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1. Anzeige on the commander s display unit Not Haupt firing circuit selector on the main gun Laser key on the ballistic computer s control pane BCCP also Crosswind Air temperature Air pressure not all of them have an effect on ballistic behavior yet Implemented the crosswind auto man switch on the BCCP with this switch set to auto a crosswind of Okm h will be as sumed by the ballistic computer Computer controlled crews will always use the correct crosswind parameter With the laser key in the off position the primary sight will now read 0 F999x instead of a manual range or battle sight distance Updated 3D interior artwork Added 3D interior for the driver Enabled dynamic lead for coax Fixed a visual glitch with the track texture center guides Fixed an issue with the commander s display unit Updated interior and changer textures Corrected stowed grenade counts default count is now 2 2 HE and 2 4 smoke LEOPARD 2A5 German version new vehicle Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Leopard 2A5 DK Adjusted vulnerability model Updated 3D artwork Updated some texture files Corrected the smoke grenade count to two salvos of four and up to eight single smoke or HE grenades Left and right salvo now have to be fired separately Corrected the ammo count capacity Leopard 2A5A1 DK new vehicle Visually identical to original Leopard 2A5 DK but with a dif
2. E B c 3im STEEL BEASTS P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 SB Pra PE 3 0 Full Release Version History and Release Notes This is a new version of SB Pro PE neither patch nor up grade so don t install it willy nilly over an existing version This Steel Beasts version is intended to be in Stalled separately We strongly suggest uninstalling previous versions of Steel Beasts Pro PE and the CodeMeter runtime software before installing it To make sure that there are no leftovers from even older in stallations we recommend using the Windows System Settings Add Remove Programs utility Note This version will not run without an existing license for Steel Beasts Pro PE 3 0 Licenses may be purchased fromthe eSim Games web store http www eSimGames com purchase htm for de tails see below Hardware recommendations Downloading unpacking the self extracting archive and i mme diate installation requires up to approximately 7 5GByte harddisk space temporarily Of these Stee Beasts will claim about three GByte free harddisk space permanently the rest may be freed up through deletion and or burning the installa tion files to DVD In comparison to previous Steel Beasts versions the hardware requirements are now more demanding We recommend a 2 5GHz multi core CPU faster is better 2GByte RAM or up to four 512MByte video RAM 1GByte or more necessary for the
3. Removed the yellow light in the gunner s daysight while no measured range is available GNR daysight status LEDs remain visible even if LRF is damaged Instrument related changes TA2 Corrected gun power light see VIS entry Instrument related changes TA3 Corrected gun power light see VIS entry Instrument related changes TA4 TA4 display is now continuously refreshed while set to show used range as it will change while the vehicle is movi ng min max VO value range will not depend on feed any more but on the ammunition type specified for each feed The TA4 weapon selection switch no longer disables the gunner control s functionality to switch ammo feeds Instrument related changes TA6 Activated the VALM switch on the TA6 and the IR OK KP OK and VALM LEDs Various other buttons on the TA6 panel will now illumi nate Instrument related changes VIS Added an Active Toimet menu in the VIS which will show in depth information about the selected alarm the weapon status bar icon in the VIS will light up in red if the weapon is jammed Added suggested action screen to the VIS Depending on actual error there may be different errors reported e g a LRF error may be reported as Fault in laser emitter or Faultinlaser unit RAM During the course of a sce nario these error types will not change and in MP sce narios the same error should be reported for all partic Final
4. 1650 e Fixed bug 1667 in the Leo 2A4 the thermal imager will now store for the vehicle commander s place the human player s last thermal image settings polarity focus e Fixed bug 1668 the gunner s hotkeys to control the thermal sight settings may now also be used by the commander be it directly in KW mode or indirectly as a command to the computer controlled gun ner e Fixed bug 1689 Unlike the LEOPARD family AFVs of the ABRAMS and BRADLEY lineage will no longer shut off their thermal sights if switching their fire control modes to Manual e Fixed bug 1718 SB Pro can now handle tandem HEAT warheads reactive armor and other warhead neutralizing surfaces e Fixed bug 1721 Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo Ss 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 e Resolved bug 71733 as invalid e Fixed bug 1760 1765 1771 e Fixed bug 1783 all new APCs and IFVs now show their mounted infantry where visible e Fixed bug 1791 1850 1879 1900 Want to mooch a license Be the first to send an email to Comments at eSim Games com with the subject line pennyisafreeloader no spaces Fixed bug 1906 by changing the ownership of a personnel carrier the possession of eventually mount ed infantry will also change e Resolved bug 1907 as invalid e Fixed bug 1087 the position indicator in the Map EDITOR is now confined to the map
5. Ground level Airborne helicopters can now be forced to land by using the load troops command Final Version For public release 18 Sep 2013 Fax 1 650 257 4703 Helicopters may now have up to six aircraft in a single for mation Tripled the spacing of aircraft in formations Staggered the flight heights of aircraft in formation Aircraft collisions are ignored for the moment Infantry 3D Characters Vulnerability Some infantry units are now better protected with fragmentation weak bullet proof vests Helmets will also add to the protection level in comparison to civilians and ir regular fighters without such equi pment Added movement speed types Crawl Walk upright Walk crouched Jog Added postures Kneel Stand Added a basic stamina model preventing human controlled units from unlimited sprinting added a status bar that shows the stamina leve adapted the code for the restrictions to the stamina leve adjusted stamina rates to double the distances that infantry may sprint 80m or jog 150 200m Artillery observers and MG3 gunners may move at any speed within the general infantry speed limits Adjusted the stamina balance LU Resting takes 5 minutes from full exhaustion to full stami na and 90 seconds each for green rested and yellow tired state Crouched walking and crawling does add to the exhaustion but not very much Upright walking depletes no stamina
6. current logfile will always be Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS G Professional PE ames 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 called DebugLog txt like it used to the second most re cent one will be called Debuglog 0 txt the next oldest one DebugLog l txt etc Whenever a new SB instance is being started DebuglLog txt is renamed to DebugLog O txt De bugLog O txt to DebugLog 1 txt etc Should De bugLog 12 txt exist it will be deleted Logging happens asynchronously to minimize the impact of 10 operations on performance Syntax example File Path SBProCM exe loglevel trace Command line parameters need to be preceded by a double dash when changing the links in the Windows Start Menu add the command line options AFTER the file path with its quota tion marks Added the capability to insert nav meshes into terrain map files from the command line buildnavmesh Syntax SB2 exe buildnavmesh innavfile file path file name ter outnavfile file path new file name ter ignoreexistingnavmesh The optional ignoreexistingnavmesh will force a new build of the nav mesh even if one already exists in the input file f nav meshes are being built via command line option alert boxes with error messages about eventual command line parsing errors will be suppressed e Steel Beasts may now
7. not used there The coax handle will no longer be actuated on ALT B com mand to close the non existent troop hatches Coax will reload automatically only while the commander is inside the 3D turret in eye view mode F1 the new hotkeys for the TC s left right palm switches are now also mapped to the arrow down and arrow up keys so that they re analogous to the ZU KH keystrokes Fire control system added the salvo counts to the Weapon status screen ABM mo d e s While a human player is in the gunner s or commander s position the FCS will use the crosswind and wind speed settings as specified through the TA4 panel The entered value is relative to the hull and will be automatically updated if the hull changes orientation as long as the Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Sama Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 GPS systemis not damaged The FCS will calculate cor rect crosswind speeds for the current turret position Note that the CV90 35 DK allows the user to enter wind direction in mils while in the CV90 35 NL the values are entered in o clock notation Implemented the resume functionality where the gunner if he keeps his palm switches pressed while being over ridden by the Cdr may return the turret to its origina azimuth by pressing the resume button for up to 60 seconds after the TC ceased ov
8. once it has run out it will be automatically replaced this takes 30 seconds after this the seeker has to be cooled down again BCU supply is unlim ited Specified a thermal sight cool down time to prevent its i mme diate readiness after repositioning JAVELIN iS now categorized as a tandem HEAT warhead Adjusted the launcher assembly and disassembly ti mes Added a tutorial Updated other tutorials Disabled the autofocus function in the Lemur s thermal view Prevented gun cocking if gun movement is disabled Fixed problem that caused gun to move up with active combat correction and range so far that the superelevation is beyond the screen height Corrected the zeroing procedure Reduced tick size of the aiming reticule Adjusted the firing rate of the cal 50 Controlled bursts are now at 200 rounds min gt 300 ms Full auto bursts are now at 520 rounds min 115 ms When switching from laser to manual range mode automatic lead will now be canceled and the manual range be set to 500m In darkness the control elements of the monitor should now be better visible Disabled crosswind input for the current user interface Fixed a bug with non impotent subprojectiles Fixed a bug with azimuth traversa Fixed a bug with zeroing in static mode Added an option to equip a weapon team with a Lemur on tripod Control panel video screen can be accessed from the team commander s position F7 F2 view Computer controlled crews will
9. otherwise the handles control the gun g Ballistic shield doors may now only be operated while turret power is switched on End of belt overrides are no longer automatically reset upon reloading The gunner s day sight will now longer show the true ammo type just what the crew entered into the ballistic com puter May now load both AP and HE rounds into either gun feed Added coolant damage Added TC TIS damage will affect both day and unity sight Added a preparation time to the reloading process to open turret basket doors etc before actual reloading can commence The player s viewpoint now remains properly focused on the VIS while the turret may be turning PKT may now only be cocked if safety is off With weapon power disabled weapons can still be manually fired by the TC Without weapon power loading the gun is no longer possi ble The override end of belt buttons may now be activated even if the EOB warning is not yet active Reloading wil not reset the state of these buttons Corrected reloading times pre reload 30s upper chute 45s lower chute 12s if crew is helping post reload 15s 5s per round 60s penalty per round if amount is below EOB limit Changed coolant leak time from 30 to 5 minutes The cool ant temp drawn in a dial in the chassis VIS screen should raise accordingly now The VIS will only show an error if the temperature rose to 90 of its maxi mum val ue Enable
10. 2115 Fixed bug 2208 Fixed bug 2217 added an AARPATH command line option for Steel Beasts During a session the AAR file will now be written to the local computer s temp folder the same is done for the txt file which caches a session s voice chats At mission end if the user agrees to save the file the AAR file gets moved to the folder specified by the new AARPATH command line variable If the command line pa rameter is not specified the default AAR path will be used e Fixed bug 2219 e Fixed bug 2220 Strv122 and Leopardo 2E will now show a vertical view slit if the peri cover has been closed e Fixed bug 2222 artillery vehicles with no fire mission and no active target will keep the gun forward in travel position with the doors closed driver s hatch open support spades retracted Once tasked with a fire mission driver s hatch is closed doors open support spades get deployed When acquiring a target self defense doors close they will track the target s movement e Don t tell anybody that you read this line Instead be the first to report it to Ssnake of eSimGames with the subject line Hush Hush to win something Message must include your postal address e Fixed bug 72224 disabled zoomed view for external observer s position except for Instructor while test ing a scenario from within the MISSION EDITOR and in Realism settings low and medium e Fixed bug 2232 2233 e Fixed bug 2235 the ARV and Troop
11. 72B main battle tank new system T 72M4 T 80U Adjusted vulnerability model Updated 3D artwork Updated some texture files Adj usted coincidence window Adjusted vulnerability model Updated 3D artwork Corrected the default ammo oadout T 90A main battle tank new system Technical ZU 23 2 AAA gun truck new system Will now position itself with the back to the enemy and the gun rotated to the back Will now provide suppression when given the Shoot here command this fixes bug 2317 Belongs to the Truck class even though it hardly transports any personnel Improved aiming so that aircraft may actually be hit Dedi cated AAA vehicles will still perform markedly better Improved the 23mm autocannon sound TIGER ARH gunship helicopter Added new 30mm ammo types Added new sounds Added a generic OpFor texture Toyota Pickup civilian truck new vehicle Toyota Technical mortar team transport new system May transport 60mm mortar teams May transport 81mm mortar teams May transport 120mm mortar teams May transport 60mm long barrel mounted mortar May transport 81mm mounted mortar 3D artwork remains 60mm Ammo box will now open while executing a fire mission Dismounted MORTAR TEAMS may fire 60mm short barrel and 81mm shells both HE and smoke the artwork remains a long 60mm mortar however UH 60 BiACK Hawk helicopter new system Improved helicopter loop sound Unimog medium transport a
12. Added two new ammunition types with LRTA selected the bal listics of 12 7MM M 84LS will be used Added a Settodefault button to the Set Limits dialog The default settings for a certain altitude are no longer up dated if only the altitude was changes update only on reset For RWS OPERATOR units the Lemur 2013X is now an optional weap on Changed the tactical icon for RWS Operator units Removed the black reticule The auto scan mode is now activated via hotkey Shift TP3 before it was activated if TP3 and TP4 were pressed within one sec ond of each other Changed the maxi mum wi nd speed setting to 60m s The Autoscan buttons now store the values directly without the Store button n manual mode the range will now reset to 500m if the Return button is pressed Removed the scan limit now only the gun limit is used Reassigned hotkeys Polarity Num Joy10 Static mode L Joy13 The autoscan feature will now also replicate changes in pitch Static mode is now moved from joystick button 13 to 10 Fixed a bug preventing proper autoscan mode Fixed a number of network related bugs Fixed a number of bugs with the autoscan feature Fixed a bug related to 360 rotations Leopard 1 all variants Corrected sound volumes of external movement sound Leopard 1A5 DK Adjusted vulnerability model Added UN texture Updated 3D interior artwork Updated 3D artwork Updated some common texture files Enabled five new main gun s
13. Changed the computer controlled crew behavior so that if a human player order a change of ammunition type the gunner will fire off the current clip with the old settings before the next ammo clip is being loaded Fixed a bug that occasionally prevented switching off the NVGs Fixed bug similar to 2782 see below GTK Boxer Eng new vehicle Added Commander s position F7 Added Driver s position F9 Iveco LMV new vehicle Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Can be equipped with the ERCWS M remote weapon station see entry above When set to Combat Ready the vehicle will start the mission with hatches closed Javelin ATGM team Added 3D model artwork Final Version For public release 18 Sep 2013 Professional PE cesim gt STEEL BEASTS Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Lemur RWS Updated missile sight may now switch polarity in the thermal view adjusted field of view for the different zoom factors The user may now lock the missile on the intended target lase hotkey this also fixes bug 2083 instead of a random lock this fixes bug 1605 Low High trajectory can be toggled in seeker view only us ing the fuse cycle hotkey this also fixes bug 2082 Currently the TI cool down of the CLU is not modeled it is always cooled down see further below for other missiles The BCU lasts for 4 minutes
14. PE cesim gt STEEL BEASTS Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 New Updated vehicles with crew positions ASCOD Pizarro ASCOD ULAN Changed PIZARRO turret power hotkey to Joy7 to avoid conflict Updated 3D interior artwork Adjusted vulnerability model Added new 30mm ammo types Added Oerlikon AP round as alternative ammo Corrected an error in the lead implementation The unity sight as seen from the distance is now blacked out if primary sight has been damaged eye view inconsisten cy new vehicle Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Added Squad Leader s position F11 Available views are the view out of the cupola F4 the forward vision block Alt F1 and the rearward vision block Alt F2 Adjusted ammunition counts AP 120 stowed 80 ready 200 total HE 80 stowed 120 ready 200 total MG 1200 ready Added Oerlikon AP round as alternative ammo Note that the assumption is that one feed holds HE the other AP if both feeds hold AP or HE the ballistic computer might not function correctly if an HE ammo type is selected via the thumbwheel Fire Control System notes Added a new hotkey Auto Target Tracking Pressing this while stabilization is enabled and TI is in narrow view and with a vehicle in the crosshairs the tracker will pick up and automatically follow the target and w
15. Set the resting period to 30 seconds Mounting and dismounting infantry will jog if their stamina balance allows it Infantry will go prone immediately if under direct fire Weapon teams will always move forward in their up pose On March routes infantry will now walk upright also when resuming a march route after a period of manual control by the human player Infantry will no longer do rest pauses Will no longer do the instantaneous 180 turn if Xis pressed Default movement style on all routes except March with Slow Speed settings is crawling Infantry on a March route may now be halted Infantry will adopt new speed and movement posture settings if the properties of a waypoint or route are changed they will kneel if no tactic is set otherwise go prone furthermore added a menu to set the default behaviors Changed the default prone ani mation Improved animation blending Adjusted the walking sound Adjusted walking speed to approx 6 7km h Movement speed may now be set by mouse click Entering and leaving buildings is done running now Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 After exiting a vehicle soldiers will go prone Movement speed changes If soldiers can only walk and go prone like the weapon teams the walk triangle is now at the same place where it is for normal
