training, or knowledge always make sure to ask. :)  were here for that. At least I'm. I can most likely teach you more from CV9030 than... I dare to say.. any other. With except of Zipuli...   and those real life soldiers who operate it xD  but in the sim..  I'm mastering that vehicle real well. :) Been focusing on it for 2 years :3   And I dare to say I know most of bugs its burdened with. 

I would really like to play with you sometime :)
Title: Re: June 2016 Update
Post by: Lumituisku on May 06, 2016, 10:42:12 PM
TTB action
 https://youtu.be/F1EIYSocs0w
Title: Re: June 2016 Update
Post by: Lumituisku on May 06, 2016, 11:03:36 PM
From Dejawolf
Quote
Quote
  10 minutes ago, Lumituisku said:
man, that seems to be hard tank to kill when its hull down. - Not too difficult to make un-operational.. but hard to kill.  Very nice video! I like new effects of exhaust, dust, and even shots look different!
 
In what way this new 72 differs from one we have already? Does its gunner have thermal camera? And maybe some reinforced armor at turret? 

pretty much the same old T-72B as in SB pro PE 3.028, but with a much improved and fully normal-mapped model. there's the one with K1 ERA and one without.
no thermals, just the choice between the T-72B with 1K13 missile sight, or T-72B1 with the slightly improved TPN-3 night sight.

Ho does it sound like... these would actually be playable :D ?
Title: Re: June 2016 Update
Post by: Lumituisku on May 08, 2016, 04:56:49 PM
New video clip from Dejawolf playing in beta version.

 https://youtu.be/qs0-851gTXM
Title: Re: June 2016 Update
Post by: chrisreb on May 08, 2016, 09:30:28 PM
Crikey! I am only just getting to grips with the existing ones unlike you old timers in the sim!  Looks very promising from what I have seen so far.

Don't worry mate. one you learn basics of each vehicle group. Tank, IFV, PC...  you can pretty promptly go to any vehicle. And if you need any further training, or knowledge always make sure to ask. :)  were here for that. At least I'm. I can most likely teach you more from CV9030 than... I dare to say.. any other. With except of Zipuli...   and those real life soldiers who operate it xD  but in the sim..  I'm mastering that vehicle real well. :) Been focusing on it for 2 years :3   And I dare to say I know most of bugs its burdened with. 

I would really like to play with you sometime :)

Keeping an eye out for events - signed up for one next Sunday evening but yes would be great to get together on line. Perhaps a Saturday evening if Sunday committed ?(do you join in the events on others?) - if my wife could stand me chatting to myself on the PC !
Title: Re: June 2016 Update
Post by: Lumituisku on May 09, 2016, 05:31:57 PM
Keeping an eye out for events - signed up for one next Sunday evening but yes would be great to get together on line. Perhaps a Saturday evening if Sunday committed ?(do you join in the events on others?) - if my wife could stand me chatting to myself on the PC !

I'm sorry but cause I have to wake up to work early on Mondays, I hardly ever play on Sundays. Only when I have day of for some weird reason, and that is rare ,spontaneous event. To me Fridays and Saturdays are best days to play. And on Saturdays I prioritize to DOW mission.

During week I'm often available between 14- 17 GTM



Title: Re: June 2016 Update
Post by: chrisreb on May 09, 2016, 06:18:17 PM
Keeping an eye out for events - signed up for one next Sunday evening but yes would be great to get together on line. Perhaps a Saturday evening if Sunday committed ?(do you join in the events on others?) - if my wife could stand me chatting to myself on the PC !

I'm sorry but cause I have to wake up to work early on Mondays, I hardly ever play on Sundays. Only when I have day of for some weird reason, and that is rare ,spontaneous event. To me Fridays and Saturdays are best days to play. And on Saturdays I prioritize to DOW mission.

During week I'm often available between 14- 17 GTM

If I see a DOW event on a Saturday I shall try to join in.  If none come up in the near future perhaps we can do a small one on a Friday evening like we tried before. Teamspeak worked fine the last few times I tried it.
Title: Re: June 2016 Update
Post by: Lumituisku on May 09, 2016, 07:06:37 PM
If I see a DOW event on a Saturday I shall try to join in.  If none come up in the near future perhaps we can do a small one on a Friday evening like we tried before. Teamspeak worked fine the last few times I tried it.

