Graviteam

English-speaking community => Graviteam Tactics: Operation Star => Topic started by: andrey12345 on November 07, 2012, 08:05:59 AM



Title: March 2013 update (news and discussion)
Post by: andrey12345 on November 07, 2012, 08:05:59 AM
1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
...


Title: Re: March 2013 update (news)
Post by: Flashburn on November 07, 2012, 09:26:37 AM

1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
...

LOL.  Did you not just finish an update cycle and now started another?   :P


Title: Re: March 2013 update (news)
Post by: Flashburn on November 07, 2012, 05:32:25 PM
March 2013 then add 2 months on to that(May 2013) so we're still looking at 5 months from now,so I don't think it's all that soon.
It seems to follow the every 6 month update cycle pattern.

My guess is stand alone Normaghan (however its spelled) is taking priority.  On the other hand APOS certainly works well now.  Many a developer would have walked away long ago.   ;)


Title: Re: March 2013 update (news)
Post by: Xambrium on November 08, 2012, 03:59:22 PM
and whats with the addons? summer 43 and leningrad etc..?


Title: Re: March 2013 update (news)
Post by: Xambrium on November 10, 2012, 04:57:35 PM
bump  ???  :P


Title: Re: March 2013 update (news)
Post by: andrey12345 on November 26, 2012, 09:03:29 PM
....
11) Added the ability to set placement in defense without digging trenches.
12) Fixed a bug with the canceling of serial orders in battle.
13) Adjusted indication and view modes for serial orders in battle.
14) Added button for automatic platoon placement.
15) Added separate command teams for different types of troops.
16) Added the support units in a quick battle.
17) Added a separation for radio stations by type and his type indication.
18) Fixed a bug with icons remain after disable (and enable) the mini-map.
19) Added the indication for the radio/voice/wire communications in battle.
20) Button for platoons table in operational phase is changed from F1 to F3.
21) Added an antenna on KV-1S and KV-8S tanks.
22) Added an option for icon types on operational map (option 4.20).
23) The algorithm for ammunition and fuel replenish is cahnged, added indication for supply level on map.
24) Command radii is removed.
25) Company and battalion commanders are added in a quick battle.
26) During the retreat without a combat (in operational phase) platoon loses morale.
27) Added the fire platoon commanders in artillery batteries.
...


Title: Re: March 2013 update (news)
Post by: wodin on November 27, 2012, 03:19:12 AM
Andrey I see command radi is removed. I hear your bringing in a new command system based on radios etc..is it possible you can explain how it works in abit more detail? thanks.


Title: Re: March 2013 update (news)
Post by: andrey12345 on November 27, 2012, 11:05:02 AM
Andrey I see command radi is removed. I hear your bringing in a new command system based on radios etc..is it possible you can explain how it works in abit more detail? thanks.

Command system based on some types of communications (not only radio) in plans, yes. First is a wire communication, than voice and HF / VHF radios, and rare - signal rockets and infantry phones on tanks.

In the next patch to an existing in-game radio and voice broadcasts, wire, infantry phones and signal rockets (for the player) will be added. And will be added visualisation for all communications too.
It will also extend the scope of communications (now used only for target designation) to transfer command control (like now make commanders radii).


Title: Re: March 2013 update (news)
Post by: Alexander on November 27, 2012, 08:07:12 PM
Final version of Pz-IF for March update:
(http://img717.imageshack.us/img717/1861/shot201211272353300000.jpg) (http://imageshack.us/photo/my-images/717/shot201211272353300000.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

(http://img843.imageshack.us/img843/9208/shot201211272345460000.jpg) (http://imageshack.us/photo/my-images/843/shot201211272345460000.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

(http://img823.imageshack.us/img823/1622/shot201211272345580001.jpg) (http://imageshack.us/photo/my-images/823/shot201211272345580001.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

(http://img690.imageshack.us/img690/6817/shot201211272346280002.jpg) (http://imageshack.us/photo/my-images/690/shot201211272346280002.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)


Title: Re: March 2013 update (news)
Post by: lockie on November 27, 2012, 09:29:56 PM
Excellent!


