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ZeeWolf
11-17-09, 02:04 AM
To all, greetings!
Check my web site for

New Project ZeeWolf
Expansion Packs and Updates

http://www.tanksimzw.com




http://tanksimzw.com/images/Exp_pack_intro.jpg (http://www.tanksimzw.com/Project-index.htm)

ZW




Recommendation :know:

Through testing the minimum CPU required is a 3.0Ghz Dual Core.
And the best OS for performance is Windows 7 (64bit).
Please NOTE: It is the CPU that play a greater roll in performance
then is the GPU I recently had to change my mind on this.:doh:
therefore this area of Graphics required is fairly High end. Through
feedback that Nvidia cards have a performance edge over ATI.
Therefore I would recommend something less then 2yrs. old.
Preferably a Nvidia graphics card with a bare minimum of a 512 mgs
of VRAM. And when it comes to details; Do not go "Green" because
the low energy cards are dogs! :up:




http://www.tanksimzw.com/images/Kursk_ad2.jpg



Onwards towards KURSK!

ZeeWolf

murkz
11-17-09, 03:08 AM
Zeewolf, we are looking forward to this very much.

Monkwarrior
11-17-09, 03:54 AM
Hey zeewolf,

What a coincidence, we have been doing the same (me, Murkz and others).
Let's join forces on this.
You are dutch by any chance ?

Monk.

NSU
11-17-09, 10:08 AM
Hi zeewolf
Yes, we are looking forward, for this mod :up:

ZeeWolf
11-17-09, 12:41 PM
Thanks Guys,
I have to tell you my intention is to produce an income from my
labor and 3d models I created for this sim. Some stuff I will be
delighted to share freely, but I need support to release such an
ambitious project as the one I envisionand curretly working on.

My plan is to release it like the Uboat missions addon in SH4.
that would enable me to increase the focus on this sim to 100%

My long term plan is to prvide an update mission release on a montly
bases. The potential for this sim is endless as I see it.:yep:

ZeeWolf

tHeBaLrOgRoCkS
11-17-09, 01:32 PM
Well you have certainly surprised us all with the extent of your modifications.

Are we to assume that you have managed to get your models in game using the Maya application if so would you be interested in showing the rest of us how that was done? As I know that there are one or two competent molders waiting in the wings for precisely the kind of information you seem to have?

ZeeWolf
11-17-09, 03:55 PM
Well you have certainly surprised us all with the extent of your modifications.

Are we to assume that you have managed to get your models in game using the Maya application if so would you be interested in showing the rest of us how that was done? As I know that there are one or two competent molders waiting in the wings for precisely the kind of information you seem to have?

Thanks I was hoping to start a buzz. But there is a lot more for instance,
the Panther Ausf D, Panther Ausf A, Panzer III, Sturm Huabitz, T34 ChTz turret,
JS-2, SU122 v1942, Flak 88 and the Katusha Rocket launcher system on a U6
Studebaker are all models I have built from the ground up with more to come.

And of course anything I release I will back up with full support. However,
some stuff I will protect as trade secrets until I recover some of my efforts
through financial support at lest for now. Although all info to support
the success of my releases I will completely share.

Bearcat
11-17-09, 08:19 PM
Zeewolf

You are a Tank God in my book..

if you need help please feel free to ask me! :D

ZeeWolf
11-17-09, 10:21 PM
Zeewolf

You are a Tank God in my book..

if you need help please feel free to ask me! :D

Wow,thanks bro.

:hmmm: Can you create Textures?

ZW

tHeBaLrOgRoCkS
11-18-09, 06:09 AM
Well it sure looks impressive are those models static / ai / or playable ? Do you have cockpits for the tank variants ?

Some you tube video would be sweet .....oh yeah and how long and how much ?

ZeeWolf
11-18-09, 12:38 PM
Well it sure looks impressive are those models static / ai / or playable ? Do you have cockpits for the tank variants ?

Some you tube video would be sweet .....oh yeah and how long and how much ?

I humbly agree it looks impressive indeed. All models I will
post that are shown in the game as "screen shots" are fully
functional and tested game objects. The tanks are AI and work
as you would expect from a top notch tank sim. The models
that will be playable are the Panther Ausf A, D, and G.
as well as the King Tiger with Hencshel turret. The Red Army
will have the JS-2 and KV-85 and to their forces playable.

All playable new tank additions will have a new applicable
cockpit model. Of course this will take some time to finish,
test and release. However I think the best thing to do is
for me to release the AI tank models separately at first to gage
the interest and possible future sales of the larger Addon.

As for price I haven't decided yet on that. As for any release
date: expect something under your Christmas tree.:woot:

ZeeWolf

ArmorEtr
11-20-09, 03:51 AM
Wow, I'm speechless. And here I thought my TvT copy would just sit and collect dust. Are you a one-man-gang or do you represent a small crew?

I have absolutely no modding skills, but certainly willing to help test or whatever.

ZeeWolf
11-20-09, 01:12 PM
Wow, I'm speechless. And here I thought my TvT copy would just sit and collect dust. Are you a one-man-gang or do you represent a small crew?

I have absolutely no modding skills, but certainly willing to help test or whatever.

Thanks ArmorEtr,
Definitely dust off you TvT copy because I promise you will be glad
you did:) The best way to help me now is get the word out about this total
overhaul of T34 vs Tiger. Focusing on the single player aspect of the sim
for guys like myself who is content with just playing a good sim.
I have convinced myself that this is my calling. And I am totally
dedicated to tell the story of war on the eastern front during WWII
through the medium of this sim.
As for "Are you a one-man-gang or do you represent a small crew?"
my answer is, as a devout Christian I am never alone.


http://i327.photobucket.com/albums/k442/autopilot_2008/WingMansWork_ScreenShot017.jpg

My faithful wingman take out the KV85s

ZeeWolf

growbag
11-20-09, 01:30 PM
If you can make it save key assignments and allow the user to change the mouse axis in 3rd person view, count me in for buying a copy!

These are the 2 things that bug the snot out of me in T34 v Tiger.

I guess it's not possible to allow the player to leave the tank is it?

Another suggestion would be a summonable repair truck, so when you're sitting in your tank with a blown track, you can call the repair crew over the radio and possibly get it fixed to get you back in the game.

Just a few dreams I thought I'd share :).

ZeeWolf
11-20-09, 03:00 PM
If you can make it save key assignments and allow the user to change the mouse axis in 3rd person view, count me in for buying a copy!

These are the 2 things that bug the snot out of me in T34 v Tiger.

I guess it's not possible to allow the player to leave the tank is it?

Another suggestion would be a summonable repair truck, so when you're sitting in your tank with a blown track, you can call the repair crew over the radio and possibly get it fixed to get you back in the game.

Just a few dreams I thought I'd share :).

I don't know but I'll find out. I'm like you, that bugs me too.
That's another reason why I'm focusing on the single player aspect,
because the multi-player mode is so restrictive.

http://i327.photobucket.com/albums/k442/autopilot_2008/New_F6_View_ScreenShot018.jpg
New F6 View with Zoom.
Repair and reload truck is done, thats what the Hanomag does in this image BTW:yep:

ZeeWolf

ArmorEtr
11-20-09, 08:13 PM
As for "Are you a one-man-gang or do you represent a small crew?"
my answer is, as a devout Christian I am never alone.

ZeeWolf

So I guess that means there are others working on this project. Which is good to hear, more people usually means more content. Love that Tiger skin!

Very much looking forward to this. :yeah:

murkz
11-21-09, 03:13 AM
Looking good there ZW, I am really looking forward to this.

ZeeWolf
11-21-09, 01:33 PM
So I guess that means there are others working on this project. Which is good to hear, more people usually means more content. Love that Tiger skin!

Very much looking forward to this. :yeah:

I mean (in a round about way) I am the only mortal on the team :03:
but you will be pleased with the content already in the works and
close to completion.

ZeeWolf

ZeeWolf
11-21-09, 01:39 PM
Looking good there ZW, I am really looking forward to this.

Thanks Murkz, help get the word out. This Add on must sell itself because
I'm no salesman.:) And my plans are long term (if I could bring in just a modest income) for WWII tankers.

ZeeWolf

Chucky
11-21-09, 01:39 PM
Zeewolf,this is looking so good :up:
I will certainly be adding this to my shopping list.

ZeeWolf
11-21-09, 01:56 PM
Zeewolf,this is looking so good :up:
I will certainly be adding this to my shopping list.


Thanks Chucky,
Here's my Wingman hitting a Anti-Tank land mine.:cry:


http://i327.photobucket.com/albums/k442/autopilot_2008/AT_LandMINE_ScreenShot017.jpg

ZeeWolf

Monkwarrior
11-21-09, 03:55 PM
Well Zeeman, I hope you can make some cash out of it.
Just don't expect thousands of customers in this niche-market ;)

We on the other hand will provide a MP-version of our mod.
It will be open source and free.
It will contain new vehicles too, adjusted particle effects and brand new voice acting and ingame sounds.
Besides MP we will add co-op too, but thats still to be investigated.

So there will be 2 projects for this engine.
A bright future for all ww2 tanklovers, thats for sure.

Monk.

ZeeWolf
11-21-09, 05:25 PM
Well Zeeman, I hope you can make some cash out of it.
Just don't expect thousands of customers in this niche-market ;)

We on the other hand will provide a MP-version of our mod.
It will be open source and free.
It will contain new vehicles too, adjusted particle effects and brand new voice acting and ingame sounds.
Besides MP we will add co-op too, but thats still to be investigated.

So there will be 2 projects for this engine.
A bright future for all ww2 tanklovers, thats for sure.

Monk.


I think so too Monk. Maybe one reason there aren't thousands more
now was the unbelievable way it was released. No support No beta
testing to speak of and no vision for the future like Ubsoft
has for example.
I what to totally change that by bring back guys as well as
interest new guys by backing up everything I do and giving my best
efforts on anything that I'm part of. Perhaps this way some of the
damage done can be reconciled. No matter how you look at it the task
for the vision I have (and you may have too) for this sim is huge.
Oh, forgot to mention the agony of the online play hassles just
about killed the sim completely. I want this WW2 tank sim to be the
tank sim that Silent Hunter is the sub sim.

That would be awesome man

http://i327.photobucket.com/albums/k442/autopilot_2008/122mm_Mortar_ScreenShot017.jpg

122mm Mortar with 6Km range

ZeeWolf

morttheslayer
11-24-09, 12:11 PM
Hi ZeeWolf and Monk, I recently joined due to your threads and the work you have carried out on T34vs Tiger. I have messed with the editor and messed is about the correct term, so you definately deserve a lot of respect for the undoubted time and dedication you have invested. I would prefer to play this offline and I think ZeeWolf's contribution would suit me best. The sim begs for more missions and expansion, so it was a joy to read someone had the knowledge to bring this to the attention of us all. I would be prepared to pay a reasonable sum for this work, (I have enough to do with designing my own IL2 missions) I'd love to get into Lua scripting and modding but I think I'd need the help of a bloody good doctor as I would probably need an additional 20 year life extension !!!! :yep:
One awful part of the original code (done better in Steel Fury) was the infantry behaviour (if that's the word). Could anything be improved in the way the soldiers behave ??- even diving for cover would be better than running about like load of headless chickens. Anyway power to your elbow/s and your scripting Best Regds Mort :up:

ZeeWolf
11-24-09, 02:23 PM
Hi ZeeWolf and Monk, I recently joined due to your threads and the work you have carried out on T34vs Tiger. I have messed with the editor and messed is about the correct term, so you definately deserve a lot of respect for the undoubted time and dedication you have invested. I would prefer to play this offline and I think ZeeWolf's contribution would suit me best. The sim begs for more missions and expansion, so it was a joy to read someone had the knowledge to bring this to the attention of us all. I would be prepared to pay a reasonable sum for this work, (I have enough to do with designing my own IL2 missions) I'd love to get into Lua scripting and modding but I think I'd need the help of a bloody good doctor as I would probably need an additional 20 year life extension !!!! :yep:
One awful part of the original code (done better in Steel Fury) was the infantry behaviour (if that's the word). Could anything be improved in the way the soldiers behave ??- even diving for cover would be better than running about like load of headless chickens. Anyway power to your elbow/s and your scripting Best Regds Mort :up:

Hello Mort- the slayer,
Thank you very much for moral support and encouragement. I agree totally about
the Infantry animation, the good news is the animations can be expanded and greatly
improved upon (future plan already).:yep: New missions are definitely coming, replacing
existing ones and new custom ones too. stay in touch.

Best regards,
ZeeWolf

Here's a treat Mort:

http://i327.photobucket.com/albums/k442/autopilot_2008/ArtilleryFire_8Km_ScreenShot017.jpg

German batteries take less than 4 minutes to silence this position.

Freiwillige
11-24-09, 06:17 PM
Zee Wolf, Great news! I have always felt that this was the greatest tank sim covering WWII I had ever played. It is unfortunate that they did not fix it and expand upon it instead of abandoning it.

The Grass, The hills, the tree's always looked and felt better than its competition.

I am glad that thanks to your work this sim can become what it was meant to be......Epic!

Best of luck in your endeavor and ill be watching closely.

Godspeed friend.:salute:

Eugene
11-24-09, 08:11 PM
Besides MP we will add co-op too, but thats still to be investigated.

So there will be 2 projects for this engine.
A bright future for all ww2 tanklovers, thats for sure.

Monk.
On the strength of these two projects, I ordered a coy of this sim. Both projects have a lot of promise, and co-op is almost the only simming I do these days.

Just one important question: will your two projects stay in touch and attempt to be compatible? Or do you already know that they will be mutually exclusive?

Best of luck to both of you and your projects.

tHeBaLrOgRoCkS
11-25-09, 08:59 AM
Hello again,

I see you have the Nebelwerfer working and was wondering if you have managed to make them fire rockets on a parabolic trajectory or not?

By default the game doesn't even use them properly and I have got them working but only, so far, on a line of sight basis (eg they fire if they have a straight line of sight to the target)

Did you have to completely re-write the scripts to get them to fire at longer range targets that are not actually in sight or have you used a scripted zone and timed explosions to simulate their attacks?

Obviously that would extend to your Katushka rocket launchers also and I see you have modeled their ammunition.

The other thing is that when the Nebelwerfer fires there is no built in animation to show this (The grey bits at the back of the cylinder should dissappear when they fire ) I guess you are planning to add this ?

http://www.youtube.com/watch?v=xtSTMYGEyaM

Regards

Balrog

ZeeWolf
11-25-09, 01:02 PM
Zee Wolf, Great news! I have always felt that this was the greatest tank sim covering WWII I had ever played. It is unfortunate that they did not fix it and expand upon it instead of abandoning it.

The Grass, The hills, the tree's always looked and felt better than its competition.

I am glad that thanks to your work this sim can become what it was meant to be......Epic!

Best of luck in your endeavor and ill be watching closely.

Godspeed friend.:salute:

Thank you Sir,

ZeeWolf

A little house stands:DL

http://i327.photobucket.com/albums/k442/autopilot_2008/Little_House_stands_ScreenShot017.jpg

ZeeWolf
11-25-09, 01:05 PM
On the strength of these two projects, I ordered a coy of this sim. Both projects have a lot of promise, and co-op is almost the only simming I do these days.

Just one important question: will your two projects stay in touch and attempt to be compatible? Or do you already know that they will be mutually exclusive?

Best of luck to both of you and your projects.

It's can't promise at this point.
ZeeWolf

Little house falls:cry:

http://i327.photobucket.com/albums/k442/autopilot_2008/Little_House_falls_ScreenShot018.jpg

ZeeWolf
11-25-09, 01:18 PM
Hello again,

I see you have the Nebelwerfer working and was wondering if you have managed to make them fire rockets on a parabolic trajectory or not?

By default the game doesn't even use them properly and I have got them working but only, so far, on a line of sight basis (eg they fire if they have a straight line of sight to the target)

Did you have to completely re-write the scripts to get them to fire at longer range targets that are not actually in sight or have you used a scripted zone and timed explosions to simulate their attacks?

Obviously that would extend to your Katushka rocket launchers also and I see you have modeled their ammunition.

The other thing is that when the Nebelwerfer fires there is no built in animation to show this (The grey bits at the back of the cylinder should dissappear when they fire ) I guess you are planning to add this ?

http://www.youtube.com/watch?v=xtSTMYGEyaM

Regards

Balrog

This work on the Nebelwerfer was a result of experimentation with the
katusha system in mind. I was kinda suppressed to see the excellent
model go to waste so I got it working to the point of satisfaction in gathering data. But, the ammo reloads every 90sec. after firing six HE
rounds. It fires using radar at targets you can not see for a historical
range of five miles (8km).


ZeeWolf

Poor Little House:D

http://i327.photobucket.com/albums/k442/autopilot_2008/Poor_Little_House_ScreenShot025.jpg

Freiwillige
11-25-09, 09:47 PM
Okay you have me drooling!:woot:

So now I have questions....Think of it as an interview.:03:

Did you have prior modeling experience or was this a crash course?

Do you have an expected completion date on your project?

Do you also plan on modeling other parts of the conflict such as the Kurland\Courland Pocket?

Do you have plans to model western tanks as well As some specialized German tank destroyers such as the Hetzer, Jagd panther etc?

If this sells well enough how far do you plan on taking this? Or What is your ideal long term goal?

Are you looking to find a publisher?

Can I have more pictures please!? Ehemmm Panther:arrgh!:

Thanks Again for your Vision.:salute:

ZeeWolf
11-25-09, 11:28 PM
Okay you have me drooling!:woot:

So now I have questions....Think of it as an interview.:03:

Did you have prior modeling experience or was this a crash course?

Do you have an expected completion date on your project?

Do you also plan on modeling other parts of the conflict such as the Kurland\Courland Pocket?

Do you have plans to model western tanks as well As some specialized German tank destroyers such as the Hetzer, Jagd panther etc?

If this sells well enough how far do you plan on taking this? Or What is your ideal long term goal?

Are you looking to find a publisher?

Can I have more pictures please!? Ehemmm Panther:arrgh!:

Thanks Again for your Vision.:salute:

Torpedo Los baby, Topedo Los! You've sunk my heart baby, Danke schone you sea vixen! You make me have to dive deep darling, C.O. rig for silent loving.)

Drooling? That's great man! As for "crash course?" no such thing. I started in 97 with
my first seat of 3d Studio MAX then in 2000 I bought my first seat of Maya.

Expected date? Maybe something as soon as a month from now.

Planed conflicts for this phase of operation is July 1943, starting at Kursk and
covering the fierce and grueling, knock down drag out retreat to the Dneper River.
The battles unknown but to the most interested WWII students of the Eastern Front.

The models will be those generic in historical context. I have already the Panther tanks Ausf. D, A and will be working to get them completed after I finish my Panzer III Ausf. J and Sturm Haubitz 42. The Red Army vehicles I want finished prior to Panther completionare the SU-122 1943 and the Katusha on the U6 Studebaker. Then in parallel with my Panthers
I will be developing horse drawn equipment (preliminary work looks promising) as well as artillery tractors pulling artillery pieces.
Structures will be a constant need. The data gained over the first half of 09 convinced me that ordering vehicles over bridges is possible and definitely player tanks can. Obstacles and trench systems are a must, as too
are gun positions and bunkers, all in the works.:)

As for my plans (if this takes off) long term, is putting together a company dedicated to WWII tankers. Taking this as far as it possibly can go with programmers artists and modelers etc..:sunny:
And expanding in the direction of a platform where we can take advantage of the new innovations out there.


Publisher? we'll see.:ping:


ZeeWolf

http://i327.photobucket.com/albums/k442/autopilot_2008/Bridges_ScreenShot003.jpg

:up:

torpedochief
11-26-09, 01:05 AM
Hey Zee!

Wow this is exciting stuff! Whne do you see a release date?

Thanks

D. Clayton Meadows
Author of
TIGER!

Freiwillige
11-26-09, 03:15 AM
I see you like my signature (Torpedo Los baby)

Its actually from a story I once created on the SHIII boards. "Fritz Von Titz" is the main man in my stories and he is the opposite of "Johan Sabastian Balz" of Brag fame....I am sure you are familiar?

If not Look up Fritz von Titz in the SHIII forum for a good laugh as I love to make people smile:03:

Anyways I will visit message boards far and wide and link them here because I honestly want you to succeed in your endeavors.

God Speed my friend!

May this shambles of a Sim be resurrected into what it was meant to be!

Freiwillige
11-26-09, 03:26 AM
My work is done. I have sent word to every site I know including Subsim.

May this bring great new things herr kaleun!

Gott Mit du!:salute:

Hitman
11-26-09, 03:37 AM
This project looks awesome, and really gets my attention to this sim :up:

But a very important question -which has been so far a very limiting factor in these sims- is: How many units at a time in the battlefield can the game engine cope with? Can we expect to be able to recreate the massive tank battles of that era if we have a good computer and videocard, or will it all be scaled down to a much smaller size? :wah:

Mikhayl
11-26-09, 05:51 AM
Hi Zee, with all that good stuff you have there, do you have some insight, guidelines, pointers, anything, regarding import of new playable units?

Cheers

FC
11-26-09, 07:33 AM
First I want to just say Thank You, I bought the game as soon as it was released with very high hopes of a realistic tank Sim, I was soon very dissapointed with not only the game but lack of support from the developers. I stowed the game on the shelf and figured it was just wasted money. I was very Happy to see that you are bringing this back to life and from the posts so far this looks amazing.
Again Thank You for all the effort and hard work it must of taken to get to this point.

MajorMagee
11-26-09, 09:18 AM
I was part of the original Beta Test team, and was rather disappointed that they ignored most of the help we offered to get this right the first time. If there is anything I can do to help either project, please just let me know. :cool:

ZeeWolf
11-26-09, 12:09 PM
Hey Zee!

Wow this is exciting stuff! Whne do you see a release date?

Thanks

D. Clayton Meadows
Author of
TIGER!

Thanks Mr. Meadows
I want to release something for Christmas as an appreciation for the
support. As for the add-ons it may be a at best few months away. I was
thinking at first I would release some freebies along with a few models
(for a reasonable price) as a stop gap between (for me) a major release.
I've become convinced, that would prepare and initialize the beginnings of
an efficient support foundation, something I am determined must be a
crucial part of any release. Please stay in touch.

