SB Pro PE 4.009 (Full Release) Version History and Release Notes
SB Pro PE 4.009 (Full Release) Version History and Release Notes
This is a new version of SB Pro PE (neither patch nor upgrade) – so don’t install
it over an existing version. This Steel Beasts version is intended to be installed
separately. We strongly suggest uninstalling previous versions of Steel Beasts
Pro PE before installing it!
To make sure that there are no leftovers from even older installations, we rec-
ommend using the Windows System Settings’ “Add/Remove Programs” utility.
Note: This version will not run without an existing license for Steel
Beasts Pro PE 4.0!
Steel Beasts Pro PE 4.0 is 64 bit only!
Licenses may be purchased from the eSim Games web store (for details, see
below): http://www.eSimGames.com/purchase.htm
The Edge browser has been reported to fail with license activations;
we recommend using a different browser when visiting the WebDe-
pot to claim your license ticket.
This document focuses on changes since version 4.000. Changes made be-
tween 4.000 and 4.006 are denoted in blue color. You may want to study the
release notes for version 4.000 if you aren’t familiar with version 4.0 already;
these can also be found on the eSim Games Downloads page:
www.eSimGames.com/Downloads.htm
Hardware recommendations
SB Pro PE 4.0 requires a 64 bit Windows version, starting with Windows 7 or
higher.
Downloading, unpacking the self-extracting archive and immediate installation
requires up to approximately 12.5GByte harddisk space temporarily. Of these,
Steel Beasts will claim about six GByte free harddisk space permanently; the
rest may be freed up through deletion and/or burning the installation files to
DVD.
We recommend a 2.5GHz multi-core CPU (faster is better), 8GByte RAM
(16…32 recommended for high resolution map conversions), 1GByte video
RAM, and generally a DirectX 9.0c graphics card supporting Shader Model 3.0.
Mouse, keyboard, and monitor are mandatory. A sound card and internet con-
nection are strongly recommended. Joysticks and selected control handle repli-
cas are supported.
Installation
1. Download all parts of the self-extracting archive installer into a common
directory, e.g. C:\Temp or a “Steel Beasts” folder on your desktop
2. When done, run the …part1.exe program to start the installation (this as-
sumes that you uninstalled the previous version of SB Pro PE per recom-
mendations on page 1 of this document)
3. If you know to have already installed CodeMeter runtime version 6.30d (or
later), feel free to press “cancel” when the CodeMeter part of the installa-
tion pops up; that will save you a few seconds
4. If you haven’t purchased your license for SB PE 4.0 already, now would be
the time to visit the eSim Games web shop, www.eSimGames.com/purchase.htm
You have different options there,
a. time-limited licenses if you do not want to use a CodeMeter USB stick;
these will expire after a while, depending on which option you pur-
chase. The time counts from the moment of first use, not from the
date of purchase, or the date of license activation (see next page for
more details)
b. a “classic” license if you never owned a Steel Beasts software license
with a CodeMeter stick before
c. upgrade licenses for CodeMeter stick owners, for one of two cases,
i. you own a Steel Beasts Pro PE license version 2.5, 2.6, or 3.0 already
ii. you own an SB Pro PE license version 2.4, or without a version number in it
To find out which license you have, start the CodeMeter “WebAdmin”
which will open a web browser window, listing all the installed licenses
on your CodeMeter USB stick
5. Once that your purchase has been made, the eSim Games web shop will
send you two emails – the order confirmation, and a second one with the
license ticket (a complicated URL leading to the WebDepot). Visit the link,
and activate the ticket there to generate the license. We recommend not to
use the “Edge” browser at this point. Future versions may support one of
the required web technologies for license activations.
6. Play
Steel Beasts uses an installer which can change the Windows Group Policies
(access privileges) of the folder containing all the map data of SB Pro. If you do
not want other users on your computer to use the Map Editor you may want to
restrict access to the following folder again:
C:\ProgramData\eSim Games\Steel Beasts\maps
A popular suggestion in internet forums – one, which eSim Games does not
recommend – is to right-click the SBProPEcm.exe in the ..\Release folder of the
Steel Beasts installation, open the Properties dialog box, and in the “Compati-
bility” tab to select the option to “Run the program as Administrator” – or to run the setup
program in the security context of an administrator account. We went at
lengths to make sure that this breach of IT security is not necessary.
This installer includes the CodeMeter runtime version 6.30d.
Time-limited licenses
Since version 3.0 eSim Games offers a software rental option. This option is
primarily aimed at users who do not already own a CodeMeter USB stick. Time-
limited licenses are issued for one, four, and twelve months respectively:
• Licenses are bound to the computer on which they are installed.
• Only one license can be installed per computer. Activating multiple li-
censes on the same computer will only extend the duration of the single
license, not add multiple licenses to the same computer. For example, if
you buy a four-month and a one-month license, activating both will re-
sult in one license valid for five months.
• There is no automatic renewal of licenses; it is not a subscription fee
that requires termination. Instead a warning will appear on program
start if the license is about to expire (or if it already has expired).
• Licenses that have been purchased need not necessarily be activated
immediately. You may buy five licenses but activate only one at a time if
you wish. You just need to save the email with the ticket URL for future
reference.