Title: Re: March 2013 update (news)
Post by: Void on November 27, 2012, 09:34:11 PM
Perfect!


Title: Re: March 2013 update (news)
Post by: andrey12345 on November 28, 2012, 12:07:49 PM
Big thanks :)


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 06, 2012, 11:32:11 PM
...
28) Staff for the troops in quick battle has been modified and expanded.
29) Added a group of messages for breaking and restoring wired connection.
30) Adjusted an algorithm offers ceasefire from AI (removed immediately cancel after offer).
31) Added target designation by flares.
32) Added a button to apply the last selected filter for soldiers or vehicles.
33) Staff for the troops in operations has been modified and adjusted.
34) Squad parameters panel is changed.
35) Rotate order is moved to squad panel.
36) Added a separate button for reverse move.
37) Added indication for suppressed squads in 3D and on the map.
38) The "quick" orders adaptively vary depending on the number of troops who are given the order.
39) Added a button on the orders panel, which allows to transfer troops under the control of AI.
40) Put a penalty at the start of the operation if allied troops is transfer under the players control.
41) Added automatic movement for signalers to laying wire communication.
42) Feature 42, now without name.
43) Added indication and options for valid orders.
44) Removed the outline of the selected units if individual icons is displayed.
...

Some pics
http://www.sukhoi.ru/forum/showthread.php?t=77705&p=1938701&viewfull=1#post1938701


Title: Re: March 2013 update (news)
Post by: wodin on December 07, 2012, 12:45:40 PM
WooHoo to number 44!! Big thanks from me!

Also No42 sounds interesting...


Title: Re: March 2013 update (news)
Post by: Flashburn on December 07, 2012, 01:49:47 PM
WooHoo to number 44!! Big thanks from me!

Also No42 sounds interesting...

Feature 42.........sounds like a certain game......... :P :-\


Title: Re: March 2013 update (news)
Post by: Dane49 on December 07, 2012, 02:42:06 PM
Area 42-sounds mysterious  :o


Title: Re: March 2013 update (news)
Post by: Void on December 07, 2012, 02:55:50 PM
Thanks for the news!

32) Added a button to apply the last selected filter for soldiers or vehicles.

36) Added a separate button for reverse move. 

42) Feature 42 = Panzerkampfwagen V added to the game

Big thanks :)


Title: Re: March 2013 update (news)
Post by: Xambrium on December 07, 2012, 03:33:00 PM
42: First Person control for some selected panzers  :o 8)


Title: Re: March 2013 update (news)
Post by: Void on December 07, 2012, 03:37:42 PM
42: First Person control for some selected panzers  :o 8)

 :o :o :o  Damned, it will be cool!

So again:
42: First Person control for some selected panzers
     + secret bonus : Panzerkampfwagen V added to the game


Title: Re: March 2013 update (news)
Post by: Flashburn on December 07, 2012, 03:52:38 PM
42: First Person control for some selected panzers  :o 8)

While I certainly dont think that would work quite right........ah neat-O-rama. 


Title: Re: March 2013 update (news)
Post by: Void on December 07, 2012, 03:58:04 PM
I think it´s time for introduction of successor STEEL FURY: Kharkov1942:  GRAVITEAM FURY: TARANOVKA 1943  ;)


Title: Re: March 2013 update (news)
Post by: Flashburn on December 07, 2012, 04:10:00 PM
I think it´s time for introduction of successor STEEL FURY: Kharkov1942:  GRAVITEAM FURY: TARANOVKA 1943  ;)

YES, I agree.  But with a GOOD publisher/self publish.  Needs some other hooks besides just tank warfare IMO jsut because of sales.  With proper promotion mayhbe it could actually MAKE money instead of just brake even.   :P


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 09, 2012, 07:47:47 PM
http://www.sukhoi.ru/forum/showthread.php?t=77705&p=1940131&viewfull=1#post1940131


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on December 09, 2012, 09:55:30 PM
OK, tell us about that colored bar above the time as seen in the pics in post #128.


