#4098691 - 03/29/15 02:04 PM
SABOW has alot of HP but does not get the Power on the road
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andre2
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Hi sim fans, I come along way as gamer and fan of tank sims and started on "Steel Thunder" on the C64 in 1992. I loved this game and spent a gazillion hours on it as a child. Armored Fist 1 and 2, M1 Tank Platoon 2, Panzer Elite, Steel Beast Gold, T-72 Balkan´s on Fire, WoT ...spent alot of time on them also. I need your opinion on SABOW. Please share it with us here. After learning about SABOW I was really courious about the game and got excited. But after spending some time with it, I found that it really is an unfinished product. Even if I had a few very good impressions at the start (Flying off fenders and stuff of BMP´s which got hit by HE, tank models, etc). It´s a sim after all but considering this guy: https://www.youtube.com/watch?v=bY7aRJE-oOYat the confrontation of fun vs realism fun always wins. SABOW has alot of unfinished "content" which isn´t fun after all. I run Version 5.81 (1983) update: aug.12b2 which should be the latest as far as i know. If this title should get sold alot, some stuff really has to become customer friendly. The UI isn´t made for a broad spectrum of people, the learning curve of the game is steep in the beginning (which is OK for a sim) and alot of stuff happens, where the game does not comunicate why it happenend. To name just a few flaws, which are really annoying: 1. I couldn´t get out of the cupola with the commander with "O" key, while the loader could do it as often as he wanted to. --> Bug. How shall I see if i´m in position well if I cant get this view (no enemy in sight). Looking for good positioning with the loader is #%&*$#, because of his limited field of view. 2. Quick battle is a good way to get used to all the controls. Thanks to the guy, who put the easy tutorial up in the forums of gravyteam and here. Graviteam should offer you a job! Because you did some of their work already anyways. Once in quick battle I killed 3 of 4 russian tanks and was just hunting down the last one. (The first 3 quick battles before of this one the AI won.) All of a sudden a countdown kicks in with 30 seconds left, which was not enough time to get the last one. With no option to either stop the countdown or setting the timer to "24h" instead of 5 minutes for a quick battle (or however how long it is)....... --> No fun at all, see the sit Meier link above. If the game designer prevends the player from having fun = game is a flop. 3. I ordered the AI to attack a victory location in campaign mode with 10-15 ´ish tanks, while I fiddled around somewhere else with another platoon as a gunner. The others got the victory location but only 2 tanks where left after that. My first thoughts, OMG, the enemy must have been very strong there. After checking that out, I learned that the biggest thread wasn´t the enemy AI. Yeah, 4 tanks alone in this ditch like 4 pigs in a pigpen. It came to my mind slowly, where the other tanks disappeared from the map. ---> Biggest thread is the AI on the own side itself, not the enemy AI itself. ---> No pathfinding what the f**k??!!! 3. The UI is well made from a programmers perspective. It´s functional, it has everything but it lacks an intuitive access. The work of a game designer here is neccesary to open the game for a wider spectrum of gamers. This product shall be sold, right? 4. Range finding. That the gunners view switches from his gunsight to this turning device is cool. But I shall do what? Dial in the range on that device visually even if i cant read the numbers on it (low graphics settings, 13" ish laptop screen). This would be still ok, if well readable (I have flown Il-2 Sturmovik successfully on full real with cockpit gauges only and it was fun). This is way to hard, considering that in RL as a gunner you would be well used to this device and would also have the hand-eye-muscle-memory-coordination to do it fast and well. But ingame here this works not that well. --> again, no fun at all. Because when the range is set. The gunner/loader is already dead. I admit that I´m maybe too stupid to use the range finder/setting well. 5. The crew swears alot, when the tank got hit but nobody calls out a dead or injured crew member, like: "Scheiße, Hans hat´s erwischt.", "Gunner down, gunner down!" or "loader out of service!" or something in russian. 6. Why does an iranean tank crew speak russian? After some first impressions and experiences I don´t like to spent time with this title anymore, because of all the flaws and frustration. Am i totally wrong?? What is your impression of SABOW? Do you think similar about the game or is your experince with it totally different then mine? Please share your experiences here.
Last edited by andre2; 03/29/15 10:00 PM.
