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Txema

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Everything posted by Txema

  1. I would appreciate it very much if Battlefront could release a version of the manuals with 1 page per page, so to speak. I prefer to see it that way on the tablet AND on a printed version. I would like to have that PDF version with 1 page per page to be able to print it in that way, with much larger letters and drawings... Any chance to get it, pretty please ??? ;-) Txema
  2. Where can we download that shader fix now?
  3. Juju, Could you please include also this flag for the German HQ as an option: Pretty please? Txema
  4. Are you going to ship all the games and books from the USA ? Or are you planning to ship the orders for Europe from Ireland as you did some years ago? It is an important question for the European customers because the custom fees are usually quite high... (not just the taxes, but also the fee they charge just to process the item at the customs). It would be really nice if you could ship from Ireland... Txema
  5. Recent post from Moon: ********************************************** I can confirm that the release date will NOT be May 20. What will happen is this (it's how these things always work here at Battlefront): 1) all pre-order customers will receive an email that their downloads are enabled (make sure to whitelist sales@battlefront.com in your email program! If you entered your email incorrectly during the order process, you're screwed ) 2) one of the pre-order customers will ignore the friendly plea to NOT post on the forum that they are already downloading (this happens usually within 2 seconds after the emails go out), and will start a thread here saying something like "OMG OMG OMG I AM DOWNLOAD NOW!!!!" 3) the official release announcement will go up on the front page a couple of hours later, and the pre-order offer will be removed, and replaced with the usual "Download Only", "Mail Only" and "Download&Mail" options. The latter, btw, still include a very few Steelbooks (we may run out today, though). We're almost out (and the only reason we are not out yet is because a stock count revealed that we have received more Steelbooks than we had ordered, for no extra charge. Thank you Scanavo ) Martin ********************************** Thanks guachi, great work.... first and second points fulfilled....
  6. Steve, Any comments on these situations? I think they could be reasonably common in CMBN... Txema
  7. OK, I will rephrase my previous post eliminating the two "offending" words. The german tank crews were trained to know the weak areas of their enemy tanks. I have not been able to find pictures of the training materials that they used on internet (and I have looked for them intensively !), but in the english translation that I own of the Tigerfibel manual a detailed "Armor penetration chart" for the Tiger's 8.8 cm "KwK" 36 gun is included, featuring the main enemy tanks that the Tiger could find in the battlefield and including drawings of each enemy tank indicating the different areas that could be penetrated by the Tiger, and the maximun shooting distance to achieve penetration at that area. A photograph of these supplements found in the back of the Tigerfibel can be seen in the middle of this web page, although it is too small to see the drawings properly: http://www.alanhamby.com/tigerfibel.shtml Similar information is included in the Pantherfibel manual. You can download it here: http://megaupload.com/?d=DYMSU0C6 Please, check pages 105 to 120. In my opinion it is reasonable to assume that if all this information was included in the manuals the tank crews knew it and used it, aiming, when the situation allowed it, for the most faborable areas of the enemy tanks. It is clear that this stuff was in the training of the german tank crews. In my opinion, if the target is at short distance (300 meters, for example) it should be easy to aim for the turret and to hit it... Why do you assume that a tanker wouldn't do it if he was trained to do it, and if he knew that it was much more easy to achieve a penetration there?
  8. The german tank crews were trained to know perfectly the weak areas of their enemy tanks. I have not been able to find pictures of the training materials that they used on internet (and I have looked for them intensively !), but in the english translation that I own of the Tigerfibel manual a detailed "Armor penetration chart" for the Tiger's 8.8 cm "KwK" 36 gun is included, featuring the main enemy tanks that the Tiger could find in the battlefield and including drawings of each enemy tank indicating the different areas that could be penetrated by the Tiger, and the maximun shooting distance to achieve penetration at that area. A photograph of these supplements found in the back of the Tigerfibel can be seen in the middle of this web page, although it is too small to see the drawings properly: http://www.alanhamby.com/tigerfibel.shtml Similar information is included in the Pantherfibel manual. You can download it here: http://megaupload.com/?d=DYMSU0C6 Please, check pages 105 to 120. I am sure that if all this information was included in the manuals the tank crews knew it and used it, aiming, when the situation allowed it, for the most faborable areas of the enemy tanks. It is clear that this stuff was in the training of the german tank crews. Txema
  9. Wow, Steve, very interesting explanations !! Of course, the main problem that I see is what you explain here: And this fact is the final ingredient necessary to explain perfectly what has happened in the AAR with the duel between the Pz IVH and the M4A3 Sherman. (The Pz IVH can not decide to aim for the turret, that is more easy to penetrate. He always try to aim for the center mass - the upper hull in that case, that is more difficult to penetrate). However you are obviously fully aware of the problem and I am sure that you will fix it in the future. Steve, thank you very much for all your explanations. It is a pleasure to debate about this topics with you :-) And thank you for these AARs. I can't wait to play the game !!!
