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Patch - Steel Beasts : Nächster umfangreicher Patch erhältlich

  • PC
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This version requires a new CodeMeter license in order run. Owners
of previous versions of Steel Beasts Pro PE need to upgrade
their licenses through eSim Games’ web shop

Changes since 2.483:

- Added many new buildings - Apartment blocks, Industrial and Commerce
buildings, middle-east rural style, and walls, fences, lamp posts

- Added non-playable vehicles:
CHALLENGER 2 with corresponding 120mm (rifled) ammunition
Civilian cars (Skoda Favorit, Volvo 245, VW Passat)
M1A2(SEP) ABRAMS
M60A3 (non-playable), with older 105mm munitions
T-55, with corresponding 100mm ammunition
T-62, with corresponding 115mm ammunition
T-72B, with new 125mm munitions including HE-frag
T-72M,
T-72M4-CZ
URAL 4320 function truck variants
 URAL 4320 CARGO (replaces the old URAL)
 URAL 4320 FUEL
 URAL 4320 REPAIR
 URAL 4320 TROOP TRANSPORT
WIESEL 1/TOW

- Added playable vehicles:
- Added the CENTAURO:
Added 3D interior view
Added Commander's position
Added gunner's position
Added Driver's position
Added TURMS fire control system prototype
- Added the EAGLE IV and enabled it to have the LEMUR RWS as an option
Added Commander's position
Added gunner's position
Added Driver's position
- Added the FOV90, a CV90/40 based artillery observer vehicle
Added Commander's position
Added gunner's position
 Use the Lase button (Joystick button #2, Ctrl, right
mouseclick) to use the laser range finder
 Use the Space Bar to enter the range into the Call for
Fire dialog box
 The gunner cannot call for fire, only enter the range
 The commander or squad leader (=dismounted FO) must perform
the actual CFF
If dismounted, the FO doesn't have access to the coordinates
lased by the vehicle, but has to use his own sight
Dismountable FO teams can open the troop hatches and operate
NVGs
Added Driver's position
- Added the M1 ABRAMS (105mm gun)
Added 3D interior view
Added Commander's position
Added gunner's position
Added Driver's position
- Added the M113A1, M113A3, M113A3/FO (VIKING)
Added Commander's position
Added gunner's position
Added Driver's position
- Added the MAN SX45 cargo truck (can have ammo, fuel, both, or
none); enabled the LEMUR RWS
Added Commander/Gunner's position
Added Driver's position
- Added PILAR(w) gunshot detection sensor 3D model to EAGLE IV
- Added the PIRANHA IIIC with crew positions and troop leader; enabled
the LEMUR RWS