Happy Thanksgiving,

ZeeWolf

SSoon!

http://i327.photobucket.com/albums/k442/autopilot_2008/Coming_SSoon_ScreenShot036.jpg

ZeeWolf
11-26-09, 12:15 PM
My work is done. I have sent word to every site I know including Subsim.

May this bring great new things herr kaleun!

Gott Mit du!:salute:

Danke schone Kamaraden! I believe He is.

Panzer IIIs I call them Tiger Cubs

http://i327.photobucket.com/albums/k442/autopilot_2008/TigerCubs_ScreenShot026.jpg

Dowly
11-26-09, 12:24 PM
Awesome stuff! :rock:

Will you be keeping those SS camo uniforms on the soldiers? Would be nice to see normal tunics aswell. :hmmm:

ZeeWolf
11-26-09, 12:29 PM
This project looks awesome, and really gets my attention to this sim :up:

But a very important question -which has been so far a very limiting factor in these sims- is: How many units at a time in the battlefield can the game engine cope with? Can we expect to be able to recreate the massive tank battles of that era if we have a good computer and videocard, or will it all be scaled down to a much smaller size? :wah:

Thanks Hitman,

I've fought in a battle of sixty (60) T-34 and Su-85s. Of course I died :cry:
but I think I've learned my lesson.

The massive tank battle is a major goal. I have yet to experiment more
on the game engine maximum, but I will do my best to make sure that I
can do all I can to enhance that maximize that number.

Happy Thanksgiving,
ZeeWolf

Note: that the explosion effect has been tweeked.
http://i327.photobucket.com/albums/k442/autopilot_2008/Tigers_Zeroed_in_ScreenShot041.jpg

ZeeWolf
11-26-09, 12:48 PM
Hi Zee, with all that good stuff you have there, do you have some insight, guidelines, pointers, anything, regarding import of new playable units?

Cheers

Hi Mikhay,
Yes as a matter of fact I do- here's a peak :03:
Best Regards
ZeeWolf


http://i327.photobucket.com/albums/k442/autopilot_2008/Panther_Ausf_D_ScreenShot004.jpg

ZeeWolf
11-26-09, 12:54 PM
First I want to just say Thank You, I bought the game as soon as it was released with very high hopes of a realistic tank Sim, I was soon very dissapointed with not only the game but lack of support from the developers. I stowed the game on the shelf and figured it was just wasted money. I was very Happy to see that you are bringing this back to life and from the posts so far this looks amazing.
Again Thank You for all the effort and hard work it must of taken to get to this point.

Thank you FC,
I promise you I'll put "Fighten Commies" in your FC.:salute:

Happy Thanksgiving!
ZW

http://i327.photobucket.com/albums/k442/autopilot_2008/TigerCubs_ScreenShot028.jpg

ZeeWolf
11-26-09, 01:17 PM
I was part of the original Beta Test team, and was rather disappointed that they ignored most of the help we offered to get this right the first time. If there is anything I can do to help either project, please just let me know. :cool:

That is awesome MajorMagee, I don't even know where to begin.
Maybe if you tell me some of the things that where ignored that
you could give me a heads-up on. That would be a good start.

Your Help Wanted!
ZeeWolf

PS: If you can't help me with that, well maybe :DL

http://i327.photobucket.com/albums/k442/autopilot_2008/Miss_California_ScreenCap_090.jpg

ZeeWolf
11-26-09, 01:26 PM
Awesome stuff! :rock:

Will you be keeping those SS camo uniforms on the soldiers? Would be nice to see normal tunics aswell. :hmmm:

Thanks Dowly,
Yes, they will be there, I will put up some stuff for the stock guys too.

Best Regards
ZeeWolf

http://i327.photobucket.com/albums/k442/autopilot_2008/SS_Mann_MP40_ScreenShot039.jpg

Mikhayl
11-26-09, 01:27 PM
Well I figured you did, I hoped for some specifics :) I read that the export plugin is designed for Maya 5, is this correct? If it is it's kind of a problem, as Maya 5 was released in 2003 I think, I have no idea where to find that thing nowadays.

tHeBaLrOgRoCkS
11-26-09, 02:15 PM
So I guess the real questions to ask you, Zee, are

Is there a point of anyone else doing any kind of mod work on T-34 until you finish?

If yes what would you like to see?

As you are aware the game is highly sensitive about scripts and any other mods could well cause a clash with your own, although multiple installs are possible but become tiresome.

Do you need modelers?

If so I am sure there are plenty of folk out there with models we would all like to see in game. I myself am anxious for a universal carrier :rock: with mortar or of course possibly the flame throwing version. :salute:


With the above in mind would take submissions of models you have not already started on to increase the catalog of Armour in game?

Of course I assume these would be released in the pending or future mission packs and I guess you would be willing to reimburse any modelers that were deemed by yourself as suitable suppliers.

I assume you are aware that as soon as your models are released it is a simple matter to incorporate them into the multiplayer game aspect of T34 and how do you feel about this?

Currently the only hindrance I have been able to discern to using non playable models in multiplayer is a script based one. But I think with enough understanding of the scripting syntax it is not impossible to have co-op based multiplayer games in fact that is a goal that I have been working towards in my own small way and I know it was a goal of others also.

Your obvious skills with regard to the rigging and importing of models into the game engine has pretty much removed the necessity for me to learn maya. But have you made any attempts to use your models in multiplayer? If so is there any point in me continuing to work on making non player models work in multiplayer? Do you have any insights in that direction that you would be willing to share?

Finally have you managed to resolve the issue of ambient sound effects such as wind in trees rivers running and the deathly silence that occurs when you switch of your engine?

Many thanks for all your prompt responses and I look forward to seeing more of your work and if possible some in cockpit shots of some of your planned new additions to the playable lists.


All the best Balrog

ZeeWolf
11-26-09, 02:34 PM
Well I figured you did, I hoped for some specifics :) I read that the export plugin is designed for Maya 5, is this correct? If it is it's kind of a problem, as Maya 5 was released in 2003 I think, I have no idea where to find that thing nowadays.

I would wright a letter to Alias or Wavefront and or checkout the collages
and trade schools that teach the 3d stuff if they could dig up a copy and
set you up. Then once you get setup learn the program, then let me know.
By that time I probably won't consider the TvT stuff I learned a trade secret :03:

Best Regards,
ZeeWolf

Freiwillige
11-26-09, 02:42 PM
The original developers went the road of game balance Vs. historical accuracy. Monstrous Tigers were no more a threat than the t-34-85 and often even in head on duels at 2,000 yards they would often crack your armor. There seemed to be no reason to drive the Tiger at all when they could just charge head on and knock you out without having to flank your position.

Thankfully some modders changed that and put it closer to historical spec

Mikhayl
11-26-09, 03:00 PM
I would wright a letter to Alias or Wavefront and or checkout the collages
and trade schools that teach the 3d stuff if they could dig up a copy and
set you up. Then once you get setup learn the program, then let me know.
By that time I probably won't consider the TvT stuff I learned a trade secret :03:

Best Regards,
ZeeWolf

Well I don't need to learn Maya, I'd just keep using 3dsmax and use Maya only to export the final product. But if the exporter is indeed limited to Maya 5 it sure is going to be a long time before I get a copy so I guess I'll have to stick to SF.

Freiwillige
11-26-09, 03:22 PM
And can I have an elephant?

http://en.wikipedia.org/wiki/Elephant_tank

Used in Kursk!

VAseMkIII
11-26-09, 03:27 PM
Mikhyal

PM'd ya

Lieste
11-26-09, 04:00 PM
And can I have an elephant?

http://en.wikipedia.org/wiki/Elephant_tank

Used in Kursk!

The Elephant was not used at Kursk. Although the same vehicles did see service as the Ferdinand there.

There are numerous minor improvements made to the vehicles during the rebuilds, and the handful of Elephants were more useful than the original Ferdinands, even if only available in even more limited numbers.

Total production was around 90 Ferdinands, and only those that survived Kursk were rebuilt into the later Elephant.

ZeeWolf
11-26-09, 04:47 PM
So I guess the real questions to ask you, Zee, are

Is there a point of anyone else doing any kind of mod work on T-34 until you finish?

If yes what would you like to see?

1. In Editor a fix for the roads tool.

2. A separate layer and content file for default structures, cites, towns and bridges
rail stations and airfields etc..

3. Winter and fall season change ability.

4. Progressive time change. Day and night with weather conditions.

that's a few off the top of my head.

As you are aware the game is highly sensitive about scripts and any other mods could well cause a clash with your own, although multiple installs are possible but become tiresome.

I'm not knowledgeable in Multi or co-op.


Do you need modelers?


If so I am sure there are plenty of folk out there with models we would all like to see in game. I myself am anxious for a universal carrier with mortar or of course possibly the flame throwing version.


If modelers have stuff they want in the game I'm willing to work with them. The more good stuff
the better at this point. But to talk about compensating at this time would be premature because there is no money coming in. But that is certainly a possibility though.


With the above in mind would take submissions of models you have not already started on to increase the catalog of Armour in game?

Yes! with the condition I could add it to the Add-on with the free right to copy.


Of course I assume these would be released in the pending or future mission packs and I guess you would be willing to reimburse any modelers that were deemed by yourself as suitable suppliers.


Yes, absolutely.


I assume you are aware that as soon as your models are released it is a simple matter to incorporate them into the multi player game aspect of T34 and how do you feel about this?


Well, I bought T34 vs Tiger because of the ability to mod. However, with my models I feel like the
father who will not allow his daughter to be with any man until they are married. Meaning: I
would like to be paid before you play. Although I think we can work together on these things.


Currently the only hindrance I have been able to discern to using non playable models in multi player is a script based one. But I think with enough understanding of the scripting syntax it is not impossible to have co-op based multi player games in fact that is a goal that I have been working towards in my own small way and I know it was a goal of others also.


That's great, I wasn't sure on that yet.


Your obvious skills with regard to the rigging and importing of models into the game engine has pretty much removed the necessity for me to learn Maya. But have you made any attempts to use your models in multi player? If so is there any point in me continuing to work on making non player models work in multi player? Do you have any insights in that direction that you would be willing to share?


The models that are intended for AI use have a new damage model. No longer will yo see a 30 ton tank traveling at 12 miles an hour stop dead in it's tracks when hit. And a knocked out turret will no
longer mean a dead tank. It will continue to maneuver a slower speed for awhile before it dies.



Finally have you managed to resolve the issue of ambient sound effects such as wind in trees rivers running and the deathly silence that occurs when you switch of your engine?


I was unaware this problem. Maybe I could fix it.


Many thanks for all your prompt responses and I look forward to seeing more of your work and if possible some in cockpit shots of some of your planned new additions to the playable lists.


All the best Balrog

Thanks Balrog, I'll post them when I have anything for you.

Best Regards
ZeeWolf

ZeeWolf
11-26-09, 04:53 PM
The original developers went the road of game balance Vs. historical accuracy. Monstrous Tigers were no more a threat than the t-34-85 and often even in head on duels at 2,000 yards they would often crack your armor. There seemed to be no reason to drive the Tiger at all when they could just charge head on and knock you out without having to flank your position.

Thankfully some modders changed that and put it closer to historical spec

Well, I changed that. The Tiger will be deadly from greater than 2 miles
away (3200 meters +). With the extended maps there is plenty of open
terrain.

ZeeWolf

ZeeWolf
11-26-09, 05:00 PM
And can I have an elephant?

http://en.wikipedia.org/wiki/Elephant_tank

Used in Kursk!

The PaK 43 L/71 is done and I have a tamiya 35th scale model and some
worthy drawings so your answer is "Hell Ya!".
But it's on the list the list as Ferdinand.

ZeeWolf

Freiwillige
11-26-09, 05:50 PM
:woot:FERDINAND!

Sledgehammer427
11-26-09, 06:12 PM
EDIT: my bad, no King Tigers used in Kursk. However, if you have any practical use in an an expansion, see below.

I have a pair of King tiger models both high poly and detailed, found on the free market, if you would like them Zee let me know. they have everything you really need and are ready to export to any file type. :yeah:

ZeeWolf
11-26-09, 07:24 PM
EDIT: my bad, no King Tigers used in Kursk. However, if you have any practical use in an an expansion, see below.

I have a pair of King tiger models both high poly and detailed, found on the free market, if you would like them Zee let me know. they have everything you really need and are ready to export to any file type. :yeah:

That's great! post images so we can see and then. I'll post what I have :yep:

ZeeWolf

Freiwillige
11-26-09, 07:55 PM
By the way your Infantry models are Wunderbar! A huge improvment over the default. Cannot wait to smash Bolsheviks under the weight of the mighty Panzer Truppen!

Sledgehammer427
11-26-09, 08:15 PM
That's great! post images so we can see and then. I'll post what I have :yep:

ZeeWolf


Here's the Porsche turreted one I have, I think the turret might be a bit too flat, but I can fix that in a jif.
http://i391.photobucket.com/albums/oo351/Fastrat91/Sledgehammer69.jpg
The Henschel turret model. Muzzle brake looks massive.
http://i391.photobucket.com/albums/oo351/Fastrat91/Sledgehammer64.jpg
Loader's hatch deatil
http://i391.photobucket.com/albums/oo351/Fastrat91/Sledgehammer71.jpg
and I also dug up a Jagdpanther (My personal favorite ^_^)
http://i391.photobucket.com/albums/oo351/Fastrat91/Sledgehammer70.jpg

ZeeWolf
11-26-09, 10:11 PM
Here's the Porsche turreted one I have, I think the turret might be a bit too flat, but I can fix that in a jif.

The Henschel turret model. Muzzle brake looks massive.

Loader's hatch deatil

and I also dug up a Jagdpanther (My personal favorite ^_^)


I think you'll like this one better :yep:

ZeeWolf


http://i327.photobucket.com/albums/k442/autopilot_2008/KingTiger_ScreenShot046.jpg

http://i327.photobucket.com/albums/k442/autopilot_2008/KingTiger_ScreenShot047.jpg

Sledgehammer427
11-26-09, 10:29 PM
yup, you got me :up:
Did you make the model from the ground-up? If so, nicely done!

But they WERE free models so I was expecting something far better. (from your end, I mean)

any use for the Jagdpanther? even though it's the later war (mid 1944 and on) version?

ZeeWolf
11-27-09, 12:37 AM
yup, you got me :up:
Did you make the model from the ground-up? If so, nicely done!

But they WERE free models so I was expecting something far better. (from your end, I mean)

any use for the Jagdpanther? even though it's the later war (mid 1944 and on) version?

I thought you would like it. And yes from the ground up.
About the free models on the web: Even though they are free they are only
free for personal use and not to be part of something that is offered for sell.
So, I don't use them. I like dealing directly with the modeler as a rule of thumb.
Best Regards,
ZeeWolf

Hitman
11-27-09, 03:49 AM
Well, well ... I'm going to purchase a copy of T34 vs. Tiger and stand in the line for your superupdate :up:

60 tanks overall in the battlefield is not as much as I had wished, but considering the limitations of hardware and the fact that you wouldn't get to see much many more from the low turret of a tank when fighting (Not even on perfectly flat ground, which is not usually the case), I guess it should suffice for now. :D

verde13
11-27-09, 06:16 AM
Really impressed with your work, i'll have to reinstall it, it seems.

What would be really great is if we could have a dynamic campaing

ZeeWolf
11-27-09, 10:58 AM
Well, well ... I'm going to purchase a copy of T34 vs. Tiger and stand in the line for your superupdate :up:

60 tanks overall in the battlefield is not as much as I had wished, but considering the limitations of hardware and the fact that you wouldn't get to see much many more from the low turret of a tank when fighting (Not even on perfectly flat ground, which is not usually the case), I guess it should suffice for now. :D

I really don't know how many tanks yet on a overall bases it will support, but
60 tanks on the attack is a hell of a battle. However, if I were to speculate
on a number in the large size map that would be in the hundreds.
The reason I say this is because of the fact that with 40 Red Army tanks,32
German tanks and 80 heavy artillery guns blazing away I can move the free
camera across the map(5-10 miles) and it's like nothing is going on.
So, I hope you realize that your concern may not be that disappointing now.

Best Regards,
ZeeWolf

Hitman
11-27-09, 12:02 PM
OK, my copy of T34 is on its way :DL

Bring on the Xmas, ZeeWolf! :yeah:

Chucky
11-27-09, 01:29 PM
This forum has been really quiet of late.Any T34 v Tiger topic particularly so,but now look at it!
I have to take off my hat to you modders.I have no skills in this area at all and can only guess at the hard work and long nights you guys spend working on these projects.
I always felt that this sim had potential but just got put out in an unfinished state and now you guys are going to make it what it should have been (or even better)
Hell,you even got some guys buying a copy of the game and others dusting off their copies.
Top work guys :up:

Chucky....

Edward
11-27-09, 01:35 PM
ZeeWolf

You've made my day. Can't wait for your mods. Whatever they cost they look worth it. I think I can round you up a few more customers also. I really liked T34vTiger and still play it all the time. With your mods, I'm sure T34vTiger can become the Silent Hunter4 of tank sims. Count me in as another enthusiastic supporter.

Edward

Hitman
11-27-09, 03:04 PM
I think I can round you up a few more customers also

I think I can also bring some more; I take part in a web community that also likes tanks besides naval warfare, and they used to play T34 and love it :DL

Freiwillige
11-27-09, 03:34 PM
And I have already brought you a few more customers:up:

I will keep the news spreading and hopefully this thing just keeps gathering momentum!

Nice Panther and Tiger II models:yeah:

ZeeWolf
11-27-09, 05:47 PM
Really impressed with your work, i'll have to reinstall it, it seems.

What would be really great is if we could have a dynamic campaing

Oh man! yeah it would. :yep:

ZeeWolf

http://i327.photobucket.com/albums/k442/autopilot_2008/Beta_HauBitz_ScreenShot048.jpg

ZeeWolf
11-27-09, 05:58 PM
This forum has been really quiet of late.Any T34 v Tiger topic particularly so,but now look at it!
I have to take off my hat to you modders.I have no skills in this area at all and can only guess at the hard work and long nights you guys spend working on these projects.
I always felt that this sim had potential but just got put out in an unfinished state and now you guys are going to make it what it should have been (or even better)
Hell,you even got some guys buying a copy of the game and others dusting off their copies.
Top work guys :up:

Chucky....

Thanks again Chucky,
This all amazing to me, I've been hoping for a interest but this my by a
dream come true for me. :DL

ZeeWolf

the Sturm HauBitz during trials.
http://i327.photobucket.com/albums/k442/autopilot_2008/STURM_HauBitz_ScreenShot049.jpg

VAseMkIII
11-27-09, 06:17 PM
Dude you are truely a talented guy, I am looking forward to your forthcomming release. (have been watching from the sidelines)

Just dont expect oodles of cash this is a very nieche market, especially SP

keep up the good work, just let us know as soon as we can catch copy of this.

I would really like to stop a German advance by knocking out a tiger on that bridge :)

All the best :salute:

ZeeWolf
11-27-09, 06:21 PM
ZeeWolf

You've made my day. Can't wait for your mods. Whatever they cost they look worth it. I think I can round you up a few more customers also. I really liked T34vTiger and still play it all the time. With your mods, I'm sure T34vTiger can become the Silent Hunter4 of tank sims. Count me in as another enthusiastic supporter.

Edward

Hello Edward,
Thanks man you made my day. To be compared to Silent Hunter 4 is awesome:woot:

My best regards,
ZeeWolf

The map area of the new Kursk map (22.3 x 22.3 Miles) to give you an idea
of the kinda potential and scale of the battlefield :03:

http://i327.photobucket.com/albums/k442/autopilot_2008/Kursk1_Map_22_MileBox.jpg

ZeeWolf
11-27-09, 06:23 PM
I think I can also bring some more; I take part in a web community that also likes tanks besides naval warfare, and they used to play T34 and love it :DL

That would be outstanding Hitman :salute:

ZeeWolf

ZeeWolf
11-27-09, 06:25 PM
And I have already brought you a few more customers:up:

I will keep the news spreading and hopefully this thing just keeps gathering momentum!

Nice Panther and Tiger II models:yeah:

Freiwillige what can I say man, you are the best :up:

ZeeWolf

Freiwillige
11-27-09, 07:41 PM
From OKW
To ZeeWolf

The Sturm HauBitz model is looking fantastic! We at the OKW are overjoyed at your compliments to our war effort.

You are now as of this date and effective immediately granted the status of Field Marshal.

Keep up the good work!

O.K.W. Ost, General der Panzertruppe
Heinz Wilhelm Guderian

ZeeWolf
11-27-09, 08:38 PM
From OKW
To ZeeWolf

The Sturm HauBitz model is looking fantastic! We at the OKW are overjoyed at your compliments to our war effort.

You are now as of this date and effective immediately granted the status of Field Marshal.

Keep up the good work!

O.K.W. Ost, General der Panzertruppe
Heinz Wilhelm Guderian

Ich werde, mein zuverlässiger Kamerad, bis unseren Sieg!

ZeeWolf

VAseMkIII
11-28-09, 05:17 AM
Zee

Do you think that urban areas are a possibility, obviously if you choose to do the bagration offensive, you would need model Minsk (railhead) Bobriusk (town). Do you think it would be possible to have a large sprawling Urban environment to have close in knife fights in ???

FC
11-28-09, 06:34 AM
Each time I vist here I am more and more impressed with your work. You must be a very talented person to be able to do all this. I have been spreading the word to all my online freinds about your upcomming release of this sim and hopefully will see the numbers growing here on this site in support of your project.
I hope all who had who celabrate ThanksGiving had a great turkey day. With the Holidays here upon us and this project close to some sort of release maybe there is really is a Santa. Thanks.FC

Hitman
11-28-09, 11:22 AM
One more question, if you don't mind answering Zee :DL

To which extent have code modifications been implemented? I heard T34vsTG was an "open game" in many aspects, but what about the own exe file, the hard code, and such? Any chances of imporving/fixing that also?

