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Old 07-31-10, 09:46 PM   #1411
doug770
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Quote:
Originally Posted by ZeeWolf View Post
You need these douggy too!

http://www.filefront.com/15181093/Msvcr_Files.zip/

Chucky is on to something but I can't remember exactly what to do.
The guys who have win7 would know though.


ZeeWolf
Got It! Thanks so much
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Old 07-31-10, 09:56 PM   #1412
doug770
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Originally Posted by eddie View Post
Hate to say this, but Gamersgate doesn't sell T34 vs Tiger, either as a download or as a cd. They sell Steel Fury, but not T34 vs Tiger.

I have this sim installed on Win7, in the Programs(x86) section, and have no problems here. I always make sure any installer is pointing to this folder, before I use it. I always manually locate the folder (through the installer) to make sure its going into the correct folders. Works fine every time!

And ZW, make sure you have sufficient LOD's with those new models, they look great BTW!!! I sometimes wonder what level of lod's the original designers used?
Sorry to correct you Eddie but they did sell it and I just checked my games folder and it's still there.
OK, I'm trying to remember how I installed my last mod?
Not sure if the installer gave me the option of where to install?
I'll check...

Thanks Eddie
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Old 07-31-10, 10:25 PM   #1413
frinik
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Originally Posted by Priscalan View Post
salut Frinik

ce serait avec plaisir , mais où est ce forum francophone? je ne l'ai pas trouvé...
C´' est le forum simu de france magazine j' ai lu 2 de tes posts dont un du 14 fevrier 2009( 1eres impressions.A moins qu'il y ait 2 Priscalans?)

Frinik
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Old 08-03-10, 06:28 PM   #1414
ZeeWolf
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Default Got her working!

Good news Kameradin!

I am delighted to report that the "Adding new Playable Tanks" has been completely solved with outstanding success. My new Playable Tiger uses
the stock interior with all camera positions ,gages and animations working.
The suspension system performs much closer to reality and is a real joy to
drive and operate. All forward and reverse gears work with no engine kill.


inside view


Beautiful



Vorwärts Kameraden!

ZW
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Old 08-03-10, 07:24 PM   #1415
BPNZ
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Hi ZW and others,

I have been reading this topic for a long time with interest.
What you have been able to acheive in a relatively short time is truely incredible.

I'm sorry I haven't read every page of this topic but I assume you have mastered the combat physics of the game?
I am especially interested in how the game models ballistics & armor penetration.

After spending many years studying armored warfare and coming up with more realistic? weapons stats for Panzer Commander (personal use only),
I am interested in how T vs T uses the various values.
Having looked over the script files and put together a modified set of armor/penetration values for the default models, I was very interested in a simple explanation as to how the game uses them.

I don't want to divert your valuable time but is armor thickness/shell diameter ratio (T/D ratio) modelled to adjust penetration? I assumed it wasn't as I haven't seen a value for projectile calibre.

I came across this page recently and found it to be a very good summary on many of the issues involved:
http://www.spwaw.com/lholttg/penetration.htm
Obviously you can only work within what is possible coding wise.

Have you got armor/ballistic data you are satisfied with for the new models you are introducing into your Kursk campaign?
If I could be of help at all, you have only to ask.

I plan to contribute to your worthwhile project shortly. The only reason I haven't yet is I've been busy with a new job in a new town after being made redundant.

I have also had a long term involvement in the continuing development of European Air War, a classic 10 year old air combat game.


All the best
Brian Purcell
New Zealand
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Old 08-03-10, 08:53 PM   #1416
ZeeWolf
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Quote:
Originally Posted by BPNZ View Post
Hi ZW and others,

I have been reading this topic for a long time with interest.
What you have been able to acheive in a relatively short time is truely incredible.

I'm sorry I haven't read every page of this topic but I assume you have mastered the combat physics of the game?
I am especially interested in how the game models ballistics & armor penetration.

After spending many years studying armored warfare and coming up with more realistic? weapons stats for Panzer Commander (personal use only),
I am interested in how T vs T uses the various values.
Having looked over the script files and put together a modified set of armor/penetration values for the default models, I was very interested in a simple explanation as to how the game uses them.

I don't want to divert your valuable time but is armor thickness/shell diameter ratio (T/D ratio) modelled to adjust penetration? I assumed it wasn't as I haven't seen a value for projectile calibre.