- Added the LEMUR remote weapon station (RWS) as an option for
ASLAV-PC
BUSHMASTER
EAGLE IV
M113 G3
MAN SX45
PIRANHA IIIC
Access to the LEMUR control monitor is done through the Primary
Sight hotkey (default is F2) from either the commander’s or gunner’s
position, depending on the vehicle
Firing the smoke grenades is done by either doubleclick or
shift+click on the smoke grenade selector knob. Click and drag
the knob to select the discharger bank (left, right, or both)
On the real LEMUR, the Target Point reset function (SET TP)is
done by pressing both buttons 1 and 2 at the same time on the
control monitor while in SET TP mode. In SB, since it’s impossible
to click two buttons simultaneously, the target points are
reset by either doubleclick or shift+click on button 1 on the
control monitor
Added the 12.7mm x 99 M84 ammunition (multipurpose ball)
Added the 12.7mm x 99 M85 ammunition (armor piercing); ballistic
properties are different, but the difference is rather subtle
All 12.7mm x 99 M85 rounds are now with tracer element
The size of the laser reticule will now (seamlessly) adjust to
changes of the magnification of the current view
The COCK status light now only light up after a reloading procedure
or when preparing the RWS to fire for the first time
The laser range finder accepts range returns down to 5m
Add/reduce range button will increment/decrement range continuously
when the hot key is held down for more then .5 seconds
SET LIMIT procedure: When setting the limits, the arrows are now
illuminated until STORE is pressed. When RESET is pressed, they
no longer illuminate
The RETURN button will not function in manual range mode
With both triggers pressed simultaneously, it will fire in full
automatic bursts (joystick/control handle only)
Reduced the blackout delay when toggling daysight/TIS
Thermal and daysight magnification affect each other
To exit the WEAPON POS menu press the LOAD POS again
Sight and gun now drop 2mil in elevation when palm switches are
released
Changed the minimum for manual range input to 100m
Reloading for the Lemur can happen only when the gunner is above
hatch.
Implemented specific damages
 Main sight
 thermal sight
 laser
 ballistic computer
 drift, along with the necessary correction procedure (press
GYRO OFFSET and release the palm switches)
Adjusted the cal .50 reload rate to 100 rounds per 50 seconds;
reload will only happen while the gunner is exposed (out of his
hatch)
When changing ammunition, remaining ready ammunition gets transferred
back to the stowed ammo pool
In the PIRANHA, adjusted the monitor positions so that troop
leader and commander can see the sight replication better
Added a HE round with impact fuze for the 40mm AGL
Keep in mind that open hatches immediately block the trigger
(PIRANHA, EAGLE, MAN SX)
Adjusted the fire limitation zone for the PIRANHA’S left side
SD Auto can only be cancelled through the control handle/
joystick; for activation, the corresponding control panel
button must be used

- Night Vision Goggles
* In the unit context menu NVGs can now be selected as equipment
(default is On)
* Vehicle commanders are now equipped with night vision goggles
* Vehicle drivers may access their image intensifiers only while
buttoned; they will drive faster at night if equipped with NVGs
* Adjusted resolution and field of view of image intensifiers to
AN/PVS-7 standards
* The signal to noise ratio of NVGs is now tied to the ambient
light level
* Troops and driver positions, while not using the binoculars,
will also have NVGs
* Enabled the use of NVGs while firing vehicle-mounted weapons
* Enabled the use of NVGs while in the external observer position,
if that unit is equipped with NVGs
* Reduced the field of view and resolution of the external position’s
NVG to that of the crew commander so not to create an
incentive to abandon the commander’s position in favor of the
external view

- Added a function in the TERRAIN THEME editor to set a terrain type as
"IS SNOW" (similar to the options "IS WADI" or "IS WATER").
"IS SNOW" will artificially extrude the terrain type while at
the same time a depth of max. 1.5m to sink in units is defined;
the actual height will be lower in transition zones to terrain
that are not defined as "SNOW"
Radio buttons will set whether the snow covers all roads, only
minor roads, or none
Neither vehicle emplacements nor water streams will be covered
in snow; houses and trees will sink in
Line of Sight calculations are based on the snow surface, collisions
for projectiles and missiles are not
Vehicles and troops will be slowed down proportionally to the
snow depth; this is independent of the terrain drag value: It
should not be modified for the snow, just the conditions of the
ground below it
Troops won't sink into snow below shoulder height; vehicle
drivers however may experience a blackout in deepest snow
- Reduced the sink-in depth for terrain Hardness to .60m max (at 0%,
0m at 100% Hardness)
- On slippery ground (low traction values in the terrain theme editor)
vehicles may experience locking wheels while braking, and
spinning wheels during acceleration phases
- The TERRAIN THEMES' Hardness factor will now sink vehicles and
troops up to 1m below the visible earth surface. At 50% the
sinkage is .5m, at 100% it is zero. The hardness will not affect
the traction or drag; they must be set independently. Intended
use of this feature is to simulate the effect of mud,
snow, but eventually also of tall and dense vegetation. Future
versions of SB Pro may also use it as a modifier to the effective
range of artillery fragments. Theme designers are advised
to keep that in mind
- Improved user interface/automation routines of mechanized forces
When hitting [E] for battle position, troops will no longer
automatically dismount
The Shoot here/Suppress command given to a PC or IFV will no
longer make the troops dismount, and vehicles with commander-
operated weapons (e.g. M113 with cal .50) will now
also open fire
Fixed a bug where MG fire was seemingly coming from the team
that doesn’t have the MG
Vehicles will now automatically move towards the troops
that they are loading (if beyond approximately 25 meters)
Vehicles in emplacements will now remain stationary while
loading troops; if you don’t want the troops to cross
open ground, the vehicles need to be moved to a new location
first
- Added scenario files from the Design Contest #3
- Added CV90/35 tutorials
- Added a vehicle emplacement type for the PIRANHA
- Added new engine sounds for a number of wheeled vehicles