16. TOW missile aborts will now occur only with the M2 M3A2 ODS BrabLey M113 TOW M901 and M996 HMMWV TOW after a movement of about 30m or if the launcher gets damaged e Partially fixed bug 2245 e Fixed bug 2249 after being killed vehicles will drop their guns in the right direction now Fixed bug 2250 e Fixed bug 2252 the CV90 40 B now has only three magazines Resolved bug 2258 as a duplicate Fixed bug 2260 guns of vehicles marked as destroyed at mission start will now be in their maximum elevation or depression e Fixed bug 2261 the Mission EDITOR now displays the current version number in the upper right hand corner e Fixed bug 2262 vehicles in emplacement positions will now properly perform the reload command e Fixed bug 2263 in the Mission Epitor the 16 platoon that could not be created anyway is no longer shown in the callsign editor s drop down list e Fixed bug 2264 when selecting a map section in the Mission EDITOR the map dimensions will now be displayed e Fixed bug 2265 in the status bar during the planning phase the type of mine obstacle will now be dis played e g Minefield Conventional Buried Fixed bug 2271 e Fixed bug 2273 addresses certain reticule irregularities in various thermal sights e Fixed bug 2275 2278 2281 2282 2283 2284 e Resolved bug 2285 as invalid e Fixed bug 2286 In the MAP EDITOR all hedges are shown in a green color slightly different from the colors used for woods
17. access more than the usual 32 bit applica tion limit of 2GByte RAM up to approximately 3 5GByte Note that this still may be insufficient when attempting to add a nav mesh to a particularly large and detailed map like Hannover Weserbergland ter n these cases the only workaround is to not add a nav mesh to the terrain map file but to build it for the indi vidual scenario file with a smaller map portion e The UGV now has a front and a rear facing chassis camera These can be activated by the Altview2 front Altview3 rear and Altviewl mast hotkeys By default the mast camera will be active e Reduced scenario file load ti mes e Modified the SCENARIO and Map EDITOR S autosave feature Added option to delete autosavefiles applies only to files relat ed to the current scenario Added option to delete all autosave files applies to all autosave files even if they are not related to the current scenario Autosaves use a proper timestamp pattern now There will be up to 10 autosaves for one scenario with the 11th save action the oldest will be overwritten When loading a previous autosave i e MyScenario_autosave_YYYY MM DD_HHmm sce the editor will actually show and treat it as MyScenario sce t may be saved under a different name however Autosaves will only be written if there actually are unsaved modifications Changed the default autosave frequency from OFF to 5min e The Mission EDITOR S Callsign co
18. and Afghan looking 3D charac ters have been added to the object library to populate the scen ery as pedestrians e Enabled the repair if function for troops e Enabled vehicle borne IEDs and suicide bombers right click a car and select the corresponding menu entry Explode if e Moved texture files into new file paths C Programs eSim Games Steel Beasts mods textures textures desert normals C Programs eSim Games Steel Beasts mods textures textures desert speculars C Programs eSim Games Steel Beasts mods textures textures winter normals C Programs eSim Games Steel Beasts mods textures textures winter speculars C Programs eSim Games Steel Beasts mods textures textures woodland normals C Programs eSim Games Steel Beasts mods textures textures woodland speculars e When firing with open bolt the ammunition type display in the upper right corner will no longer blink if the Cdr s requested type is other than the currently used maingun ammo type but it should still blink if Cdr requested COAX but Gnr uses ATGM e Reduced the mini mum tree clearance distance for helicopter land ing zones to about 10 16m e f not moving choppers will avoid only those trees under them This will allow to land in a smaller LZs Steering wheel or joystick game controller input is now re versed if the vehicle is driving backwards and in the vehicle script file either the REVSTEER XFLAG or WHEELED and NONZEROTURN RADIUS is defined similar to how it s
19. artwork Updated some texture files Internal 3D view remains more fixed on the roll angle bubble gauge while the turret is rotating Adjusted the behavior of the end of belt signal Firing will stop as soon as the EOB threshold is reached and can only be resumed if the EOB button on the weapon control panel is pressed f the EOB is reached the LED on the weapon panel above this button will blink if the EOB stop is overridden the LED will be lit steadily Note that this EOB stop on ly applies to the currently active feed so if you are Final Version For public release 18 Sep 2013 Fax 1 650 257 4703 eg with AP below EOB but with HE above it switching from HE to AP will require the crew to override EOB and Switching then from AP to HE will reset it Changing back to AP from HE will necessitate another override EOB ac tion the gun can not be fired otherwise f an ammo reload is ordered before or immediately after the EOB signal interrupts the ammunition feed there is no longer a time penalty Override the EOB interrupt with the corresponding switch on the central control panel or With the hotkey as listed in the Controls dialog box Note that on the M2 M3 computer controlled vehicles wil always immediately override EOB M2A2 ENG new vehicle Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 When towing MICLIC the ramp will not be lowered M113A1 Adjuste
20. be ignored e one category per line with comma as a separator first is the category name then the IDs of the objects There is no limit on the number of objects per category the cate gory name must not exceed 12 characters e only the first 4 category lines will be evaluated e incorrect object IDs will be ignored and do not invali date the whole category This new window is only active when placing objects trees rocks bridges line objects and the object selection still use the old style mesh selection window Will now show the compression level of the nav mesh for an existing TER file The 3D preview will now show medi um cloud cover Mission Editor It is now possible to be more selective with automatic Map Screen Updates updating only the positions of own forces aka BlueFor Tracking Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Made it easier to select text objects in the Map ScREEN be it in the Mission EDITOR or in the Planning Phase The new default RPG is RPG 7 The function Setlook of infantry will do just that It will change the ook of 3D characters but not their party or attitude to wards other units Think of irregular or special forces dis guising themselves in the uniform of the enemy or as civilian characters If they are supposed to behave differently
21. can order a unit he owns to mount dismount during a session or set the mount dismount property for a route or waypoint as well in which case his orders will override the scripted orders e Changed route default speed setting to TOP SPEED for retreat routes for consistency Units should start retreat routes in reverse then go to the route s speed after traveling the mini mum backup distance Weather In the Mission EDITOR a Weather Control window has replaced the old Visibility menu entry This allows setting a timeline with weather and visibility changes as weather control points The Weather Contro window determines the following parameters Crosswi nd Will affect ballistics WII let smoke and dust drift across the landscape must be considered when laying a smoke screen with artillery All scenarios including old ones have a default con stant wind of 1 4m s out of the NW Air temperature Will not affect ballistics Barometric Pressure Will not affect ballistics Cloud lower leve WII one day but not in this version limit the Hellfire missile engagement ranges it could lose its target lock if the missile climbed into the could layer Cloud upper leve Cloud density Improved workflow and usability of the Weather control dialog Renamed OK button to Close Add button will display only after the time for a new con trol point has been set Update button will display only after the settings for an existing
22. control point have been changed The Delete button will remain greyed out if the current se lection is not a valid choice Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE TEANN 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Different cloud settings in the Weather control dialog wil now show in the 3D preview for the first weather control point Clouds density will now adjust with different settings from one weather control point to the next Could altitude will now adjust with different settings from one weather control point to the next Adjusted fogging in the horizontal plane Added a new variable in the Mission EDITOR to artificially ele vate the horizon for scenarios with especially short render distances It is presented in the Weather Control dialog box as a slider though it is not a time dependent variable At this point no visual effect will actually come from it Horizon superelevation will be applied at visibility ranges under 1000m Visibility settings under 500m are considered as fog conditions Under fog conditions the sky and clouds will eventually fade out completely if the visibility is 200m or less To illustrate the effects a YouTube video has been published on the Steel Beasts Channel http www YouTube com user eSimGamesDtl in the Tutorials section Artillery The artillery aspects have been greatly expanded to offer player
23. e Resolved bug 3098 as invalid in the ASCOD ULAN lead is being activated by holding the laser button for two seconds while tracking the target not with a dynamic lead button e Resolved bug 3099 as invalid computer controlled crew in the ASCOD ULAN are automatically switching the thermal imager on if the user attempts to switch it off Fixed bug 3103 assault rifles in the CV90 30 Fl interior have now received a missing texture Resolved bug 3105 as invalid Resolved bug 3109 as invalid Fixed bug 3110 Fixed bug 73111 eliminated an exploit to get into an ambulance s observer s position if a vehicle had ra dio damage Fixed bug 3112 e Resolved bug 3116 as a duplicate of 2718 e Fixed bug 3118 2 654 official release Final Version For public release 18 Sep 2013
24. first mission 1 A should remain an Ulan IFV platoon in successor sce narios Of course that s not the only way to define an operation the various operation phases could still be linked by a common narra tive yet be relatively independent Future expansions of func tionality may introduce unit state tracking So if you want it to be about one specific company consistency in callsigns and unit types will reduce your future workload tremendously if you want to update an operation with these features Previous draft on the Operations Editor The following passage of two and a half pages may be safely skipped when reading these release notes for the first time It doesn t contain a refined and succinct text about the Operations Editor but may still contain valuable nuggets for intrepid scenario designers setting out to explore the possibili ties of it and who may find the previous passage lacking detail I have therefore decided to keep it in this document despite feeling guilty about not editing it properly before publication Should passages directly contradict the precious section chances are that the previous section is right We will also publish some text about this in the Steel Beasts Wiki at www SteelBeasts com Final Version For public release 18 Sep 2013 eSim STEEL BEASTS CEST Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 The Operation Designer specifies which
25. folders for camouflage texture mods Added emplacement type AMX 13 Added two new sounds for rocket artillery units Improved the sound for 500lb air strike Improved the generic turret traverse sound Updated two other braking and movement sounds Updated the US English loader s voice Artillery units Linesoffire will now be displayed for 90 seconds Off map artillery impact events will now play the long distance incoming sounds Added Russian fol der and string file to Moc directory Updated Spanish voice localization Final Version For public release 18 Sep 2013 Professional PE 3 0 Release Notes esim gt STEEL BEASTS C Games P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 With disabled joystick in the Controls dialog box not only axis but also button and POV inputs will now be ignored Computer controlled commanders may now slew attached guns if the gun supports it Added smoke grenade capability to caL 50 RWS Added seven new terrain textures sand Added a gun recoil animation Added or updated vegetation 3D artwork of Flowers Grass Wheat Wi nter vegetation Adjusted volume levels of some sounds Reduced the billboard render distance for tilting objects All FO units except MT LB may now lase ranges of up to 20km Updated model script file of Church Iragibuilding 1 Updated 3D artwork of Mi naret house model BLG hs3s Sand terrain tiles Some apartment buildings A number of road signs So
26. if e These conditions are checked once per second the relationships between parties may change dynamically e Blue and Red parties may never be deleted Nav Meshes Nav meshes are an essential aid to the navigation of computer controlled units their ability to avoid complex obstacles and to find the shortest route to their intended target We re using them also for a few comfort features see below Most terrain files already contain a nav mesh So often all that s needed to enable a nav mesh in an old scenario is to simply performa map refresh or to create one when prompted for it in the MISSION EDITOR When creating a new scenario or loading an old scenario in the Missi ON EDITOR Steel Beasts will ask the user whether a nav mesh is supposed to be generated Usually this is a good thing and will require only a moderate amount of time For rather complex map up to 15 minutes com puting time may be required As it is an iterative optimization process the actual duration cannot be predicted with accuracy Nav meshes are the prerequisite for a number of new features to work properly Mission designers are encouraged to update their scenarios with a nav mesh to let the players take advantage of these new options For automatic path optimization Steel Beasts will add vertices turn points to your route usually to avoid obstacles that aren t visible on the map These vertices will be rendered in magenta User defined vertices a
27. ighest settings of shadowmapping and generally a DirectX 0c graphics card supporting Shader Model 3 0 Mouse keyboard and monitor are mandatory A sound card and internet connection are strongly recommended Joysticks and elected control handle replicas are supported o wn DirectX 9 0c is not part of the download you may need to download and install it separately Web Installer http www microsoft com en us download details aspx id 35 Full Installer http www microsoft com en us download details aspx id 8109 Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo Ss 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 Installation Steel Beasts uses an installer which does not change the Win dows Group Policies access privileges of the folder con taining all the map data of SB Pro Therefore you may need to change the security properties of C ProgramData eSim Games Steel Beasts maps so that normal user accounts may have write access to it and its subdirectories Otherwise you will receive an error mes sage and the access to the MAP EDITOR will be denied Windows 7 users have an alternative Right click the SBProPEcm exe in the Release folder of the Steel Beasts instal lation open the Properties dialog box and in the Compati bility tab select the option to Run the program as Adminis trator or run the se
28. know your tar get di mensions attitude etc Artillery shell fuzes have been modified The gun crews will fire with variable timer VT fuze if the soft target is reported to be in the open More and more detailed information can be found in the Steel Beasts Wiki as listed in section Online Support amp Documentation on page 3 Final Version For public release 18 Sep 2013 g3im um Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Other User Interface Changes Yes you re antsy to try out the new toy but eventually you ll need to know about this so keep reading 3D Engine Added a dialog box to set details of the 3D rendering Alt G HDR Biroow wc artificially increases the brightness contrast in scenes Some like it some don t Find out for yourself to which user group you belong ANTI ALIASING will usually not influence the frame rate much except for integrated Intel HD chipsets SHADOWMAPPING iS the single most influential factor on the frame rate now Settings 4 and 5 are recommended only for fast graphics cards with 1GByte video memory or more VOLUMETRIC CLoups will not influence the frame rate unless looking up high in the sky provided that there actually ARE clouds to begin with Armored Recovery and Supply Vehicle Behavior Hitch unhitch conditions can now also be assigned to routes and formations not only to checkpoints so a ARV driving al
29. open once that all Clients indicated that they are ready to start the session They should no longer lose connection if the host then saves the current plan e Fixed bug 2134 2136 2137 2138 2139 2140 2141 2142 e Resolved bug 2145 as invalid Fixed bug 2147 in the AAR callsigns on map icons no longer use the same template for both sides e Fixed bug 2148 e Resolved bug 2149 as invalid e Fixed bug 2150 2151 e Fixed bug 2153 using the middle mouse button for panning the map will no longer toggle an eventual palm switch in the player s vehicle e Fixed bug 2156 2159 2161 2162 e Fixed bug 2165 FASCAM may no longer be fired on just any priority target just its target reference points e Fixed bug 2167 there s now a command to stop reloading TOW missiles for the BRADLEY Fixed bug 2171 e Fixed bug 2172 changing ammo of dismounted A Teams will no longer change ammo and weaponry of the dismounted B Teams even if the apply to all checkmark is set Fixed bug 2174 AARs will now store azimuth and elevation for both integrated and attached guns e Fixed bug 2175 2176 2177 e Fixed bug 2178 fuel leaks Low fuel error message can now be fixed with a Repair if condition Fixed bug 2180 2183 2188 2195 2196 2197 2198 2201 Fixed bug 2205 when loading a PLN file a unit s position may not be changed unless the unit is in a de ployment zone e Fixed bug 2206 see entry for bug
30. plugged in at runtime Disabled the Ctrl key as a modifier for keyboard commands The command Invert joystick selection is now Shift J was Ctrl J Disabled the gunner s view yaw to follow the gun if he s sitting in a vehicle without a turret Added some 23 tutorial PDFs about vehicle specific peculiarities Added Specialist Tutorial documentation All HE rounds will now ignore the angle of impact Added PK infantry machine gun replacing some of the M240 MG3 that were used as stand ins Added a number of new cal 50 and 14 5mm HMG rounds Updated ballistics data of 30mm munitions Updated ballistics data of most 105mm APFSDS ammunition reduced maxi mum engagement ranges of about 3000m there are a handful of exceptions Added a number of alternative weaker RPG 7 munitions Added the 120mm DM11 HE grenade Added TOW 1 ITOW missiles Improved the password protection for scenarios Reduced the range estimation error for crews firing HMGs based on the last detected range Added Dutch callsign template NL cst Fixed a parameter mismatch of BMP 2 30mm AP ammunition Final Version For public release 18 Sep 2013 Professional PE 3 0 Release Notes esim gt STEEL BEASTS C Games P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Sorted entries alphabetically in the Mission EDITOR S New unit context menu Disabled ground object collision checks while a vehicle is on a bridge Raised the maximum stored amm
