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  • Home > Games > Patch
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    Steel Beasts Professional Patch 2.552

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    Downloads: 2,795  Tell us about an update
    User Rating:
    Rated by:
    Fair (2.2/5)
    21 user(s)
    Developer:

    Genre / Price:

    Filesize:

    Last Updated:

    Category:
    eSim Games | More from this developer
    Sim / FREE
    19.40 MB
    July 24th, 2011, 01:25 GMT [view history]
    C: \ Patch

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    Steel Beasts Professional Patch description

    Steel Beasts Professional has been tailored to the demands and high standards of professional military training

    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

      


    TAGS:

    Professional Patch | Steel Beasts | military simulation | professional | patch | steel



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