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#4098737 - 03/29/15 03:47 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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Joined: Jun 2011
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andrey12345
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1. I couldn´t get out of the cupola with the commander with "O" key, while the loader could do it as often as he wanted to. --> Bug. How shall I see if i´m in position well if I cant get this view (no enemy in sight). Looking for good positioning with the loader is #%&*$#, because of his limited field of view.
Simply turn the commanders cupola aligned to main turret (indicated in interface by '-' ). Commander's seat for stowed position is attached to the main turret, it will be hard to hang in air. 2. Quick battle is a good way to get used to all the controls. Thanks to the guy, who put the easy tutorial up in the forums of gravyteam and here. Graviteam should offer you a job!
Already Because you did some of their work already anyways. But you can read the same in game manual, too docs\support\01_tank_manual.pdf Once in quick battle I killed 3 of 4 russian tanks and was just hunting down the last one. (The first 3 quick battles before of this one the AI won.) All of a sudden a countdown kicks in with 30 seconds left, which was not enough time to get the last one. With no option to either stop the countdown or setting the timer to "24h" instead of 5 minutes for a quick battle (or however how long it is)....... --> No fun at all, see the sit Meier link above. If the game designer prevends the player from having fun = game is a flop.
Fixed in patch Yeah, 4 tanks alone in this ditch like 4 pigs in a pigpen. It came to my mind slowly, where the other tanks disappeared from the map. ---> Biggest thread is the AI on the own side itself, not the enemy AI itself. ---> No pathfinding what the f**k??!!!
Some photos from this place in this time (Iranian campaign in game) http://i.imgur.com/xwYUNEp.jpghttp://i.imgur.com/GnprsLU.jpghttp://i.imgur.com/xwYUNEp.jpghttp://i.imgur.com/jF9FIYO.jpgDo you think it is AI from our game? The User's manual (in the historical information) described what and why it happened. The game is set up properly. 3. The UI is well made from a programmers perspective. It´s functional, it has everything but it lacks an intuitive access. The work of a game designer here is neccesary to open the game for a wider spectrum of gamers. This product shall be sold, right?
Graviteam is small company (4 men), not have game designers or other marginally useful people. What exactly you don't like in the UI? 4. Range finding. That the gunners view switches from his gunsight to this turning device is cool. But I shall do what? Dial in the range on that device visually even if i cant read the numbers on it (low graphics settings, 13" ish laptop screen). This would be still ok, if well readable (I have flown Il-2 Sturmovik successfully on full real with cockpit gauges only and it was fun). This is way to hard, considering that in RL as a gunner you would be well used to this device and would also have the hand-eye-muscle-memory-coordination to do it fast and well. But ingame here this works not that well. --> again, no fun at all. Because when the range is set. The gunner/loader is already dead. I admit that I´m maybe too stupid to use the range finder/setting well.
Gunner not have access to rangefinder not in T-62 not in M60A1. Only to rangefinder reticles. You can switch to the rangefinder reticle and measure or request a range from commander (he can use rangefinder in M60A1 tank), how to do it is described in the manual. Please read it first, do not write nonsense. 5. The crew swears alot, when the tank got hit but nobody calls out a dead or injured crew member, like: "Scheiße, Hans hat´s erwischt.", "Gunner down, gunner down!" or "loader out of service!" or something in russian.
But why? You can ask them and they will tell all about tank damages and condition of the crew. 6. Why does an iranean tank crew speak russian?
We dont know Farsi. Maybe you want to voice all 100,500 game phrases in Farsi and five others languages that are needed in the game?
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#4098763 - 03/29/15 04:21 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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General_Sultan
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Al-Ṭā’if, Mekkah Go...