I'm thinking in terms of the ability to provide continuous and improved support & modifications, like some dedicated guys have done with the venerable "European Air War" and "Enemy Engaged: Apache vs. Hokum"

I'd like to see your project been backed up by whoever publisher/company has retained the assets of the original code (if they even exist), and even if possible, contact with the oruiginal developers to ask for the code keys would be awesome. As I see it, whoever publisher retains the right to distribute the game, can only win with your project, because many new copies of T34vsTG will be sold (I ordered mine already!!!)

:up:

ZeeWolf
11-28-09, 01:04 PM
Zee

Do you think that urban areas are a possibility, obviously if you choose to do the bagration offensive, you would need model Minsk (railhead) Bobriusk (town). Do you think it would be possible to have a large sprawling Urban environment to have close in knife fights in ???


Most definitely for the small towns and cities and of course trains
(love' em). :yep:
But that will be a FUTURE focus in mass.I also figure the cities along a
river is where we can have my bridges and RR trestles I have planed.
And there is an opportunity for other guys to contribute models of structures and stuff necessary for that process to be hastened, for sure.

Zee

ZeeWolf
11-28-09, 01:08 PM
Each time I vist here I am more and more impressed with your work. You must be a very talented person to be able to do all this. I have been spreading the word to all my online freinds about your upcomming release of this sim and hopefully will see the numbers growing here on this site in support of your project.
I hope all who had who celabrate ThanksGiving had a great turkey day. With the Holidays here upon us and this project close to some sort of release maybe there is really is a Santa. Thanks.FC

Thanks FC you are an encouragement to me.

Ho! Ho! Ho!

ZeeWolf

ZeeWolf
11-28-09, 01:37 PM
One more question, if you don't mind answering Zee :DL

To which extent have code modifications been implemented? I heard T34vsTG was an "open game" in many aspects, but what about the own exe file, the hard code, and such? Any chances of imporving/fixing that also?

I'm thinking in terms of the ability to provide continuous and improved support & modifications, like some dedicated guys have done with the venerable "European Air War" and "Enemy Engaged: Apache vs. Hokum"

I'd like to see your project been backed up by whoever publisher/company has retained the assets of the original code (if they even exist), and even if possible, contact with the oruiginal developers to ask for the code keys would be awesome. As I see it, whoever publisher retains the right to distribute the game, can only win with your project, because many new copies of T34vsTG will be sold (I ordered mine already!!!)

:up:


Official backing would be incredible Hitman. G5 is a huge corporation and
they (if really wanted to) could have ran with this sim to new heights in
WWII tank sims. However, they didn't and you as well as I know they really
drop the ball on this with all most no support, etc.. So my goal is to
work on this project continually in the hopes some one who really is a
programmer (because I'm not) comes on board with the passion for WWII
tank stuff and really blows us away. :DL
To answer your question completely I'll have to tell you that I come
alive when I am working on this project. I hate to have to shut down
for the night and love to resume first thing in the morning - all day
long I'm putt' en along on this thing. Always something needs attention,
tweaking of fixing. The perfect simulation is my real (but un-attainable)
goal. But I'll give it my best shot.

all the best,

ZeeWolf

morttheslayer
11-28-09, 01:58 PM
Zeewolf - I appreciate you taking the time to respond to me - yes I really appreciated your shot of the "carnage" indeed I had to have a shot of whisky I was so overcome !!
:salute: I'm monitoring progress with admiration - ready and willing to part with some cash for your marvellous efforts. I would be interested to hear how you intend to distribute the upgrade and what form (content) you would include. ATB Mort

ZeeWolf
11-28-09, 07:03 PM
Zeewolf - I appreciate you taking the time to respond to me - yes I really appreciated your shot of the "carnage" indeed I had to have a shot of whisky I was so overcome !!
:salute: I'm monitoring progress with admiration - ready and willing to part with some cash for your marvellous efforts. I would be interested to hear how you intend to distribute the upgrade and what form (content) you would include. ATB Mort

Driving a guy to drinking is I think a first for me :DL but
what a compliment Mort, thanks.
The first step that would enable me to handle the sum of the
potential problems on a customer support bases will be a release of the changes made to the existing stock sim components. which will include the reloading and repair vehicles and the very important AI tanks with a new damage model that is a vital part of the new single player missions approach that's been developed.
Also the medium expanded size map that has an 18Km (11.18 miles) height and width, will give everyone a chance to get the feel of large battlefield. And a way to get feed back and allow more of a taste of the large 22.3 mile high 22.3 mile wide map. And too the multi-player modders a chance to keep up with the new addon that will follow.
I think that will be an important step for the multi guys too to get on board. Because I have not done a thing in the area of "multi player" but don't want to ignore all their hard work and dedication to TvT. But I definitely do not what support questions on something I know nothing about. However, with the openness of this game engine eventually working on that area of the sim is not out of the question in the future but for now it must be.

ATB to you too Mort,
ZeeWolf

Ed
11-29-09, 07:14 PM
This is obvously good news.

I was involved in reserch and scenario development for Panzer Elite OstPak years ago. Its still on this PC.

I've got TvT and ST but not loaded at the moment as is battlefront's 2 TW. I still play CM and, of course, SH4 with the great German Type IX long range boats.

All the best to you and best of luck !!

ZeeWolf
11-29-09, 09:58 PM
This is obvously good news.

I was involved in reserch and scenario development for Panzer Elite OstPak years ago. Its still on this PC.

I've got TvT and ST but not loaded at the moment as is battlefront's 2 TW. I still play CM and, of course, SH4 with the great German Type IX long range boats.

All the best to you and best of luck !!

Thanks Ed, I think you'll like this addition for sure. :yep:

ATB
ZeeWolf

Sturmgeschutz III F/8 7.5cm L48

http://i327.photobucket.com/albums/k442/autopilot_2008/StuGIII_F8_75mmL48_ScreenShot050.jpg

Freiwillige
11-30-09, 03:21 AM
Stug!:o

ZeeWolf
11-30-09, 02:54 PM
Stug!:o


"Alarm" Sixty T34-85s on the attack.
http://i327.photobucket.com/albums/k442/autopilot_2008/Sixty_T34-85s_ScreenShot084.jpg

A thin line of SturmUnits are the focus of the Attack.
A call for Tigers goes out.

http://i327.photobucket.com/albums/k442/autopilot_2008/SturmUnits_PaK43_holdline_ScreenSho.jpg

All Available Units respond to the SturmLine's call for help.

http://i327.photobucket.com/albums/k442/autopilot_2008/PzIII_L24_Friend-of-the-Infantry_Sc.jpg

http://i327.photobucket.com/albums/k442/autopilot_2008/PzIII_50mm_L60_ScreenShot087.jpg


As Tigers arrive in the nick of time, against impossible
odds SturmUnits Move Forward.

http://i327.photobucket.com/albums/k442/autopilot_2008/SturmUnits_MoveForward_ScreenShot09.jpg

From the fog the forward elements start to appear, Tigers open Fire

http://i327.photobucket.com/albums/k442/autopilot_2008/LngRangeFire_Begins_ScreenShot089.jpg


SturmUnit's tactic cause the T34s to take aim by stopping the hi speed attack

http://i327.photobucket.com/albums/k442/autopilot_2008/T34s_Stop2takeAim_AtThe_SturmUnits_.jpg


Against Such Odds The Inevitable loss of courageous, faithful comrades is heart felt

http://i327.photobucket.com/albums/k442/autopilot_2008/AgainstSuchOdds_LossOccurs_ScreenSh.jpg

SturmUnit 123 Disengages, damaged wounded unable to fire, makes last effort to retreat to the Tiger Line.
http://i327.photobucket.com/albums/k442/autopilot_2008/SturmUnit123_Damaged_Disengages_Scr.jpg

Engine compartment fire miraculously dies down,
http://i327.photobucket.com/albums/k442/autopilot_2008/SturmUnit123_Damaged_Unable2Fire_Sc.jpg

SturmUnit 123 Reaches TigerLine
http://i327.photobucket.com/albums/k442/autopilot_2008/SturmUnit123_ReachesTigerLine_Scree.jpg

The Pak43/41 continues hitting hard on the Red Army Steamroller.

http://i327.photobucket.com/albums/k442/autopilot_2008/Pak43_HoldingTheLine_ScreenShot104.jpg

to be continued.....

ZeeWolf

NSU
11-30-09, 03:49 PM
wauuu ZeeWolf very good make!!!!!!!! :up:

Freiwillige
11-30-09, 03:51 PM
Ahhh, Its so beautiful!

Freiwillige
11-30-09, 03:56 PM
I have a soft spot in my heart for Stug's. They were actually quite effective little buggers against the T-34's.

I even read a story about a breakthrough of 6 t-34's and only 2 Panzer III's available! One broke down and the other ambushed and knocked out the lead t-34 by shooting thru its barrel then just hammering away at it until they found it abandoned the next morning with all other T-34's fleeing the scene.

Such is the Fog of war that if the Russians knew what was hitting them they would have rolled right on through.:arrgh!:

Sledgehammer427
11-30-09, 04:46 PM
Zee...that looks...

O_O EPIC!
:yeah:

EDIT: Forgot to add, I was always a crack shot with distance and tank cannons. Can't wait to test my chops on this. You had a customer in me from the second I read Kursk

ZeeWolf
11-30-09, 06:00 PM
wauuu ZeeWolf very good make!!!!!!!! :up:

Thank you NSU! :)

ZeeWolf

ZeeWolf
11-30-09, 06:15 PM
I have a soft spot in my heart for Stug's. They were actually quite effective little buggers against the T-34's.

I even read a story about a breakthrough of 6 t-34's and only 2 Panzer III's available! One broke down and the other ambushed and knocked out the lead t-34 by shooting thru its barrel then just hammering away at it until they found it abandoned the next morning with all other T-34's fleeing the scene.

Such is the Fog of war that if the Russians knew what was hitting them they would have rolled right on through.:arrgh!:

Yes, the little Sturmgeschutz IIIs were marvelous in battle
and often used in fierce rear guard action as the Germans
were in retreat. It was in the Sturmgeschutz where Michael
Wittmann learned things that often gave him and his crew
the edge once they were transferred to Tigers. Any serious
student of WWII can't ignore them.

ATB
ZeeWolf

ZeeWolf
11-30-09, 06:31 PM
Zee...that looks...

O_O EPIC!
:yeah:

EDIT: Forgot to add, I was always a crack shot with distance and tank cannons. Can't wait to test my chops on this. You had a customer in me from the second I read Kursk

Thanks Sledgehammer427 that's fantastic. You'll be able to make some
real long range shoots that most certainly were true to life.
When you consider there was only about 1360 Tiger Es mfg.,
compare that to the number of T34s Mfg. (more then 50000)
is testimony to the fact in the hands of a capable crew they were awesome.

Forwards Kameraden, to Kursk!
Zee

Freiwillige
11-30-09, 06:45 PM
The book I was referring to is called Panzer aces of WWII and it is a great read.

It cover six of the most famous Panzer aces and its stories are breathtaking.

Many of the stories are late war super heroic efforts that show how far great training and a great tank can go to stem tremendous odds.

One story comes to mind of a Pantherjeager crew with no support and little ammo that stems a charge from 30+ T-34's! Using hay stacks for cover and switching positions they knocked out on after another throwing the Russian advance into chaos.

Another story that I remember is of a group of Panthers that have their position over run during the night. They awake to find out they are now 8 kilometers behind soviet lines. So they charge into this town that is on the Russian side of the lines and get battered at point blank by anti tank guns and just kept going through the Russian lines with everything the surprised Russians had being thrown at them as drove through or over Russian defenses to drive across a bridge to safety!

Great read.

Freiwillige
11-30-09, 06:51 PM
Nashorn in Action !

The most notable Nashorn ace was platoon commander of 1st company of sPzJagAbt 519, Junior Lieutenant Albert Ernst. He later commanded the 1st company of sPzJagAbt 512 (equipped with Jagdtigers (http://www.achtungpanzer.com/pz5.htm)). On December 23rd of 1943, he destroyed some 14 Soviet tanks in a single day using only 21 round of ammunition. The engagement took place near Vitebsk and Albert Ernst received a nickname "Tiger of Vitebsk". In December of 1943, Ernst destroyed total of 19 enemy tanks and on January 22nd of 1944, he was awarded the Knight’s Cross.
It is reported that in early March of 1945, Lieutenant Beckmann from sPzJagAbt 88 destroyed Soviet IS-2 at the range of 4600 meters near Marzdorf.
Some Nashorn crews reported that they were able to knock out Soviet T-34 tanks at distance as great as 4000 meters. Nashorn crews also reported numerous kills of KV and IS-2 tanks as well as SU-152, ISU-122 and ISU-152 assault guns.
Nashorn from 2nd Company of schwere Heeres Panzer Jaeger Abteilung 93 was also responsible for the destruction of the only M26 Pershing, destroyed in Europe. Pershing from the 3rd Armored Division was knocked out at the distance of 250 meters with a single shot. This engagement took place in the town of Niehl, north of Cologne on March 6th of 1945.
http://www.achtungpanzer.com/images/nash_int.jpg
Nashorn Interior
Nashorn - Interior with 88mm Pak 43/1 L/71 gun.
Specifications

Weight: 24000kg Crew: 4-5 men Engine: Maybach HL 120 TRM / 12-cylinder / 300hp Speed: Road: 42km/h
Cross-Country: 20-24km/h Range: Road: 260km
Cross-Country: 130km Fuel Capacity: 470 litres Lenght: 8.44m (with the gun) Width: 2.86m Height: 2.65m Armament: 88mm Pak 43/1 L/71 & 1 x 7.92mm MG34/42
(1 x MG - carried inside) Ammo: 88mm - 24-40 rounds
7.92mm - 600 rounds Armor (mm/angle): Front Hull: 30/20
Front Superstructure: 10/37
Side Hull: 20/0
Side Superstructure: 10/16
Rear Hull: 20/10
Rear Superstructure: 10/10
Hull Top / Bottom: 15/90
Gun Shield: 10/37
Penetration of Armor Plate at 30 degrees from Vertical. Ammunition: 100m 500m 1000m 1500m 2000m Panzergranate 39 203mm 185mm 165mm 148mm 132mm Panzergranate 40/43 237mm 217mm 193mm 171mm 153mm Pzgr.39 (APCBC) - Armor Piercing Composite Ballistic Cap Pzgr.40/43 (APCR) - Armor Piercing Composite Rigid (Tungsten Core)

ZeeWolf
11-30-09, 07:23 PM
Nashorn in Action !

The most notable Nashorn ace was platoon commander of 1st company of sPzJagAbt 519, Junior Lieutenant Albert Ernst. He later commanded the 1st company of sPzJagAbt 512 (equipped with Jagdtigers (http://www.achtungpanzer.com/pz5.htm)). On December 23rd of 1943, he destroyed some 14 Soviet tanks in a single day using only 21 round of ammunition. The engagement took place near Vitebsk and Albert Ernst received a nickname "Tiger of Vitebsk". In December of 1943, Ernst destroyed total of 19 enemy tanks and on January 22nd of 1944, he was awarded the Knight’s Cross.
It is reported that in early March of 1945, Lieutenant Beckmann from sPzJagAbt 88 destroyed Soviet IS-2 at the range of 4600 meters near Marzdorf.
Some Nashorn crews reported that they were able to knock out Soviet T-34 tanks at distance as great as 4000 meters. Nashorn crews also reported numerous kills of KV and IS-2 tanks as well as SU-152, ISU-122 and ISU-152 assault guns.
Nashorn from 2nd Company of schwere Heeres Panzer Jaeger Abteilung 93 was also responsible for the destruction of the only M26 Pershing, destroyed in Europe. Pershing from the 3rd Armored Division was knocked out at the distance of 250 meters with a single shot. This engagement took place in the town of Niehl, north of Cologne on March 6th of 1945.
http://www.achtungpanzer.com/images/nash_int.jpg
Nashorn Interior
Nashorn - Interior with 88mm Pak 43/1 L/71 gun.
Specifications

Weight: 24000kg Crew: 4-5 men Engine: Maybach HL 120 TRM / 12-cylinder / 300hp Speed: Road: 42km/h
Cross-Country: 20-24km/h Range: Road: 260km
Cross-Country: 130km Fuel Capacity: 470 litres Lenght: 8.44m (with the gun) Width: 2.86m Height: 2.65m Armament: 88mm Pak 43/1 L/71 & 1 x 7.92mm MG34/42
(1 x MG - carried inside) Ammo: 88mm - 24-40 rounds
7.92mm - 600 rounds Armor (mm/angle): Front Hull: 30/20
Front Superstructure: 10/37
Side Hull: 20/0
Side Superstructure: 10/16
Rear Hull: 20/10
Rear Superstructure: 10/10
Hull Top / Bottom: 15/90
Gun Shield: 10/37
Penetration of Armor Plate at 30 degrees from Vertical. Ammunition: 100m 500m 1000m 1500m 2000m Panzergranate 39 203mm 185mm 165mm 148mm 132mm Panzergranate 40/43 237mm 217mm 193mm 171mm 153mm Pzgr.39 (APCBC) - Armor Piercing Composite Ballistic Cap Pzgr.40/43 (APCR) - Armor Piercing Composite Rigid (Tungsten Core)

I am in awe at those kinds accounts. And I hope to replicate them in the
honor they deserve and all can learn from. Oh, and I got a 35th scale
model of the Nashhorn -- it's going on the list without question :up:

ZeeWolf

Freiwillige
12-01-09, 12:16 AM
I too have several models. a 1\48th Panther a 1\48th Tiger AusfE

A remote control Tiger
http://www.youtube.com/watch?v=pePhuQspnzs

A Vw Kubelwagen etc.

ZeeWolf
12-01-09, 12:34 AM
I too have several models. a 1\48th Panther a 1\48th Tiger AusfE

A remote control Tiger
http://www.youtube.com/watch?v=pePhuQspnzs

A Vw Kubelwagen etc.

Your RC tiger looks good, I think you'll like these as well :yep:
It will be in TvT some day too.

ZeeWolf

http://i327.photobucket.com/albums/k442/autopilot_2008/TigerE1_SO1.jpg

http://i327.photobucket.com/albums/k442/autopilot_2008/Tiger_E_1943_3d_1.jpg

Freiwillige
12-01-09, 02:47 AM
Yes your work is beyond words. I love the new early tigers and I have seen many photo's of Tiger# S01. It is famous I think. The Kursk markings are neat too with the mischievous monkey. That is one of the SS panzer divisions but I cannot remember off hand if it is Das Reich, Leibstandarte or Totenkopf.

I will leave you all with this.....From WWII magazine Feb 1998

KURSK Reconsidered, Germany's lost victory?

Prochorovka is one of the best-known of the many battles on the Eastern Front during World War II. It has been covered in articles, books and televised historical documentaries, but these accounts vary in accuracy; some are merely incomplete, while others border on fiction. In the generally accepted version of the battle, the three SS divisions attacked Prochorovka shoulder to shoulder, jammed into the terrain between the Psel and the railroad. A total of 500 to 700 German tanks, including dozens of Panzerkampfwagen Mark V Panther medium tanks with 75mm guns and Panzerkampfwagen Mark VI Tiger heavy tanks with deadly 88mm cannons, lumbered forward while hundreds of nimble Soviet T-34 medium tanks raced into the midst of the SS armor and threw the Germans into confusion. The Soviets closed with the panzers, negating the Tigers’ 88mm guns, outmaneuvered the German armor and knocked out hundreds of German tanks. The Soviet tank force’s audacious tactics resulted in a disastrous defeat for the Germans, and the disorganized SS divisions withdrew, leaving 400 destroyed tanks behind, including between 70 and 100 Tigers and many Panthers. Those losses smashed the SS divisions’ fighting power, and as a result Hoth’s Fourth Panzer Army had no chance to achieve even a partial victory in the south.


While it makes a dramatic story, nearly all of this battle scenario is essentially myth. Careful study of the daily tank strength reports and combat records of II SS Panzer Corps–available on microfilm at the National Archives in Washington, D.C.–provides information that forces a historical reappraisal of the battle. These records show, first of all, that Hausser’s corps began with far fewer tanks than previously believed and, more important, that they suffered only moderate losses on July 12, 1943. As those reports were intended to allow the corps commander to assess the combat strength of his divisions, they can be considered reasonably accurate. Considering that information, it seems that the Germans may have been near a limited success on the southern flank of the salient.