31. the drain region and move there autonomousl y When reach ing the destination they disappear and are returned to the agent poo where they get recycled in an environment preserving way after some plastic surgery and change of dress they may reappear in a new place You can have more prototype units than the size of the actor pool If you have referenced 10 prototype units and a pool size of five only half of the units will appear at any given time If you have only one prototype unit and a large pool size many identically looking clones will walk or drive around Usually you will probably want to avoid that You can set how often an actor should appear in the source region They may appear in regular intervals or with a bit of a random distribu tion The shorter the interval and the less varied the prototype units the more the resulting action will resemble a Lemming stream Source regions may have multiple drain regions including themselves You can set start and end conditions for the spawning of autonomous actors That way you could create a rush hour in the morning from sub urbs to a city center or from the city center to the suburbs in the evening A useful addition is probably the fact that in the Mission EDITOR Some objects can now have randomized colors through their context menu es pecially civilian cars and container obstacles or be set with one or several specific color each vehicle will only have one ba
32. the rotation direction of the center guides on inside surfaces of track While Gunner Commander are in eye view a reticule will still be shown now Re classified as tank Added UN diffuse texture decals still missing Added new sounds Updated specular map texture FV510 Warrior IFV new vehicle Added Commander s position F7 Note that the commander can t fire the gun He can override the gunner in azimuth only He must reload the gun the idea is that the ready rack represents one 3 round clip so the gun can only be reloaded once this clip has been shot out and one clip can only hold the same type of rounds Added Driver s position F9 Added Gunner s position F6 primary sight amp vision block only The gunner cannot select between KE HE round types using his hotkeys the correct round type will automatically be selected for him and shown in the upper right cor ner The Ctrl lase hotkey toggles between slow and fast man ual traverse mode Added Squad Leader s position F11 Available views are the eye view Ff the left Alt F1 and right vision block Alt F2 Updated some texture files Commander s and Gunner s sight are zeroed to 1 500m range Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Currently used ammunition is 30mm x 173 for 30mm Mauser gun as in ASCOD PIZAR
33. them to a fixed zoomed in MFP view similar to the VIS views It is also possible to enter this view by press ing the View 3 alt hotkey Fire Control System note In the CV90 35 NL the wind bearing relative to the hull is entered into the VCS and the FCS au tomatically calculates the required lead depending on turret position and changes in hull orientation as long as the GPS system is not damaged Computer controlled crews wil always use actual wind values if either TC or GNR is human it is up to them to enter correct values Note that the CV90 35 DK allows the user to enter wind direc tion in mils while in the CV90 35 NL the values are entered in o clock notation Final Version For public release 18 Sep 2013 Professional PE cesim gt STEEL BEASTS Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Cdr and Gnr may independently open close their ballistic Sight doors In offline sessions the computer controlled gun ner will always follow the action of the TC except in arty barrages where he closes it by himself Closing the gunner s ballistic shield doors will not black out the TCs independent thermal imager unlike CV90 35 DK Coax will reload automatically only while the commander is inside the 3D turret in eye view mode F1 CV90 40 AJ B CV90 40 C Eagle IV Added 3D interior for CV90 40 A B replacing the 90 40 C art work Updated 3D artwork U
34. window It will dis appear when the map is panned outside of its current position e Fixed bug 1336 infantry will now obey a shoot here command even if an enemy AFV is in range e Fixed bug 1941 1962 1967 Fixed bug 1969 computer owned infantry may dismount and re mount player controlled vehicles load if command e Fixed bug 1970 1978 e Resolved bug 1991 as a duplicate of 2546 e Fixed bug 1996 1997 2002 2030 e Resolved bug 2032 as invalid e Fixed bug 2033 Fixed bug 2036 the Troops damage option has been eliminated To achieve the same effect unload troops in the Mission EDITOR and delete them In the Damage if menu the Troops option is still available For compatibility reasons if a scenario is loaded where a Troop damage has already been applied to a unit the option remains visible to allow the mission designer to remove the option Once removed it will not show up again e Fixed bug 2043 e Fixed bug 2051 infantry will now occupy certain buildings which they did not before however the waypoint must be located outside of any building to let them occupy it e Fixed bug 2055 e Fixed bug 2060 the reloading of ATGMs and RPGs will now be delayed until the missile has exploded Fixed bug 2061 helicopters now have a delay between engine startup and lift off e Fixed bug 2063 e Fixed bug 2075 after given the battle position command E helicopters will no longer climb to max imum al
35. 041 3045 e Fixed bug 3046 for the M1A2 SEP s CITV Designate in EMERGENCY mode will now work In EMER GENCY mode the CITV is slaved to the gun in both CITV GLOS and GPS GLOS modes the commander may still control the gun in either mode when overriding The commander may now also control the CITV in MAN mode even in MANUAL fire control mode Designate or Override remain impossible e Fixed bug 3047 3048 3049 e Fixed bug 3050 while CITV is in MAN or AUTO scan modes no reticle will be shown in 13x 25x and 50x While in CITV GLOS or GPS GLOS modes the TC Stadia up and TC Stadia down buttons default as Num8 and Num2 will fire the LRF e Fixed bug 3052 e Resolved bug 3053 as a duplicate of bug 3054 e Fixed bug 3054 Fixed bug 3055 sometimes words of the mission briefing file were not rendered if they fell into the line break zone e Fixed bug 3056 e Fixed bug 3057 the MILAN missile sight will now pitch down by 6 mils once the missile has been fired so that the reticle s center is at the point previously aimed at using the arrow Fixed bug 3058 e Fixed bug 3061 the JAVELIN ATGM gunner s sight may now lock on targets again e Fixed bug 3062 3063 e Fixed bug 3064 attached mine rollers will now stay on top of bridges e Fixed bug 3065 e Resolved bug 3066 as invalid Fixed bug 3072 e Fixed bug 3073 reticules of various gun sights needed correction This fix potentially changes gun sights of every sing
36. 17 the TEcHNICAL ZU 23 2 AAA will now provide suppression when given the Shoot here command e Bug 2318 will not be fixed e Fixed bug 2321 2322 2323 2324 Fixed bug 2325 all supply and fuel trucks now start at a default unit size of four Unimoc MAN 10r MAN X45 HEMMT URAL e Fixed bug 2327 e Fixed bug 2328 infantry weapon teams will now crawl when the facing of their current battle position is changed by the player e Fixed bug 2329 2333 e Partially fixed bug 2234 while testing a scenario the user may now repair vehicles damage vehicles kill vehicles e Fixed bug 2335 infantry movement speed can now be adjusted to let them crawl Fixed bug 2336 2342 2345 2346 2349 2350 2351 2352 e Fixed bug 2354 for all LEOPARD 2 driver s positions with a 3D interior adjusted the vision block points of view to show less vehicle and more surrounding terrain e Fixed bug 2358 Fixed bug 2359 holding Alt disables route optimization between last route node and next Fixed bug 2363 2367 e Resolved bug 2374 as invalid e Fixed bug 2380 2382 2383 e Resolved bug 2384 as invalid e Resolved bug 2388 as invalid Fixed bug 2389 e Resolved bug 2391 as a duplicate of bug 827 e Fixed bug 2393 2396 e Fixed bug 2397 Center on me command will no longer work with map screen updates disabled Fixed bug 2398 e Resolved bug 2399 as invalid Fixed bug 2400 2401 2403 e Fixed bug 2404 only non playable ve
37. ARD 2 com mander s TIM e Fixed a bug that could result in a computer controlled crew not engaging a valid target due to a mis match of ammunition choice e Fixed a bug where the flight height for routes was not set correctly Fixed a bug that made it possible to fire the coax while the barrel was actually changed e Changed the behavior of guns in rotating mounts they should now be properly accessible with both mouse and joystick control Fixed a bug with HMGs on a flex mount e g ASLAV PC M1025 some M113 M88A1 e Fixed a bug with the rendering of roof and vision blocks for the WISENT and various M113s Fixed a bug where the laser range of certain attached objects most notably the dismounted artillery ob servers sights were incorrect for short ranges Ranges of 10 000m and more will still be discarded as infinity Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo Ss 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 Resolved Bugzilla entries Bug description is listed only if the bug was already in version 2 654 or if the change is relevant because of user interface changes Fixed bug number unknown improved the automatic route optimization when moving a route node to a different location The pathfinding method cannot be assigned to each individual route node Fixed bug 158 e Fixed bug 162 the main gun breech is now animated in 3
38. BEASTS ceo Ss 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 e Fixed bug 1165 with only the ballistic computer damaged at mission start LEOPARD AS1 and LEOPARD 1A5 DK will now still activate powered traverse Fixed bug 1173 Tube arty will now fire HE missions with variable timer VT fuze settings for all targets not designated as being under cover Detonation height is set to 15m Smoke amp HE fire missions will use VT fuze for the HE rounds impact fuze for the smoke rounds e Fixed bug 1228 1244 1274 1282 1296 1307 e Fixed bug 1318 air strikes are now independent from artillery and will no longer block artillery units in the fire support queue e Fixed bug 1323 from the driver s buttoned view the mine clearing plow will no longer appear to be on top of the Glacis and not in front of it e Fixed bug 1346 1360 1371 e Fixed bug 1377 it is now possible in the Mission EDITOR to set a flight height landed Fixed bug 1387 medium caliber HE rounds have consistent animations for impact Fixed bug 1422 1433 1475 1485 e Fixed bug 1494 ricocheting bullets will now retain their tracer no tracer status e Fixed bug 1502 1503 1518 e Fixed bug 1536 vehicles equipped with a laser warning receiver currently T 72M4 T 90A CV90 35 NL will now turn their turret towards the laser emission source and pop smoke if not targeting some other combatant at th
39. Changed tactical icon from light tank to tracked reconnais sance vehicle BM 21 Grad 122mm MLRS new system BMP 1 Adjusted vulnerability model Adjusted sounds Updated 3D artwork Added sounds for hatches Corrected the near external fire sound index BMP 1 Ambulance new system Adjusted desert diffuse texture file BMP 2 Adjusted vulnerability model Adjusted sounds Updated 3D artwork Added sounds for hatches Improved the smoke grenade count and type available BMP 3 IFV new system 100mm low pressure gun not activated BRDM 2 Adjusted 3D mode Final Version For public release 18 Sep 2013 Fax 1 650 257 4703 BRDM 2 AT Adjusted 3D mode BTR 50 new system BTR 80 Updated engine and startup sound Centurion Changed the default KE ammo from 105mm L64A4 to L52 Improved the cross country mobility by changing a suspension parameter Updated the vulnerability mode Removed an erroneous mesh object from the LOD1 mode CH 146 GRIFFON transport helicopter Adjusted vulnerability model CH 47 transport helicopter Adjusted vulnerability model Crew served weapon teams Updated 3D artwork Fennek light reconnaissance vehicle new system The Fennek will raise its mast whenever it is in a battle po sition Note however that at this time this is purely cosmetic no actual scanning will be done with it and its actual height does not influence the computer controlled driver s hull turret down locati
40. D vehicle interiors Fixed bug 163 e Fixed bug 249 the new 50 cal gun sight allows better aiming Fixed bug 258 all LEoPARD tanks including STRV 122 should now fire the correct number of smoke vol leys e Resolved bug 270 e Fixed bug 279 in the Map Editor the final placement of objects will now match better the pink preview of the line tool it used to be to the right and above the line e Fixed bug 301 463 e Resolved bug 621 this won t be addressed e Modified fix for bug 664 computer controlled crews will close ballistic shield doors in artillery barrag es with a human commander the computer controlled gunner will open the shield doors on his own ini tiative since there is no such command available in the user interface For vehicle crews that are entire ly under computer control it is the vehicle commander s task to order to doors to open With a human gunner and computer controlled commander nothing will happen e Fixed bug 700 Fixed bug 707 detached vehicle parts e g turret after ammunition deflagration will no longer assume Blue textures but keep the assigned texture instead Fixed bug 784 797 e Fixed bug 808 3D artillery and scripted artillery objects may now fire multi spectral smoke barrages e Fixed bug 816 by default killed tanks will no longer change gun elevation immediately the behavior of tank class vehicles may now involve fo raise or to drop their guns slowly over time assum
41. L BEASTS ceo s 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 e Fixed bug 2731 2732 2734 e Resolved bug 2738 as invalid e Resolved bug 2739 as a duplicate of 2849 e Fixed bug 2740 2741 e Resolved bug 2742 as a duplicate of 2668 e Fixed bug 2743 e Fixed bug 2746 while in the external observer s position of a squad located inside a house nearby trees will no longer block the player s view e Fixed bug 2747 2751 2752 2753 e Resolved bug 2757 as a duplicate of 2749 Fixed bug 2758 Fixed bug 2759 removed the dialog for sky texture selection was Alt S e Fixed bug 2760 infantry will now crawl when adjusting the orientation of a prone firing position e Fixed bug 2761 e Resolved bug 2762 as invalid e Fixed bug 2763 e Fixed bug 2764 sensing rounds while adjusting fire will never be air bursts for now irrespective of the settings for the actual fire mission Fixed bug 2766 e Resolved bug 2767 as a duplicate of 1494 Fixed bug 2768 2769 2770 2771 2772 2773 2781 27822783 2791 2793 e Resolved bug 2794 as a duplicate of 2779 Fixed bug 2796 infantry now enter buildings running unless exhausted e Fixed bug 2797 2799 e Fixed bug 2803 lines of fire can no longer be activated by normal players during solitaire or network sessions except on Realism setting low e Fixed bug 2805 2808 Fixed bug 2810 inf
42. PE 3 0 Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo s 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 Fixed bug 2879 enabled joystick signal inputs for non gun sight views for the following vehicles BOXER Iveco LMV MAN 107 GL CENTAURO LEOPARD 2A4 MAN SX45 CHALLENGER 2 M113A1 TECHNICAL 4x4 CoucAR MRAP M113A2 TECHNICAL T EAGLE IV M113AS4 UNIMOG Fucus 146 M113G3 TOW URAL Fucus 1A7 M2 M3A2 BRAD WISENT FV107 SCIMITAR LEY FV510 WARRIOR M966 e Fixed bug 2881 2882 2883 2884 2885 2886 2887 Fixed bug 2888 mounted MGs on the 4x4 Technical F are now limited to a frontal arc in their aim the cabin gets in the way e Fixed bug 2889 2890 e Fixed bug 2895 improved the Set look of infantry dialog user interface made the dialog wider and higher so that up to 16 entries can be displayed simultaneously relocated the OK and Cancel buttons if a single unit is selected the Set look of infantry Set look of carried troops and Set look of crew dialogs will be initialized with the current look selection important to adjust a previous change character looks are now assigned differently For multiple unit selections the list of characters is now applied to each carried unit e Fixed bug 2891 2893 2901 e Resolved bug 2906 as invalid e Fixed bug 2907 2908 e Resolved bug 2911 as invalid e Fixed bug 2913 2914 2915
43. RO and ULAN Added a gunnery range scenario Added a basic 3D interior to get the vision blocks working Gunner s commander s reticule may now change color use the GAS reticule hot key R while in the GPS GPSE view mode Implemented the unity sight for TC GNR This is mapped to Altview 4 Gunner and commander may now toggle the air defense symbology in the unity sight GAS reticule hotkey Adjusted the sight magnifications daysight is now 8x night sight is set to 2x 6 5x Fixed an issue with superelevation not being displayed cor rectly It is now possible to toggle single shot and auto for the gun While the crew hatches are open the turret is now limited to the forward hemisphere 09 00 03 00 Corrected the aim procedure of the computer controlled gunner Implemented powered traverse for the gunner only active if palmswitch is depressed and coarse control behavior Implemented night vision reticule The gun will now wander slightly 0 5 mil up and right with each shot so it must be re laid for maximum precision Corrected the target height in the range estimation stadia to 1 90m Adjusted hue of woodland and winter textures Changed the way the computer controlled commander reloads the clip to be hopefully more robust and more suited to the type of target While Gunner Commander are in eye view a reticule will still be shown now Added new sounds Added engine startup and shut down sound Updated external engine sound
44. Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 ipants but if the scenario is rerun another error type may be reported The VIS will now remember the last used video mode Corrected color of some VIS alarm group icons Corrected visual behavior of GCU Ready readout in the VIS and on the gunpower TA2 TA3 panel e After gun power has been enabled the GCU dot on the VIS will be filled in e the gunpower light on the TA2 TA3 will blink with 1Hz for 3 seconds then it will be lit up steadily e the GCUready dot in the VIS will be filled in as wel Damage icons in the VIS are now shown even if the monitor frame is not being rendered a hull batteries show as fully charged even if battery damage DAMAGE SPOTLIGHT occurred turret emergency mode must be selected Instrument related changes other the electrical safety safety loop SGL and coax lights do not require gun power to light up Ammo temperature and manual range are now shared val ues for both ammo feeds Corrected damage display of safety circuits WNA TEMP and turret damage The voltage dials will go down to their mini mum value 18V if batteries are damaged and turret emergency pow er is applied 3D interior mode Added articulated coax vision block bases TA2 TA3 buttons are now shared for TC GNR The manual feed s
45. ad it e The civilian flatbed truck with crates may now serve as a sup ply vehicle for insurgents irregular fighters Final Version For public release 18 Sep 2013 Professional PE 3 0 Release Notes eSim gt STEEL BEASTS C Games P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Minor non vehicle changes If the Shift key is held down while the Map EDITOR or MISSION EDITOR main menu entries are clicked the user will now be prompted to open an existing scenario map instead of creating a blank one by default Added 3D hedges Infantry may now fire RPGs fromthe prone position Adjusted rate of fire cyclic for M2 BrowinG cal 50 HMG Added a tandem flag and reduced the after ERA performance for the following HEAT warheads AGM 114K HELLFIRE AT 118 REFLEKS M Mi LAN 2 T PZF 3 T TOW 2A Introduced the option for object vulnerability files to define neutralizing surfaces and their likelihood of neutralization in preparation for slat cage armors against RPG 7 Added a digital map from Kouvola Finland Added some more maps from Finnish training areas Kouvostoliitto and Pahkajarvi Added the Paderborn ter and hgt maps Completely reworked the NTC map Updated the Hannover Weserbergland ter map Updated Terrastan map includes now material resistance values Updated a number of THM files Updated a number of HGT files Removed a few obsolete TER files SB Pro now detects joysticks that are