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5. The crew swears alot, when the tank got hit but nobody calls out a dead or injured crew member, like: "Scheiße, Hans hat´s erwischt.", "Gunner down, gunner down!" or "loader out of service!" or something in russian. lol *loader blows up and gets hit* commander: loader is out of service!! gunner: you don't say
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#4098885 - 03/29/15 09:58 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andre2
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Uh oh, I hope your not THAT offended by my post. Haha, thoose pictures of the tanks in the ditches. I have seen pictures of one tank in a ditch before but never 2 or more in one ditch. BTW, are there more pictures of theese on the web. I have searched on youtube for stuck tanks and stuff some time ago, but couldn´t really find much about that and tank recovery. So it really happens that 5-10 tanks dissapear in the same ditch in the same location in 5 minutes???? I only have seen the Marder 1A3 and Leopard 2´s from the inside. So i don´t know how bad the view out of M60´s and T62´s is when hatches are closed. Would the first tank in the ditch actually call out on radio, that he found a ditch? Thank you for the link to the manual. I checked it again, but can´t find the manual to quick battles. Which point is it the english one? Then I searched for every "-" with Ctrl+F to find the position in the manual and controls table to get a clue on Cupola alignment. Also I dont believe, that the Commander would hang in the air, with hatch open, when the cupola points to somewhere else. He would just stand on his seat sideways or backwards, i believe. 4 men team!!! Ok ok, i see. Good job with theese recources. -I´m a mechanical engineer and from that perspective I´m very excited of the detail you have put into this. From My own CAD experience I know how much work and time that took. The march 2015 patch sneaked in under my radar very stealthy two days ago. You have been so friendly and took your time to aswer me. I will answer your question in more detail on what I would like to see in your UI later in this thread. Rangefinder...Sorry, i meant the box on the right of the gunner withe the discs on it. The name of it does not get into my mind.I just checked it again. I really can´t read the numbers on it. On dead crewmembers, yes Ctrl+I exists. But considering that in your sim you create a model of reality, you can´t model everything. You have to make compromises, because you can´t model exeriences like a fast view over the shoulder or the sound of a penetrator or after armor effect hit the flesh of the loader. With the compromises you have to give us as the users the chance to perform as well as in RL. The simle shoutout "Gunner down" gives that as fast as a view over the shoulder of the gunner in RL or the different sound of a penetration or the sound of when the splinters fly through parts of the inside of the tank when the spall liner failed to work. What I want to address here is my experience that I heard an enemy shell bounce on the outside of the tank like many other bounces and all of a sudden I wonder and wonder, when the next shell will be loaded. But nothing happens. Typing Crl+I just does not feel like THE solution to that. Bcause with Ctrl+I, when the relevant info was shown, the next enemy shell has penetrated already. I don´t know how tankers training is, when somebody of the crew get´s injured or killed. I don´t know that. I only know that your game and the experience of the gamer would benefit from that. Farsi, i don´t speak farsi also.
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#4098918 - 03/30/15 12:52 AM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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FlashBurn
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With the Iran Iraq war its night time driving with not the worlds best tankers. Usually the tanks tail lights in front of you disappear and you STOP fooking driving. Not so with these guys. But ya, on some crossings on susangerd map the ai got hit with the dumb arse stick. No denying that. It usually does a vary good job of crossing on its own. Unless its the players platoon with bad orders or formations. Crossings with bridges on susangerd always ends with tons of tanks underwater. The tanks will crush the bridge... well the 1st one will. Then they keep piling on.
When your hit and hear the splat sound, you know someone got hit. Ya sure, in reality you would certainly know when a heat round punched threw your armor as the temperature suddenly spiked and your covered in gore. A verbal cue aint a bad idea. Perhaps something like. OMG, BOB's head is blown off! Or something.
ANd sounds like your talking about the m60 mechanical ballistic computer. Unless your manually inputting range, dont worry about what is displayed. Once the commander ranges the target with the stereo coincidence range finder, all you got to do is aim center with your sight. If it misses the mark its either the commander was off a bit, he will correct, or you did not get your level and the shot was canted. With the M60, the sights with all the range strata lines are your back up sights. Your primary is the real simple one and is slaved to the mechanical ballistic computer. Which it self is slaved to the commanders coincidence range finder.
The turning out only at the 12 is an annoying compromise. At other angles it might look goofy inside the tank. Like the commander is clipping threw things.
