First preview video of Steel Beasts 4.2.
- The current beta version is 4.234.010 BETA
- New group route feature: a group route given to a company CO vehicle will result in duplication of the route for the other members of the company
- Group routes can be selected and modified by clicking on "Select group routes" in the unit menu
- Companies with group routes can be ordered to proceed by clicking on "Proceed (group)" in the unit menu
https://www.youtube.com/watch?v=XgDHOksKtqE
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/?tab=comments#comment-208093
Quote from: SsnakeWhat wasn't shown is that if you zoom out far enough, icons of units that were grouped before will aggregate into a single icon, and that grouping and removal from group is easier now (simply multi-select platoons and then compose your task force through a context menu command, or select a single unit and disband it from a task force the same way. This streamlines the user interface considerably. You can even have platoon level task forces if you assemble a handful of disparate squads and vehicles for a special task.
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/?tab=comments#comment-208099
Quote from: SsnakeAlso:
Create a road-bound route with column formation orders, and connect the task force icon to the start point of the route. The units will wait until the previous version has finished crossing throught that point before the next platoon follows, rather than all rushing to the start point at the same time. And after reaching the exit waypoint, they will restore the formation that they originally had without requiring special user input.
With absolute travel speeds set for the road-bound route you also guarantee that the convoy will travel as a whole body without anyone attempting to overtake a prior unit, thus, hopefully, creating fewer headaches in road management for human players.
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/?tab=comments#comment-208120
Quote from: SsnakeQuote from: Apocalypse 31The reason why I don't use this feature, or see myself using the improved Ui in the future is because it only works effectively in areas that are WIDE open.
Is there any plan to make group movements ONE path instead of x-amount (x=number of units) of separate paths? It is easier to just create separate routes for each unit. Or even easier, copy and paste routes.
Well, what you're describing is the long-term goal, and what we have here is a step towards it.
Besides, what this new UI component does is to automatically copy and paste the lead route, and to put every unit of a taskforce on Stay so you can adapt the individual paths before you give the order to move out.
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/?tab=comments#comment-208358
The SB forum software messed up the images by changing HTTP to HTTPS for the image URLs. Fortunately, I was able to remove the "s" from the links.
Quote from: SsnakeHow about now.
We decided that the trusty ole green panel with two orange stripes Model 2003 deserved a bit of an overhaul. And while we were at it, why not add a few more. Which quickly got a bit out of hand:
(http://ssnake.org/PE41/4-2_Panels.jpg)
Before you ask, Bio, Gas and Nuclear are just for atmosphere. But you could use them to mark the edges of penalty zones, I suppose.
Each of these panels comes in three possible shapes, Diamond, Square, or Round. Which you can assign per party so that you may give a clue who placed a certain panel. And while we were at that, why not add an option to mark minefields with a fence?
(http://ssnake.org/PE41/4-2_Fence.jpg)
So, it could look like this:
(http://ssnake.org/PE41/4-2_ObstFence_1.jpg)
Or it could look like that:
(http://ssnake.org/PE41/4-2_ObstFence_2.jpg)
Which one is more dangerous?
Obviously, if you can have a fence around a minefield, you could just as well have a fence around, well, nothing, really. This opens up the possibility for a decoy minefield:
(http://ssnake.org/PE41/4-2_Decoy2.jpg)
For the party that owns the decoy minefield, it'll look like this:
(http://ssnake.org/PE41/4-2_Decoy1.jpg)
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/?tab=comments#comment-208359
Quote from: SsnakeIf you are NOT the party owning the decoy minefield, the map graphic will look like any other discovered mine obstacle. So you'll have to spend time to investigate whether this is real or not. And you might want to place additional warning signs at runtime, e.g. as a part of a reconnaissance force:
(http://ssnake.org/PE41/4-2_Tasks.jpg)
Which will take about 30 seconds:
(http://ssnake.org/PE41/4-2_Tsk_PPlant.jpg)
(http://ssnake.org/PE41/4-2_TskCpl.jpg)
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/?tab=comments#comment-208360
Quote from: SsnakeComputer-controlled units will be affected just like human players. They will report a minefield if they discover the fence. Then someone will need to take a closer look. Until it has been investigated by engineers, everybody will treat it as a real minefield. Except, of course, for the party that owns the decoy. Their AI vehicles can easily drive through, in line formation at top speed, all guns blazing.
