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Old 10-11-21, 05:38 AM   #1
Polak2
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@ RetroGamer
I see you are familiar with all modern tank simulators are one can possibly be.

Your military job background from you have recently retired makes it not perhaps so much automatic or obvious, but rather very interesting as you have a really good feel backed by the experience to draw good comparisons, conclusions, and opinions on how those games and simulations adhere to the reality.

For me as having no such experience but just some familiarity with tank simulations I put the original Steel Beasts1 on the top of the stack. Despite some simplifications in the terrain and graphic, in general, the AI, terrain, graphics, editor, and gameplay (including multiplayer) was of the most intense and engaging and still, some 20 yrs later, are fondly remembered and revered. I know, that the Steel Beasts Pro PE which came in the second iteration of that brand was, and perhaps still is, more superior although SB1 holds in my heart and memory a very special place.

I also submit to you all that SB1 is still as playable and it was and it is the most perfect tool to acquire some basic modern tank experience with the bonus of being able to be as realistic as any without military background may wish to have.

You @RetroGamer are in a very interesting situation as you are a professional able to distinguish the true value of learning about tanks from fiction. I suggest that we continue this conversation and maintain contact over here.
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Old 10-11-21, 01:05 PM   #2
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Originally Posted by Polak2 View Post

I also submit to you all that SB1 is still as playable and it was and it is the most perfect tool to acquire some basic modern tank experience with the bonus of being able to be as realistic as any without military background may wish to have.

You @RetroGamer are in a very interesting situation as you are a professional able to distinguish the true value of learning about tanks from fiction. I suggest that we continue this conversation and maintain contact over here.
Hey, Thanks! I don't want anybody to think I am more than I am. I was in the National Guard and was activated for Desert Shield/Storm but I didn't retire from the guard. I did, however, recently retire from my job, which involved computer forensics.

My unit went through an NTC rotation in 1991 and it was the hardest thing I've ever done in my life. There was not a thing fun about it. I was worried sick that one of my guys was going to flip a track (we were M3 Scouts and moved at night), fall off a cliff, have an accident, etc. etc. We were sleep deprived which, frankly, is very dangerous when operating heavy machinery like M3 Bradleys. I was also worried that any laziness on my part would get men killed. If I didn't pay attention to every word, it could cost lives. No fun there, LOL!!

We trained in real simulators called the M-COFT and U-COFT. (Conduct Of Fire Trainer) It was a mockup of a Bradley gunner and commander station and was taken very seriously. The graphics looked just like M1 Tank Platoon but the operation was just like Steel Beasts.

Anyway, I think that's why I like Armored Fist 1994 so much. It's not super realistic, but not a total kids arcade game either. You are correct, Steel Beasts is the gold standard for tank and mech gunnery. It is very realistic. M1 Tank Platoon 2 is realistic in that you have to constantly stay aware of where you and your other vehicles are. Almost too realistic...kinda stresses me out again, LOL!

Computers are great devices for keeping the mind active. Part of the fun for me is getting them ready, running diagnostics like memtest, Prime95, 3DMark, scandisk, etc to thoroughly stress each component.

I'm still working on completing M1TP2. Thanks for the feedback! I'll keep you guys posted!!!!
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Old 10-11-21, 03:06 PM   #3
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I'm still working on completing M1TP2.
Indeed we should try to stick to the M1TP2and try to explore all and any aspect of its gameplay.

For good or for bad alike.

What I mean by saying "for good" is that we may discover something in the gameplay of M1TP2 which wasn't known to us before, and for "bad" if this discovery will lead us to establish that the game was not really finished as purported in the manual or guides.

I hope that we persist in this task and hopefully, we can gather other members of this community to join and enjoy this trip into the past with us.

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Old 10-11-21, 08:20 PM   #4
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Default M1 Tank Platoon 2 Observations

#1. - I am playing the game without the update. At some point I intend to install the update and see what the differences are. CITV - I designate a target for the gunner and he does not engage it. I get the voice command for the gunner to acquire the target, but nothing happens.

#2. - One probably could do Bounding over watch with two platoons by setting waypoints and having them timed. It seems that would be incredibly hard and useless once contact is made, but I’d like to actually try what’s described in the manual.

#3. - Once enemy contact is made, slow your tanks down. If you rush in, you’ll all get killed.

#4. - if your down to your last tank, END IT! Shift + Q. If your platoon dies, you can’t continue. This was just like the original 1989 game.

I’ve beaten both training campaigns and three of the other 5 campaigns. The Moldavia campaign is difficult because of the terrain, and I’ve lost that one.

This title has not been fully explored yet! Keep at it!!!
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Old 10-11-21, 09:28 PM   #5
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#1. - I am playing the game without the update. At some point I intend to install the update and see what the differences are.
Here are the official changes. What I have heard and remember about patch 1.2 that it had radically chaged the effectiveness of the air support. Do not remember exactly but I think it "dumbed it" or the opposite.


Quote:
===================
M1 TANK PLATOON II
Version 1.2 (Includes v1.1)
MicroProse
May 18, 1998
===================

Updates in M1 Tank Platoon II
=============================
Please Unzip the M1TP2v1-2.zip file directly into the M1 directory.

This document addresses issues from M1 Tank Platoon II, including fixed bugs, altered
controls, and new additions to the game. For further information, consult the original
M1 Tank Platoon II Readme.txt file or the FAQ at Microprose's Web Site, www.MicroProse.com.


==========================
Fixes (As of this version):
==========================
Divide Errors encountered by some players should be gone now.