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#4099063 - 03/30/15 12:35 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: General_Sultan]
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FlashBurn
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to be honest.. i never feel the terrains shown in the iran-iraq war in this game are realistic and historical, i studied and saw alot of the war, i have never seen the terrain similar to the one in the game in the war, infact even by google-earth it's not visible, if it's hoveyzah nearby, it was mostly an open flat desert like the one shown in your pictures flashburn, i can also provide scenes of the fighting from the area and adjacent, i have never seen similar terrain to it. Which pictures? I obviously have never been to Iran. But never saw anything that looked like Susangerd map either. Closest is the Basra area next door. Which went from rolling desert to really green bits. Areas with palm trees usually had grasses that would go to maybe as high as your knee. If it was being cultivated, rows of whatever growing in lines under the shade the trees gave off. Tall reeds always around water with green everything popping up where ever water is. Always weird that one. Could be in the most insane desert one second. Then is massive lush green stuff the next that starts and stops totally abruptly. It suppose to be farm fields, but the plots don't look like it. Just random squares. Its always been my least favorite map. Oh and then the consent mild powered sand in the air. Gives off a tan look in the air when looking out distances. Not like North American deserts. Where the sand is gritty and stays on the ground. Oh and then the buildings. Ya totally not right. But we know that one. Bridges are usually concrete if new, or if way old, stone. Its not like either Iraq or Iran where living in some throw back area.
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#4099109 - 03/30/15 01:24 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099118 - 03/30/15 01:32 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099130 - 03/30/15 01:40 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099134 - 03/30/15 01:43 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099137 - 03/30/15 01:44 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099149 - 03/30/15 02:04 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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FlashBurn
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Its not quite right. There is always mild elevation changes. This remastered one seems better IMO. And i still want an area of the map at least 3km 3km that represents the more flooded area that histories talk about. Lush bush and grass areas, with narrow bits of passable land. Where fields are they often do not depress. IE.. the areas around fields are raised. Always are. might allow infantry a place to hide. Palm tree groves are never perfectly flat that I ever saw. And always with lots of thick grass. Or like I said, rows of brush if cultivated. No idea what you grow under palm trees, but it seemed to work. Modern bridges.... That don't fall apart. Correct building made from rock and mortar. They are like mini fortresses and often 2 story. But the basic gist ain't that far off. but if you have been IN this stuff it does not look quite right. On short... I think the map just needs a little more editing. With a few more new assets. A village that looks right would be quite nice. These look like Afganistan... Only with out 2 way windows.
Last edited by FlashBurn; 03/30/15 02:06 PM.
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#4099319 - 03/30/15 07:35 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: FlashBurn]
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andrey12345
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Its not quite right. There is always mild elevation changes. In this area elevetion changes on 9 m from one side of game area to other (except bumps) in reality (and in game of course too), ie ~9/10000 on each meter in horizontal plane. Are you sure that this can be seen with the naked eye? All soils are formed by alluvial sands inwashed by river. Therefore, the hardness of the ground is low and consequently no height differences. With the exception of the bumps. As I understand under them are arrays of stones. In Afghan area practically the same thing - somthing like river floodplain surrounded by hills on the edges. But already in Angola is another matter, denser soils, and the river is no longer blurs large area. This results in the hills.
Last edited by andrey12345; 03/30/15 07:44 PM.
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#4099325 - 03/30/15 07:51 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099332 - 03/30/15 07:59 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099333 - 03/30/15 08:02 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099334 - 03/30/15 08:06 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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andrey12345
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#4099379 - 03/30/15 09:14 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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FlashBurn
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Which is why we need more Angola... On Susangerd, its ya, 9 meter elevation changes that the satellite picks up, true. And a mean average is right. But the folds in the earth all all over the region. Enough to hide in as a person or a vehicle. To much of susangerd looks like a road leveling crew went threw. The region just does not look like that. Even the open desert is all mild folds. And I don't think your average satellite image or map for that matter, will pick up an 1/2 to 1 meter dip in the ground. but on the ground you see them all over. Its subtle, but its there.
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#4100117 - 04/01/15 10:42 AM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andre2]
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ijozic
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To me the game personally looks very HDR heavy probably to achieve a more realistic look, but I just find it weird every single time. I much prefer the Steel Fury terrain and palette to be honest.
IMHO, the biggest problem is that this feels like a game where a tank sim part is slapped onto the Achtung Panzer strategy game. I hate the small strategic map segments over which I move the units and how the turns play out and stuff. It feels so out of place for a tank sim, IMHO. And the map UI thus offers too many options which are not needed here. Even the in-game UI can be rather overwhelming. It's hardcore and all, but I think most players don't need most of those and would find a simplified interface with bigger indicators showing just the necessary items (crew position, turret orientation, ammo type, speed setting, etc.) much more rewarding.
Tank sims should be about speed and breakthroughs; it's not fun getting stuck in the bushes and ditches fighting over chunks of rather small flat maps where the combat is from up close and brutal. I'm not saying that the chosen scenarios were different in reality, but that the chosen scenarios were not the most suitable for a fun experience, even though they were original.