  10. Steve, First of all, thank you very much for your quick answer !! Could you plese re-read the post by ShakyJake? http://www.battlefront.com/community/showthread.php?p=1240274#post1240274 As you can see, his calculations reveal that the Sherman needs a lateral angle around 30 degrees to make the penetration by the Pz IV-H 75mm L/48 unlikely (in the upper hull front). On the other hand, ShakyJake’s calculations show also that if the Pz IV-H has a lateral angle around 30 degrees the penetration (in the hull) by the Sherman’s 75mm L/40 APCBC is also unlikely. http://www.battlefront.com/community/showthread.php?p=1240414#post1240414 Therefore, at this short range, no tank has a-priori advantage over the other. As you say, “the PzIV is still dead meat because the Sherman is striking it dead on, but the Sherman has a pretty good chance of surviving a hit because it is oblique. The matchup we see in this AAR seems to indicate that is indeed what is happening.” I fully agree with this statement. But if you reverse the situation interchanging the position of both tanks in such a way that the PzIV strikes the Sherman dead on (in the upper hul), and the Sherman strikes the PzIV (in the hull) with a lateral angle (of around 30 degrees), then the Sherman should die easily while the PzIV should have a high chance of surviving. My point is that we have found a very good explanation for the facts that we are seeing in the AAR, but the Sherman tank is not surviving because it is inherently better than the PzIV at this short range. It is surviving because it is being hit with a lateral angle, while the PzIV is dying because it is being hit dead on. If we interchange their positions the result would be the opposite. So, which tank is better head to head at 300 meters? The calculations done by ShakyJake suggest that both of them are roughly equivalent a-priori, but of course if one of them is in a significantly better tactical position than the other then it will have a significant advantage (as it happens in the AAR).
  11. ShakyJake, thank you very much for your calculations !! They confirm very well my previous statements. There should be no significant difference between the Pz IV-H and the M4A3 Sherman head to head at 300 meters. They should have roughly the same probability of destroying the other. Battlefront, taking into account all the calculations done by ShakyJake, do you agree with my statement?
  12. OK, this is a very good explanation about what can be happening in these 3 Sherman hits without penetration: perhaps the tank lateral angle is around 30 degrees and the compound angle becomes 61 degrees, making the penetration more unlikely. However, I think that if you do the same calculations (tank lateral angle around 30 degrees) for the opposite case (Pz IV-H being hit by the M4A3 Sherman in the upper hull and in the lower hull, and therefore 96mm vs 80mm and 93mm vs 80mm respectively), then the compound angle would increase significantly and probably the penetration would become also unlikely. (Could you please do the calculations ???) My point is that in a head to head combat between a Pz IV-H and a M4A3 Sherman at 300 meters, taking into account all of these calculations, both tanks have roughly the same probability of destroying the other. If one of them hits the other straight on (without tank lateral angle) in the turret, gun mantlet or in the upper or lower hull, then it is very likely to achieve a penetration. If the tank has a noticeable lateral angle (30 degrees or more) and is hit in the upper or lower hull (in the case of the Pz IV-H) or in the upper hull (in the case of the M4A3 Sherman) then the penetration becomes unlikely. BTW, at this very small distance (300 meters) an experienced gunner could always aim for the turret or gun mantlet and achieve an easy penetration. Therefore, the first tank that hits should get the first penetration. Taking into account all of these data, there should be no significant difference between the Pz IV-H and the M4A3 Sherman head to head at 300 meters. They should have roughly the same probability of destroying the other. P.S. Why the Pz IV-H of the AAR is not aiming for the turret or gun mantlet of the M4A3 Sherman to achieve an easy penetration? Why is it hitting the upper hull 3 times?
