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Steel Beasts Pro P E, Version 4.1


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Ssnake, I noticed in the Finland video that the BTRs didn't have shadows beneath them, but they do in the air defence video (lovely job on the suspension of the Humvee moving over rough ground by the way). Why the difference?

 

I didn't get the difference between Flugabwehr and Fliegerabwehr - only one was explained. Could you please elaborate?

 

Yes... Currently, if there's "overcast" sky the groundhog won't be able to spot its shadow. In the screenshots shown at the end with the expanded visibility limits the shadows appear as soon as the cloud cover breaks up. I've proposed to add at least a blob shadow under overcast situations, but I can't promise there will be one by the time of the release.

 

 

 

"Fliegerabwehr" is every unit's/every soldier's duty when confronted with air threat. The theory being that if enough people point their rifles and MGs at the sky, at least a few bullets might gets sucked into turbines. "Flugabwehr" on the other hand is a dedicated branch of the army, tasked with air defense.

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The Dutch apparently use a 0.50 MG as standard whereas Germany uses an MG3 or 40mm GMG. The Dutch allegedly have a Spike armed AT version and 18 of a version with a Turkish Stinger launcher system, according to Wiki. I was surprised how many mission specific version there are and that Holland is a much larger user of the vehicle than Germany.

 

Yes, they have a lot of variants.

  • Fennek AD - general purpose/liaison vehicle
  • Fennek Recce - the iconic one with the sensor mast
  • Fennek Mortar - towing a 120mm mortar
  • Fennek AT - transporting a Spike launcher team
  • Fennek Stinger - air defense unit, as mentioned
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Not out of ammo yet; but before we continue, maybe put the latest right here first:

 

 

 

 

I should point out that the terrain in this video is based on LIDAR scans of, I think, about one meter resolution (close to our limit). This sometimes shows with cuts into a hill side with certain road bends which were not procedurally created but are based on real life data (which is also why the roads sometimes are still at an odd angle, we haven't embellished anything here).

 

That map (Pahkajärvi) will be part of the PE 4.1 release so everybody can experience the somewhat questionable joys of conducting mechanized operations in highly restrictive terrain.

Edited by Ssnake
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A (dare I say it) slightly unstructured overview over remote weapon stations, old and new:

 

 

 

 

 

Minor corrections & comments,

  • the M153 "Nordic Protector" on XA-360 is the Swedish model; hidden in the menus is also the option for a laser pointer (which however currently only renders a red spot in the terrain (but it can be seen by other network session participants, so it may still have a role in guiding other players on a target of interest))
  • the two M151 (regular) Protectors are the equivalent of the CROWS II
  • the Austrian ERCWS is made by Elbit
  • the Spanish MiniSamson is made by Rafael
  • the Lemur exists in two variants, the 2010 and the 2013 model (the latter with the option for a shot detection system as well as a 50x Sniper scope), and it can be remotely operated e.g. on top of a HESCO observation turret in the object protection role
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Are you modelling any hard kill active protection systems this time around?

 

Active Protection Systems are really difficult to model, given that most of them have reaction times well below the typical time step for a real-time simulation.

 

 

Edited by Ssnake
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Some highly dubious statements over at Rock Paper Shotgun...

 

This Nils guy is talking out of his fourth point of contact. ;)

 

 

No seriously. the interview made me wonder:

 

 

Is there a use for the rather limited real-time raytracing capabilities of the newest generation of nVidia graphics cards to simulate fragment flight paths?

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No. Maybe one day we'll include it as a way to ramp up the capacity to handle bigger numbers of fragments but what we have is sufficient for a 155mm howitzer battery, or a couple of 122mm Grad launcher; for the time being we don't need it, and our .mil users would need to acquire the necessary hardware first and declare that they have an explicit demand for such functionality. Up to this point our work on the new HE model could serve as a textbook example of habitual German overengineering.

 

I believe though that once that our users can directly experience it, the feature will grow on them.

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No. Maybe one day we'll include it as a way to ramp up the capacity to handle bigger numbers of fragments but what we have is sufficient for a 155mm howitzer battery, or a couple of 122mm Grad launcher; for the time being we don't need it, and our .mil users would need to acquire the necessary hardware first and declare that they have an explicit demand for such functionality. Up to this point our work on the new HE model could serve as a textbook example of habitual German overengineering.

 

"Overengneered" is a term used only by lesser engineers motivated by envy. ;)

 

I believe though that once that our users can directly experience it, the feature will grow on them.

 

Give the user what he needs, not what he says he wants.

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Some highly dubious statements over at Rock Paper Shotgun...

 

If you combined omniscient surveillance with AI equipped weapons, things would get really interesting. Even doing half the job and simply networking your drones to relatively unintelligent DGPS guided munitions or unguided cargo rounds carrying BONUS/SMArt will make things highly problematic for armour. For almost everything else, networking to mobile 120mm mortars shooting unguided ammunition would do.

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It's very pretty, but why did you go with individual rockets appearing in the pods one at a time? AFAIK pods are loaded onto the vehicle pre-loaded. Sadly, as I'm sure you know, Finland didn't adopt the bomblet rockets for MLRS which had originally been planned as a replacement for AP mines - I'm glad they're still an option in game though. I thought you said you weren't going to do the recce Fennek, or was that just a playable vehicle? I love that it's in the game. Now where is my payment card? :)

 

PS: Brace yourselves. An order is coming.

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It's very pretty, but why did you go with individual rockets appearing in the pods one at a time?

It's called an abstraction.

 

The alternative would have been not to show any animation at all, or a longer time of inactivity representing the delay between dumping the empty pods in one location, then picking up full pods from a different place. And to show it completely faithfully would mean to have soldier standing around guiding the pod loading process, full pods on the ground, the vehicles maneuvering themselves in a location to dump the used pods here and to pick the new ones up over there, without (ideally) having to move the vehicle, etc.; a substantial complication for comparatively little gain.

 

I showed it because otherwise few people would ever even know that it was there, even if an MLRS would be supporting them - from some 25 kilometers behind the player's location.

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Oh, and: The Recce Fennek has been in SB Pro since 4.0, just not as a playable vehicle.

 

I've spent quite a lot of time on the Luchs in game. A very playable vehicle with dismounts giving you some interesting options both for recce and sneaky attacks, ambushes etc. IIRC it didn't get the APDS-T that was available for the Marder in game. I always wondered why that was.

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Probably because there were still piles of 20mm DM43 in stock, and they probably expected the Luchs to shoot less, and more from short range with ambush tactics. In which case the DM43 would still have been adequate against BMP-1/2, BMD, MT-LB, or BTR.

 

But I'm speculating here.

Edited by Ssnake
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Presumably it would be easy for one of the Gods of SB to add APDS-T as a user selectable option if the right rituals were performed to the insane piping of infernal flutes, when the stars were right?

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