Dear Chris. I replied you on PM message instead as this topic is truly dedicated to discussion about coming update. ^^   Talk to you there about the gaming times and so. :)

And lets keep this topic from now on concerned about the version 4.0 update of Steelbeast.
Title: New playable interior modeled tank M60A3
Post by: Lumituisku on May 14, 2016, 05:59:12 AM
 https://youtu.be/YyrgK8sN71I

Dejawolfs video comment
Quote
Video showing me bumbling around with the m60A3. the m60A3 has some quirkyness where after you fire, it loses stabilization, and you have to press a button to re-enable it, which is why you see the sight jumping around after some shots. also not used to the dynamic lead, so quite a few shots ends up flying sideways.
luckily the T-62s and T-55s are busy blasting the M113s.
Title: New engineer units + concertina in-game deploying
Post by: Lumituisku on May 14, 2016, 06:00:36 AM

Quote
Ssnake: All right, so I still have two more videos already uploaded to YouTube, of which I will release one later today, and one next Tuesday before ITEC opens its gate. Friday after ITEC I shall give you the complete list of new playable vehicles ... which is surprisingly large, actually.

 https://youtu.be/mzpzFDkOAgo
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:14:02 AM
Quote
Concertina in vehicles is also a direct visual clue how many obstacles you can build, and for each obstacle that you create these rolls disappear from the model. When you set up an obstacle, infantry will draw the needed materials from the vehicles in the vicinity, usually the own vehicle platoon. But the resources of other platoons could also be drawn upon, if they happen to be in the vicinity.

Quote
Quote
do the excavators work?
Not for the initial release. Like I wrote, it's a hint about our future development plans.

Quote
Quote
Tracks are still going into the ground in the new version?
Yeah... because they so in real life as well. Admittedly it would be more satisfying to see some of the mud squished aside but that's the kind of visual frills we'll look into once that we're satisfied with the rest of what we're trying to simulate ... so it's probably still a ways off.

Quote
Quote
JPVee511: Will the roads level out on slopes even in the absence of buildings nearby?

eSimGamesDtl: JPVee511 Yes, of course. I picked this piece of terrain because there, with the old engine, the presence of houses made everything even worse.


Quote
JPVee511: Thanks for the verification. I thought I was seeing otherwise.

eSimGamesDtl:
You're right, you did!
But that's because not every road gets leveled when performing a legacy map conversion. In this specific example we had single lane concrete paths which don't exactly qualify as "a road". Since the leveling is based on the low resolution terrain mesh it only makes sense to apply it to larger roads.
With the new map editor our intent is to apply leveling at a higher resolution which will then tap the potential of the new engine much better.


Quote
JPVee511: So, if I understand correctly, all HNT/MMM files which are (obviously) native to 4.0 and going forward will have level roads regardless of road type?

Also, with legacy .ter file, will I still need to run navmesh after every edit, or just once and for all in 4.0?

Finally, will the old stock .hgt/.ter collection be included and already converted to HNT/MMM for 4.0?

eSimGamesDtl :
1) They "can" have. The new map editor will probably allow to level roads not just summarily for the entire map, but also for selected roads only


2) The new nav meshes are tied to the TER file now, not to the scenario. But obviously, if you edit the map and add or remove objects that have an obstacle value, they could only be recognized in the pathfinding if the nav mesh is up to date. However, Nav meshes are being generated MUCH faster now and of better overall quality, so the trade-off is clearly positive.


3) We will definitely convert everything to LNT. HNT files won't be needed initially. We're undecided about the MMM files since they are pretty large. It may be that we provide a separate installer for these, or that you need to generate them after installation in some batch process.
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:20:43 AM
Apocalypse referring to Dejawolfs video of playable m60
Quote
7:55 - Soldier has a weapon with a bipod
(http://www.steelbeasts.com/uploads//monthly_2016_05/stopteasingus.png.fbe214eb0a84aece82b45fd867075d26.png)
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:27:47 AM
Picture posted to SB forums by Grenny
(http://www.steelbeasts.com/uploads//monthly_2016_05/Cav_113.thumb.jpg.ceba145dcd7f335ef5bd723889cb5e44.jpg)

