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Old 03-01-11, 12:26 PM   #2146
Kapt. Q
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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!
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Old 03-01-11, 01:01 PM   #2147
ZeeWolf
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Quote:
Originally Posted by Kapt. Q View Post
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!
Hi Kapt Q,
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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Old 03-02-11, 11:59 PM   #2148
ZeeWolf
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Default Winter Panther A and Soldaten!

Winter in TvT,



Vorwärts Kameraden!

ZW
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Old 03-03-11, 10:53 AM   #2149
LcSummers
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Originally Posted by ZeeWolf View Post
Here you go Kamerad and it looks very good on the PnzII

LC's Banner


ZW

Hi ZW,

you are really the best. I am SPEECHLESS. TUTIFULL, i mean WONDERFULL: I am really honored.

Thanks mate,


LC
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Old 03-03-11, 10:58 AM   #2150
LcSummers
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Originally Posted by ZeeWolf View Post
Winter in TvT,



Vorwärts Kameraden!

ZW

FUBAR, Wunderbar!!!!


A Panther Ausf. A. You make me really nervous. WOW!!!

Not my tank ( not yet)


Greetings to all my Panzerkameraden


LC
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Old 03-03-11, 12:26 PM   #2151
Freiwillige
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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!
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Old 03-05-11, 07:34 AM   #2152
Kapt. Q
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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.
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Old 03-05-11, 01:48 PM   #2153
ZeeWolf
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Quote:
Originally Posted by Kapt. Q View Post
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.
Hi Kapt. Q,
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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Old 03-07-11, 10:40 AM   #2154
Kapt. Q
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Wow Zee, prompt response, I look forward to the update.
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Old 03-15-11, 02:06 PM   #2155
KapitanDP
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Default 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!
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Old 03-15-11, 04:08 PM   #2156
KapitanDP
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Default 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
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Old 03-15-11, 05:59 PM   #2157
ZeeWolf
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Quote:
Originally Posted by KapitanDP View Post
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
Hey KDP!
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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Old 03-15-11, 07:05 PM   #2158
KapitanDP
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Thanks ZW. I appreciate the explanation....

KDP
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Old 03-16-11, 01:11 PM   #2159
ZeeWolf
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Originally Posted by KapitanDP View Post
Thanks ZW. I appreciate the explanation....

KDP
Hi KDP

I also wanted to put the fix link here for other ZW members to DL

http://www.tanksimzw.com/EndMissionMenu.zip

ZW
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Old 03-16-11, 01:38 PM   #2160
Sledgehammer427
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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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