Steel Beasts Professional has been tailored to the demands and high standards of professional military training. It models the gunner's and commander's position of various armored fighting vehicles in a virtual 3D environment, allowing both networked and solitaire training of single-vehicle, platoon, and reinforced company scenarios with a high level of tactical confidence, just like in real life.
Here are some key features of "Steel Beasts Professional":
· Runs on standard multimedia PC
· Utilizes existing networks
· Offers support for local area networks as well as internet connections
· Is a low-overhead, high-payoff trainer for commanders and staffs of digital units
· Offers flexibility for the training audience/echelons, task organizations, missions, and terrain
· Offers scalability from single tank/squad to battalion level
· Has a wide range of After Action Review (AAR) functions
· Offers numerous virtual armored fighting and combat support vehicles
· Incorporates planning/rehearsal tools useful in "real world" operational planning
· Can be used in conjunction with high-quality replica control hardware (e.g., gunner's handles) made by AFV Sim.
What's New in This Release:
· Fixed bug (dismounted engineers' squad icon)
· Fixed bug (Helicopters now only switch off engines after a proper landing)
· Fixed bug (Fire on burning church is detached from the building)
· Fixed bug (Improved thermal signatures for Bunkers)
· Fixed bug (Hotkey X makes HIND move forward)
· Fixed bug (Breaking up platoons and merging the sections later now results in proper unit designations)
· Fixed bug (improved aiming for more vulnerable spots or targets)
· Fixed bug (using the tree scatter tool on forest areas now results in tree replacement)
· Fixed bug (Improved movement of troops within built-up areas)
· Fixed bug (vehicles now continue reloading in multiplayer sessions if left alone by the player)
· Fixed bug (M1 TCs hatch now locks in proper position)
· Fixed bug (Sound of interrupted cal .50 reload process not properly synchronized)
· Fixed bug (M1 TIS reticule pixel error)
· Fixed bug (adjusted Mercedes GD240 vulnerability, espe-cially to small arms fire)
· Fixed bug (Improved thermal signatures for many vehicles)
· Fixed bug (adjusted rules for RPGs fired from within buildings)
· Fixed bug (levitating vehicles in network sessions)
· Fixed bug (SB PRO PE crashed to desktop when using the "Position" drop down menu while controlling infantry)
· Fixed bug (reduced cal .50 muzzle flash)
· Fixed bug (Tweaked collision model; a human operator must be in control of at least one of the colliding vehicles; collisions of computer-controlled vehicles with static environmental objects are less likely to result in severe damages)
· Fixed bug (transient noise artifacts in multiplayer sessions)
· Fixed bug (Manual steering from F8 position of multi-crewed vehicles now enabled)
· Fixed bug (RPGs are exploding on the inside of walls of the buildings from which they are fired.)
· Fixed bugs (Driving behavior improved especially for road marches)
· Fixed bug (Network sessions: The ammo levels in PCs can get out of sync between clients and hosts)
· Fixed bug (Network sessions: Client computers lose control over their organic dismounts.)
· Fixed bug (M2/M3 Bradleys were too tough to kill)
· Fixed bug (The CV90 tutorial dealing with UGV caused a crash to desktop)
· Fixed bug (Deploying a UGV inside of a house made the building collapse)
· Fixed bug (Network sessions: AAR event messages were timing out, making the AAR look very incomplete for clients)
· Fixed bug (engines would turn themselves on frequently, even after stopping and having no contact with enemy and no orders)
· Fixed bug (Network sessions: Client owned vehicles did not get repaired. The timer will eventually expire for them, but whatever is broken will stay that way.)
· Fixed bug (Engineers would not mark breached lanes)
· Fixed bug (Consistent tree collapse in network sessions, irrespective of host or client ownership)
· Fixed bug (small rock clusters now require top speed collisions to cause serious damage)
· Fixed bug (Computer-controlled BRDMs would not open fire on ASLAVs unless human observer was present)
What's New in This Release: [ read full changelog ]
· Computer controlled units will now respond much faster to targets
· in sight. An issue with an attached gun blocking the LOS was corrected
· (this was affecting especially the CV90/35-DK and its
· ability to detect some targets, but also quite a number of other
· vehicles under certain circumstances), resulting in a rather
· frustrating lack of response to targets in plain sight
· Reduced network traffic by sending range entry network messages
· only when there is at least one human crew member in the vehicle.
· This could result in different human crew members seeing different
· range values when they first jump into a previously unoccupied
· vehicle, but will be resolved at the first range entry.
· Solution: Use the laser, activate battlesight, or enter a new
· range manually. This is probably an acceptable trade-off for the
· benefit of a greatly reduced overall bandwidth usage, especially
· for internet connections
· Corrected some problems with TC HMG aiming
· Fixed a bug in network sessions where, on slow movement orders,
· the squads of IFVs controlled by the session host would disembark
· automatically and walk in front of their vehicle, but squads of
· IFVs owned by client computers would not
· Fixed a bug in network sessions where, on orders to accelerate
· from slow movement, the squads of IFVs controlled by the session
· host would mount automatically, but squads of IFVs owned by client
· computers would not
· Fixed a bug affecting client machines in network sessions squads
· that dismounted automatically due to speed/movement tactics combination.
· The squad would be indicated in the lower right status
· bar as still mounted (even though already deployed), and on the
· “Unload” command teleport back into the player’s vehicle and then
· dismount again, then go into the prone position, and remain there
· Fixed a bug in network sessions where for client machines the
· link between troops and their vehicles would not be properly severed
· after a manual command to dismount. This would lead to client
· machines picking up their troops before backing out of a firing
· position, while host machine units would not
· Fixed a bug where on some T-72s the HMG would point in the opposite
· direction of its firing