  13. First of all, thank you very much for all these detailed explanations. I really appreciate them !! However, there is something that I am not understanding properly: when you speak about the hit results on the M4A3 Sherman, you state that: “M4A3 Sherman upper hull: usually but not always penetrates; majority of killing energy absorbed by armor (53mm vs 46mm)”. And later you also state referring again to the Sherman “If the chance of a penetration from straight on is marginal, then a less optimal angle of impact likely means the round does not penetrate.” But the chance of penetration should be quite high. 53mm vs 46mm should mean that most of the times the shell should penetrate. (53/46 = 1.15, penetration capability is 15% larger than the thickness of the plate). Then why do you speak about marginal chance of penetration? I think that in this case we have a high chance of penetration… and consequently if the Panzer IV hits the M4A3 Sherman three times with this high chance of penetration, it must be very unlucky not to penetrate it at least once. Not to achieve a penetration with 3 hits is possible, of course, but it is a very unlucky result for the Panzer IV. Moreover, although the majority of killing kinetic energy would be absorbed by armor in case of penetration, the AP rounds used by the Panzer IV have an explosive filling to increase the destruction after penetration and therefore they should be able to produce important damage to the M4A3 Sherman. Battlefront, could you please comment on these? P.S. BTW, the ratios for the M4A3 Sherman hitting the Panzer IV at the upper hull and lower hull are quite similar: 96mm vs 80mm -> 96/80 = 1.20 (penetration capability 20% larger than the thickness of the plate) and 93mm vs 80mm -> 93/80 =1.16 (penetration capability 16% larger than the thickness of the plate) and in both cases you state that there will be a penetration.
  14. Which operative system is better for TOW 2 Kursk and Caen ? - Windows XP (32 bits) or - Windows 7 64 bits Which operative system do you recommend to get better FPS ? Or both of them provide the same performance in TOW 2 Kursk and Caen ? Txema
  15. Sneaksie, I have just bought the Caen addon. Thank you very much for all your help !! Txema
  16. Sneaksie, First of all, thanks again for your answer !! This is the list of the new bugs fixed in the 1.3.3 russian patch (the previous russian patch was 1.3.0): Link http://forums.games.1c.ru/index.php?type=thread&msg_id=2375499 - Fixed errors found online play - Changed the options for the duration of a network game (now possible choose from 10 minutes to 2 hours in increments of 10 minutes) - Improved algorithm to find ways, refined algorithms AI - Added hotkeys for immediate gain or loss single mission (cheat) - Removed the limit on the number of sectors and visibility of unit number of types of aircraft weapons - Increased the experience of mortar default - Fixed an animation of firing rocket-propelled grenade in the trench - Fixed connection missions in the campaign in the generator - Refined editors - HDR mode is enabled by default - Fixed minor bugs in the interface This is the list of the new bugs fixed in the 1.3.1 battlefront patch (the previous battlefront patch was 1.2.4): Link http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=245&Itemid=384 •Infantry now takes damage in hand-to-hand combat properly •Several AI bugs fixed (repeated rapid stance change, infantry not looking in the direction prescribed with the "Defend' button, rare freeze while mounting a vehicle, aiming while in a trench, facing rearwards after completing a move forward command and more) •Multiplayer routines improved •Re-calling an artillery strike doesn't require victory points •The dead end in the first German mission has been fixed (it occured when player eliminated all Russian troops before the counterattack) •Passability corrected on some maps •Interrupted vehicle engine sounds fixed •Molotov cocktail fire effect now linked to the impact point •Molotov cocktails are now effective against open-topped and unarmored vehicles only •Users are now able to fine-tune the bogging down probability (see below) It seems that the new bug fixes of the russian 1.3.3 patch are NOT included in the battlefront 1.3.1 patch. Therefore it seems that the current 1.3.1 battlefront version is missing ALL of these bug fixes: - Fixed errors found online play - Changed the options for the duration of a network game (now possible choose from 10 minutes to 2 hours in increments of 10 minutes) - Improved algorithm to find ways, refined algorithms AI - Added hotkeys for immediate gain or loss single mission (cheat) - Removed the limit on the number of sectors and visibility of unit number of types of aircraft weapons - Increased the experience of mortar default - Fixed an animation of firing rocket-propelled grenade in the trench - Fixed connection missions in the campaign in the generator - Refined editors - HDR mode is enabled by default - Fixed minor bugs in the interface Sneaksie, please, correct me if I am wrong but I think that the changes in 1.3.3 vs 1.3.1 are all the items listed just avobe and therefore they are quite significant and a 1.3.3 patch should be also released for the battlefront TOW 2 Kursk owners. Anyway, if I buy the Caen add-on, can I assume that my battlefront TOW 2 Kursk will be upgraded to 1.5.0 version, and therefore will be patched also with the 1.3.3 bug fixes? Thank you very much for your help, Txema