Feature Changes

- Penetration performance interpolation of APFSDS rounds is now
based on the Lanz-Odermatt model with material parameters for
tungsten, steel, or uranium penetrator materials
- The default view for the gunner (when entering his position, or
returning from the map view) is the primary sight now, and no
longer the turret interior (if there is one)
- Added many new 105mm rounds, mostly of 1970s vintage
- Updated engine sounds for personnel carriers
- Updated terrain themes for four multiplayer scenarios
- Further tweaks to the obstacle avoidance routine
- Improved the rendering for ground clutter objects
- Improved some building-related rendering routines
- Improved the implementation of traction and drag in the terrain
themes and their effects on mobility
- Improved the behavior of units in column formation approaching an
assault bridge
- Updated tutorials "09 GUNNERY I" for LEOPARD 2A5 and LEOPARDO 2E which
erroneously referred to the use of hand cranks
- Updated LOD1 models and fixed transparency issues with some textures

- Updated the armor files of
2S6 TUNGUSKA
ASCOD PIZARRO
BMD-2
BMP-1
BMP-2
BRDM-2
BRDM-2 AT
BUSHMASTER
CENTAURO
CV90/35-DK
CV90/40-B
CV90/40-C
FIST-V
JAGUAR 1A3
LEOPARD AS1
LEOPARD 1A5
LEOPARD 2A4
LEOPARD 2A5
LEOPARDO 2E
M1A1(HA)
M113
M113A3
M113AS4
M113 MEDIC
M113 OPMV
M113 TOW
M2/M3A2 BRADLEY
M88A1
M901
MARDER 1A3
MTLB
MTLB-FO
STRV 122
T-72M1
T-80U
VEC

