Танковый симулятор Стальные Звери (Steel Beasts Pro PE)


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Обездвижил только одного в лесу по левой гусенице, задержался на высоте, Duke меня обошел и из леса убил двумя выстрелами.


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1 ноября 2013 - 2 немца на Leopard 1AS против 5-6 русских на 4 Т-72М1, они 1 раз выиграли, уничтожив 1 танк и заняв объект за время, мы один раз еле-еле выиграли, потеряв 3 танка и уничтожив 2 их танка на карте Лучший танковый взвод 2012.


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Как по мне, он так и остался единственным реальным и непревзойдённым симулятором:muscle:


А всё остальное это покатушки на воздушной подушке:rolleyes:


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Директор eSim games - Ssnake о новой земле и погоде в июньской версии 4.0:

Sooo... Terrain Themes and Weather

The Theme files have had "normal" (=dry) and "wet" conditions, except that "wet" only stored some values but never actually applied them.

This is going to change with version 4.0, only a slight delay of about five to six years.

Anyway, while the final balance is still being discussed, it'll boil down to this:

You can set five precipitation levels in the weather control dialog - "none", "light", "medium", "heavy", and "extreme" (so far, this isn't news).

The first frame/node of the weather control will determine the initial balance between bone dry and completely soaked of the ground mobility conditions. Start with "no" precipitation, and the ground will behave exactly as you know it. The longer and the heavier the precipitation, the more the balance will shift towards "wet" conditions. Conversely, start with "extreme" downpour and the ground will be soaked, even if you switch over to sunshine at one minute into the mission. The ground will gradually dry up, but as far as I can see it's going to get wet way faster than the terrain will dry up (right now, the speed of transition is rather exceptional).

Speaking of precipitation, if you set a weather control point to have temperatrures below 0°C, rain will automatically change to sleet, then snow. So, as a mission designer you don't have to worry about that.

We will probably dump the vast majority of theme files however - as far as the official installer is concerned. Most of the theme files do not strike a proper balance in the mobility properties, particularly as far as the "bumpiness" parameter is concerned, and we cannot possibly fix them all. Like, 80% of them either have the terrain types entirely flat, or at maximum roughness. Now that this will get visualized, the discrepancy will become rather apparent (and it may actually show in the one or other video that I made - it's a learning process for all of us). So my advice to you map and mission designers: Pick your favorite THM files and back them up. Also, go through them, and change the mobility parameters to something more reasonable. Like, rather flat offroad terrain would have about 20% bumpiness (much less, and it's hardly visible). Difficult terrain would range from about 40% to 70% bumpiness, and anything beyond that would be really extreme.

Also, whenever you ramp up the bumpiness you should also raise the ground resistance. While the parameter can be set independently, it's rather obvious that very rough terrain will also slow every vehicle down, no matter if it's teflon coated or not.

We also have come to realize that THM files have the potential to, pardon the language, fuck things up rather badly (sadly, my vocabulary is inadequate to find a succinct phrase that wouldn't obfuscate the ugly truth). Going into details is probably worthless. The salient point is that under certain circumstances - we think that this will be a very rare case, if ever - Steel Beasts Pro may warn you about applying a certain THM file. Take that warning seriously. You can override it, but there is a very high likelihood that if you do, things just won't work out. SB won't crash, but units wouldn't behave right, and unexpected events are likely to occur. It may sound like a brilliant idea while you're high or drunk ... but like with most drunken ideas there will come a moment of regret and embarrassment.

Map files

While I'm at it. Embedding map data in scenario files was a convenient (if wasteful) feature, but it can no longer maintained. We tried, but we had to come to accept the fact that this old, round peg simply won't fit the new square hole, no matter how hard we hammered on it. As a consequence: HGT files need to be converted to LNT. A future upgrade will also bring HGT files to complement LNTs, but initially we don't need them, and that's a good thing, because HGT files can become monstrously huge. Also, for each LNT there's also the need to generate an MMM file (more on that further below).

Anyway, LNT files differ from HGTs in several ways - among them the fact that we can apply smoothing and leveling to terrain under roads. Which means that HGT files actually depend on TER files (if you place a new road, or delete an old one, the underlying terrain must be adjusted to support a nice and smooth road, or it must be restored to the original elevation data). This dependency also means that we can no longer have one height map supporting a multitude of terrain maps. Rather, there will be a 1:1 relation ship. You change a TER file and save it under a different name? Steel Beasts creates a copy of the corresponding LNT file.

The upside of all this is that scenario files are shrinking back to their original file sizes of just a few hundred kilobytes, yay!

But LNT files are much bigger than their old HGT counterparts, and what's more, each needs a "min max map" (MMM file) which is both large in size and computationally intensive (converting the 1.5 MByte Hannover-Weserbergland height map takes about 39 minutes raw computing time, plus another seven minutes for the navmesh, resulting in about 75 MByte for the LNT, 125 MByte for the MMM; the TER file remains unchanged at about 35 MByte). Fortunately an MMM file (and the navmesh) need to be generated only once for each TER file; there will be no need for a separate navmesh in every scenario file.

Also, and that's the nasty part of it, chances are high that for larger multiplayer events if they aree based on a scenario with a custom map, these map files need to be put on a web server for download prior to the event as these large file sizes, particularly if they must be distributed to a larger number of clients, make it totally impractical to distribute them on the fly. Which means that clients coming unprepared to a network session will have to be rejected by the host, and may only be allowed to join the mission in progress later on after they collected the necessary files.

We haven't made the decision lightly. We don't like it at all. But we like the options that the new terrain engine offers in the long run so much better that we're willing to do it. So, there needs to be a mentality change. You just can't stumble into a network session at the last minute. The necessary files need to be downloaded and put into the right places before you even think about entering the Assembly Hall. We're sorry (yes, we truly are), but the onus of preparedness is on you. Maybe one day when everybody has fiber optics installed and a Gigabit upstream connection to the internet will it become practical again that the host will distribute the files to all clients (the functions are still there in SB Pro). It's just that until that day comes, low bandwidth connections will still dominate the interne tinfrastructure, and the sheer data size multiplied by the number of clients simply prevents this approach for all practical matters.

No. I can't yet tell you how large, exactly, the 4.0 installation will be, or how large the download will be. Once that I have reliable data I will post them.
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