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)