General Changes
We improved the collision handling of rapid fire weapons against massed
infantry.
You may hold the Shift key in the main menu when clicking the Map Editor
or the Mission Editor to be immediately prompted for the file to open and
edit. This can save time otherwise wasted to load a blank file; Alt+click (on
the Mission Editor menu item) opens an existing scenario file in test mode.
The AAR now records the state of the vehicle crew, ie whether they're inside
the vehicle, peeking out of the hatch or all the way out of the hatch.
The crew hatch positions are assumed to be coupled to the crew state
(which might not 100% conform to what happened in the scenario but was
judged to be 'close enough'); if a crewmember is all the way in the hatch it
will be shown as closed. For the CDR, the 'open protected' position will be
shown if he was just peeking out of the hatch and the 'all the way open' po-
sition if he is completely out of the hatch.
Also recorded are the position of the troop hatches and troop doors; as
currently in the execution phase, an open troop hatch implies infantry look-
ing out of that hatch.
Old AARs will of course still work; for them all crews should be in the BUT-
TONED position, all crew hatches hence be closed and troop doors and
hatches likewise closed.
Every (military) vehicle may now tow any other (military) vehicle – except
helicopters. They must however move closer to the target vehicle (no winch,
just fixed length cables), it takes longer to hitch (and disconnect) a target,
and the towing vehicle must be of the same or higher weight class. At the
moment there are also unresolved issues connecting a target vehicle to the
front of the towing tank – it works … but it doesn’t look pretty.
A few more status messages have been created to complement the various
progress bars, giving you (hopefully) a better idea about what is going on.
The user can now paste text into 'editbox' controls by right-clicking the
mouse while the input focus is set to this control (note that the 'Ctrl-V' hot-
keys remain functional of course).
Text list widgets, such as those in the File selection windows, will scroll the
contents of the list when rolling the mouse wheel, instead of selecting the
previous or next item in the list.
Error messages describing the case of missing heightmap or terrainmap
files are now more verbose, with direct recommendations how to deal with
the situation.
The default eye view position on vehicles is no longer “unbuttoned”, but the
lowest position (which offers the best protection).
For ultra-wide screen setups with triple monitors, we fixed a scaling issue
with tactical map displays in 3D vehicle interiors.
All 'advance to', 'retreat to', 'hitch to', 'shoot at' and similar commands will now
center the cursor in the SB Pro window. This eliminates inadvertent scrolling
and might also be more comfortable since there's likely less mouse travel
required.
Also the right mouse button will now cancel any of these 'special' modes ...
rather than having to press (any) keyboard button, or to click into the status
bar (which often enough slewed the view). Finally, when in the overhead
view, rotating the view (using Shift+right mouse button drag) does not cancel
whatever command mode is currently selected.
Overhead View
An option was added to in the Mission Editor enabling a bird’s eye view of
the battlefield for the user at regular runtime (previously possible only for
Instructor Host mode, or while testing a scenario). To access the view (if
Infantry
Dismounting mech platoons will now form a platoon command section of
four, including the platoon commander, the platoon sergeant, and a medic.
This medic can be sent to squad locations where casualties occurred, with a
substantial chance to restore the casualty back into fighting condition.
Infantry squads will now generally apply first aid with a chance to revive
casualties; depending on the troops’ assigned quality level (see Mission
Editor) the chance ranges from “minimal” to “not so great, but noticeable”.
The platoon medic always has a much better chance.
The ‘Shoot at unit’ command has now a hotkey, which by default is ‘T’.
Civilians
Civilians created without a weapon start in ‘standing’ posture
• Fixed a bug preventing the "Suppress At..." command to work for armed
civilians
• Fixed bugs making civilians refuse to crawl on the ground if manually
commanded to do so (but would rather stand up)
Engineers
Added the "Engineer team" infantry type. They are equipped for breaching a
range of obstacles; they can sweep lanes for mines, and will automatically
defuse IEDs while doing so. 'Engineer' infantry squads may be split into
teams.
Engineer infantry will now mark defused IEDs and Claymores.
Gun Artwork
Added the following assault rifles and MGs for dismounted squads, or up-
dated their models:
• AK-5C • L85A3 • M240
• C7A2 • M4 • MG3
• C8DK • M16A3 • PKM
• FN-FAL • M60E • SCAR-17
Fixed a bug where the equipment of 'weapon team' soldiers would only be
displayed while they were moving, not while being stationary.
Missile Teams
AT-3 Sagger, AT-4 Spigot, Milan: Changed gun data so that soldiers will
now setup the weapon while laying down.
Corrected the ATGM assigned to the US1990 soldiers.
Added the Dragon ATGM as a new optional weapon type for the missile
team.
RPG Teams
Corrected the default RPG assigned to the US1990,2000 and KR2000 sol-
diers.
Sniper Teams
With version 4.0 sniper teams are added to Steel Beasts Pro PE; you may
occupy the observer’s position and designate targets to the (computer-
controlled) shooter. In addition, snipers will automatically engage (only)
non-vehicle targets that have been designated as “High Value Targets” in
the Mission Editor.
The sniper teams’ Ammunition dialog implicitly sets the weapon equipment.
