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#1 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
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I am more partial to Skybirds side on this. I haven't played SBP myself, but wanting to buy it for a few years makes you do your homework.
If memory serves me right, SBP is a training simulator, just with the instructor module removed. Steel fury and T-34 Versus Tiger are both simulations but not in the same regard. While, yes, there is some realism involved, it's nothing like the realism offered by SBP Steel Beasts was built to give the user every preparation to go to war in that certain tank, being able to drive it and use it's gun without having to use any petrol or waste any ammunition. I think military advisers were present during the development process as well. Steel Fury and TvsT were built to give the user the impression of "this is how war was fought back then" The battles depicted and the tactics used were taken from a book or eyewitness accounts, and probably a lot of artistic liscense as much as I'd like to see a SBP-caliber WWII tank sim, I just don't see any other game to make a comparison with for the time being.
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#2 |
Grey Wolf
![]() Join Date: Dec 2009
Posts: 897
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Well Sledge this is what I said in one of my posts as well.SB is professional training software tweaked into a game.It was developped thanks probably to generous disbursements by the Pentagon or NATO while SF and TvsT were made by small teams of Eastern Europeans programmers very dedicated but without the required funds to do anything comparable.Graviteam people say that much on their forum when they mentions that being cash/strapped forces them to adhere to basics when they make games.Had they been able to make SF with the kind of support/funding SB has had then perhaps the result might have been different.
Unless some game company with ample funds and a willingness to put perfection ahead of short term profits comes along and agrees to pout the cash needed to make a WW2 sim comparable or that can compete with SB then SB will reign supreme for decades to come. Frankly I don't see that coming because the tank sim game market is small compared to first person shooters, RTS or arcade/style sims like the Wolrd of Tanks, Panzer Elite Action Fields of Glory or Dunes of War.Even the aircraft or sub sims markets are probably bigger |
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#3 | ||||
Soaring
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Lieste et al, correct me if I saying something wrong. Quote:
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I think a really welldone WWII tanksim that is released in a good shape and by competent publisher, and that features good tactics, a minimum of physical realism, a minimum in battlefield realism, and a solid AI, would have the potential to become really successful, like SH3 or IL2 - even more so when it would also look good.
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#4 |
Grey Wolf
![]() Join Date: Dec 2009
Posts: 897
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Thanks Skybird for the correction. For some reason I thought SB had been susidised by some government or institution.Then all the more merit for the developers since they worked without major financial patron.
![]() Re the tank sim market I got the info that the " realistic" tank sim( the real ones as I am excluding the arcade tank games which are fairly more popular sales-wise than the realistic ones) from a 2008 article on SimHQ which said that the market was very small and that explained why so few titles actually came out every year on the market.However there´s a very fervent hard-core group of tank sim lovers( I include myself) which boils up with hope everytime a new tank sim comes out. I agree with you that´s there defintely ground for improvement .Graviteam is releasing 2 new titles; a post WW2 tank sim called Steel Armour, Blaze of War featuring the T62 and M60 ( and possibly other tanks like the Chieftain, T55) with missions to be played on 60 sq km maps in various war theatres like Angola, Iran-Iraq and Afghanistan and a WW2 one next year based on the last battle for Kharkov in August 1943 using their very successful Achtung Panzer Roads to Kharkov RTS game engine as a basis.They are promosing a focus on strategy and tactics with airstrikes, artillery, the ability to dig trenches, infantry assaults and improved AI . We´ll see if their labour will live up to the expectations. |
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#5 | |
Soaring
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What also thrilled me is that for the first time ever these fantastic German armoured fighting vehicles called "Wiesel" are introduced, too: fast, agile like hell, small in size, can hide everywhere, hard to spot and aim at, and capable to deliver total knockout blows at tanks even over longest distances. These tiny little beasts are hell to fight against. In reality they come in small autocannon, TOW, mortar and anti-air configurations. Their name "Weasel" is very well-choosen. I love these things. But as somebody wrote in another forum: their crews tend to be (and need to be, as he said) a bit crazy. ![]()
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#6 |
Grey Wolf
![]() Join Date: Dec 2009
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You can now play the Wiesel in SB? Wonderful news.Thanks for posting the U Tube.What mod is it exactly?
These small tracked vehicles would be ideal in Afghanistan to use against the Taliban terrorists.These cowardly murderers have notched another exploit; they just murdered 10 foreign medics giving free eye care to Afghani children.In addition to disfiguring young girls going to school , destroying cultural monuments these illiterate fanatics have shown their " courage" once more.They´re the real wiesels..... Anyway enough ranting. Thanks Skybird! ![]() |
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#7 |
Soaring
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No mod, but a new program version, 2.53 i think, or 2.56. It is not added to existing versions, but is a separate new installation in itself. You do just one install and then you're done and most up-to-date. the old codemeter stick is being used.
I just do not know if the Wiesel is crewable or only commandable. There are 20 new vehicles all in all, some are oll-out new, some are reworks-from-scratch (that's why they are "new") of already existing vehicles. The wiesel can be seen in the third teaser: The second teaser shows the M60, T-55 and T-62 in action:
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If you feel nuts, consult an expert. Last edited by Skybird; 08-07-10 at 09:36 AM. |
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#8 | |||
Soaring
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Whether or not the penetration power of projectiles and the resistence of armour plates on different parts of given vehicles are realistic or not, I cannot - and have not - judged. At least they seem to get correct the basic rules of "kinetic ammo loosing power over greater range", and "turret tougher than hull, front tougher than flank tougher than rear". But that only saves it when tactical behavior and AI do not fail you - and that is the game's problems.
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