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/?tab=comments#comment-208361
Quote from: SsnakeI suppose the implications for gameplay are obvious. Been waiting to see this implemented since about, well, 1997....
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/?tab=comments#comment-208364
Quote from: SsnakeWe'll string out the updates a bit, please bear with us. There are a number of features that could potentially make it into the update, but we might just as well have to delay their introduction if they simply aren't mature yet. We only want to show stuff that is guaranteed to make it into the update, and that in part depends a bit on the beta testers' verdict and the ability of programmers to create last minute fixes.
We have, of course, an idea about the things that should make it in there, but at the end of the day this update will be free (despite the change in version number from 4.1 to 4.2) and by leaving the feature additions open until they are confirmed by QA allows us to be slightly more reliable with the release date, which should be mid-November...ish.
Second preview video of Steel Beasts 4.2.
- Spike-SR is now behaving like an ATGM
https://www.youtube.com/watch?v=1RlMQYkScFg
Second preview video of Steel Beasts 4.2.
- Comparison of minefield breaching (with mine plow) between versions 4.1 and 4.2
https://www.youtube.com/watch?v=VkSoFQFiC6Y
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/2/?tab=comments#comment-208624
Quote from: SsnakeAt this point, the plows always work. I'm considering whether hard ground would prevent the usage of plows, but even if we make that step, we won't make it in the December update (not enough time to test all the implications).
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/2/?tab=comments#comment-208627
Quote from: SsnakeNovember, December ... it'll be ready when it's ready. We're shooting for November, but of course things depend a bit on the QA team's verdict.
Also, it'll be an update, not an upgrade.
Pay for upgrade to 4.2?
Quote from: Frankie on October 14, 2020, 12:13:12 PM
Pay for upgrade to 4.2?
Its a free update not upgrade. So NO payment.
Third preview video of Steel Beasts 4.2.
- Piranha FUS (Belgian APC version of Piranha III)
https://www.youtube.com/watch?v=5llA76d0ClI
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/3/?tab=comments#comment-209096
Quote from: JartsevQuote from: Apocalypse 31Does the boomerang work?
Gunfire detection system is non-functional(by several reasons)
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/3/?tab=comments#comment-209097
Quote from: SsnakeWie tried to implement how it would work if it worked, but since it doesn't and the customer had no elevated interest in it in the first place (because it doesn't work, anyway) we eventually stopped development on it. So, it's realistically and adequately modelled, I'd say.
Fourth preview video of Steel Beasts 4.2.
- Fix for bug where infantry converge towards one waypoint
https://www.youtube.com/watch?v=9ifkAWbDSOY
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/3/?tab=comments#comment-209116
Quote from: SsnakeNote the crisp lines for roads in the map view. :)
Fifth preview video of Steel Beasts 4.2.
- VAMTAC ST5, with various versions
- MG4E machine gun
https://www.youtube.com/watch?v=4Es8pxb3SwE
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/4/?tab=comments#comment-209345
Quote from: SsnakeThat's not how I'd phrase it. But MGs from prone, yes. And after missiles and MGs, we'll shift our attention to RPGs.. That will still take a while, of course.
If we can control RPG in the game, that will be great.
Quote from: Oleg on November 08, 2020, 03:38:23 PM
If we can control RPG in the game, that will be great.
Yes, it will be great. 8)
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/4/?tab=comments#comment-209420
Quote from: SsnakeI should point out that we made the decision to not include the Vamtac with the Mistral launcher. It simply isn't mature yet.
https://forum.steelbeasts.org/forum/thread/8894-version-4-2/?postID=60675#post60675
Translated using Google Translate:
Quote from: SsnakeThe aim is actually to bring it out "before Christmas", but not "at Christmas" (because that is effectively just a lot of stress for everyone). So, if not within the next five weeks, then it will probably be at the beginning of January. And yes, it's a free update, not an upgrade.
