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Community Answers
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Jartsev's post in T-72B3 GAS (TPD-K1) elevates when reloading was marked as the answer
With T-72B3 we do not simulate powered operation of 1A40, and it stays forever in manual mode. In own turn, in manual mode TPD-K1 gyro is caged and provides direct mechanical coupling to the main gun. In other words, in manual mode TPD-K1(1A40) behaves like a telescopic sight.
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Jartsev's post in Helicopter behavior was marked as the answer
1) Visibility range is 1200meters
2) Mission time is late evening
These are 2 factors why Hinds in given scenario cannot do anything and would eventually die sooner or later
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Jartsev's post in When firing the main gun through the M60A3's LRF sight, why does the TC have to relay the gun to hit a moving target after a lead is applied to the LRF sight mirror? was marked as the answer
We need to check our documentation on a vehicle, but from memory there were some simplifications of engagement procedure, if performed by TC.
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Jartsev's post in How to set the fuze on the DM-11 HE-T? was marked as the answer
In real life fuze of chambered DM11 is set via datalink. In SB Pro PE, with DM11 loaded, you can toggle impact/delayed impact modes by pressing PgUp key while at TC's position; airburst mode is not supported at this moment.
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Jartsev's post in Ammo type indexing in T-72s maybe wrong aligned was marked as the answer
Thanks, will investigate. But please note that powered operation of 1A40 in T-72B3 is not simulated.
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Jartsev's post in Glowing crew members was marked as the answer
This is a known limitation of current engine- illumination effect is applied to all crew entities disregarding of vehicle type. Alternative would be to have them all pitch black if mission is set at night, and that would also apply to tank and IFV/PC crews even if vehicle interior has illumination enabled.
We will try to address this problem, but it is not possible to promise quick and nice looking fix.
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Jartsev's post in 4.377 Mortar pits was marked as the answer
Symbol is to help ID this pit and its purpose; pit itself is omnidirectional.
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Jartsev's post in 3D bug concertina wire Piranha V was marked as the answer
Known problem; unfortunately it is an engine limitation
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Jartsev's post in Helicopters Won't Engage Targets / Can't Hit Targets was marked as the answer
First, as far as I can see, AH-1 has no problems with using 40mm AGL against ground targets(hitting them is a bit different and known story), if on route with appropriate tactics(engage, for example) and AI considers target as engageable. It would be nice to see your test scenario with instructions how to reproduce. And note, that if you are flying helicopter manually, then depending of terrain it may open fire when it is bit too late.
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Jartsev's post in Glitch in T-72B3 FCS. was marked as the answer
Thanks for report; fix will be available in the next patch
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Jartsev's post in The Leopard 2's FCS was marked as the answer
Known problem, which will be addressed in the patch
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Jartsev's post in Multiple Licenses [RESOLVED] was marked as the answer
If correct type of the license ('Secondary License') was purchased and activated, then very likely CodeMeter Runtime was installed without Network Server component on computer, which is supposed to act as a license server. This option is de-selected by default during installation, so you would need to run CodeMeter v.7.10a installer one more time and pick 'Change' instead of 'Remove' and then in the list of options to be installed enable 'Network Server'(it is on top of the list). Probably this is going to resolve situation for the case with 2 PCs connected via wireless router.
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Jartsev's post in Arty in Mission Editor-Test Mode only has a 5 second count and then activates. was marked as the answer
If you are calling arty from map view while in a test mode, you are essentially using instructor's functionality. E.g. fire mission would be executed immediately and disregarding of ammo availability.
If you need to use arty in normal way without turning off test mode, please use 'Support' drop-down menu.
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Jartsev's post in BTR-82 and 82A need boresighting. was marked as the answer
Sorry, but I'm unable to reproduce with wind speed set to 0 and gun dispersion disabled. And 4 mils point of impact deviation implies either wind or dispersion effects(lead scale marks have estimated 5 mils separation). Also note that sight does not compensate for parallax and drift.
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Jartsev's post in T-72B3 turret traversing speed was marked as the answer
First of all, T-72B3 uses more or less the same 2E42 series stabilizer, modified for compatibility with new FCS, and and if you take '184.TO-1'(e.g. an official 1st edition of technical description manual for T-72B3) and look at stabilizer specs listed there, you would see them unchanged since T-72B. E.g. per manual AZ slew speed is '24 degrees per second, no less than' and this is what is in SB. This is what any T-72B3 had, has and will have in foreseeable future.