Title: Re: March 2013 update (news)
Post by: Flanker15 on December 10, 2012, 07:48:37 AM
Sounds great.


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 08:02:18 AM
OK, tell us about that colored bar above the time as seen in the pics in post #128.
This is user command power indicator.


Title: Re: March 2013 update (news)
Post by: Flanker15 on December 10, 2012, 11:35:12 AM
42: First Person control for some selected panzers  :o 8)

So again:
42: First Person control for some selected panzers
     + secret bonus : Panzerkampfwagen V added to the game

This legit?
Haven't seen any official posts about panthers and direct control.


Title: Re: March 2013 update (news)
Post by: Void on December 10, 2012, 02:21:18 PM
42: First Person control for some selected panzers  :o 8)

So again:
42: First Person control for some selected panzers
     + secret bonus : Panzerkampfwagen V added to the game

This legit?

NO! it´s my dream....
Haven't seen any official posts about panthers and direct control.

NO! it´s my dream....


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 02:44:34 PM
This legit?
Haven't seen any official posts about panthers and direct control.
No panters (we like Marders or any low brand vehicles like StuiG or PzI F) and of course no any direct control in Tactics - only deep and deep.... indirect in near future :D


Title: Re: March 2013 update (news)
Post by: Void on December 10, 2012, 02:50:43 PM
Damned! ;D


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 02:56:37 PM
Damned! ;D
But only for you  ;D
http://imgur.com/446XR


Title: Re: March 2013 update (news)
Post by: Void on December 10, 2012, 03:38:26 PM
Damned! ;D
But only for you  ;D
http://imgur.com/446XR

 :o :o :o Is it someones mod or it will be official?


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 03:42:54 PM
:o :o :o Is it someones mod or it will be official?
official


Title: Re: March 2013 update (news)
Post by: Void on December 10, 2012, 03:48:36 PM
:o :o :o Is it someones mod or it will be official?
official

Arrgh, I nearly spilt beer on me ;D

Wonderful news!!!


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 03:51:33 PM
:o :o :o Is it someones mod or it will be official?
official

Arrgh, I nearly spilt beer on me ;D

Wonderful news!!!
But its not a near future


Title: Re: March 2013 update (news)
Post by: Void on December 10, 2012, 04:02:49 PM
:o :o :o Is it someones mod or it will be official?
official

Arrgh, I nearly spilt beer on me ;D

Wonderful news!!!
But its not a near future

Never mind, it´s good to know that it´s on the way :)


Title: Re: March 2013 update (news)
Post by: Dane49 on December 10, 2012, 05:11:14 PM
Finally 8)!!!!Why do you Russians hate the Panther so much! ;D
Having the Panther in this game would be very very good and go a long way in boosting a greater interest for this title IMHO.

If you look at the SF42 threads you can see one of the 1st tanks everyone was interested in adding or modding was the Panther tank,that should have been a strong indicator as to how popular that tank is with the Graviteam community.Not having Panther tank is like having pizza without the pepperoni.


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 05:51:44 PM
If you look at the SF42 threads you can see one of the 1st tanks everyone was interested in adding or modding was the Panther tank,that should have been a strong indicator as to how popular that tank is with the Graviteam community.Not having Panther tank is like having pizza without the pepperoni.
May be immediately and Abrams?
Yes, and what little things - X-Wing with blasters. Too popular to.