46. allied parties e Fixed bug 2534 2335 2537 2540 Resolved bug 2548 as invalid e Fixed bug 2549 by adding a civ subdirectory to the camouflage texture folder see also bug 2510 above Resolved bug 2550 as a duplicate of 2549 e Fixed bug 2552 2553 2555 2556 e Fixed bug 2559 vehicles traveling on roads will now ignore unarmed allied AND neutral humans in their collision detection e Fixed bug 2560 2562 Fixed bug 2563 a change in ammunition type with the sole exception for FASCAM missions will no longer reset the coordinate locations in the call for fire dialog box e Fixed bug 2564 the artillery call for fire dialog will now default to six tubes Resolved bug 2570 as invalid e Fixed bug 2571 2572 e Fixed bug 2573 re enabled the option to call artillery strikes from the map view while REALISM is set to High however the resulting artillery impact area object will remain invisible e Fixed bug 2576 2577 2579 2580 e Resolved bug 2581 as a duplicate of 1628 e Bug 2582 will not be fixed P Fixed bug 2583 2584 2585 2586 2590 2591 2592 2594 2595 2596 2597 2598 2599 e Fixed bug 2601 infantry will no longer leave a building when ordered to lay suppressive fire e Fixed bug 2602 2603 2604 2607 e Resolved bug 2609 as a duplicate of 2322 e Fixed bug 2610 2612 2613 Fixed bug 2614 old scenarios without air support will be imported without adding some scenarios with air strikes enabled will r
47. and GNR in any magnification Lasing and firing while ATT is active is possible For the gun to work the commander has to enable both EFWS and HAUPTSCHALTER power switches located between driver and TC seat and the gunner will have to first enable power traverse middle switch above the panel and if the hatches are open the hatch override button Only then can the gun be armed note that the GNR arm button will only apply to his handle and the TC s arm button only his The gunner can al so slew and fire the gun manually for this the azimuth and elevation locks on the gun have to be disabled then he can Slew and fire the gun in the Altview 1 view mode Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 User may now set manual daysight zoom leve User may now set manual reticle brightness Warnings are now displayed if hatches are open invalid ballistic values were entered gun safety override is active upon startup gun is moving to from observation mode and upon success ful recock Display error if the gun safety override was active upon startup The gun type is now correctly set 50 7 62mm 40mm the ammunition selections correspond to the gun type but are most likely still wrong Now manual range entry is not influenced and limited by the minimum lase distance User entry of ballisti
48. antry is now forced to slow down if the current route s speed settings exceed the stamina reserves e Fixed bug 2811 weapon teams will only rest on the move if they are exhausted from normal movement e Fixed bug 2814 2816 2819 2821 2022 2823 2824 2825 2826 e Bug 2827 will not get fixed Fixed bug 2828 e Resolved bug 2829 as a duplicate of 263 e Fixed bug 2830 2832 2834 2836 2837 2839 e Bug 2840 will not get fixed as it is intentional behavior e Fixed bug 2842 e Fixed bug 2843 TECHNICAL T gunners will no longer scan the ground by moving their 106mm RECOILLESS RIFLE At speeds exceeding 5km h the gun will be stowed in the 12 o clock position e Fixed bug 2844 2845 2846 Fixed bug 2847 all guided none fire and forget type missiles will now abort upon the firing platform being destroyed e Fixed bug 2848 infantry will no longer fire light MGs at armored fighting vehicles e Fixed bug 2849 2852 2854 2855 2858 2859 2864 e Fixed bug 2867 allied parties may now send map graphics to each other in network sessions e Fixed bug 2869 2872 2873 2875 2876 2877 e Resolved bug 2878 Send the correct name of a Roman battle against Germans suspected in the vicinity of Holzminden part of the Weserbergland near Hannover via the Contact Us web form sheet at the eSim Games homepage If you are among the first three readers to do so you will win something Offer ends 48 hours after the release of SB Pro
49. at time Fixed bug 1543 it is now possible to set a Repair all condition Note however that since SB Pro rather aggressively removes redundant routes conditions it will not be possible for a vehicle to be killed repaired and to resume a route since the route was deemed redundant by the code if applied to a dead vehicle after all and removed Fixed bug 1554 30mm HE rounds detonate when impacting the ground e Fixed bug 1560 extended the Incremental Time limit in conditions to 240 minutes Note that the 240min entry only makes sense in open ended scenarios or those with a 200 minute time limit plus 20 random variance IF the referenced event happens exactly at mission start e Fixed bug 1569 troops can enter building 85 e Fixed bug 1570 MT LB no longer overshoots its targets e Fixed bug 1572 e Fixed bug 1585 computer controlled CENTAURO commanders ceased charging crew to carry KE contra trucks e Fixed bug 1593 again ATGM teams will now also preserve two missiles against vehicles e Fixed bug 1605 e Further improved the already fixed bug 1641 by adding the LOS height slider to planning and AAR phase Fixed bug 1645 infantry may now assault an occupied building troops under fire from a building may still enter that building e Fixed bug 1649 in network sessions towed vehicles will no longer dip sharply into the ground this might also fix bug 2277 slingshot kills with towing vehicles e Fixed bug
50. attempt to detect and track targets exclusively from the RWS camera view posi tion at this point there is no scanning motion Added a function to toggle the MAP ScREEN gun vi ew Added rear camera vi ew Added ammunition types 12 7mm Blank and 12 7mm LRTA both of which are irrelevant for combat The turret clock at the bottom of the screen now works as i ntended Removed a redundant Lemur 12 7mm readout in the status bar in the map view n the Datalnput menu removed the VO entry Wind is now being calculated in clockwise direction Data Input Adjusted button assignments please send illustrating screen shots if more changes are needed Replaced POL with the DELLIMIT button Final Version For public release 18 Sep 2013 c gsm uar mt Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Crosswind will now be compensated in Static firing mode LEMUR 2013X RWS new system Disabled the autofocus function in the Lemur s thermal view Added option to place a stationary Lemur sentry gun in the virtual 3D environment create a Lemur team Move it to the desired location Right click it and select Put gun near to soldier Then from the same context menu select Set gun position and move it to the desired location with Ctrl A D W X Q and Z When moving the selected Lemur 2013X in the Mission EDITOR a small window is shown listing the hotkeys to move the object
51. ause no arty is available or is in progress e Resolved bug 2436 as invalid e Resolved bug 2437 as invalid e Congratulations you just found a 3 0 license if you are the first to send an email to Sales at eSim Games with the subject line All Hail the_List and confess the sacrifice of a rodent Perjuries welcome e Fixed bug 2438 the T 62 s gun sight may now be adjusted by mousewheel or Shift Arrow Up Dn e Fixed bug 2439 2441 2442 2443 2444 2445 2447 e Resolved bug 2448 as invalid e Fixed bug 2449 2450 2452 Fixed bug 2453 TRPs created by clients in a network session can now be moved and sent to other players Fixed bug 2454 new RPG 7 types are now selectable in the Ammunition combo box e Fixed bug 2455 2456 2459 e Fixed bug 2460 the default hotkey for switching on off the CHALLENGER 2 s thermal imager was changed to Num again this also fixes bug 1771 Num will now toggle day TI mode like Num the TIS on off function has been removed as it did not serve any discernible purpose e Fixed bug 2461 e Resolved bug 2462 as invalid Fixed bug 2463 for the FV107 Scimitar the fast slow speed mode for manual traverse works now hold Ctrl key Fixed bug 2467 2468 Resolved bug 2472 as a duplicate of bug 2474 e Fixed bug 2473 2474 2475 2478 e Fixed bug 2479 in the Mission EDITOR while testing a scenario and selecting Show Unit icons actu al or Vehicle icons
52. bled the transport lock on the 3D mode Updated normal map texture Clicking 3D control elements will no longer recenter the mouse cursor Fixed a bug where the vehicle commander saw an empty pane even though no panel was mounted at al Fixed a bug where in network sessions the ammo count menu would not be removed from the commander s display after it was closed by the gunner Fixed a bug where the zoom factor could not be cycled by us ing keyboard or joystick after it was manually increased past its predefined max value Fixed a bug preventing computer controlled units to shoot straight while in stabilized mode EUROSPIKE LR ATGM new system FIST V Fuchs 1A6 Will use the BILL launcher artwork squint harder Specified a thermal sight cool down time to prevent its i mme diate readiness after repositioning Missile lock is set with the lase hotkey this will start the activation timer and start the seeker cool down process The missile may lock on buildings bridges friendly and en emy vehicles Arrow keys and coolie hat will shift the set impact coordi nate Currently the missile s cooling capacity is assumed to be 30 seconds after that time TI will not be available Currently only the high flight trajectory is implemented SPIKE is categorized as a tandem HEAT warhead Adjusted vulnerability model Added manual control of the FISTV s sensor head The damage conditions and computer controlled driver behavior with the
53. c parameters is now correctly checked to stay within FCS limits Various displayed menus are now grayed out if they are inac tive Implemented the absolute maximum zoom level which can only be achieved by using the buttons on the panel frame nar rov FOV is actually not the maxi mum zoom Enabled weapon type switching even though no system reboot is required Enabled ammo type switching note that the available ammuni tion types still need to be tuned The commander may now slew the gun Added TI communication and weapon contradiction errors Added reticule out of FOV warning Corrected blankframe for LRF and spotlight Corrected FoVs for day and thermal sight Changed 40mm grenade launcher maxi mum amount of ammo to 32 Corrected behavior so that the commander continues overriding the gunner even if his palm switch is not pressed if locked lead was enabled Fixed issue with the control sensitivity not being restored to normal values after ATT was forcibly terminated and gun control lost to the other crewmember Fixed some issues with menus not being correctly grayed out and font sizes Fixed some issues with joystick input it now cancels mouse input palmswitches have to be pressed in order to be able to fire etc In network sessions with human TC and GNR only the GNR should be able to pop smoke Added parallax compensation Note that this means that the laser beam may not hit the area inside the reticule A
54. d the auxiliary trigger foot pedal for burst fire While zoomed in to the VIS Altview2 it is no longer possible to slew the view using the joystick Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE a 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Selecting different feeds in EMERGENCY mode will change the computer s ballistic solution Weapon selection on the gunner s handles will now require the TA4 switch set to gunner handle The range toggle switch now disables AIR mode TURRET damages now display text messages in the suggest ed action VIS menu Changed mouse control for the 3D turret interior view if real control handles are selected the control handles now exclusively control the turret movement and the mouse exclusively controls the view Changed end of belt signal for upper chute to 28 rounds While COAX is selected the shooting mode sin gle auto burst is being displayed again Instrument related changes sights Day sight reticules are now gold not red Added a black border to the bottom of the gunner s day Sight behind the LED readouts Added HATATO MI NTA EMERGENCY string to TIS if FCS is in emergency mode Changed the color of the day sight reticules to be simply black Fixed the auto functionality of the barrel cam reticule Set the barrel cam reticule s BLACK mode to also use the pure black color
55. d vulnerability model Updated some texture files Updated to support attached gun and hi res interior mode May now mount different HMGs M113A2 new vehicle Added Commander s position F7 Added Driver s position F9 M11343 Adjusted vulnerability model Updated 3D interior mode May now mount different HMGs Corrected smoke grenade salvo count M113AS4 Adjusted vulnerability model M11364 new vehicle Added Commander s position F7 Added Driver s position F9 Wire fence add on armor to neutralize selected RPG 7 muni tions Added UN texture M901 Adjusted vulnerability model Updated some texture files MAN 10t GL cargo truck new system Added Commander s position FT Added Driver s position F9 Added Lemur and 50 cat RWS types Note that the vehicle commander may only to open the overhead hatch if the truck is carrying the MG3 Final Version For public release 18 Sep 2013 Fax 1 650 257 4703 NZLAV Added gun fan and troop door sounds Updated some sounds Piranha III C Updated some sounds SENSOCOPTER UAV new system The default organic UAV for infantry squads if equipped with it in the Mission Editor Note that a unit can only be equipped with either UAV or UGV The UAV currently uses the helicopter flight model which will be changed and replaced by a simple 6DOF flight model Two new hot keys were added to deploy and pick up UAVs The UAV s camera can only be changed in elevation the whol
56. dded system settings menu which allows turning off the LRF and the TI Added maintenance menu and PIN entry Added reduced control sensitivity after target tracking was forcibly quit this sensitivity remains until the controls have been recentered Added gun is in forbidden zone warning added correct Eng lish and German texts for the other warnings f the human commander overrides the human gunner and ap plies locked lead he will remain in control of the gun as long as the locked lead is active even if he lets go of the palm switch Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS G Professional PE ARENE 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Locked lead will now only be applied once the user has let go of the ATT button not automatically after 2 seconds The commander s ARM switch will now automatically disarm once that traverse power was disabled The gun will now always follows the sight even in unstabi lized mode If one of the crew members enters the system settings or gun menu the other crew member s panel will replicate this view and deny any input until the menu is exited again the menu elements should be grayed out The smoke grenade launcher controlbox now shows the loaded status of its tubes The gunner may now fire the smoke grenades in network ses sions more reliably Enabled stabilization as the default selection Disa
57. done for keyboard input e Added some hotkeys to the Mission EDITOR CTRL N will create a new scenario CTRL 0 will open a scenario CTRL S will save the scenario CTRL P will print the blank map SHIFT P will print the map as displayed e Added some hotkeys to the Map EDITOR CTRL N will create a new map CTRL 0 will open a map CTRL S will save the map Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 R toggles the rendering of road width between real width and 1 pixel F flips start and end point of a line object useful mostly for the guardrail if you find that the rail is on the side facing away from the road e Added new hotkey Toggle HUD Overlay ALT H it toggles the display of HUD UI overlay elements in the 3D world i e damage messages timer frame counter info bar pause message etc to allow for clean screenshots videos e Mission designers may now set the following damages DAMAGE_GRENADELAUNCHR DAMAGE LASERWARN DAMAGE MI SLAUNCHER DAMAGE SEARCHLI GHT DAMAGE AUTOLOADER e Updated a number of projectile parameters and terminal ballistic performance esti mates e Reduced crosswind susceptibility for most medium and large cali ber rounds e Added PNG screenshot option in addition to the existing BMP and JPG formats PNG uses lossless compression it offers t
58. e Fixed bug 2917 changed procedures of computer controlled crew to adjust their fire after shooting over a target Fixed bug 2918 e Resolved bug 2919 as invalid e Fixed bug 2921 2922 2924 2927 e Fixed bug 2929 all infantry will now go prone more often before firing their weapons when under di rect fire attack when observing enemy combatants e Fixed bug 2930 AKM rifles will now user their own sound western rifles will use a different set e Fixed bug 2932 2934 2935 e Fixed bug 2936 terminal ballistics will now take eventual armor vests of infantry into account before calculating damage e Fixed bug 2937 2944 e Fixed bug 2945 assigned a specific sound to light MGs e Fixed bug 2947 2949 2951 2952 2953 e Resolved bug 2954 e Fixed bug 2959 infantry under fire will no longer reposition themselves when taking a casualty e Fixed bug 2960 2961 e Resolved bug 2962 as a duplicate of 2874 e Fixed bug 2964 2965 2967 2968 2970 2972 e Resolved bug 2975 e Fixed bug 2976 2977 e Resolved bug 2981 as invalid e Fixed bug 2984 2985 Final Version For public release 18 Sep 2013 E EB cesim gt STEEL PENSIS P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 e Fixed bug 2987 rather thoroughly for infantry the battle position status is now canceled if the height posture setting is being changed but being in prone position may still be changed if a squad no longer rece
59. e actual texture files are still organized in different folders however Added three new Camo subdirectories UN Red generic OpFor and Civ Added the soldier mod folders for the new nationalities UN Red and CIV The executable tries to load vehicle textures in the following order My Documents eSim Games Steel Beasts mods textures current environment nationality C Programs eSim Games Steel Beasts textures current environment nationality C Programs eSim Games Steel Beasts textures woodland nationality C Programs eSim Games Steel Beasts textures current environment C Programs eSim Games Steel Beasts textures woodland Fixed bug 2511 under the user s Mods Textures Winter folder there is now a sub folder for Red e Fixed bug 2512 2513 2514 2516 e Resolved bug 2517 as a duplicate of 1762 Fixed bug 2518 rocket artillery units may now cover an area of up to 1 000 x 1 000m with a single fire mission tube artillery remains limited to 400 x 400m e Fixed bug 2519 2523 2527 e Fixed bug 2529 the static sky textures are gone now and a suitable new fogging method has been im plemented Fixed bug 2533 chat messages reference points and map graphics may now be sent to the Own or to All allied parties To send these to enemy parties the All option must be used Note that the lines of fire feature still either shows the lines of the Own or of All other parties or of all but not of only
60. e vehicle has to turn to Slew the view At least for now the camera is unmagnified This micro UAV will not have a trace on the map screen May now be controlled from the Observer s position as wel does not require to assume the squad leader s position F7 first by using the F2 view remote control or the F3 view UAV camera sight F3 view will now also show compass bearing and flight height Strv122 Updated 3D artwork Enabled dynamic lead for coax Added capability to also fire regular non multispectral smoke In the 3D interior removed the untextured AK 5 and cleaned the mesh T 55 Added new textures Adjusted vulnerability model Updated 3D artwork Corrected the default ammo loadout Updated turret gun position for reload Updated ammunition load times loading times have been sub stantially increased between best and worst possible case Changed ready stored ammo loadout all ammunition is now con sidered ready T 62 Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Adjusted vulnerability model Updated 3D artwork Updated some texture files Adjusted gun loading position Corrected the default ammo loadout Updated turret gun position for reload Updated ammunition load times loading times have been sub stantially increased between best and worst possible case Changed ready stored ammo loadout all ammunition is now con sidered ready Replaced the blitted gunner s unity si