Sixth preview video of Steel Beasts 4.2.
- Fennek is now crewable, its observation mast works
https://www.youtube.com/watch?v=qurWoF2nv9g
Also, as Rotar has pointed out (https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/4/?tab=comments#comment-209480), there is now SMArt artillery ammo in Steel Beasts.
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/5/?tab=comments#comment-209700
Quote from: SsnakeNo, the 4.1 license will simply remain valid.
And we're in "December territory" for the release. Too many urgent bugs still that surfaced recently, and we'd like to have one week where nothing major pops up and known major bugs have been fixed. And I'm sure, that how you'd like us to handle it.
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/5/?tab=comments#comment-209817
Quote from: SsnakeI'm not sure where this is coming from. Maybe an attempt at humor. Whatever this is supposed to express, it's not what's happening at eSim Games; our reality is a tad more complex. Think of half a dozen parallel-running code streams that then go through the QA filter. At eSim Games, QA has veto powers over the decision whether or not something is ready for release.
We have a number of feature candidates. We're selecting which of them are mature enough for release. Also, I have never committed to a specific release date (and why would I, it's a freebie for you anyway, so there's no need for setting up a hype train to maximize sales numbers or anything). Of all the excrement that 2020 has been hurtling at us, this is not even a fly's speck. The feature freeze has been made two or three weeks ago, now it's whack-a-mole with bugs until no big ones are left.
:worship
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/5/?tab=comments#comment-209846
Ssnake's is talking about this image that Hedgehog posted and said describes eSim Games:
(https://www.steelbeasts.com/uploads/monthly_2020_11/FB_IMG_1606386687173.jpg.d05675a3a54995d2dbddfce4436c3c8a.jpg)
Quote from: SsnakeJust some clarification, I have no interest to extend this debate longer than absolutely necessary:
That some of you perceive a hype train is something over which I have little control. _I_ at least didn't create it. There's not a single official eSim Games video about it on the Steel Beasts channel. There is no announcement of an impending upgrade on our homepage. All there is is this thread, and that was started by a beta tester. With my knowledge and my consent, yes, but without effective control over content and timing - except that I defined things that should NOT be mentioned because they were deemed unlikely to end up in the 4.2 PE release.
Does such low-key public communication constitute a hype train?
Only if you redefine the meaning of it.
God knows, my own attempts at levity have failed in the past. Humor does not always succeed even with the best of intentions.
What I do know is how hard the team is at work, under which pressure they are, what workload the beta testers have to lift. I admit, I'm better at handling jokes at my expense than at that of the team or the company. The graph suggested that this update incorporates nothing but changes that could be developed in eight weeks, and that 4.75 months out of seven were spent slacking. I will not apologize for my perception of it as a needless and malignant provocation. It probably wasn't meant like that, but that's how it came across; should I just ignore it? Should I laught at it and say, "yeah, that's us?" How will the team's morale respond if the public face doesn't speak up for them?
Of course I could tell the tem to simply not pay attention to the user forum. But that's in nobody's interest either. Maybe that makes me "edgy". Maybe I shouldn't post at 2 AM in a forum after a long work day, and sleep more. All I'm after is a friendly reception when a free update is coming that is decidedly more than just a patch. I've seen a lot of that in this thread, and I try to see it as a positive thing if people get impatient; after all, it indicates that people like what they're seeing in the preview.
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/5/?tab=comments#comment-209863
New 3D models for the CV 9040B and CV 9040C.