I've bought it on release and tried several times to get into it, but to no avail. I find it just too tedious to bother with for little reward at hand.
Please don't take it personally, but I'm just trying to give my impressions. If you ever decide to do another tank game, please make it more like what you did in Steel Fury and much less like this Achtung Panzer mod.
BTW, yes, I probably wrote a similar post the previous time I tried to get into it (before this last updated version), so sorry for repeating myself.
Last edited by ijozic; 04/01/15 10:55 AM.
i386DX40@42 MHz w/i387 CP, 4 MB RAM (8*512 kB), Trident 8900C 1 MB w/16-bit RAMDAC ISA, Quantum 340 MB UDMA33, SoundBlaster 16, DOS 6.22 w/QEMM + Win3.11CE, Quickshot 1 btn 2 axis gameport joystick, Numpad as hat-switch. 2 FPH on a good day, 1 FPH average.
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#4100144 - 04/01/15 12:11 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: ijozic]
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andrey12345
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To me the game personally looks very HDR heavy probably to achieve a more realistic look, but I just find it weird every single time. I much prefer the Steel Fury terrain and palette to be honest.
The most frequent negative feedback about SF which we received - it acidic tone palette In SABOW much softer and more realistic palette. At least after the March 2015 patch. IMHO, the biggest problem is that this feels like a game where a tank sim part is slapped onto the Achtung Panzer strategy game. I hate the small strategic map segments over which I move the units and how the turns play out and stuff.
This is a big problem any game where simulated combat. Once we go beyond a single tank (for example to a tank platoon), we have to do something for command and control. Next biggest negative feddbacks from users about SF (after palette) are insufficient control over the troops and lack of the dynamic campaign This drawbacks are corrected in SABOW too. It feels so out of place for a tank sim, IMHO. And the map UI thus offers too many options which are not needed here. Even the in-game UI can be rather overwhelming. It's hardcore and all, but I think most players don't need most of those and would find a simplified interface with bigger indicators showing just the necessary items (crew position, turret orientation, ammo type, speed setting, etc.) much more rewarding.
Tanks that are in the game now - a bit more complicated as there are in the SF, respectively, amount of different information in the UI is also greater. It's inevitable. But you can disable the UI at all, and only use the cockpit and hotkeys. There's all this is displayed and works as in real tank. Tank sims should be about speed and breakthroughs; Of course no If you look at the two "living" tank simulators, which is now, you'll see that the "working with the map" occupies a significant portion of time. Whatever it was, but the tank simulator is not a shooter in which the human model is replaced by a tank model and all actions are slowed. This is primarily a command and control. BTW, yes, I probably wrote a similar post the previous time I tried to get into it (before this last updated version), so sorry for repeating myself.
Thanks for the feedback! In the next patch, which will be released a few days, will be and instant action mode w/o placement and troop management. In the future, probably added something like static campaign in SF.
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#4101113 - 04/03/15 07:45 AM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andrey12345]
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markl
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I like the idea of a instant action mode.
Another option I would like to see is a toggle to remove all realistic tank aiming where it will always hit where you point it, no range finding etc. This would give you the chance to just learn the map part first then the gun aiming. Possibly making the game more freindly to new players.
Even after reading the tutorials and watching some youtube videos I still do not understand the rangefinding bit. But I seem to be the only so it's probably just me, being a bit slow.
Anyway glad the game is progressing, and I will get it eventially.
Regards MarkL
Last edited by markl; 04/03/15 07:45 AM.
MarkL
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#4101118 - 04/03/15 08:17 AM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: markl]
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FlashBurn
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I like the idea of a instant action mode.
Another option I would like to see is a toggle to remove all realistic tank aiming where it will always hit where you point it, no range finding etc. This would give you the chance to just learn the map part first then the gun aiming. Possibly making the game more freindly to new players.
Even after reading the tutorials and watching some youtube videos I still do not understand the rangefinding bit. But I seem to be the only so it's probably just me, being a bit slow.
Anyway glad the game is progressing, and I will get it eventially.
Regards MarkL
The M60a1 well, the sticky post up top of this forum is still relevant. The T62 is simply use the range strata lines on the various devices. The gunners sight, the commanders sight, or with bino's. The new revised game manual explains this really well.