The number of SS tanks actually involved in the battle has been variously reported as high as 700 by some authorities, while others have estimated between 300 to 600. Even before the Battle of Kursk began, however, the II SS Panzer Corps never had 500 tanks, much less 700. On July 4, the day before Operation Citadel was launched, Hausser’s three divisions possessed a total of 327 tanks between them, plus a number of command tanks. By July 11, the II SS Panzer Corps had a total of 211 operational tanks–Totenkopf had 94 tanks, Leibstandarte had only 56 and Das Reich possessed just 61. Damaged tanks or tanks undergoing repairs are not listed. Only 15 Tiger tanks were still in action at Prochorovka, and there were no SS Panthers available. The battalions that were equipped with Panthers were still training in Germany in July 1943.
On July 13, the day after the Battle of Prochorovka, Fourth Panzer Army reports declared that the II SS Panzer Corps had 163 operational tanks, a net loss of only 48 tanks. Actual losses were somewhat heavier, the discrepancy due to the gain of repaired tanks returned to action. Closer study of the losses of each type of tank reveals that the corps lost about 70 tanks on July 12. In contrast, Soviet tank losses, long assumed to be moderate, were actually catastrophic. In 1984, a history of the Fifth Guards Tank Army written by Rotmistrov himself revealed that on July 13 the army lost 400 tanks to repairable damage. He gave no figure for tanks that were destroyed or not available for salvage. Evidence suggests that there were hundreds of additional Soviet tanks lost. Several German accounts mention that Hausser had to use chalk to mark and count the huge jumble of 93 knocked-out Soviet tanks in the Leibstandarte sector alone. Other Soviet sources say the tank strength of the army on July 13 was 150 to 200, a loss of about 650 tanks. Those losses brought a caustic rebuke from Josef Stalin. Subsequently, the depleted Fifth Guards Tank Army did not resume offensive action, and Rotmistrov ordered his remaining tanks to dig in among the infantry positions west of the town.
Another misconception about the battle is the image of all three SS divisions attacking shoulder to shoulder through the narrow lane between the Psel and the rail line west of Prochorovka. Only Leibstandarte was aligned directly west of the town, and it was the only division to attack the town itself. The II SS Panzer Corps zone of battle, contrary to the impression given in many accounts, was approximately nine miles wide, with Totenkopf on the left flank, Leibstandarte in the center and Das Reich on the right flank. Totenkopf’s armor was committed primarily to the Psel bridgehead and in defensive action against Soviet attacks on the Psel bridges. In fact, only Leibstandarte actually advanced into the corridor west of Prochorovka, and then only after it had thrown back initial Soviet attacks.
Early on July 12, Leibstandarte units reported a great deal of loud motor noise, which indicated massing Soviet armor. Soon after 5 a.m., hundreds of Soviet tanks, carrying infantry, rolled out of Prochorovka and its environs in groups of 40 to 50. Waves of T-34 and T-70 tanks advanced at high speed in a charge straight at the startled Germans. When machine-gun fire, armor-piercing shells and artillery fire struck the T-34s, the Soviet infantry jumped off and sought cover. Leaving their infantry behind, the T-34s rolled on. Those Soviet tanks that survived the initial clash with SS armor continued a linear advance and were destroyed by the Germans.
When the initial Soviet attack paused, Leibstandarte pushed its armor toward the town and collided with elements of Rotmistrov’s reserve armor. A Soviet attack by the 181st Tank Regiment was defeated by several SS Tigers, one of which, the 13th (heavy) Company of the 1st SS Panzer Regiment, was commanded by 2nd Lt. Michael Wittmann, the most successful tank commander of the war. Wittmann’s group was advancing in flank support of the German main attack when it was engaged by the Soviet tank regiment at long range. The Soviet charge, straight at the Tigers over open ground, was suicidal. The frontal armor of the Tiger was impervious to the 76mm guns of the T-34s at any great distance. The field was soon littered with burning T-34s and T-70s. None of the Tigers were lost, but the 181st Tank Regiment was annihilated. Late in the day, Rotmistrov committed his last reserves, elements of the V Mechanized Corps, which finally halted Leibstandarte.
Das Reich began its attack from several kilometers southwest of Prochorovka and was quickly engaged by aggressive battle groups of the II Tank Corps and II Guards Tank Corps. Fierce, somewhat confused fighting broke out all along the German division’s axis of advance. Battle groups of 20 to 40 Soviet tanks, supported by infantry and ground-attack planes, collided with Das Reich regimental spearheads. Rotmistrov continued to throw armor against the division, and combat raged throughout the day, with heavy losses of Soviet armor. Das Reich continued to push slowly eastward, advancing into the night while suffering relatively light tank losses.


Meanwhile, on the left flank, Soviet First Tank Army elements unsuccessfully tried to crush Totenkopf’s bridgehead. The SS division fought off the XXXI and X Tank Corps, supported by elements of the XXXIII Rifle Corps. In spite of the Soviet attacks, Totenkopf’s panzer group drove toward a road that ran from the village of Kartaschevka, southeast across the river and into Prochorovka.
The fighting, characterized by massive losses of Soviet armor, continued throughout July 12 without a decisive success by either side–contrary to the accounts given in many well-known studies of the Eastern Front, which state that the fighting ended on July 12 with a decisive German defeat. These authors describe the battlefield as littered with hundreds of destroyed German tanks and report that the Soviets overran the SS tank repair units. In fact, the fighting continued around Prochorovka for several more days. Das Reich continued to push slowly eastward in the area south of the town until July 16. That advance enabled the III Panzer Corps to link up with the SS division on July 14 and encircle several Soviet rifle divisions south of Prochorovka. Totenkopf eventually reached the Kartaschevka*Prochorovka road, and the division took several tactically important hills on the north edge of its perimeter as well. Those successes were not exploited, however, due to decisions made by Adolf Hitler.
After receiving the news of the Allied invasion of Sicily, as well as reports of impending Soviet attacks on the Mius River and at Izyum, Hitler decided to cancel Operation Citadel. Manstein argued that he should be allowed to finish off the two Soviet tank armies. He had unused reserves, consisting of three experienced panzer divisions of XXIV Panzer Corps, in position for quick commitment. That corps could have been used to attack the Fifth Guards Tank Army in its flank, to break out from the Psel bridgehead or to cross the Psel east of Prochorovka. All of the available Soviet armor in the south was committed and could not be withdrawn without causing a collapse of the Soviet defenses. Manstein correctly realized that he had the opportunity to destroy the Soviet operational and strategic armor in the Prochorovka area.
Hitler could not be persuaded to continue the attack, however. Instead, he dispersed the divisions of the II SS Panzer Corps to deal with the anticipated Soviet diversionary attacks south of the Belgorod*Kharkov sector. On the night of July 17-18, the corps withdrew from its positions around Prochorovka. Thus, the battle for Prochorovka ended, not because of German tank losses (Hausser had over 200 operational tanks on July 17) but because Hitler lacked the will to continue the offensive. The SS panzer divisions were still full of fight; in fact, two of them continued to fight effectively in southern Russia for the rest of the summer.
Leibstandarte was ordered to Italy, but Das Reich and Totenkopf remained in the East. Those two divisions and the 3rd Panzer Division, which replaced Leibstandarte, were transferred to the Sixth Army area, where they conducted a counterattack from July 31 to August 2 that eliminated a strong Soviet bridgehead at the Mius River. Without pause, the three divisions were then transferred to the Bogodukhov sector in early August 1943. Under the command of the III Panzer Corps, they were joined by another unit, the Fifth SS Panzergrenadier Division Wiking. During three weeks of constant combat, the four divisions played a major role in stopping the main Soviet post-Kursk counteroffensive, Operation Rumyantsev. They fought Rotmistrov’s Fifth Guards Tank Army, rebuilt to 503 tanks strong, and major portions of the First Tank Army, now at 542 tanks.


By the end of the month, Rotmistrov had less than 100 tanks still running. Katukov had only 120 tanks still in action by the last week of August. While at no time did any of the German divisions have more than 55 tanks in operation, they repeatedly blunted the thrusts of the two Soviet tank armies, which were also reinforced by several rifle corps.
Totenkopf repeatedly cut off and defeated all of the First Tank Army’s thrusts toward the Kharkov*Poltava rail line. Das Reich threw back two Soviet tank corps south of Bogodukhov and blunted Rotmistrov’s last major attack west of Kharkov, and the III Panzer Corps halted Operation Rumyantsev.
After Kharkov itself fell, however, the German front gradually collapsed. The Soviets regrouped, committed additional strong reserves and renewed their attack toward the strategically important Dnepr River. Army Group South was subsequently forced to abandon much of southern Ukraine in a race for the safety of the Dnepr. Despite the remarkable efforts of the German army and Waffen SS panzer divisions during July and August, the Germans were too weak to hold the Kharkov*Belgorod*Poltava sector after their summer losses.
It is apparent from their operations during the late summer that the SS panzer divisions were not destroyed at Prochorovka. This reassessment of the battle provides food for thought regarding possible German successes if Manstein’s panzer reserves had been utilized as he had intended.
To what extent the course of events in Russia would have been changed is, of course, unknown, but it is interesting to speculate. If Army Group South’s panzer reserve had been used to encircle and destroy the Fifth Guards Tank Army and the First Tank Army, the outcome of the war in Russia might have been significantly different. Although it was beyond the German army’s capabilities to force a military end to the war by the summer of 1943, a limited victory in the south could have resulted in a delay of Soviet strategic operations for months or perhaps longer. It is doubtful, however, that this pause would have lasted long enough for the Germans to transfer enough forces to the West to defeat the June 6, 1944, D-Day invasion.
But one fact is beyond any question, regardless of the number of tanks possessed by the Germans or Soviets or what might have been possible. Due to Hausser’s panzer corps’ failure to take Prochorovka on July 12 and the subsequent misuse of German panzer reserves, the momentum of the Fourth Panzer Army was slowed dramatically. When Hitler abandoned Operation Citadel on July 13, the Germans’ last opportunity to influence events on a strategic level in the East was lost.
It is interesting that the information regarding German tank losses at Prochorovka has not been made available before now. Due to the lack of crucial primary-source information–especially the records of the II SS Panzer Corps on the Eastern Front–there had been no evidence to correct the erroneous accounts and impressions given in previous studies of the Eastern Front.
Waffen SS formations’ records of their Eastern Front operations were not declassified until 1978*1981. By that time, many of the major works about the Eastern Front had already been published. Later authors accepted the accounts of the battle as given in the earlier books and failed to conduct additional research. As a result, one of the best known of all Eastern Front battles has never been understood properly. Prochorovka was believed to have been a significant German defeat but was actually a stunning reversal for the Soviets because they suffered enormous tank losses.
As Manstein suggested, Prochorovka may truly have been a lost German victory, thanks to decisions made by Hitler. It was fortunate for the Allied cause that the German dictator, a foremost proponent of the value of will, lost his own will to fight in southern Ukraine in July 1943. Had he allowed Manstein to continue the attack on the two Soviet tank armies in the Prochorovka area, Manstein might have achieved a victory even more damaging to the Soviets than the counterattack that had recaptured Kharkov in March 1943.

ZeeWolf
12-01-09, 01:57 PM
Just finished programing the ability to change Division
Markings for the history buffs. I plan to include signal
markings too in the same Markings file. So they can easily
be customized as well as new ones added to an endless library.

Work continues, :up:

ZeeWork


Gross Duetchland Div.
http://i327.photobucket.com/albums/k442/autopilot_2008/Markings_ScreenShot106.jpg

Das Riech
http://i327.photobucket.com/albums/k442/autopilot_2008/Markings_ScreenShot107.jpg

Standard No markings
http://i327.photobucket.com/albums/k442/autopilot_2008/Markings_ScreenShot105.jpg

VAseMkIII
12-01-09, 03:10 PM
Dude fantastic work the historical anoraks will love this :yeah:

wating patiently for the release :D

and really luvin the daily screenshot tank porn you are givin us:woot:

Freiwillige
12-01-09, 05:28 PM
Yes your daily progress report is great. I check here more times daily than any other forum!:doh:

Alles Gut!

ZeeWolf
12-01-09, 07:12 PM
Dude fantastic work the historical anoraks will love this :yeah:

wating patiently for the release :D

and really luvin the daily screenshot tank porn you are givin us:woot:

Awesome, "tank porn" :rotfl2:

ZeeWolf

ZeeWolf
12-01-09, 07:15 PM
Yes your daily progress report is great. I check here more times daily than any other forum!:doh:

Alles Gut!

It's moving right along too. Things seem to just fall into place :yep:

ZeeWolf

Freiwillige
12-01-09, 07:19 PM
I am very pleased to hear that. What did you think of my Kursk post? Insightful?

Anyways bring on the Tank Porn!

Also any plans for Russian Shermans?

ZeeWolf
12-01-09, 09:00 PM
I am very pleased to hear that. What did you think of my Kursk post? Insightful?

Anyways bring on the Tank Porn!

Also any plans for Russian Shermans?

Very insightful, however I was versed on that already. I suggest the
reading of the PDF file somewhere online:

MINE AND COUNTERMINE OPERATIONS
IN THE BATTLE OF KURSK

FINAL REPORT

25 APRIL 2000
The principal analysts for this study effort were
Mr. Andrew Remson and Ms. Debbie Anderson
Prepared for U.S. Army Communications-Electronics Command,
Night Vision and Electronic Sensors Directorate, under
Prime Contract DAAB07-96-D-H753, Subcontracts 116056-24695
and 116149-30898.

Absolutely fantastic brake down of the tank numbers and strength
in man power etc. with simple charts and exhaustive lists of unit
participation both German and Soviet.

Check it out man!

Sherman tanks, I have drawings and may fit them in in distant future
addition

ZeeWolf

Sledgehammer427
12-01-09, 09:23 PM
I have the russian order of battle in pdf format. first two volumes if you are interested

growbag
12-02-09, 10:19 AM
Nashorn in Action !

Pershing from the 3rd Armored Division was knocked out at the distance of 250 meters with a single shot. This engagement took place in the town of Niehl, north of Cologne on March 6th of 1945.

Hey, I live in Nippes, and Niehl (now a suburb) is just down the end of the road. Any pics of the incident, or street names? I could take a "now" shot for you if you're interested ;)

ZeeWolf
12-02-09, 11:04 AM
I have the russian order of battle in pdf format. first two volumes if you are interested

I am, but not now. my focus is very narrow for now. :salute:

ZeeWolf

ZeeWolf
12-02-09, 11:06 AM
Hey, I live in Nippes, and Niehl (now a suburb) is just down the end of the road. Any pics of the incident, or street names? I could take a "now" shot for you if you're interested ;)

That would be great, but the war in the east has my attention for now. :yep:

ZeeWolf

Hitman
12-02-09, 12:41 PM
T34 vs. Tiger DVD just arrived at my home :DL

Waiting with great expectation for your work to be completed :up: will train a bit in the meantime with the Tiger :D

ZeeWolf
12-02-09, 04:29 PM
T34 vs. Tiger DVD just arrived at my home :DL

Waiting with great expectation for your work to be completed :up: will train a bit in the meantime with the Tiger :D

That's cool man! :)

ZeeWolf

Freiwillige
12-02-09, 05:52 PM
Hitman you may find a tough go of it being that they made the Tigers (Which are always outnumbered) as weak as the T-34's.

There is a Mod\Patch that fixes a ton of stuff including armor values and gun power to historicall level's as well as changing gearing speeds and removing a gear from the T-34 making it a 5 speed.

I think the Sim makers really planned on going farther with this Sim but had their hands tied by Corporate and threw it out the door unfinished as it was the last P.C. game made by G6 software.

Hopefully ZeeWolf can polish this masterpiece from the turd it once was.

Anyways the Patch is called Monks multi player Patch 3.1 and it used to be posted on Panzersim.com

I would not play it without the patch until ZeeWolf finishes his project.:up:

Sudo
12-02-09, 06:33 PM
T34 vs. Tiger DVD just arrived at my home :DL

Waiting with great expectation for your work to be completed :up: will train a bit in the meantime with the Tiger :D

I second this, ordered it just for this mod. Waiting patiently ZeeWolf. :salute:

Godspeed.
Sudo

Freiwillige
12-02-09, 07:54 PM
Still awaiting part two of your epic battle patiently.

Dowly
12-03-09, 04:34 AM
I have a soft spot in my heart for Stug's.

Ah, same here. Just love the Stug. Especially it's low profile has saved me quite a few times in WWIIOL. Just yesterday, while we were attacking some town with another bigger city to it's north, I drove my StuG IIIG between the two towns and set up an ambush in case the allies try to bring in tanks from the northern city.

Due to it's small size, I was able to hide near the road, behind a hedgerow. I felt sorry for that little Sherman that drove right past me and got a 75mm shell to it's arse. :smug:

Hitman
12-03-09, 07:21 AM
Hitman you may find a tough go of it being that they made the Tigers (Which are always outnumbered) as weak as the T-34's.

There is a Mod\Patch that fixes a ton of stuff including armor values and gun power to historicall level's as well as changing gearing speeds and removing a gear from the T-34 making it a 5 speed.


Thanks, I will search for it :up:

However, I was not planning to go into combat, but simply to familiarize me with the controls and stations. Simulators, no matter if flight, submarine, car racing or tanks are games which require a good practice so that once in combat you don't need to be thinking about what key did what and should I go to this or that station, etc. This all must come naturally out of the user to ensure a good experience. In IL2 I still practice one hour a week simply take off, fly around a bit and land, to get fully integrated with my FW190 :D.

hodi
12-03-09, 10:37 AM
...
Anyways the Patch is called Monks multi player Patch 3.1 and it used to be posted on Panzersim.com
...

panzersim.com is unfortunately closed but the modder team is to achieve here --> http://panzersim.forumotion.com/forum.htm

ZeeWolf
12-03-09, 06:48 PM
I second this, ordered it just for this mod. Waiting patiently ZeeWolf. :salute:

Godspeed.
Sudo

Thanks Sudo :up:

ZeeWolf

US6_Studebaker_6x6

http://i327.photobucket.com/albums/k442/autopilot_2008/US6_Studebaker_6x6_ScreenShot116.jpg

US6 with BM-13 rockets

http://i327.photobucket.com/albums/k442/autopilot_2008/US6_Katusha_6x6_ScreenShot117.jpg

Sledgehammer427
12-03-09, 10:14 PM
In response the excitement this addon has created, I brought out my panzer...Kinda;)

http://i391.photobucket.com/albums/oo351/Fastrat91/Picture11.jpg
DeskTopTiger searches for a target.
It's a 1/35 scale Porsche Turret Koenigstiger model I made a while ago. Hidden behind my keyboard to destroy any russian tanks that may abound in my computer room.

Zee, didn't mean to hijack your thread, just having a little fun :yeah:

ZeeWolf
12-03-09, 11:31 PM
In response the excitement this addon has created, I brought out my panzer...Kinda;)

Zee, didn't mean to hijack your thread, just having a little fun :yeah:


I understand man! :DL

Zee

poymando
12-04-09, 11:39 AM
Is there anyplace to purchase the game as a download? I've been hunting for it with no luck. Seem to be physical copies still floating around but no DL...

java`s revenge
12-04-09, 02:00 PM
I think i gonna buy this game. I am already playing Red Orchestra / Darkest hour
very much but this is also something special. But where can you buy it??

Freiwillige
12-04-09, 05:52 PM
http://www.amazon.com/WWII-Battle-Tanks-T-34-Tiger-PC/dp/B0012Q2DGA/ref=sr_1_1?ie=UTF8&s=software&qid=1259967070&sr=1-1

Sudo
12-04-09, 08:01 PM
I think i gonna buy this game. I am already playing Red Orchestra / Darkest hour
very much but this is also something special. But where can you buy it??

Or gogamer.com - which is one of the places Amazon goes through, so I just went with Amazon. :03:


Thanks.
Sudo

ZeeWolf
12-04-09, 09:07 PM
Is there anyplace to purchase the game as a download? I've been hunting for it with no luck. Seem to be physical copies still floating around but no DL...

That's to bad poymando, I think they stopped offering it as a download a little
prematurely. :yep:

ZeeWolf

Kill Rings set to 00 :up:
http://i327.photobucket.com/albums/k442/autopilot_2008/KillRings_00_ScreenShot120.jpg

ZeeWolf
12-04-09, 09:15 PM
I think i gonna buy this game. I am already playing Red Orchestra / Darkest hour
very much but this is also something special. But where can you buy it??

That's great java's revenge, Freiwillige (http://www.subsim.com/radioroom/member.php?u=239083) has you covered on where to buy it
but here is a place that Sudo mentioned:
http://www.gogamer.com/WWII-Battle-Tanks--T-34-vs-Tiger--I--PC-Games_stcVVproductId29341304VVcatId444758VVviewpro d.htm


Kill rings set to 35
http://i327.photobucket.com/albums/k442/autopilot_2008/KillRings_35_ScreenShot119.jpg

Freiwillige
12-05-09, 02:25 PM
New pics and I cant see em:cry:

ZeeWolf
12-05-09, 02:57 PM
New pics and I cant see em:cry:


You can't see em! Why?

Dowly
12-05-09, 03:37 PM
I can see them just fine. :hmmm:

ZeeWolf
12-05-09, 04:03 PM
I can see them just fine. :hmmm:

I had to buy the Pro Photobucket version. The free version gives you
10 Gigs of traffic per month and thanks to you guys :rock:
that was exceeded in just FIVE DAYS MAN! :woot:

You guys are AWESOME!

ZeeWolf

Putting the Zee in SIEG! :salute:

Sledgehammer427
12-05-09, 07:50 PM
nice one with the Kill rings! Im interested to see how they fit in to the add-on!

Freiwillige
12-05-09, 09:00 PM
Yes I love the Kill rings. I built a Stug IV model in 1/72 that I hand painted the kill rings on.

Why is it that the Germans always thought of cool little motivational details like that. Imagine being an infantryman and knowing an armored assault is coming and seeing a Stug with 30+ kill rings pulling into an ambush position nect to your ditch, Wouldn't you feel a bit more secure knowing that Stug had experiance?

ZeeWolf
12-05-09, 10:17 PM
nice one with the Kill rings! Im interested to see how they fit in to the add-on!

The new kill rings are for the new modeled German armored units. The new markings are for all new modeled units.
This one feature [markings] will enable the changing of national markings with out having to change texture maps.
The Kill rings will enable AI units to be customized in player's Zugs (platoons).
I have plans to have them for the player tanks as well but they too will have to be new models.

ZeeWolf

ZeeWolf
12-05-09, 10:26 PM
Yes I love the Kill rings. I built a Stug IV model in 1/72 that I hand painted the kill rings on.

Why is it that the Germans always thought of cool little motivational details like that. Imagine being an infantryman and knowing an armored assault is coming and seeing a Stug with 30+ kill rings pulling into an ambush position nect to your ditch, Wouldn't you feel a bit more secure knowing that Stug had experiance?

Great analogy, of course I want to figure out a way to update AI unit's Kill Rings automatically. I believe this can be achieved with nominal effort once I start focusing (working) on it.

Onward!

ZeeWolf

ZeeWolf
12-05-09, 10:46 PM
Hey all,
I just ordered a cool book (of course that doesn't mean I'll have time to read it ) after reading Dowly's excellent post Memoirs of a Tiger commander. (http://www.subsim.com/radioroom/showthread.php?t=147572)

It's called;

Panzer Operations: The Eastern Front Memoir of General Raus, 1941-1945 (http://books.google.com/books?id=bQBQn_Fek7AC&pg=PA246&lpg=PA246&dq=Kharkov+Night+Battle&source=bl&ots=BhUCWea4lG&sig=Iz4z7vTWAE3RjN4Q_45-W5RXhyA&hl=en&sa=X&oi=book_result&resnum=7&ct=result#v=onepage&q=Kharkov%20Night%20Battle&f=false)

you can check this link out to get a glimpse by clicking the books name.