Old 3D models:
(https://www.steelbeasts.com/uploads/monthly_2020_11/SS_17_33_49.jpg.e14a22c0f9c19801eb0b1c0ec4434e81.jpg)
New 3D models:
(https://www.steelbeasts.com/uploads/monthly_2020_11/SS_17_41_59.jpg.7ac8581258812c46f076f2d878111358.jpg)
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/6/?tab=comments#comment-209880
Quote from: dejawolfnaah, at esim it's more like this:
(https://www.steelbeasts.com/uploads/monthly_2020_11/image.png.a38cbd4dab6c6659ae633fc6333f4ff0.png)
Preview video by 12Alfa. Note the Squad leader (F11 position) position is available in the Mi-8, and helicopters now kick up dust.
https://www.youtube.com/watch?v=0esf0HoYguY
Second preview video by 12Alfa.
https://www.youtube.com/watch?v=4za2k1hAsIw
Quote from: Rinix on November 30, 2020, 11:07:45 PM
Preview video by 12Alfa. Note the Squad leader (F11 position) position is available in the Mi-8, and helicopters now kick up dust.
I remember when Esim and certain people said that features like this were gamey, unnecessary and basically ridiculed the very notion.... . Also the dust could impact FPS negatively.
Regards
The justification for the helicopters not being crewable in Steel Beasts Pro PE was to provide a difference between Steel Beasts Pro and Steel Beasts Pro PE. This never made any sense, as a minimal realism helicopter was not a meaningful difference in what is an armored warfare simulator.
https://www.steelbeasts.com/topic/14423-2020-new-steelbeasts-version-features/page/6/?tab=comments#comment-210205
Ssnake is responding to a question about bugs:
Quote from: SsnakeWe're killing them left and right but the question remains whether we can kill enough of the big ones before coming Tuesday when the release decision will be made.
https://www.steelbeasts.com/topic/14550-how-to-play-single-player-scenarios/?tab=comments#comment-210310
Quote from: SsnakeThe installers were broken into smaller parts so they fit DVDs that you might want to burn, and the Legacy Map installer is highly optional. That being said, we'll offer a unified installer in addition to the individual installers with version 4.2
Quote from: Rinix on December 13, 2020, 07:57:50 PM
https://www.steelbeasts.com/topic/14550-how-to-play-single-player-scenarios/?tab=comments#comment-210310
Quote from: SsnakeThe installers were broken into smaller parts so they fit DVDs that you might want to burn, and the Legacy Map installer is highly optional. That being said, we'll offer a unified installer in addition to the individual installers with version 4.2
I have had a few pm's about the confusing nature of the install process.
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/7/?tab=comments#comment-210402
Quote from: SsnakeSadly, someone has been naughty, so no version 4.2 for you ... well, not until mid January, that is.
Too many bug fixes are still awaiting their verification, and we don't rush out something just because it's Christmas in two weeks. At the same time, the beta testers need to wind down a little as well, so we feel better to take the extra time over the holidays to polish a few more parts a little more.
Sorry, but sometimes that's just the way it goes. :o
Quote from: Rinix on December 15, 2020, 08:51:54 PM
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/7/?tab=comments#comment-210402
Quote from: SsnakeSadly, someone has been naughty, so no version 4.2 for you ... well, not until mid January, that is.
Too many bug fixes are still awaiting their verification, and we don't rush out something just because it's Christmas in two weeks. At the same time, the beta testers need to wind down a little as well, so we feel better to take the extra time over the holidays to polish a few more parts a little more.
Sorry, but sometimes that's just the way it goes. :o
Did you think it would be released on time?
Quote from: Asid on December 16, 2020, 12:45:24 AM
Did you think it would be released on time?
I withheld judgement, since Ssnake had stated that they were waiting until today to make the decision. I did have some hope that it would be released immediately.
https://www.steelbeasts.com/topic/14558-bigger-map-selection-like-in-old-pro-versions/?tab=comments#comment-210464
The Pro version of Steel Beasts is already at 4.2? It makes sense, given that we know that the Pro version gets continuous updates.
Quote from: GibsonmI'll have to check but pretty sure that's not right. :)
But in any case there is another issue that may delay things.
Now that the update from 4.167 to 4.2x is delayed I have to wait anyway due to the "version number issue" (i.e. scenarios being edited in 4.167 need to be created in a version number 4.167 or earlier).
My Pro versions go from 3.535 (can't work with new map formats) to 4.2x (nothing in the 4.0 to 4.166 range) so I need to use one of the 4.2x versions to access the map, but then he'll need 4.2x in order to build the scenario.