- In the Map Editor, roads are a separate object class now from
other line objects. Line objects now include walls, hedges, and
similar elements. These cannot be places as polylines (like
roads) but connect identical segments to long, straight line obP.
jects. Depending on the model files wall segments may be tilted
(to follow the curvature of the ground), skewed (to close gaps
between segments that follow the ground curvature), or neither.
- Computer-controlled vehicles will no longer avoid the ground clutter
elements that can't hurt them. They may slow down, though
- Added back the option to define infantry bunkers as adjustable inside
of deployment zones
- Added back the auxiliary sight to the M2/M3 BRADLEY
- The AAR now allows F1 and F5 hotkey presses to transition between 3D
world and map view
- Improved the contrast of the color box in the TERRAIN THEME EDITOR
- Changed the “slow” speed setting to a universal low speed rather than
a fraction of the individual vehicle’s top speed
- The Controls dialog box now also shows certain hotkeys that were hidden
before
- The LEMUR RWS is now playable on the BUSHMASTER truck as well
- Fixed a problem with the checkboxes “Use these types” and “use these
quantities” in the Ammunition... dialog box when vehicles with differently
armed LEMUR RWS were used in the same mission. However, if a
PILAR(W) sound detector is mounted, this is now also being treated as
a different RWS
- Improved the damage results and visual effects for those cases where
a vehicle would not lose its turret even if the ammunition on board
conflagrated (alleviating the severity of bug #1428, but not solving
it)
- Arranged the tank range scenario selection menu in two columns
- Vehicles that are subject to the “Remove after killed” option will
now count in conditions referencing the number of destroyed vehicles
- Reduced the off-road mobility of civilian cars
- Increased the off-road mobility of Technicals
- Added two more smoke salvos for the M2/M3 BRADLEY
- Reduced the repair time for temporary stabilization loss (still requires
to disable stabilized mode for the duration, but the vehicle
may drive)
- Adjusted sounds for wheeled vehicles
- Adjusted engine start, loop, and stop sounds
- Adjusted ballistic properties of the 40mm AGL munitions
- Adjusted the number of smoke grenades and smoke volleys for the
STRV 122; old scenarios must be manually adjusted however
- Adjusted the rate of fire of the T-72 to 5.5 rounds per minute
- Adjusted the rate of fire of the T-80 to 7 rounds per minute
- Changed the behavior of M2A2 BRADLEY and ASLAV-25 to use by default
the high rate of fire for the 25mm gun with bursts of two rounds
each. A human player entering the gunner's place will therefore
no longer have to toggle trough the RoF settings to go from single
round to high RoF, which seems to be the preferred setting
- Changed the way how smoke grenades are being handled with the STRV
122 which makes it necessary to adjust all old scenarios containing
STRV 122 units via the mission editor's AMMUNITION dialog box
- Changed the T-72M1's default KE type ammo to 3BM-15
- Changed the rendering code for low resolution electro-optical sensors
- Changed “MICLIC”, it now is an equipment option only on the M113ENG
- Changed the 7.62mm MG ammunition of the M1A1 ABRAMS to 4,000 rounds
ready and 8,000 stowed
- The size of the BP symbol (the rectangle with one side missing) will
no longer scale with the map magnification, except for magnifications
below 2x; the symbol will be either blue or red, depending on the
side, instead of black. This is to avoid confusion with the emplacement
and bunker symbols
- Renamed a vehicle emplacement to the more universal "CV90"
- Reduced the off-road speed of Technical trucks by 25%
- Removed the sniper function from infantry squads, and reduced the
general range of small arms fire to 600m
- Removed the amphibious capability for the M113G3
- Infantry will now fire RPGs (or even ATGMs) at bunkers that are known
to be occupied even if there is no direct line of sight to the enemy
troops; small arms will not be fired unless there is a direct line of
sight to the bunker's occupants
- If a player in the vehicle's position presses W or X to move out
while troops are mounting to that vehicle, then the mounting will be
cancelled as well. This will happen only when a player is manually
driving the vehicle, so giving the vehicle a new route won't stop the
mounting of troops
- Changed the default values for embedded height maps in scenario files
- Increased the reaction time of computer-controlled units to evade ICM
bomblet attacks by 3 seconds
- Changed the positioning of the eye view in the M113 AO to match the
previous ocular viewing direction
- Limited the traveling speed of crew served weapons teams to be no
less than 75% of normal infantry squads
- SB Pro can now link to old .RAW files without the need to rename the
suffix to .HGT
- Changed the dialog boxes for password and triggers so that pressing
return after entering the text equals clicking the OK button
- Modified the LOD3 files of PIRANHA IIIC and EAGLE IV and their corresponding
armor files; gunners can now be hit while reloading the remote
weapon station, and punctured tires can no longer immobilize
these vehicles
- Reduced the fragmentation cone angle of the cal .50 M/84 round