Engagement ranges are listed for man-sized targets.
Character Artwork
Vehicle crews will only use custom selections of appearance if they are con-
figured to be ‘general infantry'. Vehicle with 'specialist crews' require a sep-
arate, explicit override (use 'Set look for crews' option in the Mission Editor).
Generic crew textures for various different nationalities were added, includ-
ing North Korean infantry, several Israeli nationality textures, and a 1970s
US and 'Soviet Russian' soldier, as well as a non-camo face texture for the
USSR soldier. The latter will be the new default for the 'red' side in SB Pro
PE.
Use better looking stand and walk animations for the weapons teams
The various AFV crewman meshes (US/DE/RU style) can now be assigned to
infantry and civilian characters. Note that one limitation is that they will on-
ly use the AK47 rifle.
Buildings
Updated all buildings’ maximum occupancy parameter. Buildings will now
be limited to capacities divisible by two (0, 2, 4, 6, 8, 12, 16...) increasing
the chances that infantry will deem a nearby building suitable to take up
positions there. Some buildings are still at a low capacity of just two or four
soldiers. The very small ones may only be taken by small teams like snipers.
Four-position huts are intended for team sized units to prevent uninten-
tional overcrowding. This should help avoiding micromanagement and
helps computer-controlled units to disperse better.
Note: Infantry units usually refuse to enter a building only because the
capacity is too low, or because some positions have already been
taken by some other unit (friend, or foe).
When ordered to take position in a building, the SB Pro will now show how
many firing positions in the target building are still vacant. Waypoints may
now be placed directly on a building in the map view to let infantry take up
positions inside. In the past the battleposition marker had to be outside of
the building, which was counterintuitive.
In the Mission Editor and in the Planning Phase it is now possible to set user
preferences for default behaviors – both for movement routes and for be-
havior in buildings depending on the chosen waypoint tactics.
Hotkeys
'Extended keys' (the INS, DEL, HOME, END, PAGE UP, PAGE DOWN, and arrow
keys in the clusters to the left of the numeric keypad) will now be refer-
enced correctly in the 'hotkey configuration' dialog – in previous Steel
Beasts versions they were confusingly identified as Numpad keys. Also, we
localized the names of the 'Shift', 'Ctrl' and 'Pause' keys.
Road Leveling
In SB Pro version 4.0 just-in-time, low-resolution 'road leveling' is applied
automatically whenever the scenario is being loaded; it does however not
change the source files. The process is fast and usually delivers reasonable
results.
Map Screen
When selecting multiple map graphics, 'empty' text fields (showing up as
gray rectangles) will no longer be drawn.
Formation Handling
It is now possible to assign multiple (up to 240) units to “preset groups” – e.g.
a company team. It is then possible at runtime to enter a New group route that
will automatically get copied over to all other members of that preset
group; the first route leg is always on hold to allow individual route adjust-
ments before then a “group proceed” command can be given.
Groups can be composed at runtime (both Planning and Execution Phase)
while in the map screen, System menu, Edit preset groups. This will open a dia-
log box listing all units owned by the individual player which he can the
move into his groups. Every unit can be member of only one of the up to six
preset groups.
Other
The battleposition icons now support text labels.
The map view may now show a relief map shading effect (if so enabled in
the MISSION EDITOR). Irrespective of the per-scenario settings this option is
always available in the MISSION EDITOR, and in the AAR mode.
The waypoint/battle position context menus have been unified (i.e. always
showing "Formation" and "Spacing" menus now).
High-tension power lines are now shown on the map. They appear as solid
lines featuring ticks at the position of power pylons (the ticks will disappear
at low zoom levels).
Fuel supply vehicles will now also display a supply radius indication for each
individual vehicle (in configurations supporting such a display).
Legacy SB1-style anti-tank ditch objects are no longer rendered in the map
screen.
Multiplayer
A “remote screenshot” functionality for session hosts was added: While in
the map screen, the session host may now access a new top-level menu
"screen capture". It lists all players in the current network session.
By selecting an entry a screenshot will be taken at the client (Steel Beasts
window only, not the whole desktop) and sent to the host. Its file format is
always JPG, irrespective of the normal screenshot settings, to preserve net-
work bandwidth.
These screenshots will be saved on the host’s usual screenshot directory,
with an additional "Remote" subfolder. Screenshots will be named as usual,
with the addition of the client name. Example: <screenshot folder>\mm-dd-
yy\Remote\SS_<clientname>_HH_mm_ss.jpg
When hosting an online session, the 'remove' button will be hidden if the
marked player is the host (which cannot be removed!).
In addition the list of combatants will be switched to read only if any player
but the host is selected.
"Package loss" is an additional metric shown with the frame rate counter
overlay.
FPS/memory info overlay enhancements: the overlay will now stay active
even if the network is considered "overloaded". Additionally, on the host,
the overlay will now show ping time and bandwidth in/out usage for the
individual clients.
Fixed a problem allowing clients to still join a session even after the Host
had already started the loading process … or which could deny clients to
join a session when the ‘join mission in progress’ wizard was in use.