I am certain this book will inspire me in ways you guys will benefit from,

ZeeWolf

Hitman
12-06-09, 04:38 AM
Another question: Which patch are you building your expansion upon? I know there was a semi-official patch 1.1 (Which gives me a CTD) and people are still working on an MMP patch, current version is I think 5. Which one will come bundled in the expansion? Or are you doing your own patch?

VAseMkIII
12-06-09, 04:57 AM
Zee

couple of questions.

Have you managed to sort the myriad of errors in the in the scripts these are mainly reported in the execution log

??

Also noticed that some of the stock models have errors in relation to collision mesh orientation can these be fixed in the editor, tried hex editing the MS2 files but the they are all in cyrillic and I cant make head nor tail of them.

ZeeWolf
12-06-09, 10:58 AM
Another question: Which patch are you building your expansion upon? I know there was a semi-official patch 1.1 (Which gives me a CTD) and people are still working on an MMP patch, current version is I think 5. Which one will come bundled in the expansion? Or are you doing your own patch?


It will be based on the default install. My work started as a patch for the many glitches in the sim,
so what I want you to realize that to go from knowing nothing to the capacity of adding new vehicles etc.etc.
took months of meticulous, arduous and relentless dedication to making this the tank sim
I became convinced it could become. And God only knows this was no easy task I will assure you.

As for those who are dedicated to multi-player moding: I am sure they
will consider my work as their new foundation for this tank simulation and
draw that conclusion themselves. :yep:

ZeeWolf

ZeeWolf
12-06-09, 11:05 AM
Zee

couple of questions.

Have you managed to sort the myriad of errors in the in the scripts these are mainly reported in the execution log

??

Also noticed that some of the stock models have errors in relation to collision mesh orientation can these be fixed in the editor, tried hex editing the MS2 files but the they are all in cyrillic and I cant make head nor tail of them.

Yes! And worry not, I plan on replacing all the models in this sim that are
sub-Zeedub standards. :03:

ZW

VAseMkIII
12-06-09, 12:05 PM
Fantastic :rock:

Zee I am sure that will be case we just need to get our hands on your goodies :yeah:and with your blessing sort the mp aspect :hmmm:.

It will truely make this this the king of tank sims.

ZeeWolf
12-06-09, 02:32 PM
Fantastic :rock:

Zee I am sure that will be case we just need to get our hands on your goodies :yeah:and with your blessing sort the mp aspect :hmmm:.

It will truely make this this the king of tank sims.

Awesome! I want to help you guys in anyway I can but I don't know anything
about mp. However I think it would be astonishing to see large numbers of tanks fighting in group tactics on the new large map. :)

Zee

Ninty T34-85s attacking in waves of thirty

http://i327.photobucket.com/albums/k442/autopilot_2008/Ninty_T34s_ScreenShot124.jpg

Hitman
12-06-09, 02:58 PM
Ninty T34-85s attacking

:o

:yeah::yeah::yeah:

VAseMkIII
12-06-09, 03:26 PM
Whoaaaa 90 what FPS you getting with that Zee

ZeeWolf
12-06-09, 05:46 PM
Whoaaaa 90 what FPS you getting with that Zee

Great question, but first let me tell you what I'm running :
CPU = 1 x E6750 Duel Core 2 @ 2.66 GHz
MB = MSI P6N SLT Platinum
Ramm = 4 Gigs 800mhz DDR2
HD = 130 Gig IDE
OS = MS Windows 2000 Pro SP 4
GC = MX 8600 GT Twin Turbo 256 Mb ddr3

And the frame rate when the T34s in route from staging area to engagement 13-15 fps. When all guns are blazing they take a hit to 1-2 fps. With no loss of data.

An area where I can help guys with slower computers is in the file : T34vsTiger\Scripts\Common\BasePhysicsController.sc ript

Here is my class paste-



class CBasePhysicsController
{
//
// Base properties
//

static boolean FixedTimeStepMethod = true; // If thsis flag is true then time step is divide by frequency on steps
// with fixed time delta.
static float HighEndPhysicsFrequency = 0.03f; // Frequency of physics for update, by default
static float MidEndPhysicsFrequency = 0.06f; // Frequency of physics for update, when FPS is slow
static float LowEndPhysicsFrequency = 0.12f; // Frequency of physics for update, when FPS is slowest
static int Iterations = 2; // Maximum ranges for split update time, if FPS is slow


//
// Physics properties
//

//
// Contact-constraint properties
//

Array ContactConstraintProperties = [
1.0, // The minimum incoming velocity necessary for bounce (in m/s).
// Incoming velocities below this will effectively have a
// restitution parameter of 0

0.2, // The error reduction parameter value, that controls how
// much error correction is performed in each time step.
// Typical values are in the range 0.1-0.8. The default is 0.2.

0.00001 // The constraint force mixing value. Typical values are in
// the range 1e-9 - 1. The default is 1e-3.
];
}


Zee

ZeeWolf
12-06-09, 06:53 PM
As a General Rule of Thumb concerning the 90 tank steamroller is
you must start blasting from 2 miles (3.2Km) away or kiss your you
know what goodbye.

http://i327.photobucket.com/albums/k442/autopilot_2008/Hit_them_LongRange_ScreenShot129.jpg

The T34-85 will fire at you as they are on the march but their accuracy
is poor.

http://i327.photobucket.com/albums/k442/autopilot_2008/T34s_Fire_OnTheMove_ScreenShot131.jpg

Sturm/ Panzer Units know this well as they know that lead T34s stopping during this type of attack to
take aim, can cause havoc among the fallowing Red Army units.

http://i327.photobucket.com/albums/k442/autopilot_2008/View_from_TigerLine_ScreenShot128.jpg
Very important to remember it's German courage under fire and tactics that
can win the day. - ZeeWolf

http://i327.photobucket.com/albums/k442/autopilot_2008/90_tank_steamroller_ScreenShot130.jpg

RICH12ACE
12-07-09, 09:07 AM
wow! thanks zee wolf! :yep: this is a great sim it was to good to give up! will you be working on putting in the radio op/hull gunner in the tiger? also i cannot wait for the new AI/playble tanks. :cool:.

Fer32
12-07-09, 10:30 AM
Hi zeewolf, excelent work, I hope you reach all your goals with your project for this sim. I will glady pay money if the result will bring me the tank sim I have waiting for years, Panzer Elite is just to old for my liking.
There is some buzz in others forum like SimHQ about you charging money for your work and if it is legal or not, Just dont care about them, the developers and/or publisher abandoned it righ? so they chossed not to support the game or the customer , that is the booton line.
Im very exited of the new Silent Hunter 5, has you seem the last video? If there is a market for sub sims, why not for a tank sim?. In my dreams there is a new tank sim coming, a big budget title, all destructible enviroment, last generation graphics, historical battles and great multiplayer, but while this happen or not, I SUPPORT YOU!

Hitman
12-07-09, 10:34 AM
And the frame rate when the T34s in route from staging area to engagement 13-15 fps. When all guns are blazing they take a hit to 1-2 fps. With no loss of data.

That's sadly unplayable :hmmm: but I note you don't have a top videcard. I have the same CPU as you, and only 2GB of RAM, but I have a 640MB 8800GTS and so far I am able to run the game with all graphics maxed up and no fps loss.

Will need to wait and see how it runs your expansion, but also I think that playing with the graphics settings and screen resolution there is room for improvement.

Anyway, some months after SH5 is out I will be upgrading computer, and by then I guess medium specs computers will be able to run your expansion in all its glory with no FPS loss at all.

Dowly
12-07-09, 10:44 AM
Very important to remember it's German courage under fire and tactics that
can win the day.


Nah, it's the StuG that wins the day. :O:

Excellent work, mate! This'll be the GWX of tank sims for sure when it's released. :salute:

ZeeWolf
12-07-09, 11:23 AM
Nah, it's the StuG that wins the day. :O:

Excellent work, mate! This'll be the GWX of tank sims for sure when it's released. :salute:

Thanks Dowly, GWX was magnificent. :yeah:

ZeeWolf
12-07-09, 09:37 PM
Some music from Comrade Stalin's Organ. Project Katyusha has taken three days of :damn: but there's light at the end of the tunnel:sunny:

SiegWolf

http://i327.photobucket.com/albums/k442/autopilot_2008/Katyusha_TestFiring_ScreenShot134.jpg

MajorMagee
12-07-09, 10:27 PM
That is awesome MajorMagee, I don't even know where to begin.
Maybe if you tell me some of the things that where ignored that
you could give me a heads-up on. That would be a good start.

Your Help Wanted!
ZeeWolf



It's been a while, and I don't think I still have the notes on file. One thing was that it was supposed to represent Operation Bagration but they didn't even have any Panthers. There was some effort to supply them with 3D models of battlefield paraphernalia to make the environment a bit less sterile, but those never got adopted.

Another was the lack of a usable scenario editor, and an easy way to add user missions. We knew a fully functional Multi-Player mode was key to the games longevity, but of course that was a partial birth abortion upon release.

We argued endlessly for the ability to control the other tanks in your platoon, and to have more dynamic AI rather than the tightly scripted closed end scenarios. We looked for a way to call in artillery support, but were told that Soviet tank crews never did that.

Then there was an endless list of inaccuracies in the models, and game physics that they though made it more playable, but just made it a joke to the real simmers who might have kept it alive long enough for a revenue generating sequel.

In short, I think we were looking for the depth of simulation, and functionality of Panzer Elite X, but with better graphics. Well, we got the graphics, but that was about it...

MajorMagee
12-07-09, 10:42 PM
This is not specific to our efforts to enhance the initial release of TvT, but is a pretty good list of what's important to any successful WWII Tank Sim.

Panzer Elite 2 features Version 4 (Sep 25 2002)

Waiting for a third generation WW2 tanks sim. A list of improvements and enhancements for Panzer Elite 2 acording the gamers wish listes

“This list can also be a guide for
the Panzer Commander Patch crew, the
Lenort 'commercial tank game', and the
IL2 developing team. Or any other
takers...” (BobR, Sep 06, 2002)

Sumary

Introduction
A. Strong changes (source code, math system, etc.)
B. Changes related to graphic improvements and combat enviroment enhancements
- Graphics and combat environment (including terrain, air suport, sound, etc)
C. Changes related to AI, gunnery, realism, etc
- General AI
- Gunnery
- Vehicle Behaviour
- Infantry behaviour, equipement, AT hand hold
weapons, art works, etc
D. Heavy and light weapon performance (artillery, etc)
- Artillery
E. Multiplayer
F. Other improvements and changes
- Odds & Sods
- Game tools, tutorials, gamer’s guide,
etc

Miscellaneous:

- Interesting comentaries to the game developer
many other moders and gamers

- What can we espect about Panzer Elite 2?

Introduction

What is a “third generation WW2 tank sim? In August 1998 , a new era of tank simulation was started by the release of Panzer Commander. This was a tank sim revolutionair for its time due featured good graphics, and an exceptional ballistic engine and its vehicle movement engine. Really we can said that Panzer Commander was the first generation. One year later, in 1999, a new WW2 tank sim was realease. High complex AI, Detailed artwoks, accuracy historical 3D models, ultradetailed combat enviroments, a unsurpassed terrain and the introduction of the infantry in each combat field were only some of the new features wich Panzer Elite conquest hundreds of fans. In one word Panzer Elite allows you experience news degree of realism and challenge in a PC sim. In my opinion this game can be consider the second generation of this kind of sims. Nowadays all the community of WW2 tank sim gamers are awaiting for the next step, the third generation. How are a “third generation WW2 tank sim? If you are interesting in the answer you can see the list below. It has tons of new features, enhances and improvements that the fans claimed for this new step to a new tank sim. Obviously, Panzer Elite 2 isn’t the only possibility. According the news, there are three promises: Panzer Commander 2, Panzer Elite 2 and the next IL2 developer Oleg Maddox simulation proyect: WW2 RTS. What will happen in the next months? All this proyects will reachs the stores? We don’t know. But the year 2003 is plenty of promises for the WW2 tank sim gamers.

This list is even imperfect and incomplet. I asume that I just ignore at least the list that somebody could be posted in the past, but I spend a lot of work making this resume and found depth into the old discussions. When I stared this work I didn’t know how many wish lists were wrote by the PE gamers. But I try doig as well as posible for complete it. I find old wish lists in the message board’s “suggestions and ideas” section. I was work with quotes and I was try to recognize all person that send a sugestion and the day, month and year he posted it. But I not asume any responsibility if many of this quotes will not represent the real sender opinion or if something inside this opinion will be ofensive for other person. In this case I can quite soon anything to annoy somebody.

Why I spend all this work writing this long list? I had three goals. First, I want make a contribution for the PE gamers. Second, to check the gamers and modders opinons about their wishes for the next PE. Finally, although I think this is a “not complete” list is too important like a “check list” for introduce in the new Panzer Elite 2 the changes that gamers wish. And (why not?) for give at game developer some knoledge about what the gamers spects about the new version of Panzer Elite.

Nevertheless, this is a “work in progress”, so I hope also upgrade this list each two or three days by each sugestion or new or old wish list I will find.
Remember, this list is open (in its structure and its contents) to receive all advice connect with the new PE features.

PS.: English isn’t my first language. So I am sorry if this post shows this weakness.

A. Strong changes (source code, math system, etc.)

- Change from integer arithmetic to floating point. (MajorD)

- Change the outdated 'arithmetic' to a 'Floating point' system. Hopefully game performance and view range will be significantly extended. Quote to the Interview Q & A With Ostpak Developer Bob R (www.MilitaryGamer Online.com).

- Upgrade from an 8 bit to a 16 bit colour system. Quote to the Interview Q & A With Ostpak Developer Bob R (www.MilitaryGamer Online.com).

- Change from the current 8 bit color system to a the most realistic 16 or 24 bit color system. (Geezer)

- Improve the require available space in the texture library files (TLBs) for reach high resolution textures.

B. Changes related to graphic improvements and combat enviroment enhancements
Graphics and combat environment (including terrain, air suport, sound, etc)

- Extend terrain resolution from 750m to 1500-2000m. (MajorD)

- Proper defensive positions should be readily supported (slit trenches for inf, revetments for vehicles). (33lima. June 13, 2002)

- Minefields should be supported (marked and unmarked). (33lima. June 13, 2002)

"- Artillery impact effects (odd resonating sound, ""three round burst"" effect, lack of smoke clouds, not impact graphics per see) should be improved. (33lima. June 13, 2002)"

- External camera (Ctrl+F1) behaviour should be less erratic (stays centred on vehicles regardless of zoom and speed, does not jump up and down) (33lima. June 13, 2002)

- TC unbuttoned view should be lower, as in OstPak. (33lima. June 13, 2002)

- show 3D crews bail from AI tanks on either side, depending on damage, let some die and NOT bail (so that not always 5 crew members bail).(RainMan, March 07, 2002)

- Crew bail-outs should be represented visually. (33lima. June 13, 2002)

- Animated bailing out as in IL2 Sturmovik. The survival crew must been seen runing get off the tank. (Mantoban)

- Inf casualties should remain visible, as in SB. (33lima. June 13, 2002)

- Briefing maps should have contours. (33lima. June 13, 2002)

- Engine sounds should have occasional revving (gear changing). (33lima. June 13, 2002)

- KO'ed hardware should not turn black (see OstPak). (33lima. June 13, 2002)

- Proper bridges that are a separate unit and support vehicles weight ( like Panzer Commander) (BobR)

- “One idea to create in Panzer Elite 2 is 3D infantry figures, perhaps like in 'Soldiers at War' or maybe as good as 'Combat Mission'. One of the greatest additions to the WW2 tank sim genre was PanzerElites's human figures. But I think the 2D sprites look a bit dated for 2002- 2003. I also think Calvary would be a neat addition, or maybe simply farm animals. For eye candy we could see civilians, who are considered by the game engine as always being on your side. Or maybe not, depending on the scenario design!” BobR March 17, 2002

- “CAS (close air support) coul be a great bonus to add to PE. I don't know how it could be hard but it would add more realism to a tank sim”. Falagar April 11, 2002

- Add time of flight to shells. Blake C (August 31, 2001)

- Have all units use the ballistic model.Blake C (August 31, 2001)

- Visible crew, especially in open top vehicles.Blake C (August 31, 2001)

- Add a new command mode for recon units, they tend to stay and fight too long.Blake C (August 31, 2001)

- Time of Flight. (MajorD)

- Time of flight for shells (like iPanzer44 and Panzer Commander) (BobR)

- True arc and time of flight for all AI & player gunnery. (MichaelY)

- I think Panzer Elite should have a separate Tank.pss particle file for each theater. Especially for winter missions. (BobR November 27/2001)

- I think each Campaign should have its own individual particle effects. The Tank.pss shouldn't be a global file, especially if winter and summer missions are in the same game. BobR 02/12/2002

- Also, some houses are mainly plaster while others are wood requiring different damage effects etc. BobR 02/12/2002

- Windows doors and interior walls basements. Blake C (August 31, 2001)

- I know we have an in game compass, but the direct shadows should really be the opposite direction to reflect the 'sun' shining from the south.BobR November 27/2001

- I tried IL-2 and one nice feature it and Panzer Commander have is the ability to view all the games' models in a separate screen. (BobR January 21/2002)

- Track marks in the dirt and other surfaces (snow, mud, etc) (like Panzer Commander) (BobR). - According to BobR “[…] track marks in the ground the way Panzer Commander did. Not only is it important for realism and immersion, but can assist in gameplay by helping the player track which vehicles have been in a specific area. I feel at least three different types of track graphics would be featured. Wide marks for the heavy-medium tanks, and thin marks for light tanks and sofskins. The third would be footprints, so that movement of foot soldiers could be represented”. (BobR: posted September 05, 2002 03:21 PM)

- Besides that I would like to see a third side with Russians so you can have Russians vs Americans for a what-if scenario.(Funker Vert March 12, 2002)

- Add aircraft. Blake C (August 31, 2001)

- Air support. (RainMan, March 07, 2002)

- Bergepanzer support for the heavies and Wirbelwind support for Anti Air.(RainMan, March 07, 2002)

- Add mines. Blake C (August 31, 2001)

- Fix the floating tank bug. Blake C (August 31, 2001)

- The in-mission map (F12) should be full-screen regardless of screen resolution. (33lima. June 13, 2002)

- F12 - full screen. (MajorD)

- Increase the number of units, number of entries in Unitdata files. (MajorD)

- Add the sun. Blake C (August 31, 2001)

- Allow commanders to be foot mobile. Blake C (August 31, 2001)

- Visual commands, for those without radios. Blake C (August 31, 2001)

- Direct shadows that make the sun look like it is indeed shining from the south. (like iPanzer44 and Panzer Commander) (BobR)

- Rain (and wind) sounds to go with the graphics (slipped that one in, not done before!) (BobR)

- I might add if it would be possible to model the ground shadow of your main gun. I suppose it could use the same technique used to model the direct shadow of the tank itself (BobR: posted September 05, 2002 03:21 PM).