61. eceive the full load of 15 e Fixed bug 2615 2616 2617 e Resolved bug 2618 as invalid Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo s 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 e Fixed bug 2620 2621 2622 2624 e Resolved bug 2625 as invalid e Fixed bug 2626 2627 e Fixed bug 2628 civilian cars even when hostile will no longer be engaged by computer controlled units e Fixed bug 2629 2630 e Fixed bug 2631 the M1A2 SEP Asrams fire control computer will now accept range inputs up to and including 5 000m e Fixed bug 2632 2633 2636 2637 2638 2639 2640 e Fixed bug 2641 in the M1A2 SEP Asrams the commander may now use the laser range finder while overriding the gunner Fixed bug 2642 2643 2644 2645 2647 2648 2649 2651 2652 e Resolved bug 2654 as invalid e Resolved bug 2655 as invalid Fixed bug 2657 reassigned Num hotkey to make room for the universal shifting of the focal plane in thermal imagers most previous Num actions are now found on Shift Num with the sole exception be ing the thermal imager field of view which has been double assigned to the general field of view toggle command N e Resolved bug 2658 as invalid Fixed bug 2660 only at about 900m range will RPG 7s be used by computer controlled troops to create an air burst effect RPG 7 air burst firing is limited to combatants using the Afghan characte
62. ed a number of PDF tutorial files for CV90 30 FI Adjusted vulnerability model Adjusted vehicle script file Updated some texture files Fire Control System changes Range values in the ballistic computer are now adj usted with the vehicle s movement even while manual range or battlesight are selected Final Version For public release 18 Sep 2013 Professional PE cesim gt STEEL BEASTS Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 While a human player is in the gunner s or commander s position the FCS will use the crosswind and wind speed settings as specified through the TA4 panel The entered value is relative to the hull and will not be updated if the hull changes orientation the FCS will calculate cor rect crosswind speeds for the current turret position When switching to Air FCS mode it is now possible to use the laser range finder The user may now enter minimum laser range battlesight range and manual range Lasing with closed ballistic doors open unity sight or with no echo will now always return a range of 9995 If an invalid laser range measurement was performed the FCS will reset after one second to its previous lased range if any or to battlesight range The FCS now tracks if a measured lased range is stored and reacts accordingly e g with palm switches off the GPS VIS TA4 will show if no measured range is stored the FCS will revert t
63. el battlesight entry Changed the view mode to access the commander s caL 50 HMG from Altviewl to Altview3 to make it consistent with the T 72M 1 Adjusted the commander s stadia reticule The CITV is now unstabilized in Emergency fire control mode Added Driver s position F9 Added Gunner s position F6 The gunner may now also fire the coax in bursts while in manual fire control mode The Gunner s BIOC will now be black and without reticule while on standby Added an INSTANT ACTION scenario Added a GUNNERY RANGE scenario This vehicle may identify targets with its thermal sensors out to 6 000m the usual limit is 3 000m Added a missing track texture Corrected the turret roof thermal texture Fire Control System The smoke grenade launcher must be powered on before it can be fired While battlesight is enabled changing the ammunition type will also change indexed range to the battlesi ght range entered by the gunner for the selected weapon type Ammo slots 3 and 4 may now hold ammunition other than M1028 and DM33 PELE adjusted assignment for correspond ing ammo index buttons in the 3D interior Updated maximum ballistic range and maximum laser range finder range f a lased range exceeds the limits of the ballistic com puter the range will be displayed but the old range wil be used for all ballistic calculations M2A2 M3A2 Adjusted vulnerability model Adjusted vehicle script file Updated 3D
64. elector knob should will now work relia bly Corrected the display of the power status of subsystems in case of damage Added a vision block F4 view for the driver which al lows him to see more of the vehicle s glacis The emergency FCS hotkey will now set the state of switch and its cover in the 3D interior Added Nammo AP round as alternative ammo Added damage screen to barrel cam Added PKT recock sound Added new sounds when flipping a few switches varied the pitch of the SOUND I 30BUSHMASTER EJECT sample some what between shots Added peri control peri electrics and peri azimuth to the missing systems Added dedicated hotkeys for the CV9030 Fl s fire contro modes note that there is no control category for this vehi cle The vehicle now starts with ballistic shield doors closed if not battle ready Has now its own track texture Adjusted PKT muzzle velocity Corrected sound being played if 30mm feed is being changed n the Finnish version the APC_ STOPPAGE WAV sample will be played if the COAX is damaged down Final Version For public release 18 Sep 2013 Professional PE cesim gt STEEL BEASTS Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 CV90 35 Fixed a bug that caused wildly diverging laser ranges between TC and GNR in network sessions El KAIKUA no return should not be displayed if there has not been any attempt at lasin
65. ercentage value of actual mission score vs maximum score If run with the loglevel DEBUG command line option it will now write out the score values Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE a 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Mech units Mount Dismount if Added Mount if Dismount if command to vehicles waypoints and routes e Routes and waypoints now have general mount dismount properties Like other properties for routes and waypoints the mount dismount properties get passed on to a unit when it arrives at a waypoint or embarks on a route e One important distinction concerning dismounting is that a waypoint dismount will cause the dismounted troops to act as if it also just arrived at the waypoint thus a owing them to embark on routes that start from that waypoint On the other hand a route dismount will force the troops to simply stay where they are at the start of the route or between waypoints depending on when the dismount condition becomes true This is the only way to leave troops be hind until a Mount command is given again e Also if dismounted troops and the mounting vehicle are travelling along the same route at slow speed the vehicle will coordinate its movement with the troops It will let them advance before proceed ing At faster speeds the vehicle will ignore the troops e A human player
66. erriding For this a new hotkey was introduced note that this hot key is NOT mapped by default nstruments The correct battlesight ranges will now be shown in the MFP for the selected weapon The manual range and battlesight range readouts are no longer swapped in the VIS operational screen The GPS symbol in the operational VIS screen wil be darkened while GlobalPosSys damage is applied The VIS weapon screen will now display the left right feeds remaining ammunition as bars under the weapon sym bols The bars will go yellow if 15 rounds remain and red if 7 rounds are left The dynamo gauge in the VIS battery screen will be drawn in green if the engine is running The VIS operational screen will now animate the TC s and Gunner s line of sights drawn as a blue line to re flect their azimuths The video selection dial on the TA4 will no longer con trol the output of the VIS but the greenscale video tube of the TA4 The safety loop readout in the MFP s main screen wil no longer reflect the status of the turret emergency Switch since driver s hatch and turret basket doors are not tracked CV90 35 NL new vehicle Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Added Squad Leader s position F11 Added GUNNERY RANGE scenario Added INSTANT ACTION scenario Added some laser warning receiver sounds The turret crew may click on the MFP display doing that wil take
67. ferent default ammunition loadout DM11 HEF T instead of DM12A1 HEAT T and DM53 for APFSDS T and a new auxiliary sight reticule Increased the maxi mum engagement range to 5000m Leopard 2A5A2 DK new vehicle Like LEOPARD 2A5A1 In addition Slat cage add on armor to neutralize selected RPG 7 muni tions Barracuda camouflage net reducing the thermal signature Will not receive a UN texture due to integrated Barracuda ca mo Leopardo 2E Adjusted vulnerability model Updated 3D artwork Final Version For public release 18 Sep 2013 cgSimo ST 02 Fax 1 650 257 4703 Updated some texture files Deliberately incorrect external ballistics for 120mm DM12A1 are no longer present in this version for the sake of a more consistent user interface Corrected the smoke grenade count to two salvos of four and up to eight single smoke or HE grenades Corrected stowed grenade counts default count is now 2 2 HE and 2 4 smoke Left and right salvo now have to be fired separately Adjusted the pitch of the driver s vision blocks for a better view of the terrain Updated the 3D interior fixed issues with objects blocking the upper vision blocks and objects being unattached Leopard ASI Adjusted vulnerability model Updated 3D artwork Updated some texture files Modified gunnery range scenario Enabled five new main gun sounds Added generic OpFor Desert texture Added alternate camouflage pattern texture 1A3 GE MI Ab
68. g a scenario in the Mission EDITOR without embedded nav mesh User is prompted whether to build the nav mesh e When applying a map refresh in the Mission EDITOR User may be prompted whether to build the nav mesh if the TER file doesn t already contain a nav mesh e When loading a scenario without embedded nav mesh in order to play it No action e Added compression to nav meshes this reduces scenario file siz es Compression preferences are NOT saved in the Options dat file Compression can be set to Orr Low and HIGH compres Sion Low is a speed optimized setting used for the au tosave High should be used only as the finishing touch when working on a scenario may take between a few seconds and up to a minute or so per save command It is also possible to create nav meshes from the command line If you have a large number of maps that need conversion we recommend using an extra tool SB Navmesh Builder see below to set up a batch conversion process The command line options are e Syntax SB2 exe buildnavmesh innavfile file path file name ter outnavfile file path new file name ter ignoreexistingnavmesh e The optional ignoreexistingnavmesh will force a new build of the nav mesh even if one already exists in the input file e SB NAV MESH BUILDER is a tool that most users of the Personal Edi tion will not need it is made available as a separate download however at http www eSimGame
69. g yet Fixed a bug where gun in burst mode went off target Fixed a bug preventing the selected range type to be dis played in the thermal screen Fixed a bug that limited the 30mm burst length to four rounds Fixed an issue with the gun not keeping its current angular Speed ignoring gunner input while firing in burst mode during movement Observers can no longer hear certain sounds this may also fix bug 2459 CV90 35 DK Updated 3D interior mode Added the mechanical gun safety driveshaft and driveshaft cover features Added driver s position 3D interior removed the full screen VIS mode Implemented peek holes in the gunner s and TC s ballistic shield doors for some limited visibility in the thermal im agers Updated some sounds User Interface The driver will no longer see a thermal like scene when accessing the rear camera view The turret crew may now click on the MFP display doing that will take them to a fixed zoomed in MFP view similar to the VIS views It is also possible to enter this view by pressing the View 3 alt hotkey The driver s VIS will now automatically switch to rearcam while driving backwards The gear indicator in the VIS chassis status screen will switch to D2 if driving forward and R2 if driv ing backward The troop commander may now click the VIS to zoom in Removed the Override end of belt hotkey from the CV90 35 hotkey category since that command is actually
70. ght with a 3D version Final Version For public release 18 Sep 2013 Professional PE cesim gt STEEL BEASTS Games P O Box 654 o 3 0 Release Notes Aptos CA 95001 o USA Fax 1 650 257 4703 T 72 al variants Corrected sound volumes of external movement sound T 72M T 72M1 Technical Technical Technical Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Adjusted vulnerability model Updated 3D artwork Adjusted coincidence window Handles identically as the T 72M1 except for the absence of smoke grenade launchers Corrected the default ammo loadout Added tutorial files Adjusted vulnerability model Updated 3D artwork Adjusted volume level of autoloader internal sound effects Adjusted coincidence window Adjusted the searchlight decal texture 2 7t 4x4 F mercenary truck new system Added Gunner s position F6 Corrected steering wheel rotation axis Changed max platoon strength to six Reduced maximum speed to 120km h Slightly reduced the cross country performance i Added Gunner s position F6 Adjusted vulnerability model Adjusted vehicle script file reduced off road performance Added enabled mounted DShK and NSVT gun for the 1 2t TECHNICAL T May now be placed in platoons of up to 6 in strength Removed obsolete textures T 106mm RR Added new 106mm recoilless rifle bang sound Wiesel 1 TOW missile carrier Adjusted v
71. he breach safely forward by pressing REAR NORM and the trigger The smoke grenade launcher box shows the tubes load status Green for smoke red for HE these only in tubes 5 6 on ei ther side Smoke grenades are fired in salvos two for each side if only smoke grenades are loaded HE grenades are fired individually The computer controlled Cdr may launch smoke while unbuttoned Enabled the Laser button on the laser assembly 3D interi or Changed the LRF behavior If the lase button is only pressed for under 1500ms the locked lead will NOT be changed This allows the gunner to track the target and do a quick range update without discarding the integrated angular turret ve locity Changed the LRF accuracy to 1m resolution The crosswind left right arrows will be set based on the left right switch setting not based on the entered value where a value of 0 always meant left right BILL 1 ATGM team new system Specified a thermal sight cool down time to prevent its i mme diate readiness after repositioning The Biti 1 primary sight field of view is 45 Final Version For public release 18 Sep 2013 Professional PE cesim gt STEEL BEASTS Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Bushmaster Troops now visible inside Updated some texture files Centauro Fixed four bugs that flooded network sessions with status messages making internet based games with t
72. he same image qual ity as the BMP format at a fraction of the file size JPG still offers the smallest file size but with noticeable com pression artifacts e Copying and pasting routes will now also retain properties like For routes mount command ARV hitch and unhitch conditions For checkpoints mount command formation style ARV hitch and unhitch conditions e Adjusted movement behavior Upon arrival on a checkpoint with no tactics battle position set and an eventual embark condition of the following route being true units will no longer stop for a brief moment they will however still stop to allow for a troop mount or dismount order Known Issues The LEOPARD 1A5 GE cast turret has the 3D interior of the LEOPARD 1A5 DK welded turret The LEOPARD 2A5A2 has the turret roof of the LEOPARD 2A5 DK Squint harder The Autosave function is not recommended to be used when working with scenarios based on the Terrastan map These scenarios tend to exceed 100MByte in size and writing all that junk to disk while you are plot ting a route for a unit especially in that area with the many walled fields in the northern part of the map can make it nearly impossible to get any meaningful work done because of the frequent and time consuming disk accesses Improving performance here is on the work list but could not be com pleted in time for this release Final Version For public release 18 Sep 2013 Professional
73. head elevated are the same as with the M901 the difference is that the vehicle will suffer turret damage instead of missile launcher damage Will now stow the roof MG in the forward position if not in use Fuchs 1A6 Eng new vehicle Added Commander s position F7 Final Version For public release 18 Sep 2013 g3im nu m Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Added Driver s position F9 Fuchs 1A7 Will now stow the roof MG in the forward position if not in use FV107 ScimiTaR reconnaissance vehicle new vehicle Added commander s position F7 the TC peri does not turn at this point and it most likely has an incorrect sight picture Added Driver s position F9 Added Gunner s position F6 the Palm switch hotkey will toggle between fast and slow turret rotation yaw speeds both TC and GNR crew stations have a 1 1 outlook acces sible via the Altview4 vi ewmode the gun has 2 firing modes single shot and burst like on WARRI OR Added basic 3D interior the TC s peri does not yet turn and there s no view rendered to its viewport The gunner s sight will wander slowly towards the upper right with each shot Corrected a small problem with track mesh in LODI Changed the way the computer controlled commander reloads the clip to be hopefully more robust and more suited to the type of target Updated vulnerability file Fixed a bug with
74. hicles will allow their owner the use of the binocular zoom from the external observer s position in high realism settings e Fixed bug 2405 e Resolved bug 2407 as invalid e Fixed bug 2409 the progress bar during the nav mesh generation indicates activity rather than to create the impression of an application that hangs nav mesh generation will still take patience and time how ever Since the nav mesh generation is an iterating procedure of subsequent optimization passes no ab Final Version For public release 18 Sep 2013 E EB cesim gt STEEL PENSIS P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 solute duration can be taken as a reference only an upper limit of 15 minutes is set beyond which no more optimization passes will be started e Fixed bug 2410 2412 2413 e Fixed bug 2415 added a range circle to refueling trucks note that only two vehicles can get refueled at any time even if more are in range e Fixed bug 2416 2417 2419 2420 2421 2424 2425 e Resolved bug 2426 as a duplicate e Fixed bug 2432 on realism settings High artillery strikes will no longer be visible on the map screen nor countdowns nor fire mission names unless the user is testing a mission or is an Instructor Host The Support menu which lists all the fire missions will now also show the fire mission s status so that the user can at least see if his call ended up in a queue possibly bec
75. his vehicle prac tically unplayable Computer controlled crews will no longer switch off the ther mal imager but close the ballistic shield doors instead if they come under artillery fire Fixed the SGL power cover on the commander s smoke launcher control panel Unmapped the CCP GCP Power command which was mapped to joystick button 6 since inadvertent use will lock the GPS mi rror Enabled five new main gun sounds Enabled the gunner panel s power button Added US diffuse texture to mimic STRYKER MGS Challenger 2 Added a few tutorial scenarios Adjusted vulnerability model Added rudimentary 3D interior for the commander s place Commander s TI screen now rendered inside the 3D interior Replaced the blitted gunner s unity sight with a 3D version Updated some texture files Updated Gunnery Range scenario Corrected erroneous location of the auxiliary sight Changed combat mass from 62 5 to 70t Adjusted power to mass ratio accordingly Added new sounds Removed the ammo door sound it doesn t have one Updated default ammunition loadout Cougar MRAP Troops now visible inside Enabled M240 7 62mm MG Updated some sounds If equipped with a manually controlled gun the gun now is mounted on a rotating mount just like on the Fuchs BUSHMASTER M113 Added two glass meshes Added a missing UN texture CV90 30 FI Added and updated a large number of tutorials Added INSTANT ACTION scenario Added GUNNERY RANGE scenario Add