Bug Fixes

- Fixed a bug with the T-80U's LOD3
model which caused a vulnerability
against small arms fire
- Fixed a bug so that the reload
sound will now end with the end of
the reload procedure
- Fixed a bug that would prevent
laser echos from LEMUR bodies
- Fixed a bug that caused the text
about the type of emplacement to
be suppressed in the mission editor
when activated by click
- Fixed a bug that created minerollers
on helicopters in the mission
editor's 3D preview
- Fixed a bug that made the rotors
of helicopters disappear in the
external view above a flight
height of 7040ft.
- Fixed a bug that prevented computer-
controlled IFVs to proceed
on a route with Engage, slow movement
orders
- Fixed a missing pixel in the M1’s
thermal sight reticule
- Fixed a bug with the CV90/35 where
the mounted squad leader could not
press the VIS button on the MFD
- Fixed a bug that in rare cases
caused a crash when previewing the
3D terrain in the planning phase
- Fixed a bug where troops disappeared
if the "S" command was given
from the troops' observer's position
while the mount command was
given before
- Fixed a bug where an IED, during a
network session's execution phase,
would only be moved on the Instructor
Host's computer
- Fixed a bug where SB Pro would
crash if a reload command was given
for the CV90/35
- Fixed a bug with the FOV90 where
in network sessions neither the
vehicle commander nor the FO team
leader could access the gunner’s
laser range
- Fixed a bug with manual range entry
for the LEMUR RWS for ranges
under 460m
- Fixed a bug that made the LEMUR RWS
temporarily disappear visually on
some occasions
- Fixed a bug with the recognition
of water obstacles
- Fixed a bug with assault bridges
where they might float in the air
and lead to vehicles attempting to
cross them being stuck
- Fixed a bug that occasionally
caused vehicles passing through a
breach lane to veer left (and consequently
get destroyed by a surrounding
mine)
- Fixed a bug that would crash SB
Pro if more than about 100 entities
were created through a DIS
gateway
- Fixed a bug that would crash SB
Pro if a DIS gateway required more
unit IDs than were assignable
- Partially fixed a bug that prevented
laser returns from silhouetted
infantry; still requires
first echo to be selected though
- Fixed a bug that allowed automatic
lead for the RWS LEMUR while the
ballistic computer was damaged
- Fixed a bug that prevented the
mounting of a squad that bailed
due to the personnel carrier being
immobilized if the vehicle underwent
repairs in the meantime
- Fixed a bug with the collision
avoidance routine
- Fixed a bug that rendered ISO containers
invisible (they were still
shown on the map)
- Fixed a bug that crashed SB Pro if
loading a mission with a LEMURequipped
unit
- Fixed a bug that allowed clients
to move computer-owned units in
the planning phase, even in the
absence of a deployment zone
- Fixed another bug related to
changes in the terrain database
file structures which resulted in
occasional crashes
- Fixed a bug with smoke grenade
reloading on the LEMUR RWS
- Fixed a bug that prevented the
WIESEL 1/TOW from firing the missile
- Fixed a bug that had the PILAR(W)
sensor float above the BUSHMASTER
and ASLAV-PC vehicles
- Fixed a bug with some ATGM vehicles
that would no longer fire
their missiles (BRDM-2/AT,
M113A3/TOW, M998 HMMWV/TOW)
- Fixed a bug with the WIESEL 1/TOW
so that it will now fire the MG as
well
- Fixed a bug that caused a unit
icon to jump between the nominal
and real position after adjustment
of the firing position
- Fixed a problem of the ASLAV-PC
that caused an obstruction of the
LEMUR control screen in the gunner’s
place
- Fixed a bug that prevented the
inclusion of non-building objects
in collision detections
- Changed a routine for text drawing
that caused anomalies in rare cases
- Removed a functionless menu entry
from the Planning Phase screen
- Fixed a bug that made some damages
be listed twice
- Fixed a problem where positions at