We have a few resources, so we do only what need and involved in battle, but not in general do not understand that  ;D


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 05:57:12 PM
Having the Panther in this game would be very very good and go a long way in boosting a greater interest for this title IMHO.
Okay. Convinced, so we do an experiment soon, it really is.  ;D


Title: Re: March 2013 update (news)
Post by: Flashburn on December 10, 2012, 06:11:40 PM
Having the Panther in this game would be very very good and go a long way in boosting a greater interest for this title IMHO.
Okay. Convinced, so we do an experiment soon, it really is.  ;D

Oh my.  So whens the t34 85 rolling out.   :P  I know everyone is panther crazed, but am I the only one that prefers early war stuff?  Not knocking it....its neato and all but how but a pz38t?  LOL. 


Title: Re: March 2013 update (news)
Post by: Void on December 10, 2012, 06:30:57 PM
but how but a pz38t?  LOL. 

Being Czech...thumbs up ;)


Title: Re: March 2013 update (news)
Post by: Dane49 on December 10, 2012, 06:35:33 PM
I like early war stuff too,but my favorite tank is the Panther and it isn't in this game and I was hoping that it would be added in the near future to fill that empty Russian front gaming void that I have wanted in this game from the 1st day I purchased and played this game.

When I think tanks on the Russian front 4 tanks immediately come to mind-T-34,KVs,Tigers and Panthers.

Obviously they weren't the only tanks on this front but they played very important roles and not having any one of them sort of leaves an empty feeling for me.

The Panther has always been the 1 tank that I associate with the German army that stands out most when I think of German tank warfare during WW2.It was truly a very remarkable tank for its time and unique in both its design and appearance.


Title: Re: March 2013 update (news)
Post by: Flashburn on December 10, 2012, 06:49:13 PM
Having the Panther in this game would be very very good and go a long way in boosting a greater interest for this title IMHO.
Okay. Convinced, so we do an experiment soon, it really is.  ;D

I want to hear about this experiment.... ??? :P


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 06:57:16 PM
Having the Panther in this game would be very very good and go a long way in boosting a greater interest for this title IMHO.
Okay. Convinced, so we do an experiment soon, it really is.  ;D

I want to hear about this experiment.... ??? :P
Stay tuned - after NY  ;D


Title: Re: March 2013 update (news)
Post by: wodin on December 10, 2012, 07:06:56 PM
Having the Panther in this game would be very very good and go a long way in boosting a greater interest for this title IMHO.
Okay. Convinced, so we do an experiment soon, it really is.  ;D

I want to hear about this experiment.... ??? :P

Me too...As I said at Sim HQ..Andrey is a big tease..


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 08:05:28 PM
Some new icons
http://simhq.com/forum/ubbthreads.php/topics/3696418/Re_APOS_March_2013_update_news.html#Post3696418


Title: Re: March 2013 update (news)
Post by: Dane49 on December 10, 2012, 08:38:45 PM
WW2 German icons-I could never understand them very well. I prefer NATO unit icons-much easier to read.


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 10, 2012, 08:46:17 PM
WW2 German icons-I could never understand them very well. I prefer NATO unit icons-much easier to read.
You can not play with the Panthers and not to use these icons - unhistorical  ;D

But nevertheless, everyone is able to choose icons itself - Standard / Red Army/ Wehrmacht / NATO  :D


Title: Re: March 2013 update (news)
Post by: Void on December 10, 2012, 08:47:52 PM
Looking good! I can´t wait.
I hope it will be soon.


Title: Re: March 2013 update (news)
Post by: Dane49 on December 10, 2012, 08:51:40 PM
I know and understand them all,but find the NATO ones easier to understand,and easier on the eyes as well.


Title: Re: March 2013 update (news)
Post by: Dane49 on December 10, 2012, 11:49:33 PM
WW2 German icons-I could never understand them very well. I prefer NATO unit icons-much easier to read.
You can not play with the Panthers and not to use these icons - unhistorical  ;D

But nevertheless, everyone is able to choose icons itself - Standard / Red Army/ Wehrmacht / NATO  :D

Well if your going into that much depth and detail over authenticity,then you might as well go all the way and only include the historic period maps that each side had to reference,and not the one that is displayed now in all its fine and accurate satellite detail.Since I'm not really an authenticity freak as far as complete detailed accuracy on every aspect of this simulation ,I still prefer the clean and easily read NATO symbols to go with the clean looking and accurate map display we now have.