76. iated scenario file will load normally Only after the AAR phase has been completed and if the operation has not yet been finished the user will be taken back to the PHASE SELECTION screen If the operation has been completed the user gets taken to a preliminary OPERATION END screen e An operation will consist of an Operation control file oPc suffix and a collection of scenarios stored in a subdirectory This directory named after the Operation in progress will also hold all the user s savegames The folder will always be in the user s My Operations folder since he s not allowed to write into the common Operations directory e In addition an Operation state file with oPs suffix keeps track of which phase of an operation the user has reached In other words Operations will track in which phase you are You can save and exit an operation and later automatically resume with the scenario following the one that you completed last e Inthe Mission EDITOR the following menu entries were added File Operation description This will bring up a new dialog to load save reset operations and to edit an operations descrip tion similar to a mission summary The description will be shown while browsing operations File Operation phases This screen allows to define phases and to link them It features 3 listboxes from left to right e All the operation s phases the order does not matter except that the first one is the start phase The cu
77. ill continue for up to 3 seconds after LOS was lost Pressing the key another time will deactivate tracking The ULAN has dual axis stabilized view and dynamic lead which is activated by pressing the laser key The reti cule will stay on target but the gun will jump and the gunner may fire Added the gun shot through error in case the gun was fired with no round loaded In this case the gun wil have to be recocked press REAR NORM and once the gun has been charged REAR SERV and the TWK reset button has to be pressed for the shown error to go away While the laser is turned off and not disconnected in the Ger teauswahl the FCS will show error 170 with the KOMMREE LEM text displayed After an invalid range input the red FCS light will blink un til a valid range is being entered Lead is only calculated once the LASE button was pressed for about 2 seconds It then sticks until the next measurement f stab and power traverse is enabled when the crew opens a hull hatch both will be disabled As soon as the hatch Final Version For public release 18 Sep 2013 g3im nu m Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 is closed again power traverse will come on automati cal ly but stabilization will stay off For a mixed crew the thermal imager will show the cross wind value set by the human commander while the computer controlled gunner will use the actual cr
78. ing a gradual loss in hydraulic pressure There s even a small chance that a loaded main gun will go off in the first 30 minutes after being killed if the tank is smoldering e Fixed bug 827 834 841 e Fixed bug 861 infantry will now crawl to adjust their position while prone e Fixed bug 922 helicopters may now be scripted to land e Fixed bug 929 the default assumption for player preferences is now to accept other players in his own vehicles so that if ownership changes other players can still hop into crew positions as they could do be fore the unit was given to another player e Fixed bug 961 it is now possible in the Mission EDITOR to set map updates for each party individually and whether the map updates are limited to the party s own forces BlueFor tracking e Resolved bug 981 as a duplicate of 179 e Fixed bug 982 in the MISSION EDITOR existing routes custom map regions and custom map lines may now receive additional vertices nodes similar to the way how it is done to roads in the MAP EDITOR CTRL LEFT CLICK deletes a node SHIFT LEFT CLICK adds one e Fixed bug 996 top attack missiles are now characterized by an asterisk in the name displayed in the Mission Epitor s ammunition selection dialog e Fixed bug 1022 1046 1047 Resolved bug 1088 e Fixed bug 1092 CrRL J inverts the joystick axis permanently e Fixed bug 1093 1111 1115 Final Version For public release 18 Sep 2013 esim STEEL
79. itioned one unconditioned the game will first evaluate the condition only if not true unconditioned phase is chosen Note that at this point the order of evaluation for multiple conditioned and unconditioned child phases is not specified Another note about phase conditions Currently only one condition may be specified It is not possible to check for multiple events Control Logic Create Operation Spawn Zone First clicking somewhere on the map then selecting this option will create the operation spawn zone multiple clicks with the zone already existing will do nothing This zone is set to be transparent so the user does not see it and may be resized and moved Units placed in it will retain all the normal context menus However routes originating from these units will only have one menu option Enable for operation clicking on this entry will bring up the operation condition dialog These routes work just like jump to end if conditions If the enabling condition is satis fied units will appear at the waypoint at the end of the route and annoyingly report that they reached their waypoint once the scenario has started Control Logic Operation Events Operation events get their name from the normal Event dialog box so if you assign a name to operation event 42 this is the name the event will have wherever it is being refer enced On the other hand once a scenario has been loaded in the editor and if a operation has a
80. ives incoming fire e Fixed bug 2989 e Fixed bug 2990 infantry will no longer sink too deep into the terrain e Fixed bug 2991 2992 2994 2997 3001 e Fixed bug 3002 in an AAR reviewed immediately after the execution phase cars with random colors will keep their original color This information will however not be retained if the AAR is saved to disk and then exited Reviewing the file later will assign new random colors to these cars e The first reader to report this line to that legless reptile at eSimGames com with the subject line Pad Winner will get a freebie Be sure to include your postal mail address e Fixed bug 3003 3004 3007 3011 3013 3018 3020 e Fixed bug 73022 allied units will now show up on the map screen but update their positions only at longer intervals they cannot be clicked for a position update either Fixed bug 3027 as long as map updates are enabled units of allied parties will no longer be shown on the player s screen with the enemy intelligence of position feature as allied units are now always shown per bug fix 3022 it still has a place however if map updates are disabled in order to denote to the player the approximate location of friendly units e Fixed bug 3028 3029 3030 3032 3034 Fixed bug 3037 by centering the control handles of the M1A2 SEP the lead calculation may be zeroed eventual ammunition drift and crosswind compensation will still be applied e Fixed bug 3038 3039 3
81. le vehicle in Steel Beasts both thermal and day primary and auxiliary sight Resolved bug 3074 as invalid Fixed bug 3075 changed hotkey assignments and crew procedures for the M1A2 SEP Asrams CITV designate and override modes Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo s 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 while in the TC s CITV view F3 the TC s palm switch now needs to be pressed in order to slew the CITV in manual scan mode the TC s designate function got moved to the O key it was V before in order for the designate function to work the TC s palm switch has to be pressed as well Notes In the TC s eye view the mouse joystick will control 1 the view if the palm switch is not depressed 2 theturret if the palm switch is depressed and the CITV is set GPS GLOS mode 3 the CITV in all other modes on the TC s handle the stadia buttons push up down and the field of view buttons zoom in out will work without requiring the palm switch to be depressed All other functionality does however e Fixed bug 3076 Fixed bug 3078 deep wadi areas are now excluded from the nav mesh generation amp autonomous path finding Note that scripted movement is still possible e Fixed bug 3079 3083 e Resolved bug 3085 as a duplicate of bug 3084 Resolved bug 3086 as invalid e Fixed bug 3089 3093 3094 3095 3096
82. lso been loaded its operation events will be initialized from the names from the opera tion The logic governing which phase succeeds another one can now handle up to 7 Operation Condi tions using the same logical setup as the scenario conditions however at this point there can only be one condition specified in the UI Added Operation Events to the MissioN DEBUGGER however Operations cannot be tested from the MISSION EDITOR yet If a scenario is quit while still in the planning phase the operation state will be rolled back so the scenario never happened instead of being interpreted as being played and immediately quit In the operation end screen The path of the image can be specified in the phase description win dow s Picture editbox for the end phase a operation phase without successor in question There is no limit on how many phases can hold pictures Introduced a new Continue Operation screen looking like the End of Operation screen which will be dis played once a scenario has been finished and the AAR concluded This screen will offer the user to continue the operation save the current operation state or to quit the oper ation In addition this screen allows the operation designer to display a picture just like the end of operation screen see below Note that there still will be an autosave file be created after each operation scenario has been played Operation phase successor score conditions now use a p
83. me coniferous trees Oiljack Is now animated Some randomly picked units will be disabled to simulate mai ntenance Wi ndmi The windmill will now point into the wind its speed is some what dependent on wind speed Above a certain speed the ro tors will stop turning Some randomly picked units will be disabled to simulate mai ntenance Added a number of new houses 3D artwork CO XO units now default to the last platoon number of the compa ny when created in the Mission Editor Unchecking CO XO defaults back to the first platoon number Added categories ULAN and ERCWS M to the Controts dialog window Improved aim correction for computer controlled vehicle crew to compensate for wind bad ballistics etc Added the option for command line parameters HELP shows the available command line parameters and option al arguments AARPATH see bug 2217 Path names for aarpath should be set in quotation marks to handle eventual blank spaces in the path name LOGLEVEL controls the verbosity of the debug log text file The available arguments are in descending order of de tail TRACE DEBUG I NFO WARN ERROR The default argument is WARN which should produce about the same amount of information as earlier debug logs did Lower log details only should be specified to help in error detection as logging might impact performance Steel Beasts will now keep a history of the last 12 log files in the Logs folder The
84. nal PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 User Interface Changes Multiple Parties Steel Beasts may now have up to twelve different parties per scenario which can be allied hostile or neutral to each other It is also pos sible for a side to change attitude Mission Designers are reminded however that more sides in a scenario also mean more line of sight calculations which may have an adverse effect on performance For most purposes four sides should be suffi cient Blue and Red cannot be deleted add two neutral sides of which one may change attitude during a mission that should keep most play ers busy enough Irrespective of their basic attitude hostile friendly or neutral 3D characters may be armed if or discard weapon if the conditions are met set this in the Mission EDITOR Computer controlled units wil only shoot armed characters with a hostile attitude They will never Shoot unarmed characters even if they are known to be hostile Added a new dialog in the Mission EDITOR e Add and Delete parties e Change a party s name e Set its relationship with other parties e Possible relations are Enemy Neutral Ally Specify conditions which will cause these relationships to change if both neutral if ally if and enemyif conditions are speci fied and multiple conditions are true ally ift domi nates enemy if which in turn overrides neutral
85. nd utility vehicle new system Ural 4320 Added ambulance variant Added supply truck variant Added troop transport variant Added UN textures Updated some texture files Adjusted the air intake point Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS G Professional PE ames 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 YPR 765 Added UN texture set Updated 3D artwork Changed default ammunition to 25mm M791 APDS and M793 HE Updated vehicle vulnerability definition Will now default to four vehicles per platoon Corrected smoke grenade salvo count Corrected an error in the thermal signature Animated the trimvane Fixed a bug with the coax MG YPR 765 CO Added UN texture set Updated 3D artwork YPR 765 PRAT Added UN texture set Updated 3D artwork ZSU 23 4 Adjusted the default AP ammunitions assignment Improved the 23mm autocannon sound e Added 125mm APFSDS BM12 and BM46 e Changed the way the ready ammunition compartment is filled up Optionally it can be specified that the compartment does not contain at least one type of each loaded ammunition instead it will be filled with the first specified ammunition type On vehicles like WARRI OR SCI MiTAR where the ready ammo compartment is used to simu late a clip this will make sure that it is properly filled Default is the old behavior and that the computer controlled commander will properly relo
86. nfiguration window will now list the range of company indices to which a listed template applies i e 1 21 INF COY DK which would mean that this template is applied to the first two companies note that while it is possibly reach even finer granularity in control to which unit a template gets applied to by specifying platoons these are not listed in this configuration window Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Bermes Professional PE m 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Lines of fire will now be shown for their full range with ar tillery fire missions untargeted shots will continue to be shown as rays of 2km length e SO CONTAINERS now use multiple colors Added file images RandomColorPalette ISO bmp When containers are placed in the Mission EDITOR they can be assigned specific colors by the designer Containers placed in the Map EDITOR will always use random colors e Added a Removeall entry to a party s callsign template list in the MISSION EDI TOR e Changed the callsign editor and scoring dialogs so that the input focus is correctly set previously events like mousewheel scroll would go to the wrong window i e the map screen e Updated the credits slideshow RPGs hitting the ground outside of their nominal engagement range will now still cause a HE detonation e Updated vulnerability definitions for all ATGM and RWS actors
87. ngs Updated English US oader s voice strings Updated Finnish strings tutorial translations INSTANT ACTION and TANK RANGE briefings Updated French strings Updated German strings Updated Spanishvoices strings Updated Swedish strings Removed obsolete strings Corrected a few string tokens and length Final Version For public release 18 Sep 2013 c gsm see i Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 Added back a few missing strings e Computer controlled wingman helicopters will now attempt to land if the player s helicopter is ordered to shut off its engines while still landed if still flying the order will be ignored Other Important Changes e Changed the Operating System minimum requirements from Windows 2000 to Windows XP e Changed the hardware requirements The new 3D engine requires a 3D capable graphics card supporting Shader Model 3 0 and must have a video memory of at least 512 MByte 1GByte recommended Also recommended are 2 5GHz or faster multi core CPUs e Added digital certificate to installer e n scenarios where the thermal visibility range exceeds the opti cal visibility limit most units equipped with the thermal imager may not identify targets at ranges exceeding 3000m which is al ready a rather generous limit Selected units with a higher than normal magnification may however identify targets out to twice that range More than 100 Western civilian
88. o battlesight if an invalid lase attempt was made Improved air target mode e Corrected readouts in TIS and day sights e Corrected the lase frequency to 4s at 4Hz 65s at 2Hz 20s at 1Hz 18s pause repeat stop by letting go of palms or pressing range sel switch e The view will no longer go wild in burst mode Note that manual lasing after the first lase to initiate auto lasing is not possible The FCS now stores the Cdr s and Gnr s target mode set ting and will apply each crew position s setting while it controls the gun n emergency FCS mode the FCS will no longer be aware of the type of round loaded and change superelevation l ead Changed default battlesight distances to 1000m for main gun 200m for coax the default manual range is 500m FCS emergency mode will now force stationary target mode Enabling it will also enter battlesight range into the ballistic computer Ballistic computer damage will zero wind range and direc tion Moving target mode now works as soon as a valid range is being entered by any means Adjusted the slow mirror movement in emergency FCS mode This can only be an approximation the pitch axis will move much faster yet still slower than before than the yaw axis User Interface changes Added mechanical gun safety If this is set to ON the gun will eject rounds without firing them Note that the FCS will not detect that a round was fired and hence will not decrease the round c
89. o count for missile teams fromthree to four The default amount remains at two however 1 1 Introduced a 12km render range limit for thermal sights as long as the optical range doesn t exceed this value Added a new M2 M3 category to the hotkey filters Added the Override end of belt hotkey to the M2 M3A2 ODS BRADLEY and the ASCOD PIZARRO In network sessions when client vehicles collide with a collaps ible object the collapse will be resolved immediately on the cli ent machine instead and only later be synchronized with the ses sion host In the Mission EDITOR changed default platoon strength for all supply vehicles to four In the Mission EDITOR if dismounted troops are changed in visual appearance to look like civilians they will also be disarmed by default Eventual weapons need to be added back as a separate ac tion In the Mission EDITOR vehicle crews may now be changed to look like civilians through a context menu entry for the vehicle or platoon and for a selection of multiple units Added map graphics Aviation Axis of advance Manoeuver general Aviation Direction of attack Manoeuver offensive Added selected camouflage texture mods for some vehicles of the following nations CS former Czechoslovakia DD former East Germany EG Egypt ID Indonesia IL Israel IR Iran KP North Korea SY Syria Added selected camouflage texture mods for infantry of the fol lowing nations EG IL KP SY Added more