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#4101420 - 04/03/15 08:39 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: FlashBurn]
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markl
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I like the idea of a instant action mode.
Another option I would like to see is a toggle to remove all realistic tank aiming where it will always hit where you point it, no range finding etc. This would give you the chance to just learn the map part first then the gun aiming. Possibly making the game more freindly to new players.
Even after reading the tutorials and watching some youtube videos I still do not understand the rangefinding bit. But I seem to be the only so it's probably just me, being a bit slow.
Anyway glad the game is progressing, and I will get it eventially.
Regards MarkL
The M60a1 well, the sticky post up top of this forum is still relevant. The T62 is simply use the range strata lines on the various devices. The gunners sight, the commanders sight, or with bino's. The new revised game manual explains this really well. I do get part of it OK, and making some progress. After a bit more trying I will ask a few questions. Regards MarkL
MarkL
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#4101438 - 04/03/15 09:26 PM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: markl]
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Joined: Jun 2011
Posts: 925
andrey12345
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Joined: Jun 2011
Posts: 925
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I like the idea of a instant action mode.
Another option I would like to see is a toggle to remove all realistic tank aiming where it will always hit where you point it, no range finding etc. This would give you the chance to just learn the map part first then the gun aiming. Possibly making the game more freindly to new players.
Even after reading the tutorials and watching some youtube videos I still do not understand the rangefinding bit. But I seem to be the only so it's probably just me, being a bit slow.
Anyway glad the game is progressing, and I will get it eventially.
Regards MarkL
1) Use M60 tank: commander seat on rangefinder place + full command mode. Press [5] and [5] again Use mouse scroll to overlapping images on target and shot to cross 2) T-62 tank: gunner seat + APDSFS shell. Press [1]+[R]. You can shoot to targets close then 1600 m on ^ mark due to high shell velocity.
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#4101845 - 04/05/15 11:00 AM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: andrey12345]
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Joined: Mar 2001
Posts: 165
ijozic
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Joined: Mar 2001
Posts: 165
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The most frequent negative feedback about SF which we received - it acidic tone palette In SABOW much softer and more realistic palette. At least after the March 2015 patch. OK, I just downloaded the patch so will try. Hope it's compatible with the second version I got from the GG site. But, the realistic look is rather subjective and directly translating the real colors into the palette does not guarantee a convincing look. IMHO, I'd say SB Pro doesn't seem to have a highly authentic palette, but achieves to look much more convincing than the very HDR heavy and busy look of the SABOW. This is a big problem any game where simulated combat. Once we go beyond a single tank (for example to a tank platoon), we have to do something for command and control. Next biggest negative feddbacks from users about SF (after palette) are insufficient control over the troops and lack of the dynamic campaign This drawbacks are corrected in SABOW too. Yes, OK, but a tank company is where the line should be drawn IMHO. It's obviously subjective, but in a tank sim, you should be a part of the larger battle, not running it. If I'd want that, I'd play Theatre of War or APOS or whatever. Now, having an adaptive and dynamic AI on both sides might be problematic so those missions are usually heavily scripted, but I have no problem with that. I'd much prefer a set of scripted missions linked to a campaign (ideally a branching one) to a repetitive dynamic campaign on a small map like in SABOW. Tanks that are in the game now - a bit more complicated as there are in the SF, respectively, amount of different information in the UI is also greater. It's inevitable. But you can disable the UI at all, and only use the cockpit and hotkeys. There's all this is displayed and works as in real tank. This is nitpicking, but I don't see how these tanks differs from a WWII tank technically. The Germans had the passive IR devices at the end of that war and also had the stereoscopic range finders on some prototypes IIRC (like Panther II with the new small turret). If you look at the two "living" tank simulators, which is now, you'll see that the "working with the map" occupies a significant portion of time. Whatever it was, but the tank simulator is not a shooter in which the human model is replaced by a tank model and all actions are slowed. This is primarily a command and control. Sorry, but now you're just patronizing me with the FPS part, I never hinted at wanting something like that. Tanks are made for maneuvering warfare and your game has them placed on a small map moving at small chunks of a "strategic" map which is the size of a relatively small tactical one. Working with the map, yes, to identify the terrain benefits, routes of approach, etc. but I don't see this tiled turn based map handling in any other tank sim. This is my biggest problem with this game - I found the small map divided into even smaller chunks limiting in a tactical strategy game like APOS, let alone in something that should be first and foremost a tank-sim. It could work on a larger scale, but then you'd need some map generation algorithm I guess.. Thanks for the feedback! In the next patch, which will be released a few days, will be and instant action mode w/o placement and troop management. In the future, probably added something like static campaign in SF. Thanks on your continuing work on the game, looking forward to the "action" mode (for us FPS lovers ). And the addition of a static campaign like the SF in the next game would be great, thanks for considering it.