========================
Fixes (From Version 1.1):
========================
CITV Target Designation - Designating targets for the gunner now functions properly in the
Tank Commander's Cockpit Screen. When designating a target in the CITV of the TC Cockpit,
the Gunner will automatically drop what he is doing and engage the enemy target.

Shooting through Forests - Now, neither friendly nor enemy vehicles will fire on targets
through forests.

Seam Removed in Glide Mode - The "seam" in the sky visible when playing in Glide mode has
been removed.

Joystick Controls Function Properly - The joystick hat will now load the selected ammo
round as per the manual. Joystick buttons 2 to 4 work according to the manual. In addition
to this, a continual button press will not bounce.

Threatening Helicopters - In this patch, helo engagements have been tweaked to stop the
truce between helos and to make the helos more of a balanced threat to tanks (and your
helos and enemy tanks).

Override Gunner Ammo Selection - Now the ammo you choose will override the computer
gunner's choice. This will not change until you relinquish control of the gunner or the
gunner has destroyed the current target.

COAX Does Not Affect Main Gun Round - You can now switch back and forth from a Main Gun
round to the COAX without having to reload the Main Gun round.

No Main Round Bursts - The Main Gun will fire one and only one Main Round at a time.

CITV Inoperable when Damaged - When the CITV is damaged, you see a blank screen in the Tank
Commander's Cockpit.

Gunner's Primary Sight Inoperable when Damaged - Just like the CITV, the GPS will be blank
if gunner or both gunner and tank commander are killed.

50 Cal. No Longer Functions when TC is Dead - If the tank commander is dead, you can no
longer manipulate the 50 cal. Machine gun.

Keyboard Commands Function Correctly - Keyboard commands (hotkeys) now work according to
the manual.

Multiplayer Fixes - The Multiplayer game is much more reliable. Synch problems have been
addressed, and the Host can no longer jump into other players' tanks. Player names are now
associated with in-game chat messages (which stay on screen much longer). Also, other
players' smoke grenades show on your screen.

Voodoo Rush Support - Voodoo Rush cards are now supported in Glide Mode.

==============================
Changes (as of this version):
==============================
When using the Primary Gunner's Sight, you will notice that the gun moves much more slowly than
in the zoomed in (x10) view then in the normal (x3) view. This will allows for better targeting
and tracking at long and medium ranges.






==========================
Changes (as of Ver 1.1) :
==========================
Damaged Tanks Pop Smoke - In this patch, both friendly and enemy vehicles will pop smoke to
cover their tracks when damaged.

Mouse/Joystick Pan Control in Chase View - Now, both the mouse and joystick control panning
in the Chase View. The joystick functions automatically, a left mouse click takes control
and a right click stops panning. (Similar to the way the GPS and Outhatch views function.)

Additional Art in the Outhatch View - The tank's hull and turret are now visible in the
TC Outhatch view, which gives the tank commander added situational awareness.

50 Cal. Movement Relative to Turret - In the patch, the 50 cal. will turn and bounce
relative to the turret and to tank movement. Pressing the [K] key will stabilize the
machine gun, like in the original game.

CITV Turret Clock Made Larger - The CITV turret clock has been enlarged and is much easier
to read.

Tank Commanders' Life Expectancy - Tank Commanders using the 50 Cal. are now more likely
to be killed by artillery and enemy fire.

More Explanatory Messages - More explanatory text messages have been added for features
such as Arrow-key Driving, Smoke Generators ON/OFF, and AIR/GROUND mode.

Interior Cockpit Views - Interior cockpit views have been altered according to the time of
day of the mission. (i.e.: In night battles, your cockpits will appear darker than during
day missions.)

=====================
Additions:
=====================
Bino View and Night Vision - Binoculars and Night Vision Goggles (NVG) have been added to
the TC Outhatch view. The [Z] and [X] keys toggle binos on and off and the [T] key toggles
Night Vision on and off.

Artillery-Delivered Smoke - Artillery-Delivered Smoke has been added for Assault missions
and Movements to Contact to cover your platoon's movement. Smoke can be called the same
way as other artillery. (High detail only.)

Hull to Gun ([Shift]-[G]) - Now, you can move your hull's position relative to the turret,
so as to provide maximum protection when engaging targets. [Shift]-[G] in the TC Outhatch
will turn the hull to the 50 Cal.'s current direction. [Shift]-[G] in the TC Cockpit will
turn the hull to the CITV's current direction.

Menu Bar Animation ON/OFF - Menu bar animations can be turned on and off in the
Configuration screen.

Contour Line Highlights in the Main Map - Pressing the [L] key will toggle contour lines
on and off. This makes viewing terrain elevation levels much easier in the Map Screen.

[Alt]-[F] Key Removes Flicker - Pressing [Alt]-[F] will remove Battleplanner/Map Screen
flicker on video cards that do not support "DDraw BlitSync" function. (With the Diamond

Joystick - Remember, if you have "drift" problems, or other control problems, please make
sure you are in the main joystick port. If you have more then one, this could cause a problem.
Viper 330, hitting [Alt]-[F] will correct Main Screen blackout.)
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Old 10-11-21, 09:33 PM   #6
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Quote:
CITV - I designate a target for the gunner and he does not engage it. I get the voice command for the gunner to acquire the target, but nothing happens.
Keep the mouse button depressed on the target until Gunner fires the gun.
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Old 10-11-21, 10:43 PM   #7
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Originally Posted by Polak2 View Post
Keep the mouse button depressed on the target until Gunner fires the gun.
That would explain it! I’m not using the mouse in the game for anything except the F8 outside view at the beginning of every mission.

I’ll experiment with that and look at the manual again. Maybe holding the joystick trigger down would also work. I’ll check it out, thanks.
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