- Increased full detail view range to ~1600m. (MichaelY)

- Animated AT gun, tank commander & jeep crews. (MichaelY)

- Drivers that pick cover half-decently (halted, if not also when moving) and reverse on command/when appropriate. (33lima. June 13, 2002)

- A full range of infantry improvements - better visual representations like prone when halted and more realistic movement, better AI. (33lima. June 13, 2002)

- Better arty visuals and sounds. (33lima. June 13, 2002)

- Vision anomalies like things becoming visible/invisible in odd ways (lift the binos and there's suddenly a village in clear view, which there was not a sign of without them) . (33lima. June 13, 2002)

- Ranks should be more realistic (some scenarios have Privates as TCs!) and/or tailor-able (so you can substitute authentic national ranks - probably possible now, OstPak have SS ranks?). (33lima. June 13, 2002)

"- Sub-unit designations should be capable of being tailored (if they aren't already) so that, eg, in a British scenario, you can have ""1 Troop"" instead of ""Platoon Alpha"".(33lima. June 13, 2002)"

- Enable changing of your main company (not just platoon, or player) vehicle, for variety and to enable realistic variation of difficulty. (33lima. June 13, 2002)

- Enable variation of difficulty level by a means which will vary the strength and/or quality of the enemies you will face, in any given scenario. (33lima. June 13, 2002)

"- Sort out view anomalies ie ""now you see it, now you don't"" stuff. (33lima. June 13, 2002)"

- Better use of the infantry sprite animations to match the infantry condition. (MichaelY)

- Better damage depiction on tanks ie. throws track, shell holes etc. (MichaelY)

"- The ADC/helpguy should be renamed Platoon (or Troop) Sergeant - mere platoon commanders do not have an ""ADC"" (""Who do you think you are, Napoleon??""). (33lima. June 13, 2002)"

- Commands that are mentioned in the ScenEd documentation but don't seem to be implemented). (MajorD)

- A lot of what people are clamering for sounds really nice, but looking at this from the point of view of a programmer it is mostly wishful thinking and unlikely to ever happen because the resources to do it are only available to a commercial (ie paid) team. However there are certain things that could probably be done by competant programmers (in C++ or whatever language PE is coded in) many of which were planned but not implemented due to technological restraints in 1998/99 or lack of time to meet a Christmas release date. (Most of these are based on PE documents or comments by Teut as I remember them.) (MajorD)

- Terrain should be smoother/less jagged everywhere, and flat for railways, bridges, water features etc. (33lima. June 13, 2002)

- Better art works for infantrymen and hold hand weapons, clothes, etc. (Mantoban)

- A secondary screen to view the enemy or friend unit (tank, other kind of vehicles and infantry) padlocked or target, like many WWII fligth sims. (Mantoban)

- More pieces of armor modeled.Blake C (August 31, 2001)

- Better handle larger and smaller crews. (WWI tanks, tankettes)Blake C (August 31, 2001)
- Stereo coincidence sights. Blake C (August 31, 2001)

- Curved terrain. Blake C (August 31, 2001)

- I'd like the focus to remain the platoon/zug/troop but wish for better control over the wingmen. This would mean simple arrow back/forward/left/right/accelerate/stop/engage commands from the exterior view (that Playstation sim, 'Panzer Front'...). Tachanka, Feb 11 2002

- Simple commands for other units (infantry etc) within a limited radius of your tank. Like the Tiger commander shouting to the infantry in SPR. An old 'arcade' tank game called 'Muzzle Velocity' had something like this...Tachanka, Feb 11 2002

- I'm definitely in the dynamic campaigns camp. I find the continuity far more immersive and varied than 'warping' from one disconnected and overfamiliar, scripted scenario to the next. I *like* 'Combat Mission' and M1TP2!Tachanka, Feb 11 2002

- Jabos of course!Tachanka, Feb 11 2002

- Easy-to-use map/scenario creator. Tachanka, Feb 11 2002

- Modelling of shell time-of-flight. Tachanka, Feb 11 2002

- Simpified cockpits seem fine to me. Like the static, clickable 'photo' views in M1TP2 rather than the 3D pan-able models (?) in PE. I think that's what Teut means and I agree... Tachanka, Feb 11 2002

- Commonwealth, Russians, Italians etc as standard as well. Tachanka, Feb 11 2002

- Tank riders and visible crews. Tachanka, Feb 11 2002

- Everything else Teut said. Tachanka, Feb 11 2002

- Seamless 3D interior with smooth transition between stations. Take a look at the excellently build 3D tanks of WWIIONLINE. I wouldn't want anything less spectacular.(RainMan, March 07, 2002)

- give us dynamic damage (impact holes, debries, etc) as they happen (look at IL-2). (RainMan, March 07, 2002)

- be able to damage and lose side skirts. (RainMan, March 07, 2002)

- ripping off the fender on the right side (since the driver didn't see the wall he scraped)... things like that...(RainMan, March 07, 2002)

- torch-outs through the blown open hatches after an ammo explosion like in real life. (RainMan, March 07, 2002)

- Show track damage in great 3D... let the drive wheel throw a track out as long as there drive wheel runs. Then let the thrown track be a real 3D entity.(RainMan, March 07, 2002)

- allow for foliage that I can rip from trees and stick to my tank's hull as added camo.(RainMan, March 07, 2002)

- realistic exhaust particles in conjunction with throttle setting.(RainMan, March 07, 2002)

- gearbox grind sounds. (RainMan, March 07, 2002)

- brake squeals sounds (look at IL-2). (RainMan, March 07, 2002)

- 3 levels of keyboard turret control: normal, fine, extra fine (right now its only normal and extra fine, no in between). (RainMan, March 07, 2002)

- resupply DURING a mission from Opel Blitz or Steyr tractor.(RainMan, March 07, 2002)

"- MORE MISSIONS, preferably in the form of (even short) campaigns - eg the 21st Pz Div counterattack on D-Day; the Witmann Tiger action at Villers-Bocage on 13 June; 2nd ""Hell on Wheels"" Armored -v- 2nd ""Vienna"" Panzer on 31 Dec 44; an historical British-v-German Normandy campaign; XXX Corps' drive to Arnhem (the ""Garden"" bit of ""Market Garden""?); Kampfgruppe Peiper's drive for the Meuse.(33lima 02/08/2002)"

"- Missions with real, named historical units - eg as above. No big deal that PE lets you change to vehicles the unit didn't have. No big deal if the vehicle camo or markings are representative and not completely accurate (ie don't hold up missions by thinking that every mission must have a full set of accurate vehicle sub-types skins - these can follow later or not at all - ""the Play's the thing"", like the man said).(33lima 02/08/2002)"

- Missions with better planning - especially with numbered phases, with distinct tasks for each unit for each phase, to ensure units can co-ordinate better. (33lima 02/08/2002)

- For example:
"""Mission - KG Becker [assuming this is the player's parent unit] will seize and hold the bridge at Toum."
Execution -
General Outline - the op will be in 2 phases. Phase 1 - we will seize amd hold the line Toum Station to Hill 112, inclusive. Phase 2 - we will seize and hold Toum Bridge, grid 123456.
After Phase 2, you are to be prepared, on command, to exploit SW, as far as El Bey.
"Detailed Tasks - phase 1 - KG Wirtz clear & hold Toum station, route as shown here; Zug Falke, cover Wirtz advance, then shoot them onto the Phase 1 obj from the north; when station area reported clear, deploy to the west, here, to cover possible counterattacks."" etc."
Orders could be slightly less scripted here to give the player a bit more freedom - the important point is that this would preserve
4. Missions with in-game orders from your company commander, either scripted or prompted by triggers (might cramp the player's freedom too much, but it'd be a big realism improvement)
5. Some way of delaying the impact of a main gun round (at least, visually and audibly) to correspond, even roughly, with the range (even if the hit/miss calculation still isn't affected).
"7. Some way of giving infantry and AT guns etc some kind of realistic field defences, even if the grunts start running about at some point - ie something like camouflaged slit trenches or revetments (not the awful ""sandbag pilboxes"" of Panzer Commander). I've seen some attempts at this sort of thing - every new scenario should have them."
"7. Opel Blitz trucks which have the wooden rear bodies painted accurately in camo colour(s), instead of ""wood effect"", though I have to admit the latter is very nicely done."
8. Panzer IV 3D models without that wooden box on the right front track cover (Tamiya have a lot to answer for, putting that on their 1/35 kit, like it's a common fitting!!)
"9. A new turret for Sherman 75 variants with the proper shape for the little rear ""bustle"" ie top should slope down to the rear (very distinctive and its absence mars the default M4 - maybe the Britpack shermans have this fixed, must look sometime)."
Overwhelmingly, I think that what PE would really benefit from most - where the effort would make the biggest difference - is now in an expansion of missions. Nice though more or better AFVs or theatres will be, more missions is what's needed most. (33lima 02/08/2002)

C. Changes related to AI, gunnery, realism, etc

General AI

- All common company formations should be supported in scenario construction, as for platoons (ie wedge, inv wedge, line. column) and it should be possible to group any 2 or more platoons in any formation for a phase within a mission (eg where one platoon supports by fire, & another two swing around to a flank in column, then go to line and assault from the flank, or tanks support inf or the other way around). (33lima. June 13, 2002)

- It should be possible to ask for help (but not command other units) or be asked for help eg ask inf to take out an AT gun, be asked by inf to take out an MG. (33lima. June 13, 2002) (33lima. June 13, 2002)

"- Role of Company HQ should be better supported eg scenarios should support triggers which generate radio interventions by HQ (if it doesn't already) eg ""All stations from Stab, orders. We will destroy the enemy to our front. Zug Habicht, you will support by fire, rest will attack right flanking. Falke left, Adler right, Stab centre, smoke screen will cover, then HE on objective. Formate on me, move now, out"". (OK maybe a bit simpler than that!) (33lima. June 13, 2002)"

- “a dynamic campaign[not knowing what's going to happen the second time around would be great] and better wingman control they have got to be THE most annoying facet of the game.Oh and please don't make it so only the top 5 of user's can play it like IL-2 not everyone can afford a 3.000 dollar system”. Barkhorn Feb 9 2002

"- ""I think a dynamic campaign should be top priority as all the eye candy in the world still cant prevent boredom"". (Mike Quigley Sep 16, 2002)"

Gunnery

- better Zeiss optics (again, look at WWIIONLINE).(RainMan, March 07, 2002)

"- Fix the built-in limitation that makes ALL LONG RANGE COMBAT COMPLETELY UNREALISTIC! This problem means that the game's AI gunnery does not see any obstacles or terrain beyond 750 meters! BEYOND 750 METERS, THE AI GAME WORLD IS AS FLAT AND UNOBSTRUCTED AS A TABLE TOP - YOU SEE OBSTACLES LIKE HILLS AND HOUSES THAT OBSCURE YOUR VIEW, BUT THE AI DOES NOT! MY has complained many times while we were producing/testing the MvR and Torchpack, that AI-controlled long range guns can literally shoot through buildings and hills - because they are not there! - to knock out an enemy target. There is no ""fix"" for this in the current game - even if the gamer jumps around among his own tanks and manually aims/fires all of the guns under his control, ALL of the other guns in the game are controlled by the AI and they do not see ANY obstacles beyond 750 meters. Think about this. The result is that any scenario is heavily biased in favor of the side with long range guns. Even if BOTH sides have long range guns, combat begins a"

- ToF. (33lima. June 13, 2002)

"- What Geezer said re gunnery - the ""flat beyond 750m"" thing, and solve the other various reported gunnery anomalies, like gunners who can track through, but not shoot thru, obstacles that are there, or do damage at very close range. (33lima. June 13, 2002)"

- Indirect artillery fire and fire missions. (MajorD)

- All rounds fired should have ToF, with associated visuals e.g. arcing tracers as in M1TP2 (33lima. June 13, 2002).

- Known gunnery anomalies should be fixed (eg flat pane at longer ranges, inability to hit or damage at close range, tracking thru obstacles yet firing when not in LOS) (33lima. June 13, 2002)

- Speed of sound should be implemented, as in SB. (33lima. June 13, 2002)

"- TC handing-off tgts to gunner should be improved (TC should traverse turret - simulating order to gunner - till tgt appears to be in LOS, gunner should then indicate if he can or cannot see tgt - ifn not TC traverses [""orders""] fine laying - present system appears too infallible - see SB, close to WW2 despite TC being able to traverse instead of order). (33lima. June 13, 2002)"

- When the TC hands off a tgt, his view should stay centred on the tgt by default, instead of swinging around when the turret traverses. (33lima. June 13, 2002)

Vehicle Behaviour

- consider realistic physics when the turret blows off, flies and lands (compare to Steel Beasts and Panzer Commander).(RainMan, March 07, 2002)

- More realistic vehicle movement (they seem to have no weight, inertia or momentum - no physics modelling? (33lima. June 13, 2002)

- Don't let vehicles move through each other. Blake C (August 31, 2001)

- Vehicle suspension movement should be improved (wheels, esp idlers/sprockets, should seem to rotate and track sag), as in PzC. (33lima. June 13, 2002)

- Vehicles should use cover better, preferably on the move but at least when halted, as in SB eg when platoon halts, AI vehicles should automatically move to best or any cover from view or fire available within 100m or so. Present system requires too much babysitting. Need for this would be reduced if terrain was smoothed. (33lima. June 13, 2002)

- Vehicles should reverse, when ordered (player's platoon) or desirable (all). (33lima. June 13, 2002)

- Vehicles should behave as if they had weight, inertia and momentum - ie, less jerky, sudden movement, including turret traverse (and loss!), and gun evevation/depression, as in PzC. (33lima. June 13, 2002)

"- Vehicles should not get stuck on ""invisible"" or minor obstacles and collision avoidance should be better (incl. no ""ghosting"" thru other vehicles). (33lima. June 13, 2002)"

- Med/hy tanks should be able to destroy inf/gun positions by crushing. (33lima. June 13, 2002)

- Road-following should be enabled, as in SB. (33lima. June 13, 2002)
- Ordering (own) driver to drive towards a visible point should be enabled, as in SB, and ordering of AI platoon vehicles to a given point improved (a bit too erratic now). (33lima. June 13, 2002)

- When in formation, and not in contact, turrets of platoon vehicles should default to the arc they should be scanning in real life, and move L to R to simulate scanning, especially at the halt, as in SB. (33lima. June 13, 2002)

- Visible battle damage on vehicles. Blake C (August 31, 2001)

Infantry behaviour, equipement, AT hand hold weapons, art works, etc

- 3D infantry, 3D tank crew (unbuttoned: I want to see a 3D driver's head, radio operator's head, Commander's head, bouncing around dynamically with the suspension over rough terrain. Articulate arms on commander so he can point out things...(RainMan, March 07, 2002)

- have 3D infantry troops hitch a ride on my tank(s), so I can take them with me if I order them to do so. Animate accordingly.(RainMan, March 07, 2002)

- Infantry should be mostly prone when halted, or at least when halted and under fire, and movement appearance improved. (33lima. June 13, 2002)

- Infantry behaviour should be improved e.g. less ending up crouching immobile regardless, ability to surrender, ability to use fire & manoeuvre within sections/squads (gun group goes to ground and covers, rifle group moves, then vice versa.) (33lima. June 13, 2002)

- Restore realistic capability to the infantry units and AT guns (they were dumbed down due to complaints by player testers). (MajorD)

D. Heavy and light weapon performance (artillery, etc)

Artillery

- Add more artillery patterns. Blake C (August 31, 2001)

- Have Joe Cotton make the Particle effects. (RainMan, March 07, 2002)

"- Artillery - calling of fire missions - unrealistic approach needs to be fixed. Correct approach should be - player's company is allocated 1 or more batteries in support, each with ""percent response likely"" (high if support is under command, lower if in direct supt, lower again if in general supt). Limit on fire missions for each should be relatively (4-6 each?). Player should then ASK for a fire mission (nominate a tgt) which may or may not be approved and fired. Other missions should be fired automatically, without player request, on tgts as they are spotted by other units. In real life, most arty avail to troops goes on pre-planned fire, rest is controlled by Forward Observer, at best an indiv pl comd (player's level) will only ask for missions. Most arty should be happening without his input. (33lima. June 13, 2002)"

- Arty response times should be longer (except pre-registered tgts) - doubled at least. (33lima. June 13, 2002)

"- Pre-registered fire missions should be supported (player can call in when needed, arrive quickly and more likely to be approved eg real-life ""DFs""). (33lima. June 13, 2002)"

- For non-preregistered tgts, ranging fire should arrive first, and repeat for a random period, to simulate the FO ranging on the tgt. (33lima. June 13, 2002)

- It should be possible to maintain smoke screens once in position e.g. by raising limit on such missions somewhat. (33lima. June 13, 2002)

- Enemy arty should be better represented eg prep shoots in the attack, firing DFs in defence, so that players learn appropriate lessons eg do not go firm right on an obj you have just cleared, it will be registered to the foot and you will be hit. (33lima. June 13, 2002)

- Add an artillery forward observer. Blake C (August 31, 2001)

E. Multiplay

- Cooperative multiplayer missions. Blake C (August 31, 2001)

- I know that a lot of people would like to see PE 2 be like WW2 Online in concept: lots of tanks, aircraft, and infantry in one huge game. What's wrong with keeping the the game as a tank experience but adding limited air support and infantry in Multiplay?(ChuckD January 17/2002)

- Maybe one air spotter and perhaps a JABO per game? Controlled by AI or human? AI controlled Anti-aircraft, anti-tank, and infantry could be selected and placed before launch. This could add to the total tank experience by making MP objectives more realistic.(ChuckD January 17/2002)

- That brings up another idea: could Multiplayers participate with AI in standard PE scenarios on opposite sides? Then all you would need for PE 2 is add a few aircraft maybe. I think it might be better to play with six to twelve humans and a load of AI players in a game. One of the big problems with massively mulitplayer games is organization. This way the organization is built in to the AI and you only have to manage your human teammates.(ChuckD January 17/2002)

- Also, make the game joinable after launch.(ChuckD January 17/2002)

- I better quit typing and get to work or I'll have a lot of time to play PE real soon.(ChuckD January 17/2002)

F. Other improvements and changes

ODDS & SODS

- Have Meatwater do the sounds again(RainMan, March 07, 2002)

- Mission oriented driver orders. (i.e. go to the end of the road!). Blake C (August 31, 2001)

"- Default key command set should be reworked to avoid need for so many multiple keystrokes (classic example, ""platoon fire at will"" should be ONE keystroke, not 2 2-key combos). (33lima. June 13, 2002)"

"- The briefing mechanism should impose some sort of agreed, visible structure for oral orders eg NATO 5-point (6 if you include ""ground""). (33lima. June 13, 2002)"

"- To encourage the idea that you and your fellow platoon commanders are attending a real Company ""O"" Group, the briefing mapscreen should be surrounded by a suitable graphic (see the briefing screens used by European Air War, for example) - the inside of a tent, the side of a tank, a classroom in a damaged schoolhouse). Start and end with some ""rhubarb-rhubarb"" chatter, as in EAW. (33lima. June 13, 2002)"

- Interact/communicate with allied units. Blake C (August 31, 2001)

- Play as company comander. Blake C (August 31, 2001)

Game tools, tutorials, gamer's guide, etc

- A simpler scennario editor. (33lima)

- Redesign Object Editor for better manage to TLB's files. (Geezer)

- Increase texture resolution and TLB sizes. (MajorD)

- “perhaps a simple drill/tutorial that takes the newbie through the change of formations, hatch open etc, kinda like the one in panzer front. seems a lot of question on the map and arty etc. this would be of extrteme value to all players, i made a pocket reference and laminated it to put by mine, just to keep from having to look into the manual all the time. ‘train to time not standard’ ”. Stugumby March 07, 2002

Interesting comentaries to the game developer, many other moders and gamers:

Teut: If you guys plan any render technology enhancements the easiest way is to throw away the software renderer (thats the only reason why its 8bit). To implement 16bit texture libs is very easy, actually it was planned at some point. Here is the joke: when the 3d hardware accelerated version loads the 8bit textures it converts them to 16bit So thats a 5 minute hack to correct.My wish, and yes, I gto one: rewrite the renderer to directx8 standards to allow better graphics. As the renderer is the last thing in the chain it should be possible. My other wish: convert the Panzer Elite math from integer to float. This would speed up Panzer Elite like 4 times

MajorD: Changes to improve the AI and vehicle physics are major tasks requiring extensive expertise in those areas. Improvements to the Graphics engine and other graphics improvements could probably be done by an experienced programmer in the area. Implementing Time of Flight to all combat (or at least player combat) requires specialized talents as well but might be possible even with limited resources. (MajorD) Some of these need to be done in the proper order as they rely on them to function. ie there probably wouldn't be enough CPU available to implement most improvements without the conversion to floating point arithmetic.
How many good programmers are there in the PE community capable of taking on these tasks? Not many methinks. However dialog is good, but it needs to be tempered with a bit of reality and priorities set based on maximum payback/foundation for the effort expended. (MajorD)

"robpzc: 1) I want to give my 2 cents worth on the next PE. Whoever has the rights for it should understand that we may be a small community of gamers but we SUPPORT THE PRODUCT! They can make it as expensive as they want IF THEY GET IT RIGHT, because we will pay whatever it costs! I know that I would gladly pay $100.00 OR MORE for a top end WW2 tank sim with great graphics and stability.Put all of the code on 3-4 or any number of CDs. It doesn't matter as long as there is a switch for low end computer users to turn ""off"" the graphics their cheap PC can't handle. THE REST OF US WILL ENJOY THE SIM AND SING IT'S PRAISES! The owners of outdated machines will drool while looking at the screen shots and that will motivate them to save up and upgrade their computer!"

"2) And please make the code ""user friendly"" from day one! That's what I would pay"
"extra for! Anyone who says Panzer Commander sucks has never learned to design their own scenarios and AV textures. Coming home from a stressful day at work and spending 2-3 hours working on a new scenario was what I loved about PZC! Part of the fun was planning around the weak AI. Unlike PZE the AI tanks in PZC pretty much stayed where you put them unless the terrain is perfectly flat. So you hide them behind buildings and give them orders to stay dormant until 6 minutes into the mission etc; when you know that you will be in the area trying to reach the objective to trigger the scenario victory. The aircraft were simple constructs but so what? At a distance the Stukas look realistic and you give them orders to bomb the factory that you placed on the plateau north of your position, you can't help but enjoy the feeling of being in a real battle!"
My main gripe about PZE has always been the lack of a Scenario ED. Then when it became available it was not user friendly! Please make the code for PE2 easy to access!You aren't helping sales when the code is hard to manipulate!
That should be Job Number One! MAKE THE NEW CODE IDIOT PROOF!

3) The guide for PE2 should be OstPak of course! Remember we hard core gamers are never going to stop playing! So if there is no PE2 we will STILL be playing the old PE and WE WILL RUN TO BUY THE NEW Panzer Commander! (robpzc March 12, 2002)

What can we espect about Panzer Elite 2?

Acording to Teut (February 06/2002) in “PE2 we would add/change the followung (not a complete list, just some snippets):

- drop campaign pics, we would render them with the ingame engine, ie. you can drive your platoon into the camp and modify it there, no screen switching

- dynamic campaigns. Player success has direct influence on a dynamic front line, ie. unlimited missions

- easier controls. Drop 90% of the keys without sacrificing simulation aspect

- tutorial

- better multiplayer with more players

- the player should be able to control AI units if he wants to, this includes infantry and other vehicles

- simplify cockpits to periscopes only, no one uses the virtual cockpits but the periscopes. Making them easier to use makes them better to play. This also means all units can be played from start, not a selection.

- more detailed terrain which can be used, better damage system for craters, rubble, ruins, vegetation

- streets and rivers which actually are even.

- better water and river graphics

- Air Strikes, Anti Air Units

- Bigger Battles. 256+ Units per mission

- More military structures. Barbed Wire, Bunnker, Tank Traps, Minefields”


vehicles shouldn't be able to charge through buildings and thick woods/forest/bocage without a major risk of immobilization. Even light vehicles can do this in PE. In the Normandy battles the true nature of the bocage is not modelled. Anyone who has seen the surviving bocage hedgerows knows what I mean. Thick, ancient hedges growing out of steep, tall banks reinforced with rocks (dug out of the fields and placed there by farmers over the centuries) lining roads and fields. Some 10-12 feet tall.

make it so that you are not restricted to using one particle Tank.pss file for the game. As a global file, it means that if you play winter missions you need to first exit the game, then enable a separate winter effect like the one Joe hs made.

If a separate particle effect could be created for each campaign then your house damage effects could reflect plaster predominately (Italy, Afrika), whereas your Russian houses will be mostly wood splinters.

make it so that you are not restricted to using one particle Tank.pss file for the game. As a global file, it means that if you play winter missions you need to first exit the game, then enable a separate winter effect like the one Joe hs made.

If a separate particle effect could be created for each campaign then your house damage effects could reflect plaster predominately (Italy, Afrika), whereas your Russian houses will be mostly wood splinters.

web based gamming would benefit from you being able to assign crew positions to different people, so you actually crew one vehicle this would make it more realistic. You could also do this offline if you had multiple screen support. I feel the only way you can truly simulate tank combat by trying to commmand a real crew in the thick of fight.

Voice over net would also transform the web based gaming you could actually use a real radio set and use intercomm for your vehicle, send radio for your troop or battalion???. Rather than frantically bash in text messages.