More pictures from RogueSnake79
(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_14_09.thumb.jpg.d3596d4eda72e2aa8fc38d622343c867.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_14_16.thumb.jpg.efcded7e3310eca2763e9b30072bdff7.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_14_23.thumb.jpg.a41235b820069d829876e25f2b6915da.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_14_32.thumb.jpg.3e9398f693f7039a8e654a6bbe16b90c.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_14_39.thumb.jpg.eda9cca96856273321bd9bc23d3ef494.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_14_45.thumb.jpg.70e093060238a175ef1d2970e29a65c1.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_14_53.thumb.jpg.51fc556cf60e77eb5819b08c70fb3175.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_15_02.thumb.jpg.9cf181eb9e83da2ed526105ab34ba807.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_15_15.thumb.jpg.a14c1d1103e69ca3162326f8e24f68d1.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_15_22.thumb.jpg.438c96ddb7457a4bb7bc8c7313564fc5.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_15_37.thumb.jpg.963e6c247cb80a0290ee46b18dce4b36.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_15_54.thumb.jpg.d79bd7455a1d360cd1452c2617b81327.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_16_07.thumb.jpg.ef3aecd035760bfc82fa6800b9aae01b.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_16_34.thumb.jpg.29eb995cee400c7b2b4d15210ca52cbe.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_14_17_10.thumb.jpg.8acf4f26c9d3e14dc88d309a1b38b06f.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic4.thumb.jpg.1f46712a26c7860efe17dd973e2e0381.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic5.thumb.jpg.53f9fa99160f188678bc943a367980ee.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic6.thumb.jpg.39e5ef3f714abe5f87decd4767545332.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic7.thumb.jpg.c1d423f105b51c171df5f15961e0d25c.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic8.thumb.jpg.38e2a2401a06b37c310b606a822b3087.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic10.thumb.jpg.44331f8596066253cdbd8360a3e80614.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic11.thumb.jpg.7b95c08bdecf9529f330ba1cfb4894ac.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic12.thumb.jpg.db91c174b8da7ee17a1c2f934990f8fd.jpg)
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:35:39 AM
Avenger posted by Roguesnake79
(http://www.steelbeasts.com/uploads//monthly_2016_05/573320a028148_AvengeMe.thumb.jpg.5c57297db016763f1f64e568293b3c1e.jpg)

Night sky from Retro
(http://www.steelbeasts.com/uploads//monthly_2016_05/somewhere.thumb.jpg.8746dc882aa1ce6a8472d919db900855.jpg)

More from RogueSnake79
(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic1.thumb.jpg.63d6237249be4627bf89470a0cfff082.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic2.thumb.jpg.7fad74e429ce96c857f9b75d12834af1.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/newpic3.thumb.jpg.a83ad0c8b508f95118102728d7f395c9.jpg)

Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:39:28 AM
Quote
Ssnake
 
Quote
On 5/9/2016 at 10:51 PM, Gibsonm said:
I don't think they have modelled MLC for AVLB.
 
Either that or the Biber is well engineered. ;)

I think we made the decision that as long as we only have one "western" and one "warpac" type of assault bridge we would not model limits to the carrying capacity. Also the question is, are we really after this level of detail (at which point do we lose the non-specialist in each field), or are we after the tactical effect, the ability to perform rapid river crossings. IMO the latter is vastly more important, and the former can become a real problem the more different branches and equipment one introduces to a simulation. If the simulation is super accurate but at the same time rather opaque to the users as to why certain things work (or don't) it's arguably failing as a tool of instruction.
 
IMO we already are close to that limit. I mean no offense, but watching most YouTube videos of people playing Steel Beasts make the instructor in me cringe, and rage at the same time. Heaps and heaps of gunnery mistakes that clearly reveal limited competence with the fire control system, tactical errors like staying too long in an exposed position, NOT switching from narrow to narrow field of view between engagements, a tendency for overreliance on thermal imagers in general, the lack of understanding of route and waypoint behaviors - and that's just the "general stuff". There's also the question about which munition to use at what range and against which target, whether a frontal engagement even has a chance of success rather than just wasting another of the precious few rounds, ... all this suggests not so much that you all suck at playing Steel Beasts, but rather that the overall complexity of the simulation is beginning to exceed comprehension levels for anyone but absolute specialists in the field.
And yet, customers are still asking for more details. ;)
 
Also, make no mistake: Outside of a relatively narrow field of fire control systems I would quickly reveal my incompetence as well.

