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Old 10-26-07, 05:40 AM   #1
Skybird
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Join Date: Sep 2001
Location: the mental asylum named Germany
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Default confirmed feature list for the next SBP upgrade

This is a list where I summarized all confimred features that had been described by Ssnake in various threads at the SB forum, and were scattered around a bit.

Note this: due to lacking time, they consider to release the upgrade (which most probably will be payware, 28-35 dollars are thought about), in two parts, also probably, a first one planned for around x-mas, which will be tested, but due to lacking ressources not thoroughly tested and may have a risk to show up with some bugs, and a supplementing addon (for free then) around next summer. the alternative, that still is not ruled out, is a major delay (something SBP players are used to ) until summer and then the release of only one, but thoroughly tested and complete package.

Also note this: the big surprise was planned to be the Pizarro. It is confirmed to be ready and finished, but their spanish army contractor so far has not given is okay to the way they did model the thing, and thus the Pizarro currently is left out. As soon as the Spanish MoD says the sim is fine, it will be released. that said, I have not fully understood wether the Pizarro as planned part of this upgrade will arrive as a later supplementation (that you will not be newly charged for), or if it now will go into a later completely different update that will be a new package then.

Quote:
Originally Posted by Ssnake
In the latest releases it's now possible to save AARs to disk, to swap 'em, and load them later for study. VUs can now save their sweet victories for posterity.

The Tiger (armed recce helicopter) is an important reconnaissance asset for any battlegroup commander, so quite naturally you would want to see it modelled. It needs some weapons if you get into a situation where you have to fight for information, hence missiles and a gun enabled. (It uses Javelins with increased range of 4 km that serve in the role of Hellfires, and a 30 mm cannon (AP rounds), Skybird).

The door gunner is the only means of self defence that the Griffon has. It was supposed to be implemented a year ago already, ... (rudimentary stations for pilot and copilot, too, Skybird)

Map zoom slider
A small improvement, yet essential to deal with urbanized area. You can now zoom into maps like factor 32 or so (I never needed the full range). A small improvement, but an improvement nonetheless.

Chinook
Well, yeah. Yet another helicopter. Yawn. But variety must count for something, too.

M88A2
Been on the wishlist of many, here it is - an armored recovery vehicle. (towing is manual action only, Skybird)

For all 120mm gun systems in SB Pro we'll have the M1028 Canister round (illustrated with screenshots), and the DM33 PELE. The latter is a refurbished APDSFS round with a core of a compressible material. After passing the armor layer the compressed core will rupture the penetrator wall for a lateral spall effect. At the same time the round is completely inert. It is therefore possible to use this type of sabot against snipers in a house without endangering people in adjacent rooms.

new option to have crew served heavy weapons for infantry... Missile teams can now have Javelin, too. OK, one of the flukes is that they still drag around a Milan launcher, but it's a start. Yes, it's got a top attack flight profile.

Not so spectacular but useful, one day is the option to adjust observation arcs. Units will still see and react to targets outside of these arcs, but their attention focus will be in the arc itself. With a narrow focus they will be very attentive.

Another element in this is that circle (transparent if LOS is given, otherwise black). This is the reference point for hull down adjustments. Previously positions with dead space 1500m ahead lead to overexposure of computer controlled tanks since they tried to be hull-down to that dead space, and not the ridge line 3km ahead.

houses, when occupied by own troops, are now semitransparent. This has the added benefit that Shift+Lase and "Lase waypoint" actions are now useful again.

Grenade launcher:
Has three types of ammo, HE, HEDP, and a German hollow charge round with 82mm penetration power. Currently no mix in ammo belts is possible, so either of the HEAT rounds is probably the best choice for the moment.

Bushmaster armored truck
Similar to the German "Dingo" (and incidentally based on the same principles, and the Unimog chassis. Provides armored transport, can be equipped with a remote weapon station (which is invisible right now, we'll still have to build a proper model for it; RWS option also available for ASLAV-PC).

Infantry
Will now sink into the ground in forests. Makes them harder to spot, and harder to hit with direct fire. Much harder.

Missile team
Screenshots will follow next week.

Shot dispersion
We have switched to a Gaussian normal distribution model. About the same behavior for large caliber rounds, bigger spread for small caliber weapons (to sum the practical effects up).

Turret clock damage
Disables the rendering of the turret in the vehicle compass (F1 view). The hull orientation is still shown.

Squads
All IFVs can now mount, dismount and control their squads by separation into fire team and assault team. Squads can therefore perform maneuver in bounds.
There's a new order "Observe to" which lets you control the orientation of a unit in the 3D view (before it would always orient in the direction of travel at the arrival of the designated point).

ISO container objects
In three flavors - filled with sand, filled with air, filled with office space. Sand provides cover and concealment. Air provides concealment, and cover against small arms at medium and long ranges. Accommodation/office containers simulate containerized field camps, and burn if hit by HE rounds.
They all look the same. We still have to add at least one other texture to make the office containers look like offices.

AAR
Captures now the status of smoke objects (including artillery impacts). Way cool matrix effects possible now.

Track damages
are now visualized by absence of a track around the roadwheels. No great effects, but it's a step in the right direction at least.

IEDs
are now four times as powerful.

No saving of battle plans
The function was so broken that it was better to suspend it. Well, maybe you could call it a bug fix. Anyway, it'll be back once that we had a chance to redo it more or less from scratch.

Position lock works again
...in multiplayer sessions. Only the external position is always active.
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