Though the NATO symbols are to be taken as my own personal preference I'm not totally against the others.I just like NATO better since I'm more comfortable with NATO symbolics(Is symbolics a word?)I think I meant symbology. ;D

I look at it this way.I'm an American who is used to and comfortable with NATO symbols to convey military map intelligence.I'm not German or Russian and when I play either side I play as an American commanding foreign troops and would expect my staff to convey the information they gather and present to me in a way I'm most comfortable with.(or I will fire, dismiss and replace their little disobedient pixel asses  ;D)


Title: Re: March 2013 update (news)
Post by: wodin on December 11, 2012, 12:20:07 AM
Dane as I said at Sim HQ the map thing is going abit to far...also it wouldn't make sense and make the game unplayable.

Anyway we all get the symbols we want so thats cool. I for one think the WW2 symbols look better than the NATO ones..something quite stylish about them..also far more variety I think. I don't actually know them that well..but I'm more than willing to learn.

You play as an American leading foreign troops?? WOW..never heard someone imagining that before..I'm (in my head) what ever nation I'm commanding in a game..your certainly not bothered about authenticity. I think if a game is set during a specific war it should strive to be as authentic as possible no matter the scale..infact I'm not sure why you think it isn't important at the tactical scale.

Anyway different strokes for different folks..but I think were on the opposite end of the spectrum:)

Andrey your recent screenshots are superb. Though I disagree with some aspects and changes you make you certainly make up for it with other chnages\additions\features.


Title: Re: March 2013 update (news)
Post by: Dane49 on December 11, 2012, 12:27:11 AM
Well as I stated earlier I'm not against the other symbols it's more of a personal preference,I've studied countless period maps from German and Russian map archives,so I'm familiar with all the symbols used by each side during the war but when I look at them my mind translates them back to NATO symbols,so it kind of makes sense for me to just have NATO symbols to look at when I play the game.It would be just as uncomfortable if playing as the German or Russian side if all the game info was displayed in the native language of the two sides,that  level of historic authenticity I could do without also since I would still have to translate everything back to English,even if I were to learn those two languages.


Title: Re: March 2013 update (news)
Post by: Dane49 on December 11, 2012, 02:04:18 AM
Quote
You play as an American leading foreign troops?? WOW..never heard someone imagining that before..I'm (in my head) what ever nation I'm commanding in a game..your certainly not bothered about authenticity. I think if a game is set during a specific war it should strive to be as authentic as possible no matter the scale..infact I'm not sure why you think it isn't important at the tactical scale.

I was raised in the United States,not Russia or Germany their culture though familiar,is still as foreign to me as the Chinese or French.I have no idea how to think like one of them that in any way would not be interpreted or considered as anything more than stereotypical.So trying to crawl inside their heads and act like one of them in this game would hardly pass for either authentic or realistic in my opinnion.

I mostly play this game as the Germans since I am more familiar with the German way of warfare during WW2 and the similarities it shares with the American style of waging war at the tactical level(doctrine and organization).Also most of the history of the war on the Russian front I've read in my life came primarily from German sources translated to English,which makes the Germans less foreign to me than the Russians.

Still,I'm an American who served in my countrys' military and I am used to and more comfortable with the way Americans conduct war,and find it much easier to play as an American commanding foreign troops than as a German or Russian commanding their respective native forces.Trying to act in that capacity for me  would be neither historic or authentic.

I guess what I'm saying is that I've come to the conclusion that since I'm not Russian or German and have no idea what it's like to be either,than I'd prefer to play a more Americanised version of the game to make it easier and more enjoyable without the extra authentic details that more or less amount to basically window dressing and only tends to bog the game down for me by adding too much attention to detail.