  17. Sneaksie, Can you comment on this, please? Thanks in advance ! Txema
  18. Thank you very much for your answer ! Txema
  19. SNEAKSIE, BATTLEFRONT ? Can you answer my question ?? Which are the new features included in the 1.5.0 version?
  20. Arzok, You are right !!! That feature was introduced in the 1.3.3 patch: - Changed the options for the duration of a network game (now possible choose from 10 minutes to 2 hours in increments of 10 minutes) The Battlefront TOW 2 Kursk version is 1.3.1, and is currently outdated. The Steam TOW 2 Kursk version is 1.3.3, and it is the updated version that includes all the new bug fixes and features. Battlefront, please, make sure that the 1.3.3 patch is released soon for the Battlefront customers. The Steam and the Battlefront versions are currently NOT compatible for MultiPlayer, and this happens because our Battlefront version is currently outdated. Txema EDIT: Actually the 1.3.1 patch for the Battlefront TOW 2 Kursk was released on May 18, 2010. The 1.3.3 patch for the russian version of TOW 2 Kursk was released on July 21, 2010. Obvously they are not the same version !!! Link for the russian 1.3.3 patch for TOW 2 Kursk: http://forums.games.1c.ru/index.php?type=thread&msg_id=2375499
  21. Moon, First of all, thank you very much for your quick answer. I have (Battlefront) TOW 2 Kursk installed in my computer and patched to 1.3.1. When I start the game I click to "Autoupdate". Then I get the following message: "Checking for the updates... Current game version is up to date." But when I start to play the game I can see that my game version is still 1.3.1. It seems that it is impossible to update the game to the most current version 1.3.3. Could you please check it? Is anybody else experiencing this problem? Thanks again for your help !! Txema
  22. I have read in the TOW 1C forums (in russian) that a new pacth (1.3.3) was released for TOW 2 Kursk at the end of July, 2010. It seems that the TOW 2 Kursk version offered by steam already includes that patch. However, the Battlefront customers can only apply the 1.3.1 patch to their TOW 2 Kursk version. Battlefront: are you going to release the patch 1.3.3 for TOW 2 Kursk ? Is it already fully included in the Caen add-on that updates TOW 2 Kursk to 1.5.0 version? Here you have the release notes of the 1.3.3 patch offered for TOW 2 Kursk in the russian 1C forums. I have translated it using google translate: "The Art of War. Kursk" version 1.3.3 =========================================== This archive is a complete assembly of the game, it includes many changes. Archive size 1.3Gb Changes in the game: - Fixed errors found online play - Changed the options for the duration of a network game (now possible choose from 10 minutes to 2 hours in increments of 10 minutes) - Improved algorithm to find ways, refined algorithms AI - Added hotkeys for immediate gain or loss single mission (cheat) - Removed the limit on the number of sectors and visibility of unit number of types of aircraft weapons - Increased the experience of mortar default - Fixed an animation of firing rocket-propelled grenade in the trench - Fixed connection missions in the campaign in the generator - Refined editors - HDR mode is enabled by default - Fixed minor bugs in the interface This version includes fixes of previous updates: - 5 new maps for multiplayer and scenario generator - 10 new units (tanks T-34-85 and IP-2, SU-85 and SU-100, heavy ACS ISU-152 tank Pz. VIB "King Tiger, assault instrument "Brumbar, tank destroyers Jagdpanzer 38t "Hetzer", "Elephant" and "Yagdpantera) - Added utility AutoUpdate.exe for automated updates Games - Reworked the AI, bugs AI - The crew of intelligence units (Sdkfz. 222, Sdkfz. 232, BA-64) and intelligence level of the same skills increased to 50-100 points (In the campaign, this change will only occur after the beginning of a new game) - Recall the shelling after his suspension does not require Points - Corrected logical deadlock in the first German mission (he was advancing, if the player destroyed all of the defenders before the counter) - Increased visibility for units in the shot - Units in the "Do not shoot" will not open fire themselves, but they will hit the target by the player - Changed the aiming of the trenches - The effect of burning incendiary grenades now moves with the object, in which she came - Soldiers fired automatic weapons shorter Queues - Fixed a cross at the intersection of the road with anti- moat in the first German mission - Extended the passage through the anti-tank ditch in the third German Mission - Added ability to set the probability of jamming equipment (See below) - Fixed a bug that caused it to crash the game when exceeding maximum