I came across this page recently and found it to be a very good summary on many of the issues involved:
http://www.spwaw.com/lholttg/penetration.htm
Obviously you can only work within what is possible coding wise.

Have you got armor/ballistic data you are satisfied with for the new models you are introducing into your Kursk campaign?
If I could be of help at all, you have only to ask.

I plan to contribute to your worthwhile project shortly. The only reason I haven't yet is I've been busy with a new job in a new town after being made redundant.

I have also had a long term involvement in the continuing development of European Air War, a classic 10 year old air combat game.


All the best
Brian Purcell
New Zealand
Welcome aboard BPNZ
Thanks for the compliments mate, it's be allot of work. But I love it man
The T/D ratio is not used. What is though is simply distance/penetration
variables with random modifiers for a degree of failure. However there is
certainly room for improvement and refinement too. My biggest gripe is
the round is depleted at what ever it hits. So if for example: If a Tiger
AP round hits the fender of a truck the round dose not continue through
the truck and out the other side and blast through a house and finally hit
something that should actually stop it. And of course that means no ricochet neither.
Although I do want to explore these issues to their fullest possibilities
where I could at least shot through a house and kill a tank.

Thanks for your help offer Brian and stick around you will be glad you did

ZeeWolf
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Old 08-03-10, 10:16 PM   #1417
BPNZ
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Thanks for the quick reply ZW.

Yes, I thought it would be a simplified form.
At least by observation it does seem to calculate the actual armor thickness to be penetrated along the projectile path.
This is obviously important for curved / steeply sloped surfaces.

You might consider modifying the armor calculation routine to (if possible): actual = base/((cos(angle))^1.4)
Yep shame the shell doesn't stay alive after entering object but probably helps reduce calcs.
Can't wait for the Campaign although my comp may struggle (Opteron 175, 3 gig ram, ATI 4670, Windows XP).


Keep up the outstanding work
Brian
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Old 08-03-10, 11:48 PM   #1418
ZeeWolf
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Thanks BPNZ I certainly will

ZeeWolf
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Old 08-04-10, 02:49 PM   #1419
morttheslayer
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Welcome BPNZ

Hi Brian
It's good another Zeewolf project member is joining us (particularly one with such auspicious connections as the old but great EAW which I fondly remember giving many hours of willing participation to) -- I am sure you won't be disappointed. ZW does his level best to improve modify and optimise the running of this potentially great sim.
ZW has certainly raised the bar on this product and has many constraints (like the issue you raised) to incorporate and modify as best as time allows along with all the other improvements you have obvious seen in the threads. He's done a brilliant job to date and seems like this is only the start.
Word of caution your PC specs are not bad but don't be too put off if your game runs slowly. It will need some tinkering to get it running well but I'm sure you are well on top of that. I have had to turn off some of the enhancements but most I run at max. my PC has an E8500 CPU with 9800GTX+ GPU, 4Gb DDR3PC RAM and runs WinXP and I struggle sometimes during large scale actions. I bear with it as one day (?) I will upgrade and run this game much better. It seems OK on Win 7 so there is life extension in this title; another reason for me personally to underwrite this title with ZW's mods work (his support is excellent BTW).

Happy Tanking Brian Over and Out Morty
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Old 08-04-10, 07:49 PM   #1420
BPNZ
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Thanks for the warm welcome Morttheslayer ,

The default game plays OK on my system, but I'm sure ZW's mods will greatly increase the load.

Not wanting to divert attention at all but EAW is a different game now with many new features, including:
- A skin for each individual plane in each squadron
- More accurate Flight Models including modelling 2 speed superchargers and ram effect
- Many more online flying options automatically transmitted to each player

The latest version out soon (1.28e) will have several sets of planes selectable from ingame.

This is where we hang out:http://simhq.com/forum/ubbthreads.ph...n_Air_War.html
There are some new videos showing the new features on Youtube, mainly by Eman I think.


Question for ZW
I note you are making greater use of the penetration and damage modifiers; increasing the min/max range on some vehicles compared to default.
Are the modifiers that are actually chosen randomly selected between within that range?

Cheers
BPNZ
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Old 08-05-10, 03:08 PM   #1421
morttheslayer
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BPNZ Hello again

Thanks for reply Brian, yes you guessed right ZWs mods will ramp up both CPU and GPU load as you will soon hopefully find out!
Yes also I am a member of SimHQ and Mission4Today and am aware of all the update works.
Going off topic momentarily I tried EAW again last year but my GPU drivers didn't like it one bit.
[Not too upset as I am an avid IL2 supporter awaiting the 4.10 patch I make my own missions and this is a big update -
besides with IL2 and T34vsTiger I don't seem to have much spare time!!!]