Basically I can convert it now, but it will need to sit on a shelf until SB Pro PE 4.2x actually comes out.
Also I'm assuming that this "new" map has already had "bumpiness" and everything else adjusted???
https://www.steelbeasts.com/topic/14558-bigger-map-selection-like-in-old-pro-versions/page/2/?tab=comments#comment-210489
Quote from: SsnakeFirst of all, the higher resolution is needed for the procedural road leveling, flattening under buildings, and ramp building. Okay, Ramp building still has bugs in 4.167 so that's certainly a hold-up for map development and the practical visibility of higer resolutions. Then, the high-res terrain is required for the IED crater formation. Eventually that will be expanded to all artillery and other explosions close to the ground, but like we wrote earlier, the new terrain ENGINE is the plumbing that needs to be in place before the actual application cases can rise to prominence. The new terrain engine also gives you a visualization of the bumpiness settings in your terrain theme. It allows us to render smoothed surfaces in dep snow scenarios. The coming (free!) update 4.2 will bring you anti-tank ditches. Versions after that will introduce trenches for infantry. All these things require a much higher resolution than the old 12.5m grid.
For our military customers, the ability to import LIDAR scan terrain data is certainly a big bonus. They have the advantage of free access to all national LIDAR terrain databases. We don't.
This is about to change at least in the European Union and probably also in the US which will certainly allow us in the future to introduce high-res map data, possibly as separate map installers. Keep in mind though that the disk space requirements of true high-res maps are hideous. I believe however that the "Paderborn" map in version 4.1 is based on LIDAR scan data. Might be worth checking out.
There's also a video of Steel Beasts 4.2 with antitank ditches, but that has been made private: https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/6/?tab=comments#comment-210378
https://www.steelbeasts.com/topic/14600-%E2%80%9Cdted-is-dead%E2%80%9D-map/?tab=comments#comment-210931
Quote from: SsnakeOh, yeah.
The good news is that the European Union finally seems to send directives to member states to open their land survey databases to the general public (for free, or at least for marginal fees covering the costs of filling out a web form, data retrieval, and transmission), including LIDAR scans. Over time we will see high-res data percolating into future Steel Beasts releases, probably as additional map package installers.
Quote from: Rinix on January 06, 2021, 06:38:13 PM
https://www.steelbeasts.com/topic/14600-%E2%80%9Cdted-is-dead%E2%80%9D-map/?tab=comments#comment-210931
Quote from: SsnakeOh, yeah.
The good news is that the European Union finally seems to send directives to member states to open their land survey databases to the general public (for free, or at least for marginal fees covering the costs of filling out a web form, data retrieval, and transmission), including LIDAR scans. Over time we will see high-res data percolating into future Steel Beasts releases, probably as additional map package installers.
Apart from classroom use, where actual terrain features are important or critical. How is this feature going to improve playability for the standard end-user? Higher fidelity terrain resolution would be useful to enable you to use the land for manoeuvre or concealment.
Regards
That depends on your definition of "playability". If "playability" means changing the terrain to make the task of gunnery more realistic, then that will improve playability.
https://www.steelbeasts.com/topic/14601-multiplayer-desync-with-bridging-assets/?tab=comments#comment-210973
Apocalypse 31 remarked at Mirzayev "Thanks for delaying 4.2" because Mirzayev had reported a bug. That triggered the responses below. Apocalypse 31 now insists that he was joking, but I'm not sure that he was joking.
Quote from: GrennyQuote from: SsnakeSurely you're jesting.
well, we all holding our fingers crossed for mid Jan....
Quote from: Rinix on January 08, 2021, 03:21:02 PM
That depends on your definition of "playability". If "playability" means changing the terrain to make the task of gunnery more realistic, then that will improve playability.
I was talking about having specific real world data. Does it make a difference if it is real world or close if it is at same resolutions?
Regards
Quote from: Asid on January 08, 2021, 03:43:07 PM
I was talking about having specific real world data. Does it make a difference if it is real world or close if it is at same resolutions?