Quote
Ssnake
Quote
cpt Colossus
not to hijack this topic (or seem ungrateful on the cusp of a new update), but since it soaked into this topic, but if eSim is willing to confirm, I hope there will be some attention given to the water if that should relate to the new terrain, currently the map tools which dig out water always create a ravine like feature filled partially with water. one cannot really simulate lakes or ocean shorelines; for the same reason rivers are impossible to negotiate with amphibious vehicles because the banks are too steep to climb out of again. the exception to this is the tool which creates the very small, shallow streams, which doesn't matter then. you're so close- you put the work into making the amphibious vehicles ready to go and animate nicely, it's just the terrain engine creates standard features with the water tool which nullifies the amphibious capability if actually attempted.
 
maybe it has been a low priority from the point of view of professional customers not requesting changes here as most of the amphibious vehicles represented are of 'red' origin, but it limits the capability of an opponent which doesn't have the option to use those abilities. simply a legitimate variable in all scenarios (and way, way too much potential fun) that has been ignored.
Initially, there will be no change.
That's not to say that we don't want to change something. But we need to do two things here - finish the new map editor (not before the end of 2016) - and to change the way how we're doing the Z buffering. Unfortunately, while solutions for that exist, they cannot be directly applied to our render engine, so that's a tough nut to crack. Once that we did that however there is no reason why we shouldn't have shallow water.
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:43:06 AM
Daskal posted this picture asking is it TR 85 M1?
(http://www.steelbeasts.com/uploads//monthly_2016_05/1.jpg.b9c4e10ee2e898b47a365d6f9ceba0e1.jpg)

Referring to this video
 https://youtu.be/zdMlQKGF6dw


that im not sure if i posted already
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:48:08 AM
Rotar noticed following

Shoot at unit command
(http://i.imgur.com/hOnRvPI.png)

Where Ssnake replied
Quote
Yes. It's similar to the "suppress here" command, except that you can use it to have your own unit fire upon a specific other unit even if it's moving.


Quote
More from Ssnake
Quote
  On 5/8/2016 at 10:16 PM, Apocalypse 31 said:
Will the new terrain effect how infantry units 'dig in' when set on Defend or Guard?

Yes: Infantry still does a bit of the sink-in.
But we're tinkering with it a bit. The original rationale, that there were no actual bumps in the terrain behind which they could hide, is no longer valid. At the same time we haven't modified the animations so that dismounts could really flex to adapt to the terrain, and use some random bump both for cover and as support in prone aiming. So we're using the approach now that the troops will switch between the highest bump's height in their vicinity for firing, and the lowest local valley to take cover.
We considered the option to let them shoot from the kneeling position if the bumpiness exceeds a certain threshold, but as we want to minimize the risk to introduce new bugs so close to the release date we rejected the idea in the end. Future updates will certainly review the issue.
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:51:27 AM
More pictures. This time from Dejawolf

(http://www.steelbeasts.com/uploads//monthly_2016_05/merkavacorrect.thumb.jpg.9553e5aa97f2ca20c9dfb137bb1495b4.jpg)


human T-72M1 vs AI Merkava. not a good day for israel.
(http://www.steelbeasts.com/uploads//monthly_2016_05/merkavatakinghit.thumb.jpg.ce5131d126b4889eb3eec6ff8e54f769.jpg)

poor old merkava didn't do so well in built up areas either. infantry with PG-7VL to the side, and there goes the turret.
(http://www.steelbeasts.com/uploads//monthly_2016_05/pooroldmerk.thumb.jpg.57b5448ddc4021b87a157da895856655.jpg)
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:52:12 AM
Ssnakes reply to question about MRAPs
Quote
Quote
On 5/7/2016 at 0:32 AM, Splash said:
Will the new mine-protectant vehicles shown (and the ones already in the sim) now provide carried troops with some degree of protection from mines?

I suppose once that we actually find the time to work on a more realistic base model of HE detonations, they will. Until then there isn't really much that can be done on the vehicle model's side. We need to address the way how explosions are handled instead.
 
Unfortunately Fate has a habit to foil my plans and determined intent to have the team work on this for at least five to six years now. I'd go ballistic if that would actually help anything, but the reality is that we put this on hold over and over again for perfectly justifiable reasons. But no matter what, the end result is still the same, we're still stuck with a model of explosions with which I am not satisfied. What's making things difficult is that the underlying model is "sort of adequate", it's not glaringly wrong and works at least so-so in most cases. If it were utterly broken the whole topic would receive top priority. :(
Title: Re: June 2016 Update
Post by: Lumituisku on May 14, 2016, 06:56:55 AM
Dejawolfs reply to me about M1TTB
Quote
Quote
  On 5/6/2016 at 0:50 AM, Lumituisku said:
man, that seems to be hard tank to kill when its hull down. - Not too difficult to make un-operational.. but hard to kill.  Very nice video! I like new effects of exhaust, dust, and even shots look different
!
 