Nav Meshes
Version 3.0 nav meshes are invalid and will be ignored. We recommend
opening old scenarios in the Mission Editor, to add a new nav mesh, and
then to save the file. Nav mesh generation is now much faster than in previ-
ous versions, and should generally yield a better quality too. The SB Navmesh
Builder is at the moment without function (…but will come back with the
high-res terrain engine, ca. Q1/2017).
Note that “a nav mesh” now actually comprises of several nav meshes – one
for infantry and one (or more) for vehicles. Infantry nav meshes will ignore
certain types of obstacles such as hedges, fences, and smaller walls be-
cause they can be climbed; infantry will “diffuse through” these obstacles
for lack of detailed climb/crawl/jump/equipment handling animations.
Vehicles will attempt to honor light obstacles but may still crush them if
driven manually (or by accident) if the vehicle is massive, and the obstacle
is not.
All road types have now “travel costs” applied to them, favoring (somewhat)
longer routes on multi-lane roads over narrow roads and forest service
trails. If you want to force the use of secondary roads while entering a new
route, click more often to set manual waypoints.
These newly created folders will only hold templates created by the user;
the ones shipped with SB Pro will from now on only be located in the %PRO-
GRAMDATA% hierarchy (see above).
Note that the user's Windows access privileges to the 'common' folders de-
termine whether Steel Beasts offers that functionality. For 'unit templates'
this may be a bit obscure as the user interface hides most of these details
(when loading Steel Beasts the content of 'common' and 'personal' folders
are merged).
Note that with this update the installer program now creates the default Unit
Template folder; this folder missing would cause the whole feature to be una-
vailable in the Mission Editor.
• Entirely new templates are always saved in 'My Unit Templates\Default'
• When changing or renaming an existing unit template, its location de-
pends on the user's access privileges and the original file location.
o If the original file was located in the 'My Unit Templates' hierarchy, it
will always remain in that hierarchy.
o If it was located in the 'Unit Templates' (=shared) hierarchy, it will be
copied into the 'My Unit Templates' hierarchy if the user does not pos-
sess sufficient rights to change/rename the original file.
Note that for 'callsign templates', if the user elects to replace the existing
files in the 'Unit Callsigns' hierarchy, there is no guarantee that the installer
will not overwrite them whenever an update is being performed!
Also note that, if the user creates a new scenario, the program will initialize
the parties' callsign templates from the 'My Callsign Templates' folder with pri-
ority, and fall back to the (shared) 'Callsign Templates' if the first doesn’t con-
tain the necessary files.
Changes to the Steel Beasts installer:
• SB Pro will now create 'minidump' data
• The Windows Start Menu has been rearranged:
o all but the 'ordinary' Steel Beasts shortcuts have been moved into a
'Troubleshooting' subfolder of the Steel Beasts menu entry (which
will open in Windows Explorer so people have an easier time choos-
ing entries)
Localization
Renamed the various language directories so that they do not contain non-
ASCII characters anymore.
Updated Austrian & German strings. Updated various English strings. Up-
dated Danish, Finnish, and French strings. Added Greek strings. Updated
Russian, Spanish, and Swedish strings. Updated the Dutch translation.
Russian and Greek localized text should now be displayed correctly.
Simulation Rules
When reloading a (ranking) soldier's ammo while inside an IFV, SB Pro also
restocks his ready ammo - now including AGL and mortar rounds.
Infantry will use their 'ordinary' binoculars (so no gun sight optics) while
riding in vehicles.
Rain has an effect on the terrain's dustiness, traction, and drag now (read
more on the mobility effects in the MAP EDITOR section below).
Mines that were cleared by engineer troops are now exposed on the map
screen as well as in addition to the red ground markings.
The sink-in effect has been reduced for wheeled vehicles.
NVG will now double the detection range of AI rather than set a fixed range
of 175m.
When confronted with multiple targets, members of a formation will at-
tempt to choose different targets rather than concentrate on one.
Ballistics
The (Steel Beasts-internal) Fire Direction Center will now check an artillery
unit's minimum engagement range when deciding which battery should
service a fire mission. This should solve the issue where rocket artillery
units were assigned to fire missions outside their range envelope. If no oth-
er arty units are available, these missions will remain 'Waiting for approval'.
Change to the HE missile simulation - hits to the ground will now actually
take the missile's minimum range into account, and will only create an HE
explosion if that distance was reached/exceeded.
New Munitions
Added ATGMs
o AT-10b (Stabber/Arkan+) o Milan ATGM
o AT-10c (Stabber/ Arkan+) o Milan 3 ATGM
o AT-11b (Svir-M)
Added ammunition for the BMP-1, T-55, BMP-3:
o 73mm PG-15 HEAT o 100mm 3UOF-17 HE-F
o 73mm PG-15VNT HEAT o 100mm 3UOF-19 HE-F
o 73mm OG-15 HE o 100mm 3UOF-32 HE-F
Munitions adjustments
3D Projectiles
• Added the AT-2 Swatter ATGM and 275 HE FFAR ordnance actors.
• Added new animations to ATGMs AT-3 Sagger, AT-4 Fagot, BILL, Jave-
lin, and Spike.
• Added the Hellfire, Milan, BILL and RBS70 3D missiles.
• Added the AT-3 Sagger 3D missile.
• Added the Javelin and Spike-LR 3D missiles.