number of units on the map - Fixed the mission "Southern Outskirts Cherkassky, "Verhopene", "Novoselivka and "Kalinovka" for Germany and "Southern Outskirts Cherkassky, "and" Defense Syrtseva "for the USSR - Fixed a crash causes in the process of placing the troops under selection of weapons and the issuance of certain communications, improved stability of the whole application - Added a training mission - Multiplayer: revised data transmission system and the system AntiCheat - Added "Ambush" for the armored cars and ACS - AI: finalized the firing of the trenches, the soldiers did not run out of houses under fire - AI: in the "Hold position" the soldiers attacked the specified goal from the spot, but move if given the team an attack or assault on positions - AI: fixed a bug with the frequent changes in body position gunners during the battle - Multiplayer: refined mechanism that limits the total amount of troops in the alliance and the statistics panel - The mission added messages about the availability of air-and art-supporting - Allow renaming of units on screen, "Personal composition " - Fixed a mass of tanks KV-1 and KV-1S, and 45-mm M-42, and 76-mm Regimental guns - Reduced frequency of firing a sniper rifle SVT - Implemented handling the Enter key, and Escape in the panel mode Statistics - Fighters will no longer move on hold position - Allowed to force firing on targets in the regime of prohibition Shooting - Improved survival of the infantry in the trenches and on some types of surface - Fire at the position is possible, even if the target is not visually seen - Soldiers actively running away from thrown grenades - Fixed the command "smoke screen" of the soldiers - Corrected trajectory of firing mortar shells at close Distance - Tanks can give the order to protect the infantry - Fixed epilogues at the end of campaigns - Fixed killability RPG-43 - Fixed animation gun DShK - Fixed transfer of units between missions - Refined the logic of the mission "Verhopene" for Germany - Fixed a gun trenches on the first Soviet mission - For the destruction of passengers cars are now correctly receive points experience - Improved compatibility mode - Updated the mission editor - Fixed display of renamed crew members in the panel information technology - Improved game stability - Improved and enabled by default compatibility mode (it can be off in the game settings) - Fixed the mission "Southern Outskirts Cherkassky, "Cherkasy" for Germany and "Defense Syrtseva" "South of Verhopenya" and "Verhopene" for the USSR - Improved form of a German infantryman, optimized textures for all soldiers - Optimized texture techniques and effects - Added support for mods - Optimized sound system - Reduced the radius in which the soldiers react to getting shot - Fixed the lack of grenades, some German soldiers - Improved display sectors fired anti-aircraft guns - Improved the display of the number of crew Technology Encyclopedia - Improved handling of empty shells, while maintaining game - Fixed a bug when adding support for rocket artillery in a simple editor - Roof Armor T-34 plant № 174 fixed with 45mm to 20mm - For mods added support for new types of armor How to change the probability of jamming equipment ===================================== Open any text editor file from path Games> \ Data \ Settings \ Navigation.ini. It contains many sections with the titles of the form [Halftrack 5x5], which stores the options speed for different types of surfaces, such as: SpeedSWAMP 0.3 0.01 The first number - a modifier speed for this type of units, the second - the probability of getting stuck on the surface of the type. Link http://artofwar.games.1c.ru/page.php?id=118&a=dl.
  23. So when we install the Caen package, we also upgrade TOW 2: Kursk to the 1.5.0 version. Which are the new features included in the 1.5.0 version? Txema
  24. Broadsword, Wargo, I would appreciate it very much if you could comment on the strategy guide. Does it really take advantage of the possibilities offered by the computer? I mean, does it include features that would be impossible in a conventional written guide? I am asking it because in the demo the "tactical lessons" (village attack) are not really taking advantage of the computer capabilities... it consists just of two images, and it includes no animations... the same could be offered by a conventional book... it is a pitty... and the rest of the guide seems similar... On the other hand, is it easy to print the main texts to be able to read them away from the computer as a conventional book? How? Do you have to copy and paste them in a Word file, for example? Thank you very much for your help !! Txema
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