Regards
Probably not.
https://www.steelbeasts.com/topic/14549-iran-iraq-war/?tab=comments#comment-211194
Quote from: SsnakeWe'll have version 4.2 ready next week. It's probably easier to wait for it, since it'll come with a unified web installer, so you have to run just that single installer program and the rest will be done automatically.
Quote from: Rinix on January 15, 2021, 11:20:22 PM
https://www.steelbeasts.com/topic/14549-iran-iraq-war/?tab=comments#comment-211194
Quote from: SsnakeWe'll have version 4.2 ready next week. It's probably easier to wait for it, since it'll come with a unified web installer, so you have to run just that single installer program and the rest will be done automatically.
Hope it is easier to install for everyone. The current setup can be confusing :confused
https://www.steelbeasts.com/topic/14619-practice-training-with-artillery/?tab=comments#comment-211243
Quote from: SsnakeCould be a matter of minimum engagement distance (like, 10km+ for some ammo types). Version 4.2 will bring a few improvements to make it easier to figure out what's wrong.
https://www.steelbeasts.com/topic/14622-what-is-steel-beasts/?tab=comments#comment-211241
Quote from: SsnakeCurrently we're held back by code parts that were written 20 years ago when we didn't know better. This is being addressed, but since those code parts are reaching deep there will be significant parts that need to be rewritten from ground up (and that takes time). Either that, or development would eventually come to a complete standstill, so it's not even a "decision point".
Our military customers are mostly - but not exclusively - interested in "more of the same". That's no knock on them either; they have their training requirements, they know what SB Pro can do for them, so they are looking at application cases that aren't too far away from what's proven to work. At the same time we're looking at ways how we can add new elements to the tactics aspect of the game that add a new dimension while we're rewriting parts of the code. So, for a while those new elements will be small-ish in development effort simply because so much capacity is tied up with essential tasks, and contractual obligations. But I'm trying to always keep a reserve force that I can put on tasks that aren't directly related to customer requirements. Sometimes these additions take a while to gestate. FEX, the addition of sensor fuzed munitions with the coming 4.2 release is actually just a preparatory step towards the completely new features that are scheduled for development. It's cool and mature enough to add the stuff right now, so we're throwing it in to add a fresh element for you, and neither those artillery munitions were requested by any of our military customers nor what we're planning as the next steps.
Much of the changes that we did with the minefields on the other hand were a direct consequence of some seemingly innocuous military customer demand, that mineplows would be lowered immediately on a breach route, irrespective of the presence of minefields (because, they're a mine detector that way). We embellished that by features that we can bring to the game now that the development on the new terrain engine has been (largely) completed - scrape marks by mineplows, specifically; the decoy minefields were a fringe benefit of the work that had to be added to make AI vehicles respond in an appropriate manner to breach lanes created by (possibly human operated) plows. Simple idea, but surprisingly complex in execution.
I would certainly like to put more emphasis on Steel Beasts as a wargame, and I think that others in the team feel the same way. But we need to establish a code framework first that is easier to expand than the legacy code with which we're dealing right now. Which was good for about 20 years, and a good approach for an acceptable time to market - we are, after all, a commercial business - but with 20 years under our belt it seems likely that a tool like SB Pro is likely to be in use by our customers for another ten to twenty years, so we need to lay the groundwork for that. I'm planning to run this business myself for another fifteen years or so; this is sorta-kinda my "life project". I want to hand over a clean house in fifteen years (which isn't that far ahead if you think about it), and now is the time to fix the known deficits in the plumbing so that there will still be a viable product.
Like Mirzayev wrote, Steel Beasts definitely is a wargame, but probably one that works best with human players at every tactical level rather than everything in single player mode, simply because we apply only few abstractions. Which means, the workload to get it running must be distributed over more shoulders if you are interested in those tactical levels where tactics are rapidly turning into a deep process - company to battalion task force level. Yeah, that requires you to, yeagh, work with people, people who won't read your mind and sometimes simply create friction with their behavior. But the reality is, running a battalion requires people skills in real life too. ;)
https://www.steelbeasts.com/topic/14622-what-is-steel-beasts/?tab=comments#comment-211249
Quote from: SsnakeQuote from: thewoodI requested these features before in the content thread:
1) Better message window that is sortable and searchable
2) Configurable message filtering
3) Hotspot message window (click on the message and go to unit/event)
4) More detailed unit status...ammo, damage, casualties, etc.