-Infantry and all AT-gun and tank crews should
definately be 3D!

-Tank crew should bail out when hit badly.

-Tank commanders should be able to jump out
from tank during a mission.

-Player should be able to co-operate with AI
units (infantry, tanks, all of them...) during
a mission. I mean ask infantry to have a ride
on your tank, or ask infantry to assist you
to enter some village or forest terrain or
simply to ask some another to destroy some
target.

-Calling artillery or air strike should happen
like you just ask support via radio and get it
if it's possible.

-And yes, air units. Jabos! : )

-Working AAMG in commanders hatch. You should
be able to use it against attacking airoplanes
and infantry too.

-Real speed for main gun ammo. And speed of
sound too. Explosion from 100 meters would be
heared with delay.

-Damage should be visible.

ZeeWolf
12-08-09, 01:30 AM
wow! thanks zee wolf! :yep: this is a great sim it was to good to give up! will you be working on putting in the radio op/hull gunner in the tiger? also i cannot wait for the new AI/playble tanks. :cool:.

Thanks for your compliment, and yes I agree is to good to give up. However
the Playable tanks are not coming for a while (months). The AI tanks in production first then the playable. But both tanks productions are planned with crew.

ZeeWolf

SS tanker man
http://i327.photobucket.com/albums/k442/autopilot_2008/SSTankman_ScreenShot147.jpg

ZeeWolf
12-08-09, 01:52 AM
Hi zeewolf, excelent work, I hope you reach all your goals with your project for this sim. I will glady pay money if the result will bring me the tank sim I have waiting for years, Panzer Elite is just to old for my liking.
There is some buzz in others forum like SimHQ about you charging money for your work and if it is legal or not, Just dont care about them, the developers and/or publisher abandoned it righ? so they chossed not to support the game or the customer , that is the booton line.
Im very exited of the new Silent Hunter 5, has you seem the last video? If there is a market for sub sims, why not for a tank sim?. In my dreams there is a new tank sim coming, a big budget title, all destructible enviroment, last generation graphics, historical battles and great multiplayer, but while this happen or not, I SUPPORT YOU!

Thanks Fer32, I hoped to generate a buzz, that's a good start to gage the interest in this project. Please let me make my self very clear: I do not get legal advice from forums. And the rumor of abandoned copyrights could not possibly be true. So, as for generating an income from my work, I really don't have a clue on how else to do it. :) Be assured though I have every
intention to being and staying legal. :salute:
As for SH5 I'll be getting it.

Thanks so much for supporting my efforts
ZeeWolf

Sledgehammer427
12-08-09, 03:37 AM
Zee, I have found a few more books you might be interested in. My stepfather, another german armor enthusiast, dug up some eBooks on Kursk.

I have:
-Images of Kursk - July 1943
-Ww2 - 4Th Panzer Division Kursk 1943 - Militaria Armor 097
-Soviet Defensive Tactics Ww2
-Soviet Order Of Battle - Volume I - The Deadly Beginning - Soviet Tank, Mech, Mot Divisions and Brigades of 1940 to 1942 (Ocr)
-Soviet Order Of Battle Vol.II - School Of Battle - Soviet Tank Corps and Tank Brigades January 1942 to 1945 (Ocr)

AS well as a (U.S. Army) report on Nazi ordnance from the smallest shell to the largest. I just browsed but it seems to be an interesting bit to add to the collection. I even have a book on squad and platoon-level infantry tactics if that would be of any use. I can lock these up into a .rar and shoot them over if you would like.

Hitman
12-08-09, 03:51 AM
the Playable tanks are not coming for a while (months). The AI tanks in production first then the playable. But both tanks productions are planned with crew.

I think that most of us would be happy with a "modular" approach, i.e. release first a major bug/fix and improvements pack for the existing stuff, then release progressively more stuff in new packs, adding new player controllable units if you wish.

I would happily pay for the different upgrade packs if they follow this simple guidelines:

-A first major upgrade pack as base for all future add-ons

-Strict bug fixes and code improvements released for free separately from new units&missions. This should be considered exclusively as the normal support to the user.

-Per pay addition of maps, AI units, player units, missions, campaigns in thematic expansion packs.

-The upgrade packs should be done in a manner -if possible- that the user does not need one to enable other previous packs to play the stock game+1st upgrade release. For example, one pack adds a bunch of AI units, but the player control of them with specific new interiors is a separated pack. Or a new pack adds a set of AI units and comes with revised existing missions that now add them (F.e. new artillery support, etc.). This would also give a nice variation to the existing scripted missions, because playing them with the new units added would be different.

In all, this approach would allow the user to "customize" his game expansion to a certain extent and better manage the money he is willing to spend :up:

RICH12ACE
12-08-09, 09:02 AM
hi zee were are you geting the info for the playable tanks interiors from? [when you get to do them] also i dont like the crew in the tanks i think it is better with out them anybody else think this.

ZeeWolf
12-08-09, 11:11 AM
hi zee were are you geting the info for the playable tanks interiors from? [when you get to do them] also i dont like the crew in the tanks i think it is better with out them anybody else think this.

Please review the existing posts for your answer. :yep:

ZeeWolf

ZeeWolf
12-08-09, 11:22 AM
It's been a while, and I don't think I still have the notes on file. One thing was that it was supposed to represent Operation Bagration but they didn't even have any Panthers. There was some effort to supply them with 3D models of battlefield paraphernalia to make the environment a bit less sterile, but those never got adopted.

Another was the lack of a usable scenario editor, and an easy way to add user missions. We knew a fully functional Multi-Player mode was key to the games longevity, but of course that was a partial birth abortion upon release.

We argued endlessly for the ability to control the other tanks in your platoon, and to have more dynamic AI rather than the tightly scripted closed end scenarios. We looked for a way to call in artillery support, but were told that Soviet tank crews never did that.

Then there was an endless list of inaccuracies in the models, and game physics that they though made it more playable, but just made it a joke to the real simmers who might have kept it alive long enough for a revenue generating sequel.

In short, I think we were looking for the depth of simulation, and functionality of Panzer Elite X, but with better graphics. Well, we got the graphics, but that was about it...

Thanks, I think we all would like a Tank sim that would take the term "simulation" more seriously and please believe me that's what is a primary goal for this sim.

TvT uber alles,

ZeeWolf

ZeeWolf
12-08-09, 11:35 AM
I think that most of us would be happy with a "modular" approach, i.e. release first a major bug/fix and improvements pack for the existing stuff, then release progressively more stuff in new packs, adding new player controllable units if you wish.

I would happily pay for the different upgrade packs if they follow this simple guidelines:

-A first major upgrade pack as base for all future add-ons

-Strict bug fixes and code improvements released for free separately from new units&missions. This should be considered exclusively as the normal support to the user.

-Per pay addition of maps, AI units, player units, missions, campaigns in thematic expansion packs.

-The upgrade packs should be done in a manner -if possible- that the user does not need one to enable other previous packs to play the stock game+1st upgrade release. For example, one pack adds a bunch of AI units, but the player control of them with specific new interiors is a separated pack. Or a new pack adds a set of AI units and comes with revised existing missions that now add them (F.e. new artillery support, etc.). This would also give a nice variation to the existing scripted missions, because playing them with the new units added would be different.

In all, this approach would allow the user to "customize" his game expansion to a certain extent and better manage the money he is willing to spend :up:

Thanks Hitman,:know:
These are excellent guidelines, I will adopt them as a general policy starting immediately. The simple lay out and concise manner is very appreciated and would be welcomed to anyone as busy as I am. :salute:
I will reference you post henceforth,
ZeeWolf

ZeeWolf
12-08-09, 11:42 AM
Zee, I have found a few more books you might be interested in. My stepfather, another german armor enthusiast, dug up some eBooks on Kursk.

I have:
-Images of Kursk - July 1943
-Ww2 - 4Th Panzer Division Kursk 1943 - Militaria Armor 097
-Soviet Defensive Tactics Ww2
-Soviet Order Of Battle - Volume I - The Deadly Beginning - Soviet Tank, Mech, Mot Divisions and Brigades of 1940 to 1942 (Ocr)
-Soviet Order Of Battle Vol.II - School Of Battle - Soviet Tank Corps and Tank Brigades January 1942 to 1945 (Ocr)

AS well as a (U.S. Army) report on Nazi ordnance from the smallest shell to the largest. I just browsed but it seems to be an interesting bit to add to the collection. I even have a book on squad and platoon-level infantry tactics if that would be of any use. I can lock these up into a .rar and shoot them over if you would like.

Only have time to read picture books. :)

Thanks Kamerad,
ZeeWolf

Freiwillige
12-08-09, 03:10 PM
I want the crew interior crew. And this is really going well!:salute:

Alles fur TvT!

ZeeWolf
12-08-09, 10:06 PM
It's been a while, and I don't think I still have the notes on file. One thing was that it was supposed to represent Operation Bagration but they didn't even have any Panthers. There was some effort to supply them with 3D models of battlefield paraphernalia to make the environment a bit less sterile, but those never got adopted.

Another was the lack of a usable scenario editor, and an easy way to add user missions. We knew a fully functional Multi-Player mode was key to the games longevity, but of course that was a partial birth abortion upon release.

We argued endlessly for the ability to control the other tanks in your platoon, and to have more dynamic AI rather than the tightly scripted closed end scenarios. We looked for a way to call in artillery support, but were told that Soviet tank crews never did that.

Then there was an endless list of inaccuracies in the models, and game physics that they though made it more playable, but just made it a joke to the real simmers who might have kept it alive long enough for a revenue generating sequel.

In short, I think we were looking for the depth of simulation, and functionality of Panzer Elite X, but with better graphics. Well, we got the graphics, but that was about it...


Thanks, I have allot of these on the proverbial drawing board already :up:

ZeeWolf

ZeeWolf
12-08-09, 11:48 PM
Here's another Red Army Unit that was available and fighting in 1943 :yep:
and soon to be in testing.

ZeeWolf

SU122 at the factory
http://i327.photobucket.com/albums/k442/autopilot_2008/SU122_1942_ScreenShot150.jpg

frinik
12-09-09, 04:56 AM
Wow Zee Wolfe! Congratulations for the outstanding work! Considering that you were alone with God( it must have been Ares/Mars the God of battle who was by your side) doing all the modding and resurrecting single-handedly a game that was left for dead is nothing short of a miracle!

I have spread the Good Word on other fora( Panzer Elite, the French-speaking forum of simulations and the Steel Fury one) and I seem to have generated interest.Tank SIM fans are excited and more than willing to reward you financially( that includes me) and otherwise for your efforts.

Before I ask you a few questions which have been fielded to me, I have a few wishes or rather hopes of my own about your upcoming New Reborn T vs T:

1) Game immersion(i.e battlefield atmosphere) one the many drawbacks of the old T vs T was the lack of of battlefield immersion( you felt that you were alone fighting in your tank ) compared to a SIM graphically a step behind like Steel Fury but which offered you that authentic feeling tha you were in war( rattling of machine guns, infantrymen shouting, explosions, shells crashing, artillery booming etc. Can we expect that this problem has been addressed in your game?

2) Variety of terrain/landscapes; while T vs T is graphically very attractive the terrain tends to be monotonous and repetitive.Just compare it to Panzer Elite with its variety of conditions, Winter in the Soviet Union, Desert fighting in Tunisia, the rugged Italian landscapes and villages, the Normandy bocage and hills etc and even Steel Fury gives you variety of Ukrainian landscapes which give flavour to the game.Can we expect a bit more variety with the new T vs T?

3)Special effects(ballistic and otherwise); again compared to Panzer Elite with its 10 years of improvement on all aspects and Steel Fury with its terrific graphic and realistic ballistics can we expect a similar improvement in your game?

Lastly, I just want to ask a few more practical questions which address the fears or concerns of interested fans.

The legal aspect.The defunct Lighthouse which had the exclusive rights to the English release of T vs T probably passed the rights to creditors etc. While I expect that the creditors would be delighted that the game is reborn and that your Kursk mod would actually result in a resurging interest in the game and make people buy it, nevertheless are you reasonably assured that they would not try to stop you from releasing your project or force you to stop the release and all subsequent mods, addons and patches that you have in mind?

Also for fans who have versions of T vs T in languages other than English;i.e. German, French or Russian are they going to be able to install your sequel/mod onto thewir version of the game?

My last question would be how do you expect to release the game? Online?How would people pay you?Will you offer technical support with installation and a user manual?

Best wishes for your exciting plan!And kudos!

Frinik

ZeeWolf
12-09-09, 01:54 PM
Wow Zee Wolfe! Congratulations for the outstanding work! Considering that you were alone with God( it must have been Ares/Mars the God of battle who was by your side) doing all the modding and resurrecting single-handedly a game that was left for dead is nothing short of a miracle!

I have spread the Good Word on other fora( Panzer Elite, the French-speaking forum of simulations and the Steel Fury one) and I seem to have generated interest.Tank SIM fans are excited and more than willing to reward you financially( that includes me) and otherwise for your efforts.

Before I ask you a few questions which have been fielded to me, I have a few wishes or rather hopes of my own about your upcoming New Reborn T vs T:

1) Game immersion(i.e battlefield atmosphere) one the many drawbacks of the old T vs T was the lack of of battlefield immersion( you felt that you were alone fighting in your tank ) compared to a SIM graphically a step behind like Steel Fury but which offered you that authentic feeling tha you were in war( rattling of machine guns, infantrymen shouting, explosions, shells crashing, artillery booming etc. Can we expect that this problem has been addressed in your game?

2) Variety of terrain/landscapes; while T vs T is graphically very attractive the terrain tends to be monotonous and repetitive.Just compare it to Panzer Elite with its variety of conditions, Winter in the Soviet Union, Desert fighting in Tunisia, the rugged Italian landscapes and villages, the Normandy bocage and hills etc and even Steel Fury gives you variety of Ukrainian landscapes which give flavour to the game.Can we expect a bit more variety with the new T vs T?

3)Special effects(ballistic and otherwise); again compared to Panzer Elite with its 10 years of improvement on all aspects and Steel Fury with its terrific graphic and realistic ballistics can we expect a similar improvement in your game?

Lastly, I just want to ask a few more practical questions which address the fears or concerns of interested fans.

The legal aspect.The defunct Lighthouse which had the exclusive rights to the English release of T vs T probably passed the rights to creditors etc. While I expect that the creditors would be delighted that the game is reborn and that your Kursk mod would actually result in a resurging interest in the game and make people buy it, nevertheless are you reasonably assured that they would not try to stop you from releasing your project or force you to stop the release and all subsequent mods, addons and patches that you have in mind?

Also for fans who have versions of T vs T in languages other than English;i.e. German, French or Russian are they going to be able to install your sequel/mod onto thewir version of the game?

My last question would be how do you expect to release the game? Online?How would people pay you?Will you offer technical support with installation and a user manual?

Best wishes for your exciting plan!And kudos!

Frinik


Thank you very much Frinik for you kind words and very practical
questions. Yes, I too believe miracles are a found in realty, but
there is only one god of miracles who conquered death, hell and the grave. :yep:

I will paste your questions below one by one with my response to questions below each of them.

1) Game immersion(i.e battlefield atmosphere) one the many drawbacks of the old T vs T was the lack of of battlefield immersion( you felt that you were alone fighting in your tank ) compared to a SIM graphically a step behind like Steel Fury but which offered you that authentic feeling tha you were in war( rattling of machine guns, infantrymen shouting, explosions, shells crashing, artillery booming etc. Can we expect that this problem has been addressed in your game?

I am not as of yet fully focused on the sound aspect. All though I
will be, it must be said that sound immersion is an absolute necessity to any simulation. My wish list (in part) is to hand that to real professionals. But I have to tell you I have made some major changes in the sound files them selves that aid their fast execution. And added new and unique sounds to the Artillery, field guns and rocket as well as tweaked explosions effects more to my liking. More is needed but I have replaced the Tiger's engine sounds
that are pleasant to the ear and the immersion factor shot up dramatically for me.

2) Variety of terrain/landscapes; while T vs T is graphically very attractive the terrain tends to be monotonous and repetitive.Just compare it to Panzer Elite with its variety of conditions, Winter in the Soviet Union, Desert fighting in Tunisia, the rugged Italian landscapes and villages, the Normandy bocage and hills etc and even Steel Fury gives you variety of Ukrainian landscapes which give flavour to the game.Can we expect a bit more variety with the new T vs T?

There is no stopping me on the terrain/landscape issue, I will go all out for the changes needed here (fall, winter a must, etc. etc..). Most time spent since TvT's release has been in figuring out HOW to do something in TvT, now as of around July the next phase transition began as - WHAT to do in TvT. The creation of new tertian maps is very labor/time intensive. Putting to use the vast landscape data in free D.E.M.(Digital Elevation Modules) files was a goal from the start, where success has prevailed.

3)Special effects(ballistic and otherwise); again compared to Panzer Elite with its 10 years of improvement on all aspects and Steel Fury with its terrific graphic and realistic ballistics can we expect a similar improvement in your game?

In my work? Yes.

Lastly, I just want to ask a few more practical questions which address the fears or concerns of interested fans.

The legal aspect.The defunct Lighthouse which had the exclusive rights to the English release of T vs T probably passed the rights to creditors etc. While I expect that the creditors would be delighted that the game is reborn and that your Kursk mod would actually result in a resurging interest in the game and make people buy it, nevertheless are you reasonably assured that they would not try to stop you from releasing your project or force you to stop the release and all subsequent mods, addons and patches that you have in mind?

Also for fans who have versions of T vs T in languages other than English;i.e. German, French or Russian are they going to be able to install your sequel/mod onto thewir version of the game?

As for the legal aspect, All copyrights will be adhered to. As for speculating what others will or will not do - I do not know. As for "reasonably assured" yes I am.
As for Fans who are non English speaking, please be patient.

Sincerely,

ZeeWolf

growbag
12-09-09, 02:34 PM
It would be great if you could also stop the AI units from being able to see through thick forests too! They seem to have x-ray vision! :nope:

ZeeWolf
12-09-09, 05:09 PM
It would be great if you could also stop the AI units from being able to see through thick forests too! They seem to have x-ray vision! :nope:

I hate that too growbag. If that happens again change seats to commander
and hit the 'g' key then (still in the Command seat) hit the F5 key and as you
look where you think the enemy is press the fire main weapon key. This will
alert the auto-gunner and he'll dust'em for you.:up:

ZeeWolf

frinik
12-09-09, 11:31 PM
Thank you very much for answering my quesiton so quickly Zee Wolfe. What about the last one?
My last question would be how do you expect to release the game? Online?How would people pay you?Will you offer technical support with installation and a user manual?

I will relay your answers to other fora where your project has generated a lot of excitement. And btw everybody was of the opinion that your honest labour deserves a honest reward!

You mentioned releasing yoru sequel before Xmas.Are you still optimistic that it can be done?

Cheers!

Frinik

ZeeWolf
12-10-09, 12:56 AM
Thank you very much for answering my quesiton so quickly Zee Wolfe. What about the last one?
My last question would be how do you expect to release the game? Online?How would people pay you?Will you offer technical support with installation and a user manual?

I will relay your answers to other fora where your project has generated a lot of excitement. And btw everybody was of the opinion that your honest labour deserves a honest reward!

You mentioned releasing yoru sequel before Xmas.Are you still optimistic that it can be done?

Cheers!

Frinik

Sorry I missed that but I do not and have not announced a release date
for the addon. But I will have something in the form of a Christmas
present. Next week I will dedicate time toward that and then I will give
more details. :yep:

As for the method of release, online is my preferred way but no details yet.
That would include method of payment also. These are of course items that I
will give primary focus toward when I have something tangible ready for release.

Tech support yes, manual (for now) no!

Thank all your friends for their support for me on this project Frinik :salute:

Cheers and Merry Christmas!

ZeeWolfe

frinik
12-11-09, 01:26 AM
Thank you ZeeWolfe!

I will relay your best wishes.

When you are talking about releasing something by Xmas do you have a demo in mind?

2) I read that you re a modder for Silent Hunter .I love subs or rather to use the English version of the German equivalent: Undersea Boats.Is Silent hunter a very complex game? I am debating whether to purchase the game as U Boote are my keenest interest after Tanks/Armour.
I have IL2 but while it's a beautiful game I just don't feel passion for it whereas sub warfare seems much more my thing.

Any advice?Does the game come with many mods? Can it be played form the surface side as well as form the U Boot one?

Cheers

Hitman
12-11-09, 08:17 AM
I am debating whether to purchase the game as U Boote are my keenest interest after Tanks/Armour.

The chief differences with a tanksim are IMHO:

1) You will now have to think in 3 dimensions, similarly to an aircraft simulator because you can submerge.

2) Everything is slower than in a tank sim and much slower than in an aircraft sim

3) Surprisingly enough, there is a major coincidence in the subsims and tanksims: Manually aiming and shooting is an art and a simulation in itself. A game inside the game. If you are one of those who enjoys calculating distances with a mills reticle, leading the target and making of every shot a work of art, then you will be delighted by a submarines game :up:

frinik
12-11-09, 10:05 AM
You got me right Hitman!I love calculating distance, ballistic, point of impatc ,guess-estimates etc.So you have answered my question ,Silent Hunter is made for me! Thanks.

VAseMkIII
12-11-09, 10:35 AM
Zee

I know you are probably v busy but there has been bit of a Tank Porn drought.

Need some more piccies pls

ZeeWolf
12-11-09, 12:46 PM
Thanks Hitman for satisfying the question Frinik had. And here is a tech animation sequence VAseMkIII to kind of familiarize everyone with the attention to detail when it comes to "doing the little extras".

If you would notice the position of the slider in the animation popup window it will give you allot
of information about each frame.