90. on selection Added German texture Added UN texture FV101 Scorpion new system Added the following 76mm ammunition types 24A2 HE T L129 HESH L32A5 Smoke a L33A1 Canister Re classified as tank Leopard 1A2 main battle tank new system Adjusted olive drab base color diffuse texture to RAL6014 M1064 120mm mortar carrier new system Will now position itself with the back to the enemy and the mortar tube rotated to the back this also fixes bug 2282 Corrected the ammunition loadout The rear door will now operate normally Adjusted the rear door opening ti me M109A3 155mm SPH Added new 155mm muni ti ons Will now fire regular artillery missions Corrected the HMG ammo count M60A3 MBT Adjusted vulnerability model Final Version For public release 18 Sep 2013 Fax 1 650 257 4703 Updated 3D artwork Updated some texture files Adjusted the MAX BAL and MAX LRF range Adjusted the stabilization quality the vehicle must stop to engage long range and moving targets Added generic OpFor Desert texture Marder 1A3 Adjusted vulnerability model Updated some texture files Default platoon strength is now set to four Utilized new 20mm autocannon sounds Closed some gaps in the model s LODI Mi 24 HI ND E gunship helicopter Adjusted vulnerability model Improved flying sound Added new sounds Adjusted exit frames so that dismounting troops no longer ap pear to crawl out of the ground Milan ATGM team U
91. ong a route can pick up a cri ppl e With multiple ARV vehicles in a formation they will coordinate recovery so that each crippled vehicle is only targeted by one ARV An ARV will conduct a search for a crippled ARV within its vi cinity 250m every 5 seconds If one is found it will drive to a point 5 meters to its front at high speed and start hitching The formation will enter a recover status which takes precedence over finding battle positions but should stil allow to avoid artillery attacks Hitch if and Release if may be set simultaneously Waypoints that belong to a recovery vehicle show a light blue circle to denote the area where they may autonomously look for recovering immobilized vehicles There s a similar light pink circle for supply vehicles and their waypoints to denote their zone of influence Optional Weapons Reorganized the optional weapon sub menu Attached guns with multiple options will get their own sub menus which hold these entries like weapon type and PILAR 50x zoom etc Helicopters Helicopters may now be scripted to land set flight height ground level while troops mount or dismount route embarka tion is suspended even if the conditions are met This also means that in order to mount or dismount troops the waypoint need not be assigned a battle position tactic The flight height setting will now automatically change from No change to NOE if the previous flight height was
92. osswind this is intentional For a purely human crew the ballistic com puter will use the values entered by the commander Shot counter display in central panel it will be dis played during and after a salvo has been shot until the set next button has been pressed STAB EIN button if it s pressed while the power trav erse is still booting it will blink until power traverse is ready The ballistic computer may be disabled by any turret crew member There is no need or possibility to clear the empty shel bag as this is assumed to be done by the crew during the regular reload procedure Cdr and Gnr may independently open close their ballistic sight doors In offline sessions the computer controlled gun ner will always follow the action of the TC except in arty barrages where he closes it by himself The Cdr s TI screen will black out as the gunner s ballistic shield door is closed GURTENDE end of belt should be displayed only if a volley was prematurely ceased due to this limit being reached Both daysight and TIS reticules will blink if an invalid range was entered While troops are mounted the driver will have access to the Altview 2 the view through the vision block in the troop ramp This is to simulate the troops giving the driver manu al navigation commands while backing out of a firing posi tion The Cdr may not change the TI s magnification without over riding the gunner The crew may now bring t
93. ot have a certain status e g blind Therefore spawned clones of the dead unit can also not be blind Operations Editor An Operation is a number of scenarios henceforth called Operation Phases linked together into some kind of tree structure there s only one root the start phase but there may be multiple tips where the operation ends Unlike real trees branches of an operation may merge and loop back into themsel ves To illustrate the new feature the 1973 SiNAI OPERATION was added Another operation is in preparation but will only be released in a future up date Advice for Players Unlike normal scenarios games that are part of an operation cannot be saved in progress They do however save automatically at the beginning of a new phase that is when you end the AAR of the current scenario That means you can immediately replay the current phase of the Opera tion Also you can end at any time in the planning phase New file types e 0pc Operation Control file e ops Operation State file Advice for Mission Designers To create a new operation open the Mission EDITOR 1 Go to File then select Create or Edit Operation 2 Create Operation will set up the framework amp definition of phases It opens a dialog box where to enter the Title of the operation as later displayed for the player Type in yes the user interface is rather basic at the moment the name of the folder in which you want to collec
94. ounds Reduced smoke grenade salvo count to 1 to achieve a ful cover effect 10W both sides of the smoke discharger will be fired Fixed an animation with the gun recoi Corrected a navigation aid antenna on the rear hul Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Leopard 1A5 GE new vehicle Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Known issue Unbuttoned turret exterior is the welded turret not the cast turret with add on armor Leopard 2 series Updated some common texture files Updated GUNNERY RANGE scenario Enabled five new main gun sounds Set the ammo and air temperature ranges to 4 50 C each Pressing the master blaster button or hotkey will now al ways fire the main gun irrespective of HW MG settings on Gunner s Control Panel provided that the firing circuit se lector switch has been set from Haupt to Nor Smoke grenades from left and right launcher are no longer Shared ammo types Corrected sound volumes of external movement sound Leopard 2A4 e Commander The peri is now powered off if the tank starts not combat ready note that the peri s startup time is not simulated With the peri powered off none of its modes KP KH KW ZU are available and its magnification cannot be changed KW mode may now be entered from any mode bu
95. ount Note that this switch cannot be seen from the gunner s default view position the user will have to enter the Altviewl Alt F1 hotkey to see it While switching target modes AA mode will not cause bat tlesight range to be selected until it has been active for one second Added the commander s air target sight Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 e The commander may toggle the AA reticule display us ing the GAS Reticule hotkey R by default Note that this reticule requires turret power to be enabled Pressing the emergency button in the troop compartment will no longer cause a VIS icon or a VIS alarm state to be set Enabled the firing of smoke grenades with only turret power active circumstances permitting FCSpower can no longer be activated immediately after pow ering up the turret a delay of a few seconds is now en forced by the time the ventilation fans start up Added coax safety and charging handle the coax has to be cocked when starting not combat ready after reloading and after it was repaired The language of the strings in the TIS will be controlled by the VIS language n eye and vision block view modes the gunner may now slew the view using the joystick when using rea control handles this works only when the palm switch is not pressed
96. pdated 3D artwork Specified a thermal sight cool down time to prevent its i mme diate readiness after repositioning MRH 90 transport helicopter Improved helicopter loop sound Adjusted vulnerability model PIRANHA 11 C Added US diffuse texture to mimic STRYKER PRP 3 Artillery Observer new system PT 76 light amphibious tank new system Updated 3D model artwork rear doors Updated desert texture Updated LODI model and texture T 64A main battle tank new system T 64B main battle tank new system On the actual T 64B ATGMs have to be loaded manually The only way to represent this in SB is to have 1 ATGM ready and the rest stowed all of which must be loaded manually on the actual tank which we represent by a 50 second transfer from stowed to ready Also the ready ammo when taken with the 1 ATGM count does not add up but this again is inten tion within the limitation of the model basically the 1 ready ATGM gi ves the T 64B one additional carousel slot T 72B early Adjusted vulnerability model Updated 3D artwork Updated some texture files Adjusted coincidence window Corrected the default ammo loadout The attached 12 7mm HMG should now work properly Final Version For public release 18 Sep 2013 Professional PE cesim gt STEEL BEASTS Games P O Box 654 o 3 0 Release Notes Aptos CA 95001 o USA Fax 1 650 257 4703 Assigned period fitting default APFSDS ammunition 1983 T
97. pdated some sounds Corrected the smoke grenade count to one salvo and three re loads Updated 3D artwork Updated some sounds Corrected the smoke grenade count to one salvo and three re loads Updated 3D artwork Troops now visible inside LEMUR Screen may now be clicked brings up Lemur full screen Added an eye reticule in the eye view mode ERCWS M RWS new system Can be equipped with 7 62mm MG3 cal 50 Browning or 40mm automatic grenade launcher Mk 19 Other optional elements are stabilization and commander s position the latter giving a well endowed vehicle s commander a screen replicating the gunner s view Note that well endowed in this context is an attribute of the vehicle not necessarily of its command er If you spotted this passage you are a very thorough read er and earned yourself a chuckle OK that s enough In powered traverse mode pressing the Dynamic lead hotkey for a number of seconds while tracking the target will cause a lead to be computed and the reticule to shift This lead can be cancelled by pressing Dynamic lead again In stabilized mode tracking the target and pressing then letting go of the Dynamic lead button will cause automatic target tracking ATT to be activated Pressing Dynamic lead again will end automatic target tracking If LOS is lost the RWS will continue moving at the current angular speeds for 5 seconds This works in both DAY and TIS modes for both TC
98. phase gets to be played once the current one has been completed This can either be done e unconditionally phase B follows phase A regardless of its outcome e depending on the scenario s outcome either mission score or state of any one of the scenarios logic states events triggers conditions or e X depending on an Operation Event which is just like an event in a scenario but persists for the dura tion of the operation These three conditions LAST PHASE SCORE LAST PHASE LOGIC STATE OPERATION LOGIC STATE can also be used to govern the appearance of certain units in a phase This is done by placing a party s units into a Operation Spawn Zone and assigning them a route similar to a jump to end if condition which only allows for the three aforementioned conditions it s menu entry is Enable for Operation Units placed into the Operation Spawn Zone but without routes or with routes whose conditions are not satisfied will not show up during the mission In other words a unit must be enabled for operation in order to become visible and playable e X Operation Events can be referenced normally in the scenario s control logic e Added an OPERATIONS entry in the MAIN MENU It will open a browser for existing operations They are split just like scenarios into My Opera tions and Operations By selecting an operation the PHASE SELECTION screen opens Here one may either start a new op eration or resume a saved one The assoc
99. r meshes including Burqa woman Partially fixed bug 2661 e Resolved bug 2662 as invalid e Fixed bug 2663 e Resolved bug 2665 as invalid e Fixed bug 2666 2668 e Resolved bug 2669 as invalid e Fixed bug 2671 2675 2676 e Resolved bug 2681 as invalid e Fixed bug 2684 2686 2687 2688 2689 2690 e Fixed bug 2692 when starting or resuming an Operation the Continue Operation screen will be pre sented Fixed bug 2694 2695 2696 2698 2700 e Fixed bug 2701 in network sessions routes of units owned by other players will no longer be shown on the player s map screen e Fixed bug 2704 2705 2707 2708 e Resolved bug 2709 as a duplicate of 2147 e Fixed bug 2711 2712 2714 e Fixed bug 2716 for the CV90 30 FI When the ballistic computer fire control system receives a damage the corresponding yellow LED will now light up in the primary sight A certain text string firing prohibited will no longer be shown if emergency firing mode is acti vated e Fixed bug 2721 2724 e Fixed bug 2725 loading a PLN file will update shifted unit positions e Fixed bug 2726 the owning player s infantry squad will no longer automatically crawl when under direct or indirect fire but defer to the owner s orders that is they will crawl if ordered to move at slow speed or while they are in a battle position e Fixed bug 2727 2729 Resolved bug 2730 as invalid Final Version For public release 18 Sep 2013 esim STEE
100. rams all variants Standardized KE HEAT default load ratio 120mm 70 KE 105mm 60 KE M1 Abrams Adjusted vulnerability model Updated 3D artwork Updated some texture files Enabled five new main gun sounds Updated maximum ballistic range and maxi mum laser range find er range MIA1 Abrams new vehicle Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Added GUNNERY RANGE scenario Changed default smoke grenade type from multispectral to normal Updated maximum ballistic range and maximum laser range find er range M1A1 HA Abrams Adjusted vulnerability model Updated 3D artwork Updated some texture files Updated maximum ballistic range and maximum laser range find er range MIIP Abrams new vehicle Added Commander s position F7 Added Driver s position F9 Added Gunner s position F6 Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Updated maximum ballistic range and maximum laser range find er range M1A2 SEP Abrams Added Commander s position F7 Add Drop buttons on the commander s display unit CDU They will change the range in 10m steps when pressed once while being held down they will change in 50m steps after 8 seconds 100m steps Pressing the stadia range button on the commander s con trol handle will canc
101. re shown the traditional way as black dots Automatically Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 generated vertices may be converted into user defined by simple click amp drag action Movement paths will get optimized by Steel Beasts with a present nav mesh You will quickly get used to it if you memorize the following modificator keys for plotting routes When creating routes e Hold Shift to force road bound navigation between the current route node and the next similar to the snap to road function of previous versions e Hold Alt to disable route optimization between the current route node and the next direct route like what it was in Steel Beasts since 1998 e Hold Ctrl and click to delete a vertex e Without a modifier hotkey the route will be optimized for obsta cle avoidance in off road navigation e Aircraft routes will not be modified whatsoever but always take the direct route if there is unexpected route optimization simply hold the Alt key when plotting a route see above Nav meshes are stored in the terrain map TER file by default and from there copied into the individual scenario they may however also be created for a specific scenario and be embedded like other map data in the SCE file as well e When loading a scenario with embedded nav mesh No action e When loadin
102. rrently selected phase s child successor phases If they are conditioned the ID of the condition will be shown next to its name e All the operation s conditions Meaningful naming is strongly recommended In the lower left edit the selected phase s title description and its scenario name Note that phases without a scenario name are considered end states Their description will be the one shown to the user after that the operation is completed In order to add or delete a successor phase to the selected phase use the dropdown box in the successors group box To add remove or edit operation conditions use the buttons in the lower right conditions group box Pressing Add or Edit will bring up the operation conditions window Note that Final Version For public release 18 Sep 2013 eSim STEEL BEASTS CEST Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 clicking Edit does not allow to change a condition s type e g turning an operation event condition into a score condition To do that the original condition must be deleted and a new condition be created Be careful to check all phases to make sure that they didn t lose a condition To assign an operation condition to a child phase mark the phase in the middle listbox mark the condition and press the assign button there is also an unassign button Successor phases If a phase has two successor phases one cond
103. s com Downloads htm e f nav meshes are being built via command line option alert box es with error messages about eventual command line parsing errors will be suppressed Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE BE 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Civilians Source and Drain Regions Steel Beasts scenarios may no longer contain just friend and foe They can now also be filled with a local population refugees commuters in short Autonomous traffic of cars and pedestrians alike To achieve that the Mission EDITOR allows the creation of custom source spawn and drain regions The mission designer doesn t have to script the behavior of each individual which would be impossible for al practical purposes The key to achieving this is to create a clone army of autonomously acting characters Note that a prerequisite for autonomous characters is the presence of a nav mesh see above Agents i e one or more pedestrians mixed civilian formations e g parents and their children or cars can be referenced for a source region as the source s prototype unit Multiple source regions can reference the same prototype units Set how many clones the actor pool should contain The actors wil spawn at a random location inside the source region pedestrians start inside of buildings cars on streets they will then pick a random location in
104. s conditions windows are initialized with the following settings hitch if vehicle this is not towing vehicle release if vehicle this is towing vehicle Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo Ss 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 load troops if vehicle this is carrying troops unload troops if vehicle this is not carrying troops Fixed bug 2236 if NVGs are enabled for the vehicle commander the external observer position will have access to it as well in the BUSHMASTER CENTAURO CH 146 GRIFFON and CH 47 CHINOOK Fixed bug 2239 e Fixed bug 2240 for the first five minutes after spotting an infantry unit only a general troop tactical icon will be displayed on the map screen so that forward observers and crew served weapon teams can no longer be easily selected by human players for priority fire e Fixed bug 2241 e Fixed bug 2242 using a context menu in the Mission EDITOR the user can now assign units ownership of triggers obstacles minefields IEDs fortification and reference points The player owning these units is in control of these items and can move them in the planning phase and in the case of triggers activate them For the time being at least in Pro builds all network session participants can now load PLN files as only items controlled by them will be influenced by the plan Fixed bug 2244