5) More granular and configurable time slices on the world AAR to see and learn beyond what a hit did. I want to see what the misses were.
6) Option for active pause where I can pause the game and still give out orders and look around the battlefield
7) Automatic and configurable transport to events.
😎 Automatic pause on configurable events
9) Not so much a wargame feature but quality of life...a hot key to switch sides in scenario test mode.
Not out to profusely excuse and explain away things, but here's a breakdown of where these requests are prevented from implementation,
#1, needs new UI code first
#2, needs new UI code first
#3, needs new UI code first
#4, much easier to do with new UI code; there is however the very real danger of too much information
#5, substantial increase in RAM and disk space consumption, also was single-htreaded for a long time with the associated performance penalties (so, we made it multi-threaded, as a first step)
#6, here we simply have different ideas. Originally, I was even against a pause function. You don't get to pause in real life to consider your options. You have to decide under time pressure, and not deciding in time is a decision too. Also, sometimes you won't even know that you were under time pressure until after it's too late.
#7, much easier to do with new UI code
#8, much like #6
#9, fair enough but probably not the most pressing issue either
https://www.steelbeasts.com/topic/14622-what-is-steel-beasts/?tab=comments#comment-211250
Quote from: thewoodQuote from: Ssnakesubstantial increase in RAM and disk space consumption, also was single-htreaded for a long time with the associated performance penalties (so, we made it multi-threaded, as a first step)
And I as I have stated in the content thread. Make it configurable. Even put in hard limits based on RAM and storage. I have to assume the current system was put in place when RAM was typically 2-4Gb and HD storage was still measured in 100s of Mb.
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/7/?tab=comments#comment-211257
Quote from: SsnakeWe're on the last legs, there were some last minute snags (as usual), e.g. the witch-king of Angmar apparently cursed some of our trees to glow at night, but it seems like a case that's simple to correct. On the upside, you'll get better scene lighting especially when the sun is close to the horizon, and vehicles with dozer shields have become more important now, as they are the only ones capable of removing Steel Beams and Concertina Wire obstacles.
You'll get a unified web installer, which should make installation easier for most.
This year we'll also adopt CodeMeter Cloud as an option for those of you with time-based licenses. This will make them robust against Windows reinstallations and computer loss. Finally.
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/7/?tab=comments#comment-211259
Quote from: GibsonmDoes that mean that mine ploughs can no longer do it?
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/7/?tab=comments#comment-211260
Quote from: SsnakeYes.
https://www.steelbeasts.com/topic/14622-what-is-steel-beasts/page/2/?tab=comments#comment-211274
Quote from: Apocalypse 31Quote from: SsnakeThe primary focus is to keep Steel Beasts as a viable product for the next two decades. Military development contracts are, in this context, a necessary evil to keep the show going. It remains to be seen if a realistic tank game like GHPC can also be popular enough to support a larger development team for an extended period while retaining its focus on realism. Also, we wouldn't see modern equipment in SB Pro without access to those contemporary systems, and access to those systems is granted only if you generate value for the owners.
Without those maligned military contracts there would have been Steel Beasts 1.x, and the story would have ended right there.
Nobody is vilifying the military contracts.
But at the same time, I find these conversations to be pointless, almost laughable. To think that players (or maybe even developers!) can provide input that can influence change in the overall direction of the game.
If your Mil customers proposed a contract to have a new game engine - we would see a new game engine
If your Mil customers proposed a contract to turn SB into a wargame - we would have a new wargame
https://www.steelbeasts.com/topic/14622-what-is-steel-beasts/page/2/?tab=comments#comment-211280
Quote from: thewoodBut there are things that get added outside the military contracts. They exist in the game. So just getting a voice out there is a good thing.
