Products Support Company Purchase

Up

 


Visit the official fan site: 
SteelBeasts.com
and
SB Forum

Site Map

Check out our Links


Want to stay informed of the latest software updates and news? Enter your email address to join our mailing list


Subscribe
Unsubscribe


 

Upgrade 1.17

New Features

Modified the M1A1 FCS to make it more realistic. Based on the input of several real M1A1 gunners, the M1A1 Fire control system (especially the floating reticle) now more closely matches reality. You will definitely need to practice M1A1 gunnery with this more realistic model.

Increased the size of the GPS/GAS and Bino views.

Ammunition loads can now be customized by the mission designer. In the mission editor, right click on a unit and select "Set Ammunition" from the context-sensitive menu. Then fill in the dialog box.

AFVs with attached infantry (dismounts) will now unload their infantry when placed on a route that has a slow speed, as long as it is not an assault or retreat route. The infantry will run ahead of the vehicles while traveling on the route.

Players can now jump to dismounted infantry positions and have *some* control over their movement. Limitations include:

- No control when infantry are loading or unloading. Infantry will insist on loading when their IFV starts on a (non-slow) route (unless infantry are more than 500m from their IFV).
- Limited control when their IFV is on a slow route. Dismounts will want to stay ahead of their IFV when left alone.

The control for the elevation and azimuth of the .50 cal MG on the M1A1 has been changed to make it more realistic. The elevation is now controlled by the arrow keys by repeated pressing. The azimuth is controlled by either the joystick/mouse, or the arrow keys by repeated pressing. This mimics the real M1A1, which has a separate manual hand crank for elevation and a powered and manual azimuth controls in the commander's weapon station.

Clients and hosts in TCP/IP multiplayer games can now specify a particular port to use (in addition to an IP address). This is most helpful to those players with firewalls who only want to open a single port, instead of the default range of ports that DirectX opens when no port is specified.

Improved infantry AI.

Infantry can now pop smoke (once). They do this automatically when loading into their IFV when under fire.

PCs are a little smarter about how they move to retrieve their dismounted troops.

Improved target-selection for computer controlled tanks.

Targets in tank range will now be destroyed with any main gun hit, and the targets will disappear soon after being hit.

Changed some context-sensitive menus in map screen so that they stay open after clicking on them to make it easier to change multiple settings

Added 200m and 400m ranges as options for maximum ranges to open fire.

Line-of-sight map now works in debriefing.

Improved password protection.

Lasers can now penetrate a few layers of smoke.

Heat rounds and ATGMs can now explode if they hit a tree.

HEAT rounds now have a minimum activation range, before they will explode. This is most notable for ATGMs.

Multiplayer algorithm has been tweaked a bit.

In multiplayer games, if you refuse to let others join your tank in the staging area, nobody will be able to enter the gunner's seat for the entire game. (Unless you give a unit to a player during the game.)

Tanks moving with dust clouds or smoke generators are now spotted easier by the enemy AI.

Added ability to change text color for lines and regions

Added "transparent" color for lines, regions and map text.

Transparent penalty zones will NOT display a warning to the player if he enters that penalty zone.

Event messages are now accompanied with a unique static sound.

Many scenarios have been modified.

For multiplayer chat text: Added text after senders name to indicate which channel (All, Blue, Platoon, etc...) the sender used.

Increased the maximum number of displayed missions in menu screens from 150 to 900.

Adjusted driving mechanics slightly.


Bug Fixes

Event messages now play only for the player's side

The condition "...can see at least (at most) X enemy forces ...." has been modified so that X cannot be less than one.

Enemy vehicles that start as destroyed will be shown as destroyed in the planning phase, assuming that the "enemy info" setting for that vehicle is not set to "none."

Squeaking sound now plays when manually elevating gun with turret damaged.

Hold fire / Fire-at-will hot keys now work with infantry.

Unit icons at the bottom of the screen now correctly display the positions of the different vehicles.

LAWs (RPGs) are no longer guided by a soldier.

 

 


 

Copyright © 2006 eSim Games

>