the very edge of deployment zones
were not properly updated in the
planning phase of network sessions,
especially not on the session
host computer
- Fixed a problem with the rotation
of the ballistic shield doors for
the BRADLEYS’ primary sights
- Fixed a bug where destroyed wall
segments would still cause a laser
echo
- Fixed a bug that caused temporary
stabilization loss too often
- Fixed a mixup between 105mm DM23
and 120mm DM23
- Fixed a bug that resulted in
troops disembarking a killed PC
when they shouldn’t
- Fixed a bug to add (smoke) grenades
to the EAGLE IV
- Fixed a bug with the mission editor’s
“Local Time” dropdown menu
- Fixed a bug that prevented the
reloading of LEMUR RWSs on vehicles
with gunner positions that cannot
unbutton in SB
- Fixed a bug that prevented a part
of the CV90/35’s squad to remount
the vehicle
- Fixed a bug that displayed “DS
SetPan failed” error message when
firing WP smoke rounds from a main
gun
- Fixed a bug that would not properly
list the number of gun tubes
in the Support dialog box for numbers
above nine tubes
- Fixed a bug where the “Exit” button
would start a tank range scenario
and not exit the menu
- Fixed a bug that rendered vehicles
invisible beyond a certain distance
in the MISSION EDITOR’s 3D
preview
- Fixed a bug with the collision
avoidance of computer-controlled
units that prevented them from
passing under powerlines
- Fixed a bug that occasionally left
a vertical gap with assault
bridges that following vehicles
couldn’t cross.
- Fixed a bug that denied the Pizarro’s
external observer position
to pop smoke
- Fixed a bug that hid 105mm smoke
rounds to the M60’s ammo loadout
- Fixed a bug to bring back the cal
.50 sight to the M113
- Fixed a bug that resulted in stabilized
HMGs on T-72M, T-72B
- Fixed a bug that made the microphone
array float above the SX45
- Fixed a bug that prevented random
damages that were set in the MISSION
EDITOR to occur. Now
blind/impotent/return-fire-only
vehicles can also coexist in heterogeneous
platoons
- Fixed a bug that created the error
message “DS SetPan failed” when a
Lemur 40mm RWS was readied for action
- Fixed a bug with backwards rotating
M113/Fo tracks
- Fixed a bug that gave the M1A2SEP
extra MG ammo
- Fixed a bug that rendered simultaneously
the main rotors for landed
and flying helicopters
- Fixed the number of main gun
rounds for T-62 and M1A2(SEP)
- Fixed a bug that prevented editing
walls in the two highest magnification
setting of the MAP EDITOR
- Fixed a bug that caused the MAP
EDITOR and all scenarios involving
the Terrastan map to crash SB to
desktop
- Fixed a bug with the FOV90’s track
animation
- Fixed a bug that failed to disable
troops despite MISSION EDITOR settings
- Fixed a bug that rendered a PILAR(
W) microphone array visible
even if the unit was not yet
spawned
- Fixed a bug with the T-72B HMG’s
ammo count
- Fixed a bug with the T-72M1 HMG’s
ammo count
- Fixed a bug that prevented the UAV
to keep the sight locked on a target
- Fixed a bug that prevented the
EAGLE IV from firing fragmentation
grenades in close defense
- Fixed a bugfix which had eliminated
temporary stabilization loss
due to insignificant impacts - but
had introduced permanent stabilization
damage instead
- Fixed bug #39 partially by centering
the mouse whenever the user activates
mouse view, no matter where the mouse
may be
- Fixed bug #137; vehicles should now
stay on bridges more reliably
- Fixed bug #147; no longer relevant
- Fixed bug #171 by increasing the
speed with which troops are dismounting
personnel carriers
- Fixed bug #437 so that vehicles,
starting as mission with only a partial
ammo loadout, will now reload to
their full capacity
- Fixed bug #516 so that the internal
cal .50 sound for the M113AS4 no
longer is being substituted by 25mm
gun fire
- Fixed bug #535 where the roadwheel
texture of the M2/M3 BRADLEY wasn’t
properly centered with the rotation
axis
- Fixed bug #565; invalid
- Fixed bug #582; changes to maps using
the default theme will now properly