• Added 3D ATGMs for TOW-1, ITOW, TOW-2, TOW-2B and improved the
existing TOW-2A. Also removed some obsolete textures relating to the
original TOW-2A.
• Added Dragon ATGM artwork
• Added a 3d missile for the 40mm grenade.
• Added a 3D missile for the 20mm DM63 APDS round.
• Added a missing TIS texture for the AT-4 Spigot missile.
• Increased the size of the MG tracers.
• Changed the TIS tracer image to be brighter.
• Updated some 3D missiles to use a new tracer mesh, and added a few
more.
• Adjusted many ATGM and RPG 3D projectiles‘ tracer and/or booster
• Linked the RU 14.5mm ammo to a 3D tracer.
Vehicle Suspension
In preparation of high resolution terrain, added code to simulate the behav-
ior of vehicle suspension
For motorbikes the effect of the centrifugal force is the opposite of
nonmotorcycle vehicles (to simulate the drivers leaning into the turn)
Mission Editor
When selecting multiple map graphics, 'empty' text fields (showing up as
gray rectangles) will no longer be drawn.
Unit Templates
Further changes regarding the reorganization of the unit templates: The
code will now also look for 'legacy' templates in the folder that was used
prior to the reorganization (ie 'My Documents\eSim Games\Steel Beasts\export
..\Templates'), so that they can still be used without the user having to move
files manually.
Note however that renaming or resaving such a template will create it in
one of the 'non-legacy' folders (see the comment for the original change
that explains the folder selection algorithm):
o Steel Beasts will select the just created template if the user creates a
new template via the map screen
o SB will not automatically change its position back to the center of the
screen if it was already open when a new template was created
o SB will warn the user if there are unsaved changes in either the tem-
plate's filename, title or description
Code was added to check against version mismatches with template files.
Where incompatible files are detected, SB Pro no longer attempts to load
them. A warning message will be added to the log file.
parts would then be merged back into one common scenario that is then
distributed to all clients.
The scenario must be defined first by setting up the parties, and placing
units to each party. After saving, split the file into one “*.mastersce” and a
number of “*.splitsce” files. Hand them out, have them edited, the put them
back into one common folder. Load the *.mastersce, then select “merge” to
pull all *.splitsce files in. Save it as a new scenario file.
Notice that the original mission designer may impose limits as to what the
individual parties’ commanders may change. Certain things must remain
the same (like time, map, or weather conditions), others may not be desira-
ble to be changed (like the force composition and artillery support).
Ctrl+mouse click will immediately open the Mission Editor’s dialog to merge
scenarios.
cy scenarios contain values that make little sense but which went unno-
ticed up to now.
Mission designers are advised to check their old creations and adjust
accordingly.
Sounds
Scenario Events may now play sound files when the condition is true. Cur-
rently only WAV files are supported. The sounds will be embedded in the
scenario file. The 'event' logic window allows playing back a test sound
sample for the Mission Designer to compare their custom sound sample’s
volume; the volume may require to be adjusted by an external program.
Obstacles, Engineers
Engineer squad units may now clear minefields on foot by using induction
coil sweepers. Dashed blue lines will appear on the ground denoting lanes
that have been swept; red marks will appear where mines have been found.
(As a simplification, these mines are actually removed right away rather
than requiring a dedicated attempt at blowing them up with small demoli-
tion charges.) Put the engineers on a “breach” route and they will sweep the
ground.
A new obstacle type has been added – concertina wire. They can be created
in the Mission Editor, or at runtime by (dismounted) infantry, if vehicles are
nearby carrying concertina rolls from which to construct the obstacle. No
construction animations will be shown, the obstacle will automagically ap-
pear in phases, as long as there’s sufficient supply of concertina rolls; in-
fantry will start with their own vehicle but will also plunder units in the vi-
cinity that have more.
When placing concertina type obstacles (one, two, or three rolls strong) in
the Mission Editor, note that you can right-click an object to copy and to
paste it. Also, mobile bridges, minefields, abatis, iso containers and bun-
kers may now be duplicated by right-click based copy and paste.
We rearranged the context menus for obstacles and fortifications to be
more consistent.
It is now possible to place (invisible) command-detonated Claymore frag-
mentation mines. Note the map screen’s display of a rear danger zone, and
the trigger cable length of only 25m (=command radius). Own infantry must
be within that radius … but not too close either! It’s probably best to place
them behind some cover when claymores are being detonated. Claymore
explosions require explicit conditions like IEDs and a trigger man within
(uncomfortably close) range.
o it will no longer allow the user to close the dialog or switch parties if he
configured a party to use custom characters … but failed to actually
specify any characters
o it will now warn user trying to switch to a different party without first
applying any changes he did
renamed the 'OK' button to 'Close'
the list of characters is now alphabetically sorted
The 'Set mission date and time' dialog, if displayed in the Mission Editor's
3D preview ('Alt-S' hotkey) will now indicate whether the light level at the
configured start time will overload night vision goggles; this dialog is not
available while in the map view.
Map Editor
Added 'style' options to all (scaled) texts displayed on the map screen. The
user can now specify that the text is displayed either in 'normal', 'bold' (the
previously single available option), 'italic' or 'bold & italic' styles.