ZeeW - Love all the new work in progress

All the best - Morty
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Old 08-05-10, 06:39 PM   #1422
ZeeWolf
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Quote:
Originally Posted by morttheslayer View Post
Thanks for reply Brian, yes you guessed right ZWs mods will ramp up both CPU and GPU load as you will soon hopefully find out!
Yes also I am a member of SimHQ and Mission4Today and am aware of all the update works.
Going off topic momentarily I tried EAW again last year but my GPU drivers didn't like it one bit.
[Not too upset as I am an avid IL2 supporter awaiting the 4.10 patch I make my own missions and this is a big update -
besides with IL2 and T34vsTiger I don't seem to have much spare time!!!]

ZeeW - Love all the new work in progress

All the best - Morty
Thanks Morty!
Since Saturday this have been going very well. The cracking the Playable
unit mystery has blasted open a huge range of possibilities. Of course there
has always been the hope that I could create a playable tank - but nothing
to the extent in which I have such an enormous level of confidence I now
have.

Hang in there with me Morty

ZW
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Old 08-08-10, 06:58 AM   #1423
der-blaue-max
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Hallo Friends,
before: Sorry my english is not the best, so I havn`t searched the whole
thread.

I am a Member since 1/2 Year, but because of my work I havn`t
been often in here. My Old PC ist broken, so my downloads fom Zeewolf are gone. Is there A Kind of "all in one" instaler for all things that have been made till now??

Maybe Zeewolf can You send me an E-mail with this or a Link for these things or the download links for to be up to date or make a fresh install?
btw. I think you should have my E-Mail adress!

Hope there are not so many mistakes in here. My Schoolenglish is a very long time ago!

Thank You...

By the Way if You want to buy a Real WW2 Tank.....

http://www.aero-auktion.com/angebotd...lectlotid=1639

Edit: Sorry it`s sold! But there is still a Skfz...

Last edited by der-blaue-max; 08-08-10 at 07:26 AM.
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Old 08-08-10, 11:36 AM   #1424
ZeeWolf
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Quote:
Originally Posted by der-blaue-max View Post
Hallo Friends,
before: Sorry my english is not the best, so I havn`t searched the whole
thread.

I am a Member since 1/2 Year, but because of my work I havn`t
been often in here. My Old PC ist broken, so my downloads fom Zeewolf are gone. Is there A Kind of "all in one" instaler for all things that have been made till now??

Maybe Zeewolf can You send me an E-mail with this or a Link for these things or the download links for to be up to date or make a fresh install?
btw. I think you should have my E-Mail adress!

Hope there are not so many mistakes in here. My Schoolenglish is a very long time ago!

Thank You...

By the Way if You want to buy a Real WW2 Tank.....

http://www.aero-auktion.com/angebotd...lectlotid=1639

Edit: Sorry it`s sold! But there is still a Skfz...
Hallo Kamerad,

Check your e-mail !

I have yet to finish the latest update, but it will be another major release.
With a major overhaul of the collision model that was discovered during the
work on the playable tank requirements.
Project ZeeWolf has literally recreated T34 vs Tiger, the defferance from the
default game are remarkable. The successful and on going advances made
recently has really boosted my enthusiasm that (as a result of Project ZeeWolf)
T34 vs Tiger will be the hallmark of WWII tank simulations.

Vorwärts Kameraden!

ZW
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Old 08-08-10, 07:09 PM   #1425
Hans Ludwig
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Wasssup guys and gals and ZeeWolf.

I thought T34 vs. Tiger was long dead after Lighthouse sank. But I'm glade to see someone is trying to mod the game and fix the bugs, mainly the MP bug.

Well my unit, the 12th SS, love playing all kinds of games from RO, to DH, to Arma2/OA, to COH and ect... We are looking forward to playing this game as much as we do the others. However, many in my unit want to know the current state of T34 vs. Tiger multiplayer? Are there any servers up and running or clans/units/guilds currently playing this game together?

I only mention MP because SP only goes so far. Most gamers I know find games that center around SP grows old and stale after awhile. And most people I know love modding this type of stuff from mutators, skins, and scripts, much like what you are doing.
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