 
TTB armour design allows for fighting hull-up as well without problem. the whole remote turret idea was about removing armour from an unmanned turret, and putting all of it on protecting the crew, basically rendering it impossible to K-kill, but fairly easy to mission kill. also keep in mind TTB was only a concept tank. it has these side sponsons on either side of the turret with very vulnerable turret components inside. likely on the finished vehicle, these would have been moved inside of the vehicle, and a dual-sight system on the turret similar to the Armata would have been installed.
(http://www.steelbeasts.com/uploads//monthly_2016_05/TTBarmour.jpg.650c379e014765454fe5bb683f8f26de.jpg)

As addition he posted Merkavas Armor as well. In case if someone is interested
(http://www.steelbeasts.com/uploads//monthly_2016_05/merkavaarmour.jpg.09e3fa58f9aae5b8bc1aed4ad1cbbc7b.jpg)
Title: Spähpanzer Luchs
Post by: Lumituisku on May 14, 2016, 07:03:11 AM
There are high expectations that Spähpanzer Luchs is going to be in release, and that it could be playable
The Spähpanzer Luchs (English: Lynx) is a German 8x8 amphibious reconnaissance armoured fighting vehicle (Spähpanzer) in service since 1975 with the German Army, who used 408 in their armoured reconnaissance battalions. It was developed by Daimler-Benz[1] between 1968 and 1975

https://en.wikipedia.org/wiki/Sp%C3%A4hpanzer_Luchs
 (https://en.wikipedia.org/wiki/Sp%C3%A4hpanzer_Luchs)
(https://upload.wikimedia.org/wikipedia/commons/4/4e/SpPz2_Luchs.JPG)
Title: Quiz from Grenny
Post by: Lumituisku on May 14, 2016, 07:07:56 AM
Quote
To aid the speculation and rumours. Whats that stuff and where does it belong to I wonder??

1#
(http://www.steelbeasts.com/uploads//monthly_2016_05/Bild_1.thumb.jpg.d3e52d91bab6ea0c04a98f31ff6328f2.jpg)

2#
(http://www.steelbeasts.com/uploads//monthly_2016_05/5734ce3b137b4_Bild2.jpg.0a44011b8d9922b794aaf823d8bcab21.jpg)

3#

(http://www.steelbeasts.com/uploads//monthly_2016_05/5734ce421d564_Bild3.thumb.jpg.4b012d1ce59e8379cf26e730c130ecbe.jpg)

4#

(http://www.steelbeasts.com/uploads//monthly_2016_05/5734ce4822203_Bild4.thumb.jpg.306a4aad99d5b332ce18f2893cd0704b.jpg)

All four pictures are from different vehicles / systems

Number 3, propeller is suspected to be from Luchs

Title: NEW playable Marder + birds eye view on F8!
Post by: Lumituisku on May 17, 2016, 03:22:37 PM
 https://youtu.be/tLq7jxmPls4
Title: Re: June 2016 Update
Post by: Lumituisku on May 21, 2016, 08:57:11 AM

Possibility to add nato targets to scenario

(https://farm8.staticflickr.com/7516/27139315035_1a8b6654af_o.png)

(https://farm8.staticflickr.com/7496/27105765326_6e69da6fab_o.png)

(https://farm8.staticflickr.com/7650/26864814360_e0914f9f93_o.png)


New playable modeled vehicle BMP-2
(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_20_02_30.thumb.jpg.3aa1a564586fcd7cc1ada078f631272d.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_20_02_19.thumb.jpg.9ecd488c83d554510041543d54910dd7.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_20_02_12.thumb.jpg.934a139fae2ec074ef9375127a46adc2.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_19_47_53.thumb.jpg.3bfb397d078b32c613a8bb80256484db.jpg)

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_19_41_23.thumb.jpg.1afd55304c0d1e13caa0dddff23b1d3b.jpg)



Complete list of new playable vehicles -  summary by ROTAR.

Tanks:
Leopard 2A6
M60A3(TTS)
Sho't Kal
T-55A m.1970
T-72B1 m.1985
T-72B1 m.2012
 
PCs:
AMV XA-360
BMP-2
BTR-60PB
BTR-70
M113A2G
Marder 1A3
Pandur 1
Pandur 1 (RWS)
RG-31E 4x4 MRAP
VEC-M1
 