be saved to disk
- Fixed bug #594; 105mm smoke grenades
now have an appropriate HE strength
- Fixed bug #802 where the cadence of a
number of T-xx tanks was too high
- Fixed bug #805; the M1's GPS shield
doors now close correctly
- Fixed bug #908; invalid
- Fixed bug #936 where the wrong firing
rate was displayed after returning
to the M2/M3A2 ODS BRADLEY
gunner’s place
- Fixed bug #976; in Network Sessions,
the “Ground cover” slider is
now also set by the host machine
- Fixed bug #1037 by introducing a
Repair variant of the URAL truck
- Fixed bug #1070 by implementing a
new ricochet effect which uses a
method of spawning a ricochet particle
on impact instead of tracking
the trajectory of the original projectile;
ricochets will occur for
impact angles between 3.5° (at 100%
hardness for the terrain) and 1°
(for 0 hardness)
- Fixed bug #1075; invalid
- Fixed bug #1080 where on return to
the gunner's place in 25mm Bushmaster
gun equipped vehicles the rate
of fire toggle switch and display
were off by one position
- Fixed bug #1126; the M2/M3A2 ODS
BRADLEY coax ammunition loadout is
800 ready rounds
- Fixed bug #1153; invalid
- Fixed bug #1279 where unbuttoned
troops in the CV90/40 would appear
as if they were floating behind the
vehicle from the commander’s view
- Fixed bug #1281; mounted infantry
tasked to suppress a certain point
with small-arms fire will no longer
kill the turret crew
- Fixed bug #1350; CV90/40 will now
switch to “moving target” mode automatically
if the gunner uses the laser
range finder on a moving target
- Fixed bug #1361 by reducing the unrealistically
high off-road speed of
the CENTAURO
- Fixed bug #1366 so that helicopter
engine sounds are no longer being
played after it crashed
- Fixed bug #1402 (dismounted FO team
could fire 7.62mm MGs in first person
shooter style)
- Fixed bug #1418 where the use of the
dismounted FO team's laser range
finder would result in SB Pro crashing
- Fixed bug #1421, so every unit in the
Assembly Hall (including non-playable
vehicles) now has a "Commander" position
(even if that is the external
view), and "Observer" is listed below
the rest of the crew (if there are
crew positions)
- Fixed bug #1426; “Troops” damage,
when set in the MISSION EDITOR, should
now reliably disable the organic infantry
element of a personnel carrier
- Fixed the “super supply truck” bug
#1428
- Fixed bug #1439 where units wouldn't
depart from a Defend position on an
unconditioned route despite sustaining
losses
- Fixed bug #1449 where pre-set damages
would not apply in the execution
phase
- Fixed bug #1454 where there was a
discrepancy in sound volume for an
ASLAV-25 while idling or driving
- Fixed bug #1465 that made the machine
gun of an eliminated squad
float 10m above ground in the AAR.
- Fixed bug #1468 where units could
be moved by clients both during the
planning phase and in network sessions
without deployment zones
- Fixed bug #1489; line objects like
walls, fences are now shown in the
MAP EDITOR with their actual width.
They can now be placed like roads,
where a right-click ends the addition
of new vertices; every line
between vertices is however still a
separate object
- Fixed bug #1496; changed the classification
of the URAL 4320 troop
transporter from “Personnel Carrier”
to “Truck”
- Fixed bug #1511 that rendered stationary
and moving helicopter rotors
at the same time
- Fixed bug #1513 by removing the RWS
option from the ASLAV AMBULANCE
- Fixed bug #1515 by reducing the
maximum engagement range of the
BMP-1’s PG9 grenades to 750m
- Fixed bug #1519 so that the battlesight
command and hotkey in the
STRV122 should now work as intended
- Fixed bug #1521; damage types “Random
light” and “Random heavy” will
work again as intended
- Fixed bug #1526 so that the gun
tube no longer determines the diameter
of a detached turret’s
bounding box to block nearby vehicular
movement

Dateiname: sbpro2_538.zip
Dateigröße: 864 MB

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