Then, there is a very interesting question, with answer not defined in tech description and operations manuals for T-72B3, as well as in various crew training methodology handbooks, but very well described in manuals for BMP-3, T-72B, T-90, T-80U- what happens with traverse rates, if guided missile round is loaded or fired? There happens a traverse rate reduction by factor of two... And we can expect more or less same behavior from T-72B3.
Now let's see, what happens in SB, if you are trying to start up a T-72B3 in Steel Beasts. FCS defaults itself to guided missile round, and your traverse rate would be reduced until you load something else.
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Jartsev's post in T-72M1 LRF Range Gates reversed. was marked as the answer
As far as I can see in v4.3XX, behavior of СТРОБ switch ('1200/1800' switch) matches description in vehicle and 1A40 FCS manuals, e.g. if switch is set to '1200' returns less than 1200meters are rejected , and if set to '1800'- returns less than 1800meters are rejected. BTW, this logic is described in briefing for tutorial scenario covering LRF of T-72.
May be our wiki article needs to be updated; I need to check that, because it might contain description of original incorrect behavior, which was fixed in v.4.0 or 4.1...
Edit:
SB Wiki article fixed.
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Jartsev's post in Bug Report - M1A2 CITV Buttons Not Illuminating was marked as the answer
Thanks, this was reported yesterday. We need to figure out what change caused this problem...
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Jartsev's post in Bug Report - T-72B3 TC Gives 'Fire' Command When Overriding Gunner was marked as the answer
Yep, known issue... Hopefully will be fixed at some point.
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Jartsev's post in 4.268 Leo 2A4 controls - KW, laser, ZÜ not working [as expected] was marked as the answer
From v3 release notes:
again from v3 release notes:
Mission briefing was not updated and does not reflect those changes
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Jartsev's post in Gigabytes of log files in version 4.267 was marked as the answer
Yes, you can delete those files. But at this point there is no certain setting option, which would prevent collection of logs... And obviously, if for some reason if you are running SB in debug mode(with command line parameter '--loglevel=TRACE') on regular basis, then logfiles will contain more data and will take more disc space.
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Jartsev's post in 4.268 - Tank range on M113-AS4, gives low score and 0% hit percentage was marked as the answer
This is known general problem with machine guns; unfortunately appears to be not quite trivial to fix.
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Jartsev's post in Trouble with downloading was marked as the answer
Did you activated the new license? It doesn't get activated automatically just by the fact of purchase. Also please note, that license must be activated only after installing SB and CodeMeter user runtime(comes with SB installer); here is a tutorial video with walk-through:
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Jartsev's post in Issue with Maps was marked as the answer
It is hard to say what exactly went wrong in your case, and I'd prefer not to make guesses here. Still you need to address the situation somehow and I'll suggest to check if maps folder from your previous installation is still somewhere else on your computer(e.g. on other drive, for example), unless you always utilized default location C:\ProgramData\eSim Games\Steel Beasts\maps.
If there is an old folder found somewhere, you can define it as a new file path for maps:
1) Make sure that it contains 'Default' map package; if not- copy-paste it there, since SB would not run without it.
2) Launch SB as administrator (right click on shortcut> More...>Run as Administrator)
3) In the Main Menu pick 'Options', then 'File paths' and check what address is listed there; probably it would be C:\ProgramData\eSim Games\Steel Beasts\maps
4) Change location of map package folder by left-clicking 'Map Package Folder' line- dialog will pop-up, navigate to required folder and confirm your selection by clicking 'Select' button
If there no such old folder found for whatever reason, I'll suggest to re-install everything starting with SB Maps first, then SB Pro PE itself, and Map tools as a final touch. Running maps installer when everything else is already done was causing issues to some people in the past, so complete re-installation is a very time-consumable, but probably a safer option.
P.S.
It is also worth to keep in mind, that optional Legacy Maps Installer places pre-4.1 maps only to C:\ProgramData\eSim Games\Steel Beasts\maps.
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Jartsev's post in Broken dongle was marked as the answer
Please contact sales@esimgames.com; it is possible to replace broken CodeMeter stick (for a fee). Also it makes sense to run CmDust diagnostic utility and attach resulting log file to your email to sales, but please DO NOT post this log here, since it contain sensitive data.
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Jartsev's post in Windows Reinstall was marked as the answer
Hello. If you have a Classic License, then it would not be affected by re-installation of Windows, since license is stored on USB key and is not bound to your computer's hardware or operating system copy. After re-installing Windows you would need to install SB Pro PE and a CodeMeter runtime (it is is included to SB installer anyway).