Trucks:
Dingo 2A2
Pinzgauer 710M
 
Artillery:
M113G4-DK/FO
Piranha-IIIC TACP
 
Others:
M113 G3/OPMV
M113 G3/Repair
M113 G4-DK/OPMV
SPz 2 Luchs A2
 
Engineer:
Wisent AEV



(http://ssnake.org/PE40/4-0_New2.JPG)
(http://ssnake.org/PE40/4-0_New5.JPG)
Title: Re: June 2016 Update
Post by: Lumituisku on May 21, 2016, 10:14:58 AM
New video from Grenny, showing playable t55, with partly modeled interior, and new t72b1 with fully modeled interior

Notice as well that as t72b1 gets hit by heat, reactive armor pieces disappear from sides. NICE!


 https://youtu.be/rDmvecYzxdE
Title: Re: June 2016 Update
Post by: Lumituisku on May 21, 2016, 06:33:05 PM

More new steelbeast videos. This time from Jartsev - introducing bmp-2

 https://youtu.be/jo-kxkacJJI
Title: Re: June 2016 Update
Post by: Lumituisku on May 22, 2016, 02:00:00 AM
 https://youtu.be/yjfVOBtwHDY
Title: Re: June 2016 Update
Post by: Lumituisku on May 22, 2016, 11:03:00 AM
 https://youtu.be/EgeBd3ygTQk

 https://youtu.be/KZ6ohNHm1aA
Title: Re: June 2016 Update
Post by: Lumituisku on May 22, 2016, 11:05:54 AM

Some new civvies and map objects, pic by Jartsev

(http://www.steelbeasts.com/uploads//monthly_2016_05/SS_12_56_57.thumb.jpg.9adf534aa3b7a813887b55dbe443474e.jpg)
Title: Re: June 2016 Update
Post by: Lumituisku on May 23, 2016, 07:11:36 PM
 https://youtu.be/52nBtIds7xE
Title: 4.0 plan C
Post by: Lumituisku on June 28, 2016, 10:27:24 PM
http://www.steelbeasts.com/topic/10355-sb-pro-pe-40-discussion-thread/?page=63#comment-154362

Quote
We're working on "Plan B" (which actually is more like "Plan C" because B suggested that we stop working on 4.0 until about October and then mount another effort for a Christmas release). We managed to wrestle a few more weeks of bug fixing and testing time from the work schedule, and I intend to use the full amount to deliver the best possible result under the prevailing circumstances.
 
What that means is that we probably must cut back some ambition in order to bring at least most of the advertised features in reasonably good condition out in July, and then provide a major update half a year later, approximately. What exactly that means is currently being evaluated and tested by the Beta team. The final decision has not yet been cast, but I'm cautiously optimistic that we can wing it.
 
The likely outcome is that the high resolution terrain will have to wait until about Christmas. It's not that it doesn't work, it's just that we decided together with our army customers that we need to find a better balance between good performance and retaining user flexibility; previously we had fucused very much on the performance side of things (both as far as frame rate and loading times for maps and scenario files were concerned) at the expense of some loss in flexibility.
For example, with the current terrain engine we modify the height profile at runtime depending on whether a given point in the terrain is covered by water. If that is the case, the surface point is depressed in height by a certain depth. This works well because the number of terrain grid points is reasonably small so it can be done at virtually no waiting time while loading a scenario. It does however NOT work well at all when you do this with a terrain resolution that is more than 500 times as high.
 
What's more, you also need to offload some computational load to data "preprocessing" to speed up scene rendering and, in particular, line of sight calculations. Preprocessing costs even more time, at least about 20 minutes per map, and up to several hours in extreme cases. Nobody wants to wait that long when you fire up a mission, and you wouldn't want the current 3.0 frame rates cut down by a factor 500 either. But just as well "brute force" is not a viable strategy either.
At the same time however retaining the ability to modify a terrain for a scenario in some places here and there is a legitimate demand, and the original concept would essentially have required to spend all the preprocessing time whenever you wanted to modify a map. In practice this would have meant that maps were to be treated largely as a static thing, and that users would have to give up the ability in Steel Beasts to do quick & dirty map touch-ups.
 
So we decided that we need to go back to the drawing board as far as the balance between performance and user flexibility is concerned. But it was nothing that we could do on short notice without creating a very grave risk of ruining everything for everybody. Also, we didn't want to publish a new terrain engine where we'd know well in advance that we'd change the file handling half a year laters. So our idea of a workaround is to keep pretty much all the features that we advertised in the 4.0 videos, except that we would provide the the high resolution terrain as a free update later on.
 
 
That's where we are and what's happening behind the scenes right now. We don't know for sure yet whether this will work. Right now it looks as if things might work out, so there's reason for cautious optimism. But I wouldn't break out the champagne just yet.