105. s more options and flexibility However as a result artillery management has become far more complex During network sessions it may be advisable to leave the entire artillery battle to players who have studied the new aspects and become specialists This additional complication may be detrimental to training requirements for military users Therefore the old artillery model is still available Choose wisely 3D Artillery can now replace the traditional off map fire support In place of the old universal artillery Steel Beasts now incorporates specific types including mortar howitzers and rocket artillery each with realistic ranges and properties the terminal effects of mor tars are still under revision Artillery units that have been eliminated can obviously no longer de liver support If the target is out of range of that particular type of weapon no support is possible If an artillery unit is on the move to a new firing position to evade the threat of counter battery fire it cannot perform a fire mission If the unit has run out of ammunition the guns will fall silent In short your life has just become a lot more complicated For network sessions it may make sense to leave the entire artillery battle to one or two specialist players With Realism set to High neither planned nor active artillery strikes will be shown on the map screen just in the fire support queue list That means as an artillery observer you really need to
106. se color but if multiple clones are generated from a prototype all clones will have one of the selected colors and no other Use CraL Ciick to select mul tiple colors among which the car colors will be randomized The looks of selected troop units e g mortar teams motorcyclists may now be switched to civilian clothing In the Mission EDITOR it is now possible to create a large group of ci vilian characters in one step This feature requires 6 available empty companies to work one compa ny per category business casual child elderly sportive afghan The game will loop through all companies looking for empty ones it wil report an error and abort the creation if an insufficient number could be found Each type will be assigned one squad with one unit each Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Professional PE a 3 0 Release Notes O Box o Aptos CA 95001 o USA Fax 1 650 257 4703 Also added the feature to multi select units in the Mission EDITOR and to assign them as prototype units to spawn zones by clicking the new use as prototype item in the context menu Note that only already existing Spawn zones will be added to the list of regions that will be dis played If a specific unit is added multiple times as a prototype for the same region it will only be used once General advice When creating pool units from killed vehicles keep in mind that killed vehicles cann
107. sitors the official fan page www SteelBeasts com If you are reading this and haven t been there yet we strongly recom mend that you do so Whether you like discussion boards or not its integrated search function may yield valuable infor mation An important part of the site though less immediately visi ble is the collective effort to maintain an online documen tation the Steel Beasts Wiki http www steelbeasts com sbwiki index php Main Page Even without access to the internet there is a serious amount of documentation included with Steel Beasts itself although an updated version of the user manual can only be supplied with the next update currently scheduled for December 2013 as of this writing Sep 18 2013 This additional information can be found in a subdirectory of the Steel Beasts program group of the Windows Start Menu curse you Windows 8 incidentally named Documents apparently it s still one of the best kept open secrets since about Au gust 2000 It contains a PDF of the UsersManual and other an cillary information e g the USField Manual 101 5 1 about tactical signs and military map symbology as used in Stee Beasts News about Stee Beasts will usually be published first in the forum of the fan site and also on eSim Games homepage www eSimGames com which you may want to check out occasionally Final Version For public release 18 Sep 2013 eSim STEEL BEASTS ceo Ss 2 Professio
108. so that they can be easily located Line objects with the NOMAPFOOTPRINT tag will be drawn as purple lines 7 Line objects other than Bocage style hedges that would be visible on maps will be drawn in dark green color note however that currently there are no such line objects In the Mission EpiroR all hedges are shown in the same color as the woods During a mission planning execution AAR only the Bocage style hedges are shown in the wood color so they are invisible when used inside of forests This also fixes bug 2887 see below e Fixed bug 2287 2291 e Fixed bug 2293 removed some infantry that sneaked into some of the gunnery range scenarios and gave the infantry team leader a stern warning Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo s 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 Fixed bug 2294 the Periscope on M 109 will now be fixed on a common reference point for each pla toon while executing a fire mission e Resolved bug 2303 as a duplicate of 1370 Fixed bug 2304 by default civilian cars now have assigned a random color e Fixed bug 2305 e Fixed bug 2307 multiple civilian characters can now be selected to set the following conditions Armed if Discard weapon if Explode combatant if Set look of infantry Fixed bug 2309 2310 2311 2312 e Resolved bug 2314 as invalid Fixed bug 23
109. so their optics and other equipment gets damaged more often from small caliber projectiles e Removed the dynamiclead hotkey from the ULAN category in the Controls window added it to the LEOPARD 1 and PIZARRO categories Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo Ss 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 Bug fixes without database entry Only about 15 of all entries will be listed here for the sake of clarity and brevity as un likely as this may sound Corrected a bug that resulted in identical treatment of dU and tungsten long rod penetrator projectiles Changed network code so that the extension of sensor masts and the orientation of the camera should be correctly transmitted for both UAV and UGV e Fixed a problem that resulted in massive loss of frame rate in the CV9040 B Cs gunner position s vision block view The status message Smoke generator on off will now only be shown if at least one unit in the platoon is actually equipped with one Removed obsolete scenarios Fixed a crash bug with the THEME EDITOR e Fixed a bug in network sessions where host controlled units would start reloading but would then reset the reloading if the owner jumped into the unit e Fixed a network problem with the CENTAURO where if the turret power was disabled it flooded the net work with unnecessary status update messages e Fixed a bug so
110. soldiers f soldiers stand idle they use an animation where they hold the weapon before the body unarmed civilians still use the old one They check if they have the stamina to change speed if you press W to avoid unnecessary transitions Weapon teams do not use the new movement methods for now f soldiers crawl in a weapon team they use the right speed Irregular combatants may use any infantry specific movement style Combatants will always enter houses running or crawling if exhausted Updated the vulnerability definition of infantry character mod els Infantry on a march route will now kneel down if the movement speed is set to Halt Infantry in water will now move without making sounds Irregular fighters will now make sounds while moving Map Editor The Map EDITOR now stores the last position of the Object Placement Win dow speaking of which The new Object Place window which allows filtering all ob jects Buildings and plain actors by category Next to the 14 predefined categories the user will be able to define four categories of his own by editing the APPDATA eSim Games Steel BeastsloptionsicustomMapObj ectPalette txt file In addition the window will show the 18 most recently placed objects it is possible to minimize the window so that only 9 are shown The custom category file has the following syntax e amp at the beginning of the file designates the line as a comment it will
111. t KH Letting go of the TC palm switch in this mode will set the peri into ZU KH mode may only be canceled by either pressing the peri cancel button or by releasing the palm switch KW mode may only be activated after the thermal imager has cooled down This also means that KW mode cannot be chosen while the thermal imager is damaged Fixed a bug where ammo drift coax and crosswind were not applied in KH mode e Gunner The coax may be fired even if the main gun is disarmed In real life while in Beobachten mode the gunner s control handle controls the hydraulic valves of the powered traverse directly rather than their electrical operation by the sta bilization system in Stab Ein mode Operating the valves re quires substantial physical effort and doesn t offer much fine control To simulate this the deadzone for joystick and mouse contro has been substantially increased and will then jump in the response curve for sudden and relatively fast movement For fine control use the hand cranks yes they work in Beobachten mode now as they should e General Adjusted vulnerability model Updated turret roof artwork Updated 3D artwork Updated 3D interior artwork Updated some texture files Default platoon strength is now set to four Final Version For public release 18 Sep 2013 g3im nu m Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 LEOPARD 2A5 all variants Added the switches
112. t all relevant files The folder must be a sub directory of My Operations you probably want to create it in the Windows Explorer in a second window while working with Steel Beasts Once that the work on the operation has been finished the entire directory can be moved to the Operations folder and or pub lished as a ZIP file It will also contain eventual savegames of the player Another field to type in is the optional picture for the opera tion It can be of the image file formats BMP JPG or PNG Images should be 4 3 aspect ratio Finally enter a descriptive text for the operation that provides the player with some infor mation about what to expect Final Version For public release 18 Sep 2013 cesim gt STEEL BEASTS Games 3 0 Release Notes P O Box 654 o Aptos CA 95001 o USA Fax 1 650 257 4703 3 The next dialog box will appear once that you click Phases Here type in the Title the Filename and the Description for each phase then click Add Note that the phases of the operation aren t linked yet Each of the phases that you list on the left will eventually require an equivalent scenario file At this point however it s just about outlining the construction plan for the mission tree The next step is to define PhaseSuccessors click Add At least one phase without a successor is needed as the proper end of the operation while it is technically possible to loop every branch back in
113. than the party to which they belong create a new party that is allied with the original party but not necessarily hostile to others in order to infiltrate successfully If they are supposed to attack at some point you will need to make sure that they are both Armed if and Hostile if 3D View Added STOP SUPPRESSION command menu item in 3D view In 3D driver positions it is now possible to lean forward to wards the vision blocks by pressing N Network Sessions Changed the Ul behavior in the AssewBLY HALL Clicking on a crew position occupied by oneself will no longer boot oneself into the observer s position but remain in the current position Audio Options Menu Added a master volume setting to the options file a master volume slider control to the Audio options and unmapped hotkeys to in crease or decrease the volume during a scenario One hotkey press will change the value by 1 pressing the buttons in quick repetition will change it in 10 steps Old option files wil cause the volume to be set to 100 Other UI changes e Adjusted damage handling Coax and Stabilization damage may now be repaired while the tank is moving These repairs will start immediately and no longer require a combat and movement pause of 60 seconds duration LOCALI ZATI ON Added UK voices Added Russian voices and tutorial translations Updated Danish strings Updated English AU loader s voice Updated English UK voices stri
114. that buildings that aren t supposed to burn won t e Attempt to fix the issue of SB Pro losing keyboard focus despite being the active window resulting in a lot of ding sounds until using Alt Tab to switch to another window and then return e Fixed a number of issues in the ULAN and ERCWS M that could lead to network problems even up to lost connections due to runaway message generation One consequence of these changes is that if in a vehicle with an Al gunner the human Ulan TC will have to enable power traverse and stabilization in the startup procedure e Fixed a user interface issue where a user s ready status in the assembly hall was being reset if the SB window was resized e Fixed the LEo 2A5 DK s E WNA control light GUNNER S CONTROL PANEL e Fixed a bug that prevented helicopters from stopping at waypoints to mount troops when there also is a route with no embark condition e Fixed a new bug that caused helicopters to climb forever while engaging targets e Fixed a bug with seemingly unresponsive computer controlled turret crews waiting to sense a fall of shot e Fixed a bug resulting in premature ATGM aborts when seemingly fired at non targets by a human net work latency issue Fixed a bug that may have resulted in empty AARs e Reduced network traffic generated by the BTR 80 if multiple people are crewing observing that vehicle Fixed a bug with the use of the mouse wheel on the Peri index position switch of the LEOP
115. the user will only see actual unit icons for a side which either is not password protected or for which he entered the password e Fixed bug 72481 if a prototype unit consists of several characters and if some get killed but one or more survivors will actually reach their destination in the drain zone it will no longer revive the other group members Units returning to the clone pool will only be repaired at this point not rearmed e Fixed bug 2483 2488 2492 2494 2495 2497 2498 2500 e If you are the first to report this line to Ssnake at eSimGames com with the subject line Lucky Bastard you will get a freebie Be sure to include your postal mail address Fixed bug 2502 in the map screen the proceed to command from the context menu of a unit that is at a waypoint with branching routes the list of waypoints is now augmented with the tactics of the routes leading to them This should help the player to identify the correct route quicker as long as there aren t multiple routes with the same tactic e Fixed bug 2506 2509 2510 Eliminated Blue texture folder Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo Ss 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 Merged Red and Blue folder contents in the user interface with the Troop uniform folders Is now referred to as Camo in the Options menu of the Mission EDITOR Th
116. titude As a consequence the autopilot is now turned off during engagements requiring the player to manually steer the helicopter on target the autopilot will now be disabled in helicopters under the following circumstances When manually adjusting height when engaging a target while hovering When double tapping a height hotkey e Fixed bug 2079 the Map Epitor s Bridge Roads command will now assign more suitable bridge types to the adjacent road type e g railroad bridges Fixed bug 2082 2083 2091 2094 2098 2110 2111 2113 2114 Fixed bug 2115 the human ABRAMS gunner now must use the virtual 3D Computer Control Panel for manual range input for the human commander the keyboard method is still available This also fixes bug 2206 e Fixed bug 2119 e Fixed bug 2123 the following units may identify targets with their thermal sights out to 6 000m All FO units with a thermal imager M1A2 SEP ABRAMS TIGER AH 64 A APACHE Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo Ss 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 Fixed bug 2124 e Fixed bug 2125 in the Mission Epitor s New unit popup menu non crewable units will be shown in a slightly lighter color e Fixed bug 2127 2128 e Resolved bug 2130 as a duplicate of 2277 e Fixed bug 2131 the Save Plan dialog box has been restored for the session host and will be auto matically
117. to the mission tree if every single phase has a successor this is hardly promising satisfying gameplay Also note that End Phases actually have no scenario equivalent They are merely the phase where the operation s success or fail ure will be determined and illustrated Therefore for an End Phase do not add a scenario filename just a picture and the description text 4 Once that the operation s phase hierarchy or flow logic is set it is now time to set the conditions that will determine the Choice of the successor phases if there are more than one First click Add to well add conditions This presents you with a choice between the previous mission s score or the previous mission s state of its control logic at the end or the state of Operation Events operation events are like normal Scenario events but persistent in their state for the duration of the entire operation and not just the individual scenario As the next step mark both the successor phase and the condition that you just created then click Assigm each successor may only have one condition assigned to it If you haven t done so now it s time to start creating the sce narios for the operation 5 Important Advice Be consistent with the callsigns and unit identities in all the Scenarios that are supposed to belong to the same operation if your intent is to follow a specific unit s fate through a series of missions e g if 1 A is an Ulan IFV platoon in the
118. tup program in the security context of an administrator account Ti me li mi ted licenses With version 3 0 eSim Games now also offers a software renta option This option is primarily aimed at users who do not already own a CodeMeter USB stick Time limited licenses are issued for one four and twelve months respectively e Licenses are bound to the computer on which they are in stalled e Only one license can be installed per computer Acti vat ing multiple licenses on the same computer will only ex tend the duration of the single license not add multi ple licenses to the same computer For example if you buy a four month and a one month license activating both will result in one license valid for five months e There is no automatic renewal of licenses it is not a subscription fee that requires termination Instead a warning will appear on program start if the license is about to expire or if it already has expired e Licenses that have been purchased need not necessarily be activated immediately You may buy five licenses but activate only one at a time if you wish You just need to save the email with the ticket URL for future refer ence Final Version For public release 18 Sep 2013 esim STEEL BEASTS ceo s 2 Professional PE P O Box 654 o Aptos CA 95001 o USA 3 0 Release Notes Fax 1 650 257 4703 Online Support amp Documentation Experienced users of Steel Beasts Pro PE may already be regu lar vi
119. ulnerability model Belongs to the Other vehicles class Wi sent ARV Added Commander s position F7 Added a basic 3D interior featuring an input panel which displays the map screen and optionally a clone of the gunner s LEMUR vi ew Blacked out all but the commander s vision block in his eye view Added Driver s position F9 Added Gunner s position F6 Added optional weapon Lemur RWS Added LEMUR screen to crew positions Added an eye reticule in the eye view mode Final Version For public release 18 Sep 2013 Fax 1 650 257 4703 Changes for vehicles without crew positions 2S1 GvopzikA 122mm SPH Will now fire regular artillery missions Added new 122mm munitions Added back the HEAT rounds for the 251 howitzer s self defense Adjusted vulnerability model Updated some texture files Corrected the location of the primary sight frame 253 Akatsiya 152mm SPH new system Added new 152mm muniti ons 2S6 Tunguska Fixed a visual glitch in the LODI AH 64A APACHE gunship helicopter new system If the helicopter is on the ground with less than 1 fuel the crew will not be rendered sitting in the cockpit Improved helicopter loop sound Adjusted the firing sequence for the HELLFIRE missiles ASLAV 25 Fixed bug 2855 see below AMX 13 light tank new system Added suitable 75mm ammunition Added 90mm ammunition as an option The 3D model artwork wil continue to show a 75mm gun however squint harder

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