This particular weapon posed a unique problem, like all pre-1930's cannons this unit had a
very limited horizontal traverse (common was 0.5-2.0 deg.).
So I animated the entire body to give a horizontal travel left and right of 20.93 degrees. As well as hand wheel rotation for effect

http://i327.photobucket.com/albums/k442/autopilot_2008/RK1927_76mm_Howitzer_ScreenShot154.jpg
http://i327.photobucket.com/albums/k442/autopilot_2008/RK27_Frt_ScreenShot159.jpg
http://i327.photobucket.com/albums/k442/autopilot_2008/RK27_Frt_ScreenShot161.jpg
http://i327.photobucket.com/albums/k442/autopilot_2008/RK27_Recoil_ScreenShot162.jpg
http://i327.photobucket.com/albums/k442/autopilot_2008/RK27_Top_ScreenShot155.jpg
http://i327.photobucket.com/albums/k442/autopilot_2008/RK27_Top_ScreenShot156.jpg
http://i327.photobucket.com/albums/k442/autopilot_2008/RK27_Top_ScreenShot157.jpg

Stay tuned, more to come !

ZeeWolf

ZeeWolf
12-11-09, 05:27 PM
The first day of Operation Zitadelle there was a severer summer rain. No rain
yet but the cloud cover looks somewhat menacing though. :yep:

http://i327.photobucket.com/albums/k442/autopilot_2008/DarkSkys_ScreenShot164.jpg
At different angles
http://i327.photobucket.com/albums/k442/autopilot_2008/DarkSkys_ScreenShot165.jpg
http://i327.photobucket.com/albums/k442/autopilot_2008/DarkSkys_ScreenShot166.jpg

Rain or Shine, FORWARDS!

ZeeWolf

NSU
12-12-09, 02:16 AM
look good :up:

ArmorEtr
12-12-09, 05:47 AM
I think I just gotta hard-on! :yeah:

ZeeWolf
12-12-09, 09:28 PM
Well guys I just finished upgrading to Windows XP Pro. I love Win 2000 Pro and have never been phased by the Microsoft OS hype about their new stuff.
Vista sucks and so does Win 7. Why? because it seems Microsoft is more interested in turning the OS (Operating System) into an AS (Advertising System) as well as a Snoop System.
My first OS was Dos 5.0, and yes we have come a long way no doubt about it. But it would
be far better for guys like us if MS would focus on just an industrial quality Operating System and welcome and encourage other companies to develop the software. But what do know? :-?
Anyway, now I will be working on TvT in a OS compatible to more gamers out there. :yeah:

And my new 3.16Ghz CPU is coming :DL that'll help with the FPS.

ZeeWolf

frinik
12-13-09, 08:09 AM
Beautiful pics of those Tigers awaiting the hunt under the gloomy skies of a looming summer storm!

Another questions ZeeWolf. are all the new tanks that you have modded playable in your game?The Panthers, the Panzer III & IVs, the Stugs, the T34/76, the SU 76 or 152?

ZeeWolf
12-13-09, 12:01 PM
Beautiful pics of those Tigers awaiting the hunt under the gloomy skies of a looming summer storm!

Another questions ZeeWolf. are all the new tanks that you have modded playable in your game?The Panthers, the Panzer III & IVs, the Stugs, the T34/76, the SU 76 or 152?

None of them are playable, I have yet to start that phase.
My methodical approach is based on a basic step by step progressive
move forward. As new things are discovered for example, adding new tracked vehicles,
the need to test and work out the bugs in them comes first. :yep:
The playable vehicles then will be much easier after the basics are more fully understood.
The major time investment will be in [playable units] their interior models.

ZeeWolf

VAseMkIII
12-13-09, 12:10 PM
Dude all you have to do is add in the camera positions locators and ensure they are correctly represented in the hierarchy and you are halfway there then sort the vehicle script.

Until the interior models are built you can test em withthe Tig or 34 interior

ZeeWolf
12-13-09, 01:44 PM
Dude all you have to do is add in the camera positions locators and ensure they are correctly represented in the hierarchy and you are halfway there then sort the vehicle script.

Until the interior models are built you can test em withthe Tig or 34 interior

Thanks VAseMkIII (http://www.subsim.com/radioroom/member.php?u=251443) but I know that. :yep:

Patients,

ZeeWolf

VAseMkIII
12-14-09, 04:47 PM
Sorry dude not meaning to teach grandmothers to suck eggs;) (old english saying, not trying to tell someone who knows how to do it), my skills are way behind yours in this area.

Just can't wait for the goodies and yes I can be very impatient.

Anyways now waiting patiently:D

and looking forward to it :yeah:

ZeeWolf
12-14-09, 09:37 PM
Sorry dude not meaning to teach grandmothers to suck eggs;) (old english saying, not trying to tell someone who knows how to do it), my skills are way behind yours in this area.

Just can't wait for the goodies and yes I can be very impatient.

Anyways now waiting patiently:D

and looking forward to it :yeah:


No problem VAseMkIII, I understand :up: I want to play this as much as you guys do.

ZeeWolf

morttheslayer
12-15-09, 04:08 PM
Zeewolf - you want to play this as much as we do.

Sorry mate - but I want to much much more than that,
and as we used to say here - and baggy no returns!!!! :haha:
i.e. so you can't respond and "top it"!!!!!

Warm Regards Mort (PS have a good Christmas) :salute:

ZeeWolf
12-15-09, 04:47 PM
Zeewolf - you want to play this as much as we do.

Sorry mate - but I want to much much more than that,
and as we used to say here - and baggy no returns!!!! :haha:
i.e. so you can't respond and "top it"!!!!!

Warm Regards Mort (PS have a good Christmas) :salute:

Thanks mate, and merry Christmas to you and your's. :up:

Working on a Christmas present,

ZeeWolf

bindonblood
12-16-09, 11:27 AM
hello guys ex tanky here cheiftain tank 6years been away from t vs t for a while can any bodt tell me wots goin on with this game and a link for all the down loads would be great cheers

VAseMkIII
12-17-09, 05:09 AM
hello guys ex tanky here cheiftain tank 6years been away from t vs t for a while can any bodt tell me wots goin on with this game and a link for all the down loads would be great cheers


Dude ZEE has made/ finishing off an expansion/fix pack for TVT he hopes to release a teaser this week, but no firm release date yet you need to keep yor peepers skinned and visit here regularly.

If I were you I would dust off your copy TVT :up:

enyaw
12-17-09, 06:00 AM
Hi All

This looks brilliant, I always thought this sim was underdeveloped.

Is there a Nobel prize for modding, if so it should go to Zeewolf.

Looking forward to the fruits of your Labour :woot:


Merry Christmas to all


Cheers

Enyaw

ZeeWolf
12-17-09, 02:00 PM
Hi All

This looks brilliant, I always thought this sim was underdeveloped.

Is there a Nobel prize for modding, if so it should go to Zeewolf.

Looking forward to the fruits of your Labour :woot:


Merry Christmas to all


Cheers

Enyaw


Thanks Enyaw, great encouragement. :03:

ZeeWolf

_JAGUAR_
12-17-09, 02:38 PM
Congratulations for all the hard work, time and dedication you are putting in this project. :up:

I talk about your work in my blog (http://airsimnews.blogspot.com/), it's in spanish and dedicated to flight sims, but I like tanks too, so I wrote a post talking about all the stuff you are working on.

Cheers from Mexico:salute:

ZeeWolf
12-17-09, 05:43 PM
Congratulations for all the hard work, time and dedication you are putting in this project. :up:

I talk about your work in my blog (http://airsimnews.blogspot.com/), it's in spanish and dedicated to flight sims, but I like tanks too, so I wrote a post talking about all the stuff you are working on.

Cheers from Mexico:salute:

That's awesome amigo, thanks. :up:

ZeeWolf

Richie61
12-19-09, 01:20 PM
ZeeWolf, you are the man:rock:

I haven't been here is a long time, but found is thread last night and couldn't sleep night last after thinking about it!

I love TvT and still play it to this day, even with the bugs:D

Looking forward to this mod:rock:

Merry Christmas from a fellow believer:salute:

ZeeWolf
12-19-09, 07:53 PM
ZeeWolf, you are the man:rock:

I haven't been here is a long time, but found is thread last night and couldn't sleep night last after thinking about it!

I love TvT and still play it to this day, even with the bugs:D

Looking forward to this mod:rock:

Merry Christmas from a fellow believer:salute:

Thanks Richie61, I hope to have fixed those bugs and probably created some new ones :hmmm:.

Here is some work on the new trench systems that conform to the terrain.
http://i327.photobucket.com/albums/k442/autopilot_2008/Trench_long_ScreenShot171.jpg

don't forget about me, I've been at it :salute:

ZeeWolf

Sledgehammer427
12-20-09, 12:09 AM
Lookin' good ZW!
Looks like you are pulling in a lot of new members as well. It's nice to see some fresh faces that are interested in the genre.

But I gotta ask...
when can we get it?
:O:

Keep it up! I can't wait!:up:

Hauptmann Walter Scherf
12-20-09, 07:04 AM
Really looking forward to this ZW,excellent work.Have a look at this little gem. http://www.youtube.com/watch?v=M64u4l3O7jw:cool:.

frinik
12-20-09, 09:43 AM
Hi ZeeWolf! Are you confident about giving us a Xmas present? A sort of mini release to give us a foretaste of things to come?:06:


BTW a French guy who served ihe artillery posted the pic of your artillery trenches and says they don t make sense? Did you use Soviet archives or pics to recreate them?

ZeeWolf
12-20-09, 11:49 AM
Really looking forward to this ZW,excellent work.Have a look at this little gem. http://www.youtube.com/watch?v=M64u4l3O7jw:cool:.


Thank you Hauptmann Walter Scherf,

Those T62s looked pretty good dressed up like tigers :DL

Here's the new concrete Dzot

http://i327.photobucket.com/albums/k442/autopilot_2008/Bunker_ScreenShot177.jpg

ZW

ZeeWolf
12-20-09, 11:58 AM
Hi ZeeWolf! Are you confident about giving us a Xmas present? A sort of mini release to give us a foretaste of things to come?:06:


BTW a French guy who served ihe artillery posted the pic of your artillery trenches and says they don t make sense? Did you use Soviet archives or pics to recreate them?

Yes!
The system was used to test the terrain conforming aspects, so I choose an exiting scene. My gun position emplacements will be more to your friends understanding :yep:

Heres the new concrete Dzot destroyed.
Footnote: This MG bunker has three very active MGs.

http://i327.photobucket.com/albums/k442/autopilot_2008/Bunker_ScreenShot178.jpg

ZeeWolf

ZeeWolf
12-20-09, 12:01 PM
Lookin' good ZW!
Looks like you are pulling in a lot of new members as well. It's nice to see some fresh faces that are interested in the genre.

But I gotta ask...
when can we get it?
:O:

Keep it up! I can't wait!:up:

Kamarad Sledgehammer427 :salute: I will !

Christmas is near!
ZW

andym
12-20-09, 12:19 PM
OMG!It must be fate,a few days ago i took afew of Sven Hassels books out from the Library.As i was reading them i was musing how this sim COULD have been,then i see THIS!!!!!!I am lost for words,i have dusted off my copy and is ready to reinstall in anticipation of this awesome work.One thing,i would dealry love to see a Hetzer in there.I thank thre modders from the very bottom of my Heart for this!

Tjaden
12-20-09, 12:31 PM
Here is some work on the new trench systems that conform to the terrain.Please have a look here:

http://www.allworldwars.com/German Field Fortifications on the Eastern Front.html (http://www.allworldwars.com/German%20Field%20Fortifications%20on%20the%20Easte rn%20Front.html#5)

-> Artillery positions

ZeeWolf
12-20-09, 01:04 PM
OMG!It must be fate,a few days ago i took afew of Sven Hassels books out from the Library.As i was reading them i was musing how this sim COULD have been,then i see THIS!!!!!!I am lost for words,i have dusted off my copy and is ready to reinstall in anticipation of this awesome work.One thing,i would dealry love to see a Hetzer in there.I thank thre modders from the very bottom of my Heart for this!

AHHHH Yes! Fate and a whole lot a work. :DL Your Hertzer wish will have to be patient for the 44-45 phase. Meanwhile you'll have a wonderful insight of the summer of 1943 soon (Jan-Feb 2010).

Thanks for your compliments,
ZeeWolf

ZeeWolf
12-20-09, 01:05 PM
Please have a look here:

http://www.allworldwars.com/German Field Fortifications on the Eastern Front.html (http://www.allworldwars.com/German%20Field%20Fortifications%20on%20the%20Easte rn%20Front.html#5)

-> Artillery positions

Thanks Tjaden, I have that and I am using it :yeah:

ZeeWolf

ZeeWolf
12-20-09, 05:15 PM
To all Panzer Kameraden and Red Army Tankers,
My Christmas present to you will be two new mission one files to
replace the default ones. One for the Soviet Red Army and one for
the Deutsche Wehrmacht.
These two missions will be based on the new 11.184 x 11.184 mile maps
(mid-sized 18km box). All the bug fixes will be (hopefully) included
as well. Included also will be the Tiger, T3485 AI tank units and
the reload and repair ability for the Hanomag and Halftrack.
Up and working NebelWafer unit which will reload 6 high explosive
rounds every 90seconds will be added too as well as new ballistics
will be in this gift release.

Tiger1 Caliber and Sub-Caliber

http://i327.photobucket.com/albums/k442/autopilot_2008/AMMO_Peircings-Tiger1.jpg

T34-85 Caliber and Sub-Caliber

http://i327.photobucket.com/albums/k442/autopilot_2008/AMMO_Peircings-T34-85_.jpg

This small token of appreciation for you guys will (I hope)
enable you to get a taste of what is to fallow. This will
also enable me to establish a support base that will prepare
for the much larger release. I figure it's much wiser to start
small and work my way up.
I will take this opportunity to announce my intention of starting
a web site that will be dedicated to this on going project. Of course
I'll do this in stride as to not effect production adversely.

Sincerely,
ZeeWolf

Freiwillige
12-20-09, 08:00 PM
Always grateful. :up:

frinik
12-20-09, 10:37 PM
Oh what a lovely Christmas it's going to be! Two new missions under the Christmas tree!Thank you vey much Santa Wolf.

When are you going to release them?

I am already loading an 88 mm Panzergranate in anticipation.

Tchuess!

rowdied
12-20-09, 11:08 PM
Wow! this is impressive:yeah:

I just wish I could get my copy to work and not crash but will still buy your packs anyways.

frinik
12-21-09, 12:38 AM
Rowdied; why is your game crashing?Is it because your computer specs are not sufficient( RAM, graphic card etc?) to support the game or perhaps you need to use one of the patches available? You can find them on the Tanksim website under T34 vs Tiger general discussion.You can also find them on other fora including the Tanksim.ru downloads website in both Russian and English.

ZeeWolf
12-21-09, 01:15 AM
Oh what a lovely Christmas it's going to be! Two new missions under the Christmas tree!Thank you vey much Santa Wolf.

When are you going to release them?

I am already loading an 88 mm Panzergranate in anticipation.

Tchuess!


Zanta Wolf :D that's perfect!
Twas the night before Christmas when all panzers Rouse for soon comes the present that will rumble the house. :up:

ZeeWolf

NSU
12-21-09, 01:30 AM
Hi ZeeWolf

for the new ballistics you have a look for the MMP3 Patch?


http://tanksim.org.ru/wfdownloads-singlefile.cid-9-lid-67.htm

He even includes a realistic ballistics, maybe you can compare your values.

Hauptmann Walter Scherf
12-21-09, 03:45 AM
This is certainly gonna make my Christmas too,the new figures/infantry/tank crews look superb ZW what a fantastic mod,thank you for working on this I salute you sir :salute:.

Hitman
12-21-09, 09:40 AM
Look what Santa left under the Xmas tree :rock:

Good way to wet our appetite :yeah:

bindonblood
12-21-09, 10:57 AM
thanks for the reply copy dusted off cab rat ready be good to get into some tanking again this has got to be one of the best tank sims out has any body got any user missions made up and sussed out the mission editor

ZeeWolf
12-21-09, 12:29 PM
Hi ZeeWolf

for the new ballistics you have a look for the MMP3 Patch?


http://tanksim.org.ru/wfdownloads-singlefile.cid-9-lid-67.htm

He even includes a realistic ballistics, maybe you can compare your values.

NSU Their download links are empty

ZeeWolf

ZeeWolf
12-21-09, 12:32 PM
thanks for the reply copy dusted off cab rat ready be good to get into some tanking again this has got to be one of the best tank sims out has any body got any user missions made up and sussed out the mission editor


Maybe! :DL you might want to check previous posts.

ZeeWolf

ZeeWolf
12-21-09, 12:47 PM
Look what Santa left under the Xmas tree :rock:

Good way to wet our appetite :yeah:

Thanks, I agree. As well as honoring Christmas. :D

Merry Christmas!
ZeeWolf

andym
12-21-09, 01:00 PM
does this Masterpiece have to be installed to a clean unmodded install of T34 v Tiger,or does it need to have patches.If so,is there a list of where these patches are available?

NSU
12-21-09, 01:12 PM
NSU Their download links are empty

ZeeWolf


hmmm, please try this link:

http://rapidshare.com/files/279151848/mmp3.exe

ZeeWolf
12-21-09, 01:34 PM
hmmm, please try this link:

http://rapidshare.com/files/279151848/mmp3.exe


NSU your links are DEAD, Please test ALL LINK POSTINGS first before you post them on this forum. :yep:

Thank you for your sincere interest NSU :up:

ZeeWolf

El Dude
12-21-09, 05:12 PM
NSU your links are DEAD, Please test ALL LINK POSTINGS first before you post them on this forum. :yep:

Thank you for your sincere interest NSU :up:

ZeeWolf

It works for me.

I forgot to say Good Job on the modding!

KdF
12-21-09, 06:21 PM
Links work for me as well!

ZeeWolf
12-21-09, 07:20 PM
Ok, great! Now for me the link works :yeah:

except the filefront it's still dead, but that's probably just filefront. They deleted my SH4 stuff and closed my account with out any notice.

Sorry NSU

ZeeWolf

NSU
12-22-09, 01:30 AM
Ok, great! Now for me the link works :yeah:

except the filefront it's still dead, but that's probably just filefront. They deleted my SH4 stuff and closed my account with out any notice.

Sorry NSU

ZeeWolf


is ok ZeeWolf
good you have the MMP3 file :DL

ZeeWolf
12-22-09, 02:44 AM
is ok ZeeWolf
good you have the MMP3 file :DL

Got'em and I check them out :yep:

ZeeWolf

frinik
12-22-09, 03:31 AM
Hi Zeewolf the Santa of Tank Simmers!

A coupel of questions clarifications if you don't mind?

1) your new missions will need to beinstalled on T vs T with the MMP3 mod installed? Because subsequent to that a MMP5 version - which corrected some overadjustments made by MMP3( the rate of reload was too fast for the Tiger and other more minor technical details)- was released.

2)Can you tell us what existing T vs T missions will your new missions replace? Will it be possible to keep or save the original missions being replaced without having a second install?

Finally -probably a dum question -will you give precise and easy to understand instructions on how to install your 2 missions when they are released?

Cheers

ZeeWolf
12-22-09, 11:50 AM
Hi Zeewolf the Santa of Tank Simmers!

A coupel of questions clarifications if you don't mind?

1) your new missions will need to beinstalled on T vs T with the MMP3 mod installed? Because subsequent to that a MMP5 version - which corrected some overadjustments made by MMP3( the rate of reload was too fast for the Tiger and other more minor technical details)- was released.

2)Can you tell us what existing T vs T missions will your new missions replace? Will it be possible to keep or save the original missions being replaced without having a second install?

Finally -probably a dum question -will you give precise and easy to understand instructions on how to install your 2 missions when they are released?

Cheers

Hi frinik,
A 1. The default install will be assumed on my part. I will use zip files for this release.
A 2. Mission one on each campaign.
A 3. Copy and paste in the appropriate Directories. This method is for the
time being the only method I have the time to prepare for.

No such thing as a dum T v T question, :03:
ZeeWolf

Hitman
12-22-09, 03:30 PM
A 3. Copy and paste in the appropriate Directories. This method is for the
time being the only method I have the time to prepare for.

Why not simply make it JSGME (http://www.subsim.com/radioroom/showthread.php?t=156898) ready? :up:

ZeeWolf
12-22-09, 05:17 PM
Why not simply make it JSGME (http://www.subsim.com/radioroom/showthread.php?t=156898) ready? :up:

I would love to use JSGME but nothing can be stored in the Game directories
(ie C:\T34vsTiger\Mod ) because it will cause a fatal duplicate class error.

But it would be my first choice if I could get it to work! :up:

ZeeWolf

Mikhayl
12-22-09, 05:52 PM
Hi Zee, JSGME can work with TvT, you just have to put it one level higher. for example instead of having JSGME.exe and the MODS folder in "/Lighthouse/T34vsTiger/" folder (default install), put it in "/Lighthouse/". And the mods folder structure will be "mod name/T34vsTiger/modded files" instead of "mod name/modded files"

ZeeWolf
12-22-09, 08:32 PM
Hi Zee, JSGME can work with TvT, you just have to put it one level higher. for example instead of having JSGME.exe and the MODS folder in "/Lighthouse/T34vsTiger/" folder (default install), put it in "/Lighthouse/". And the mods folder structure will be "mod name/T34vsTiger/modded files" instead of "mod name/modded files"


Wow Thats great, then I will us JSGME too. My problem is I didn't use a pre-root directory, I install T34vTiger as the main directory no lighthouse.

Thanks Mikhayl, :salute:
ZeeWolf

tycyh
12-24-09, 05:35 AM
hello,everyone:salute:

NSU
12-24-09, 05:48 AM
waiting for the Christmas gift

http://smilie-land.de/t/w-z/weihnachten/weihn0100.gif

Monkwarrior
12-24-09, 09:25 AM
Indeed, Xmas is very very near now :sunny:

Happy Xmas tankers, Monk.

Hauptmann Walter Scherf
12-24-09, 10:52 AM
Greetings one and all :salute:

andym
12-24-09, 12:27 PM
Has Santa got lost?:D

ZeeWolf
12-24-09, 12:49 PM
hello,everyone:salute:

Hello and Merry Christmas,
Zanta :DL

ZeeWolf
12-24-09, 12:50 PM
waiting for the Christmas gift

http://smilie-land.de/t/w-z/weihnachten/weihn0100.gif



Tis the night he cometh!

ZeeWolf