Jump to content
Battlefront is now Slitherine ×

Sneaksie

Members
  • Posts

    1,503
  • Joined

  • Last visited

Posts posted by Sneaksie

  1. ToW2 uses Direct3D instead of OpenGL for rendering for many reasons, one of them is the Ati OpenGL fluctuating support, because of this ToW2 works in your case and ToW1 doesn't. Over the years there was a number of Catalyst releases with broken OpenGL compatibility and eventually it was fixed in later drivers, this is not the first time. We can't write proper drivers for Ati videocards and we don't know how to, it's their work.

    Don't think that we are indifferent to your problems, we are deeply concerned with such issues, but the only solution is to wait for a driver wich handles OpenGL properly or rollback to previous working version.

  2. All units have realistic FOV. Snipers switch between their scope and eye view, commanders between binoculars and eye view. Vehicles have historical aiming sights and can spot target from far away (if it is inside gunsight field of view, usually it is very narrow).

    All sighting devices on the vehicle are modeled. For example, see this short article. It's in Russian, but pictures are self-explanatory.

    http://artofwar.games.1c.ru/page.php?id=48

  3. OpenGL renderer was used in ToW1 and no longer supported. Reason of crashes is memory allocation, that's why most crashes occur on 32-bit systems, especially Vista 32, while most Vista 64 users have no such problems at all.

    In the patch work with memory on 32-bit systems will be optimized (code changes, decreasing size of some textures and sounds).

  4. You need to edit ini files in data\guns\Ger directory (or USA or else). This can be done using SFS extractor written by Dr. Jones. They contain data like this:

    [base]

    Country Ger

    Name 75mm_KwK_40_L43

    [Properties]

    Kalibr 0.075

    useHookAsRel False

    EffectPreset 070_089mm_Front_2Side

    Sound weapons.ger.75mm_kwk_40_l43

    EffectMode Single

    ReloadTime 6.5 6.5

    shotFreq 1

    traceFreq 1

    Magazines Ger\75mm_PzGr_39_APCBC Ger\75mm_PzGr_40_APCR Ger\75mm_PzGr_40_W_APBC Ger\75mm_Gr_38_HLB_HEAT Ger\75mm_SprGr_34_HE

    ammoUsed Ger\75mm_PzGr_39_APCBC Ger\75mm_PzGr_40_APCR Ger\75mm_PzGr_40_W_APBC Ger\75mm_Gr_38_HLB_HEAT Ger\75mm_SprGr_34_HE

    AimDistance 0 50 100 500 1000 1500 2000

    AimRadius 0.1 0.3 0.8 2.5 4.0 6.5 10.0

    ShootHintTimeout 15000

    ShootHintRange 500

    ShootHintRadius 20

    [Ger\75mm_Gr_38_HLB_HEAT]

    Ammo Ger\75mm_Gr_38_HLB_HEAT

    Speed 450

    aimMinDist 10

    aimMaxDist 2000

    HistMaxDist 6500

    Dispersion 1000 0.40

    LinesH 0 100 500 1000 1500 2000 2500 3000 10000

    Penetration 0 0 0 0 0 0 0 0 0

    [Ger\75mm_PzGr_39_APCBC]

    Ammo Ger\75mm_PzGr_39_APCBC

    Speed 740

    aimMinDist 10

    aimMaxDist 2000

    HistMaxDist 6500

    Dispersion 1000 0.30

    LinesH 0 100 500 1000 1500 2000 2500 3000 10000

    Penetration 98 96 83 69 58 48 32 16 0

    [Ger\75mm_PzGr_40_APCR]

    Ammo Ger\75mm_PzGr_40_APCR

    Speed 930

    aimMinDist 10

    aimMaxDist 2000

    HistMaxDist 6500

    Dispersion 1000 0.30

    LinesH 0 100 500 1000 1500 2000 2500 3000 10000

    Penetration 145 139 117 95 74 58 32 19 0

    [Ger\75mm_PzGr_40_W_APBC]

    Ammo Ger\75mm_PzGr_40_W_APBC

    Speed 930

    aimMinDist 10

    aimMaxDist 2000

    HistMaxDist 6500

    Dispersion 1000 0.30

    LinesH 0 100 500 1000 1500 2000 2500 3000 10000

    Penetration 78 77 73 62 37 29 25 19 0

    [Ger\75mm_SprGr_34_HE]

    Ammo Ger\75mm_SprGr_34_HE

    Speed 570

    aimMinDist 10

    aimMaxDist 2000

    HistMaxDist 7680

    Dispersion 1000 0.30

    LinesH 0 100 500 1000 1500 2000 2500 3000 10000

    Penetration 12 12 12 10 10 7 4 3 0

    Cumulative values are all zeroes because they are specified in another file (data\ammo\ger\75mm_Gr_38_HLB_HEAT.ini).

    This example is from ToW2 but ToW1 uses similar file structure.

  5. Penetration values are for 0 degrees and nobody said that "what we see is only for display".

    Penetration values for German and Soviet ammo are from Soviet field tests, and keep in mind that Soviet technique differed from German or US. Allied data was used as-is and because of this Allies actually have an advantage over Germans and Soviets in the game.

    Compairing values of different origin (for example, values from German and Soviet sources)from books won't get you anywhere, since they were calculated or tested using different methods.

    I can only repeat what i said more than year ago:

    Please keep in mind that values calculated theoretically using ideal formula and real life penetration ability of the gun are totally different stories. Our values for Soviet and German equipment are based on tests documentation. Various nations used different methods of gun penetration tests, for example, Soviet tests terms were narrower. Because of this, most values for Russian and German guns are from authentic gunnery tables and gunnery tests data of captured German equipment. Allied guns penetration data was corrected by Battlefront.

    If you want, you can replace all values with theoretical data, but this will be the simulation of ideal tanks and guns and will be far from real WW2 engagements. If most wargames just take values from Jentz and such books for German, another books for Russian and Allied guns and throw them together into the damage calculation system, it doesn't mean this is the right thing to do. These values were measured using completely different methods (or much worse, calculated theoretically) and can not be used together 'as is'.

  6. Like in TOW1, capture event noted only if soldier did that under enemy fire or there were enemies nearby. In other cases you get the captured unit by it will be not mentioned in statistics.

    Downed aircraft is shown in the statistics if it was shot down by one of your units. If it's not shown, then it was shot by allies, friendly fire or crashed by accident.

×
×
  • Create New...