The resolution of these texts also has been noticeably increased.
Added three European style chapels/small churches to the object library.
Map Annotations
It is now possible to add text elements to a terrain map. These text ele-
ments will appear in the Mission Editor for all parties as regular text objects
(so they can still be edited). In addition there is a dialog allowing you to set
the default size, color and rotation of 'map annotations'. These values are
used both when creating new annotations manually, and when importing
them via Shape import.
Note that currently, Windows-1252 encodings are assumed (with the ex-
ception of the 'Russian' locale).
Allow to select multiple 'map annotations' when using the Map Editor.
Hit the 'Escape' key when editing a map’s annotations or mapgraphics text
to cancel the editing mode.
A small change was made to the 'text rotation' menus in the Map Editor - if
a text is set to 'rotate with the graphic' its rotation offset will be reset to 0°.
Powerlines
A single power pylon may now connect to multiple wires. This is done by
placing multiple (well, up to two at the moment!) pylons at identical map
coordinates; upon generating the map, Steel Beasts will take note of this
and connect all wires (up to four - two 'in', two 'out') to a single pylon. Note
that simply having two powerlines cross is not enough - two powerline ver-
tices (ie the ones that explicitly place a pylon!) have to be used.
Note that all wires need to be of the same type (no mixing of a high-tension
and a low-tension line on the same pylon) and that the pylon's orientation
is not adjusted to account for the additional wires that connect to it.
Area Covers
There is now an option to cover larger areas with Asphalt, Concrete, or
Gravel textures; in addition, an area may be created without texture, to
show up in the map screen (e.g. to denote the boundaries of built-up ter-
rain. These areas may be created manually, or imported from Shape files.
'Area cover' objects can be configured in their color in the map display. Four
sliders are available to control the red/green/blue color components, plus
transparency. The chosen color may be applied to either the currently se-
lected polygon, or all polygons of the currently selected type (ie gravel,
concrete, asphalt or 'area').
Terrain Themes
With version 4.0 the “wet” ground conditions option is now enabled. While
it’s raining, dry ground will make the transition from “dry” mobility parame-
ters to “wet” conditions. Ground will absorb water quickly, but dry up very
slowly. In other words, the mission designer can set weather conditions to
make the transition from dry to wet within minutes, but not from (fully) wet
to dry in an equally short duration.
Known Issues
Connecting an X-Box controller under Windows 10 may result in a loss of
the mouse control in Steel Beasts.
The LEOPARD 1A5-GE (cast turret) has the 3D interior of the LEOPARD 1A5-DK
(welded turret). The LEOPARD 2A6-GE has the 3D interior of the LEOPARD
2A5-DK.
The BMP-2’s missile sight cannot be damaged.
The DRAGON missile gunner shows minor clipping with the missile launcher.
The Marder’s shot counter only displays a static number.
For the ERCWS-M some simplifications with respect to focus handling are in
place, based on the assumption that 'autofocus on/off' is a global, shared set-
ting between CDR/GNR panels and day/TI view channels, and that while the
autofocus is active, all manual focus change is disabled.
The Javelin’s arming distance is 125m, even if set to direct attack mode.
Artwork/Render Engine
Increased the distance at which 3d volumetric clouds are rendered.
Particle System
Version 4.0 comes with an actual, shader based PS.
• The muzzle blast will now kick up dust proportional to the ground’s
current dustiness value (which may change while it’s raining…)
• Accommodation type containers no longer emit flames and smoke to keep
the framerate up
Sounds
Changed the "master volume" sliders in order to reflect human "perceived
volume" correctly, e.g. a setting of 50% will now be perceived as "half as
loud" as a 100% setting.
Vehicle-specific coaxial gun sounds, and vehicle-specific manual turret
traverse/elevation sounds have been added. Also, some attenuation is now
applied to the various 'gunfan' sound samples if the currently occupied crew
position is unbuttoned.
• Corrected a filename issue that was preventing the KP infantry from loading their
correct file (they appeared as the default USSR infantry).
• Recreated the default options file (used if no previous options file exists, i.e. after a
'fresh' installation, or if the user starts SB in 'safe mode')
• Updated several African buildings to allow easier access for infantry. Note that
some buildings intentionally do not allow entry (because they have no tactical rele-
vance).
• Added an option for soft shadows. With soft shadows off, framerates can be sub-
stantially higher, especially if fps are already on the high end of the spectrum, or
there are many shadow actors in view.