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/7/?tab=comments#comment-211311
Quote from: SsnakeQuote from: HedgehogCan dismounted engineers still clear C wire?
Absolutely, also other infantry.
https://www.steelbeasts.com/topic/14622-what-is-steel-beasts/page/2/?tab=comments#comment-211312
Quote from: SsnakeQuote from: Apocalypse 31If your Mil customers proposed a contract to have a new game engine - we would see a new game engine
If your Mil customers proposed a contract to turn SB into a wargame - we would have a new wargame
But the first would never happen, and the second is very unlikely to happen for the same reason; military customers are also public customers, and therefore bound to adhere to procurement and (in the EU) common market laws. The replacement of a render engine could be seen as a subsidy, likewise the development of an entirely new functional branch. These are things that we must do on our own, which is only fair, but they can be done only in the remaining fraction of development time.
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/8/?tab=comments#comment-211331
Quote from: SsnakeWell, look, "mid of the week". Don't bother before Thursday, effectively. But a day or two before the weekend, OK?
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/8/?tab=comments#comment-211354
Quote from: munckmbQuote from: SsnakeWell, look, "mid of the week". Don't bother before Thursday, effectively. But a day or two before the weekend, OK?
This week? Next week? What week number is 'the' week?? The third week from now minus 2?
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/8/?tab=comments#comment-211355
::)
Quote from: SsnakeYes.
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/8/?tab=comments#comment-211379
Quote from: Ssnake4.250 is Go.
Still means some last minute work, updating the Release Notes etc., but I think you can expect it from Thursday this week. Whether that'll be Thursday morning, evening, or Friday morning for some will depend on your time zone, our ability to update the website with the download links, and related topics.
You'll get a new user's manual, and a unified web installer that will download what it needs (but not more) depending on the checkmarks that you apply at the beginning of the setup process. You can also set it to keep downloaded files so that you don't have to download them over and over.
A patch in a few weeks seems likely. We had better lighting planned but as mentioned before, that was an opportunity for the Witch-king of Angmar to curse some of our trees, so we decided that it was safest to leave the old lighting (which is a pity); hopefully, we can deliver it with the patch.
I also wrote that certain obstacles would now be immune to mineplows (specifically, concertina wire and steel beams). Apparently I was wrong here partly because of complications arising from not all dozer shields being equal (like, those tiny ones that bridgelayers and some ARVs use to stabilize themselves on soft ground), so that may also be subject to more refinement in a patch. And then, whatever you manage to uncover that escaped the prying eyer of our QA team.
in our new web shop, we'll be adding - probably not this week - an option to order user manuals via print on demand. It's difficult to accurately predict the optimal batch size for a traditional print run, so it seems reasonable to do this step even if that means that the price might go up a bit. It's still going to be cheaper and nicer than going to your local copyshop (at least, that's what I expect; with print there's always a chance of things going wrong, somehow). :o
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/9/?tab=comments#comment-211418
Quote from: SsnakeAnyway, the programmers worked overtime but we decided to give it 12 more hours. Attached are the preliminary Release Notes.
The status of bug 8920 is unclear. It could be that old scenarios involving the generic cal .50 weapon station may no longer allow you to operate that weapon station on some vehicles (while on others it'll be replaced by the Protector M151).
So, I put it into the Release Notes as a "known issue" although, who knows, maybe it will be fixed tomorrow morning and these Release Notes here are then obsolete. All in all though, they should give you a pretty accurate overview however.
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/9/?tab=comments#comment-211419
Quote from: SsnakeQuote from: SsnakeAll in all though, they should give you a pretty accurate overview however.
There is however a new feature in 4.250 that we haven't mentioned anywhere, and the team thought it'd be fun to surprise you with it. That runs a bit against conventional marketing wisdom, but then again, this one is free, so ... enjoy!
https://www.steelbeasts.com/topic/14423-2021-new-steelbeasts-version-features/page/9/?tab=comments#comment-211421
Quote from: SsnakeNo, considerably smaller. But it goes bang.
https://www.youtube.com/watch?v=cY3jBhxyssc