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03-01-11, 12:26 PM | #2146 |
Watch
Join Date: May 2009
Posts: 26
Downloads: 38
Uploads: 0
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Hi Zee,
I have very much enjoyed the mod, a vast improvement on the original, as you say the future is promising. Here are a few thoughts on it, excuse me if I repeat others, I haven't read all 143 pages on this thread! I have a crash problem on restarting a failed mission sometimes, no biggy, I think it's about clearing the cache? I think the tiger is not affected speed wise by going up hill, is that fixable? would it be possible to reduce the amount it skews when hitting a destructable object, particularly if it's moving slowly and hits a tree. When you use AI driver and call for a halt he doesn't stop it, just puts it in nuetral, active braking would be good as well; even if you put the brake on, it seems like it takes too long to stop. It would be nice if you could give the AI driver speed presets, ie. keys 1-8, each representing a specific speed between 3 and max kph other wise you have to listen to him each time you tell him to speed up. Max speed over rough terrain is too high but I think that is being addressed? I think it is possible to confuse the AI gunner when designating targets and then he stops firing completely until you turn him on and off, I may be wrong on this. If you get to an enemy gun position there is often the crew standing there, if I was them I'd run away or play dead instead of waiting to be machine gunned! I know you are working on a system to repair tracked tanks and resupply them in the field and this will be great. It's a shame you can't change the load out before a mission, the first two in Kursk could use a bit more HE. I think it's been mentioned but the line of sight through trees etc, needs work, it's annoying to be shot at by things you can't respond to except through AI gunner. Some missions that have more of a defensive, rather than offensive flavour would be great too, the tigers excelled at this. Keep up the good work, Cheers! |
03-01-11, 01:01 PM | #2147 | |
Sea Lord
Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
Uploads: 1
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Quote:
I like your idea of using the 1-8 keys. As for the brake issue I believe the rolling stop is much more realistic especially on hills, it coasts down hill nicely.Your idea about load-out selection is great that would be a very welcomed addition. The mission creation is a phase I want to be able to focus entirely on that would cover every year of the war, I am not there yet but I am working toward that. So, please be patient Kamerad. Cheers, ZW |
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03-02-11, 11:59 PM | #2148 |
Sea Lord
Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
Uploads: 1
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Winter Panther A and Soldaten!
Winter in TvT,
Vorwärts Kameraden! ZW |
03-03-11, 10:53 AM | #2149 |
XO
Join Date: Jul 2007
Posts: 431
Downloads: 341
Uploads: 0
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FANTASTIC
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03-03-11, 10:58 AM | #2150 |
XO
Join Date: Jul 2007
Posts: 431
Downloads: 341
Uploads: 0
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03-03-11, 12:26 PM | #2151 |
The Old Man
Join Date: Mar 2008
Location: Phx. Az
Posts: 1,458
Downloads: 24
Uploads: 0
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I see that you are doing a Zeepurb job my friend. You have come a loooong way since this first started.
I am glad to see you doing so well on your project. Gott mit du! |
03-05-11, 07:34 AM | #2152 |
Watch
Join Date: May 2009
Posts: 26
Downloads: 38
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Hi Zee, Just wondering if you have any plans to limit the engine rpm of the mid production tiger to 2600 as only the first ml210 engined tigers were capable of 3000, the rest being governed due to weakness of the engine at high rpm. This would indirectly solve the problem of there top speed being too high as well.
Last edited by Kapt. Q; 03-05-11 at 08:47 AM. |
03-05-11, 01:48 PM | #2153 | |
Sea Lord
Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
Uploads: 1
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Quote:
Ok, your right I'll fix it and will have it with the next Update, along with the new Playable Tiger E1 (early ver.) among other things in the works. Now on to technical stuff about the Maybach controls The engine RPM has two methods of increase manually and auto-Driver The rpm issue will be in the upcoming Project ZW Update, Vorwärts Kameraden! ZW |
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03-07-11, 10:40 AM | #2154 |
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Join Date: May 2009
Posts: 26
Downloads: 38
Uploads: 0
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Wow Zee, prompt response, I look forward to the update.
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03-15-11, 02:06 PM | #2155 |
Seaman
Join Date: Mar 2011
Posts: 32
Downloads: 61
Uploads: 0
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New 2011 Member
Well, I discovered all this pretty late compared to a lot of the rest of you and had to dig out my old copy of TvT that I haven't played in awhile. All this looked so good that I just had to give it a try. I wasn't a hugh fan of the original release but these mods have got me interested
ZeeWolf, you should be getting my donation at any moment! |
03-15-11, 04:08 PM | #2156 |
Seaman
Join Date: Mar 2011
Posts: 32
Downloads: 61
Uploads: 0
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Mission Stats Problem
ZeeWolf,
First off, thank you for your very fast response. Also, the changes you have made look VERY NICE! Everything with the first German mission seemed to work great until I finished. Here is the data from the final screen: Soviet Red Army - Tigers Shake Kurtenki Mission Objectives - all boxes illuminated Shots Fired - 7 Hits Landed - 42 Accuracy - 600% Tanks Destroyed - 2 Enemy Positions Destroyed - 2 APC Destroyed - 1 Trucks Destroyed - None Infantry Killed - 6 Mission Success Now, I know I'm good (grin) but 7 shots fired and 42 landed. Not to mention I was playing on the German side. Any idea what's wrong???? Thanks |
03-15-11, 05:59 PM | #2157 | |
Sea Lord
Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
Uploads: 1
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Quote:
You look like you did awesome The problem with the 600% is with using the coaxial machine gun, it increased the percent. Although the MG rounds are no longer counted the hits are. The next update that I am currently working will squeeze in a fix. I might even eliminate the percent from the tally altogether. My plan is to add kill rings to the tanks gun barrel during the campaign, but that is still a ways down the road . Vorwärts Kamerad! ZW |
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03-15-11, 07:05 PM | #2158 |
Seaman
Join Date: Mar 2011
Posts: 32
Downloads: 61
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Thanks ZW. I appreciate the explanation....
KDP |
03-16-11, 01:11 PM | #2159 |
Sea Lord
Join Date: Aug 2007
Location: The Great NorthWest
Posts: 1,724
Downloads: 58
Uploads: 1
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Hi KDP
I also wanted to put the fix link here for other ZW members to DL http://www.tanksimzw.com/EndMissionMenu.zip ZW |
03-16-11, 01:38 PM | #2160 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,901
Downloads: 280
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Zee, is the gun barrel seperate from the texture maps? if it is, perhaps it would be really easy to make a small number of modified textures, if one wishes to have his total kill count, then all he would have to do is replace his current Tiger texture with one that has the proper number of kills on the barrel. it seems like it wouldn't take very long to make from one to 50
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