Last edited by ijozic; 04/05/15 11:30 AM.
i386DX40@42 MHz w/i387 CP, 4 MB RAM (8*512 kB), Trident 8900C 1 MB w/16-bit RAMDAC ISA, Quantum 340 MB UDMA33, SoundBlaster 16, DOS 6.22 w/QEMM + Win3.11CE, Quickshot 1 btn 2 axis gameport joystick, Numpad as hat-switch. 2 FPH on a good day, 1 FPH average.
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#4101853 - 04/05/15 11:38 AM
Re: SBOW has alot of HP but does not get the Power on the road
[Re: ijozic]
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Joined: Jun 2011
Posts: 925
andrey12345
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But, the realistic look is rather subjective and directly translating the real colors into the palette does not guarantee a convincing look. IMHO, I'd say SB Pro doesn't seem to have a highly authentic palette, but achieves to look much more convincing than the very HDR heavy and busy look of the SABOW.
Objectively, it is not right. For example, in the SB never happens sunny day or dark night. What does not pull on a realistic view. I do not know what you mean, under "very HDR heavy" in SABOW, but enough to go out on a sunny day and immediately you can see where this is done correctly, and where not. Like it or not - whether it is an objective reality. We do simulation in all aspects, and try not to do any subjective things if it possible. Only try to reproduce the objective world. Yes, OK, but a tank company is where the line should be drawn IMHO. It's obviously subjective, but in a tank sim, you should be a part of the larger battle, not running it. If I'd want that, I'd play Theatre of War or APOS or whatever. Now, having an adaptive and dynamic AI on both sides might be problematic so those missions are usually heavily scripted, but I have no problem with that. I'd much prefer a set of scripted missions linked to a campaign (ideally a branching one) to a repetitive dynamic campaign on a small map like in SABOW.
Each approach has its pros and cons. Better to have both, but it is difficult in general for technical reasons for the low-budget games. This is nitpicking, but I don't see how these tanks differs from a WWII tank technically. The Germans had the passive IR devices at the end of that war and also had the stereoscopic range finders on some prototypes IIRC (like Panther II with the new small turret).
What does this have to do with the attitude of the tanks from SF and 1942 year? M60A1 much complex than the Panther. Starting from the engine and transmission, ending ballistic computer and fire control system. T-62 in more aspects too. Sorry, but now you're just patronizing me with the FPS part, I never hinted at wanting something like that. Tanks are made for maneuvering warfare and your game has them placed on a small map moving at small chunks of a "strategic" map which is the size of a relatively small tactical one. Working with the map, yes, to identify the terrain benefits, routes of approach, etc. but I don't see this tiled turn based map handling in any other tank sim. This is my biggest problem with this game - I found the small map divided into even smaller chunks limiting in a tactical strategy game like APOS, let alone in something that should be first and foremost a tank-sim. It could work on a larger scale, but then you'd need some map generation algorithm I guess..
I'm saying, you want fast action/plot, whereas it is the main logistics and command and control. It's not that bad, just obviously this is minor part of the game. Yes, it probably will, but not so fast
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#4119339 - 05/12/15 12:22 PM
Re: SABOW has alot of HP but does not get the Power on the road
[Re: andre2]
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Joined: Jun 2011
Posts: 925
andrey12345
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Joined: Jun 2011
Posts: 925
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My SABOW isn´t working anymore. I bet i has something to do with me running and Intel HD3000 only as a graphics card + new patch. HD3000 and other strange Intel 2D cards not supported, sorry Regarding the UI, it wasn´t as self explainatory as it could be. As an example, the icon for Closes hatches, i never was sure if the hatches are open or not by the symbol. Also when not in commanders seat how do you know, if the hatches are open??? There should be an indicator in all positions.
It think as in real life - look to hatch and see open or not. Any other variants can be?
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