• Increased shadow levels to 10, allowing the shadow radius to be effectively dou-
bled at level 10 vs the old level 5. Also, shadow level 1 (no terrain shadows) is now
fixed to hard shadows. Finally, adjusted the shadow depth depending on the
ground
• Fixed some thermal sight rendering anomalies
• Fixed a anomalies where random triangle clusters would appear above certain ob-
jects at medium and long viewing range
• Vehicle gunners may no longer use binoculars and NVGs simultaneously
• Reduced the HE dust-shockwave effect for smaller HE rounds in dusty conditions
• Adjusted thermal glass textures on buildings
• Overhead View:
o Raised the OV’s minimum view angle to -19.5°
o Mouse control of heading/elevation is now independent of screen resolution
• AAR:
o Fixed a bug that got the AAR playback get stuck on Weather events
• Mission Editor:
o Added option to set the initial ground saturation in the Weather dialog. This means
that the initial precipitation level no longer controls how wet the ground is, but this
slider. Remember: For all practical matters ground can only get wetter. Drying up
takes a MUCH longer time.
o Fixed a crash bug that occurred when deleting a unit from a scenario that was pre-
viously saved as an “in-progress mission”
• Ballistics:
o No more tracers for tube artillery and mortar rounds
o 'OFUM PH 105' is now of WP type
o Adjusted the minimum range of the "M381 HE" and "M386 HE-frag" rounds
o Some adjustments to Stinger and Strela missiles
o Increased Javelin’s arming distance to 125m
o Applied the minimum (arming) distance to HE rounds also in cases where they hit
the ground rather than an object
• 2S6 Tunguska: Added data to have the SAMs launch at their correct location rather
than at ground level
• ASCOD Ulan:
o Added hotkeys
“Toggle GAS reticule” (R) will also cycle through all available reticule types in
the thermal imager (white/black/off)
“Toggle TIS on/off” (Num+) now cycles through various thermal camera modes
“Fire control: Stab bereit” (L) will toggle the turret/gun servo motors
• BMP-2:
o Troops mounting the vehicle will not open their troop hatches (since that would
lead to the turret's speed being greatly reduced)
o Adjusted vulnerability model allowing damaging the illuminated reticle in the pri-
mary sight
o Inverted the position of the 'NB-BS' switch (controlling the ATGM subsystem’s pow-
er supply)
o Commander now must button up to
override the GNR
toggle ATGM power
open/close the ballistic sight doors of his daysight
change main gun ROF
toggle the turret speed
• CV9035-DK, NL:
o Corrected an issue that caused one of the soldiers in the rear compartment to have
his head sticking through the roof (the soldier nearest to the turret).
o Air targeting mode
Fixed the laser pulse mode
Fixed the lead prediction
The reticule will no longer fall behind the (air) target on re-lasing
o Corrected the smoke and HE grenade counts. Note that the HE grenades currently
fire over the front and not the rear, though, and only one at a time.
• Leopard 1A5
o Properly animated the commander’s hatch
o Corrected the missing texture issue on the Mine Roller and Leopard 1A5-DK
roof (no longer appearing white).
• Added the DM11 HE round to various Leopard 2s that were missing it.
• Properly animated the Leopard 2A4 commander’s hatch
• Leopard 2A5
o Properly animated the commander’s hatch
o Updated the Leopard 2A5 DK and DK-A1 models to include the C8-DK rifle
behind the CDR.
• M2A2 ODS Bradley: In the 3D interior, fixed an animation error with the handle for
the thermal sight’s ballistic shield doors
• M60A3:
o The loader will no longer put the stabilization system in standby while moving at
slow speed (<20kph)
o Inverted the DRV’s steering handle bar movement
o Inverted the CDR’s control handle stick movement
o Added a new US M60A3 unit template for "early 1980s" to represent the period
specific 5 tanks per platoon organization of the period
o Renamed and replaced the old "1980s" M60A3 unit template (with 4 tanks per pla-
toon) to "late 1980s"
o Adjusted default ammo type and quantites to be more doctrinally correct based on
the period
• T-62: Fixed a wobble on the left side's first and last roadwheel
• T-72s:
o Added a number of sound cues to the interiors.
o Corrected the lever used to toggle the TKN-3 IR functionality (on top of the ocular)
• Fixed bug #4819; changing the troop type or appearance no longer resets the troop quality
• Fixed bug #4822; in the Overhead View while having selected a bridge layers issuing a 'fire' command (Space) will no
longer cause it to start the bridge deployment/retrieval process (for that the vehicle owner must be in the vehicle or its
external observer position)
• Fixed bug #4824; ATGM teams will now detect and engage targets using thermal and night vision sights
• Fixed bug #4825; in network sessions fire missions may now be cancelled by clients of parties other than the host’s
• Fixed bug #4826; MICLICs will be more explode-y for clients in a network session
• Fixed bug #4827; the Wisent AEV's full-width mineplow will now also deploy for non-owner clients in network sessions
• Fixed bug #4831; during the Planning Phase all vehicle crew will now remain buttoned up
• Fixed bug #4835; map graphics will now retain their „flipped“ status when copied to other parties
• Fixed bug #4839; fixed the TNK-3 in the T-72s and the T-62. Corrected the status bar notification strings on these
tanks as well as the BTR-70/80 and BRDM-2, so to no longer refer to a 'thermal sight'
• Fixed bug #4841; when Show Unit Icon | Actual position or Vehicle Icons are selected, they will now be shown again
unless the scenario is being tested from the Mission Editor and the correct passwords for other parties have not been
entered.
This also applies to the 'lines of fire' setting. Note that this will not affect the AAR Phase.
• Fixed bug #4842; eliminated a discrepancy with CDR view indicator on the tank clock when in manual azimuth mode
The CDR's view direction marker will simply show the view direction relative to the hull (with the option disabled it will
show the absolute view direction)
• Fixed bug #4843; MICLICs launch animations will now be played on all connected machines in a network session
• Fixed bug #4845; in the T-72 (all models) the LRF On/Off toggle switch works now as intended
• Fixed bug #4846; 2S6 Tunguska will launch its missiles from the correct position now, making engagements of targets
close to the horizon less futile
• Fixed bug #4859; HE rifle grenades now really conform to the minimum (arming) distance
• Fixed bug #4860; in the Mission Editor, New Unit… Civilian… “Casual 3” now comes right after “Casual 2”
• Fixed bug #4861; „Necromancer“ medics no longer practice their unholy rituals on enemy soldiers
• Fixed bug #4862; infantry type vehicle crews will now use the intended texture sets
• Fixed bug #4864; the BMP-1 has been reminded to cast its shadow onto the ground, hog day or not
• Fixed bug #4871; the Leo 2A5 and 2A6 commanders’ vision blocks are no longer at identical heights but conform to
the shifts, depending on the presence of roof add-on armor
• Fixed bug #4873, a map graphics mismatch of assault bridge and concertina wire obstacle
• Fixed bug #4875; Map Editor: Artwork errors with objects 61, 62, 63
• Fixed bug #4877; after catastrophic explosions detached turrets will no longer show optional stowage items
• Fixed bug #4878; water shows up black in thermal views again
• Fixed bug #4879; enabled 120mm DM11 HE round fuze settings for selected Leopard 2 tanks
• Fixed bug #4882; the M60A3 loader will now disable stabilization while reloading the coax. If the gunner enables
stabilization while reloading, the reload will stop
• Fixed bug #4883; TOW TIS sight range brackets are now visible in narrow field of view
• Fixed bug #4885; sorted out the depth sorting with trees and bushes in RWS daysight views
• Fixed bug #4886; clicking Cancel in the Mission Editor when prompted for a password no longer renders Steel Beasts
unresponsive
• Fixed bug #4888; corrected some render errors with Soft Shadows enabled
• Fixed bug #4890; for debugLog.txt files new entries will now be visible immediately
• Fixed bug #4891; "Save in Progress" missions will now load without crashing Steel Beasts
• Fixed bug #4892; the attempt to Test a scenario without crewable Blue units from the Mission Editor will now produce
an error message rather than rendering the entire application unresponsive
• Fixed bug #4894; the Dachs AEV with auger drill will no longer show the excavator
• Fixed bug #4897; eliminated an error that would render some fences and powerline pylon invisible on shadow level 5+
• Fixed bug #4898; non-spawned actors will no longer kick up dust particles
• Fixed bug #4900; enabled depth of focus for the M966’s thermal imager
• Fixed bug #4905; ERCWS screens and panels will no longer visibly float in the 3D preview during the Planning Phase
• Fixed bug #4911; heavy weapons teams will no longer behave like migrating birds (at times they wandered off to the
east with no apparent reason)
• Fixed bug #4912; on the M60A3 the GAS view no longer twists with vertical gun movement
• Fixed bug #4913; certain, specific missions no longer crash SB Pro
• Fixed bug #4914; TIS damage set to M60A3 units will now actually damage the thermal imagers; also removed "FLIR
FAIL" from thermal image.
• Fixed bug #4916; attaching plows no longer makes tanks lose weight, allowing them to be pushed around.
• Fixed bug #4918; infantry remains fixed to the ground in network sessions on client machines
• Fixed bug #4923; after renaming the language folders to rid them of non-ASCII characters SB Pro will now start under
Windows 10 (Simplified Chinese, and, presumably, other Asian language versions)
• Fixed bug #4928; Parties using USSR camo will now show Russian style binocular views
• Fixed bug #4935; disabled muzzle reference sensor updates for the Personal Edition
• Fixed bug #4938; when RBS70 teams get destroyed the lead soldier will no longer float in the air
• Fixed bug #4954; weapons other than the coax on the Marder IFV will no longer inherit its rate of fire
• Fixed critical bug #4970 where computer-controlled gunners remained passive if new targets appeared in their sights,
rather than warning the (human) commander and asking for permission to fire (like they used to, prior to version
4.006); back to normalcy
• Fixed bug #4971; for night missions the time clock will now properly roll over at midnight; this bug goes back to SB1
days…
• Fixed bug #4976; minefields will no longer spare CLIENT vehicles from damages
• Fixed bug #4981; mine breach graphics will no longer be automatically transmitted to all parties in a scenario, but only
the breaching party.
The same applies to deployed mobile bridges
• Fixed bug #4982; toned down the extreme glare effect of RWS panels inside of vehicles
• Fixed bug #4988; in the Leo 2A5/A6 the TIM will no longer remain in ZÜ after a human player (re-)enters the position,
but will be auto-set to independent movement
• Fixed bug #4998; eliminated discrepancies in behavior related to ATGM teams taking up positions inside of buildings
• Fixed bug #5001; re-enabled joystick support in terrain preview
• Fixed bug #5003
• Fixed bug #5009; for yet-to-be-spawned units the Lemur RWS panels will no longer float in the air
• Fixed bug #5027; claymore mines will now direct their blast into the intended direction
• Fixed bug #5032; after catastrophic explosions, detached turrets of the Sho’t Kal are no longer invisible