Title: Re: March 2013 update (news)
Post by: Capt Sam on December 11, 2012, 03:24:39 AM
Excellent!  Now for an important question:

Are the Germans always blue and the Soviets always red?


Title: Re: March 2013 update (news)
Post by: whukid on December 11, 2012, 03:44:39 AM
I believe the enemy is always blue.


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on December 11, 2012, 03:54:11 AM
Am I to understand that we will be getting NATO symbols? I sure hope so.


Title: Re: March 2013 update (news)
Post by: Dane49 on December 11, 2012, 04:00:40 AM
I always liked the symbols from the Panzer Blitz/Panzer Leader games that Avalon Hill put out.
Take a look at the platoon icons for the counters on this site.
Vehicle silhouettes look cool too.

http://www.imaginative-strategist.layfigures.com/IMSTRAT%20PB%20Counter.html


Title: Re: March 2013 update (news)
Post by: wodin on December 11, 2012, 07:05:49 PM
I always liked the symbols from the Panzer Blitz/Panzer Leader games that Avalon Hill put out.
Take a look at the platoon icons for the counters on this site.
Vehicle silhouettes look cool too.

http://www.imaginative-strategist.layfigures.com/IMSTRAT%20PB%20Counter.html

Hehe..again I prefer something different on my wargame counters for tanks..I prefer top down view than side on or 3d effect some are these days..


Title: Re: March 2013 update (news)
Post by: Dane49 on December 11, 2012, 07:20:27 PM
Top down is fine with me for displaying single tanks but for whole platoons I prefer the side view,with the tank that is most prevalent or dominant in the unit being displayed on the counter to represent that particular platoon.


Title: Re: March 2013 update (news)
Post by: Schuck on December 11, 2012, 09:27:39 PM
Whukid,
You are correct in what you say, blue was always the enemy during this period.
But if you are using NATO symbols, then blue is used for NATO forces and Orange for Warsaw Pact Nations.
Hence the term Blue on Blue.
Thumbs up for getting to choose what you prefere though. ;D
Andrey, Love the map icons by the way, but just a thought, would you have such detailed information (down to platoon size) of your enemies forces? Obvoiusly you would know your own.
Maybe you could choose at what level to show enemy  icons on the map? Regiment, Battalion, Company, Platoon, Squad.
But much better in any case.
Just the "in game" ones to sort out now! ;)


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 12, 2012, 11:47:09 AM
Features
Automatic indirect fire control (part 1)
http://youtu.be/Mk9rXhfgha4
part 2
http://youtu.be/9bn1GWhD7c0


Title: Re: March 2013 update (news)
Post by: Void on December 12, 2012, 12:24:21 PM
Looks good, but I hope I will know how to do it :D


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 12, 2012, 12:36:50 PM
Looks good, but I hope I will know how to do it :D
Of course, all will know how to do it. Its full automatic in all aspects. From player is required just the right logistics and placement.
If you notice, in video no any commands to user troops, only to the enemy - that he must go on the attack  ;D.


Title: Re: March 2013 update (news)
Post by: Void on December 12, 2012, 12:58:36 PM
OK ;)

So in March testing, in April release to public?

And the Mius front will be released in late 2013?


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 12, 2012, 01:40:52 PM
OK ;)

So in March testing, in April release to public?

And the Mius front will be released in late 2013?
Almost this is planning  ;D


Title: Re: March 2013 update (news)
Post by: Void on December 12, 2012, 02:38:10 PM
Perfect ;) Thanks


Title: Re: March 2013 update (news)
Post by: Beelzeboss on December 12, 2012, 02:40:40 PM
I have just bought Achtung Panzer and I'm very impressed. For many years my favorite war game was Combat Mission and now i think new king has arrised :) but i have to complain a bit :)

First after patching shadows become way too dark. Usually it looks good (but unnatural i think) but in dense woods i see only black hole instead of terrain. It look. Can I do with this something?

I have just play a battle where my platoon supported by 37mm at guns was attacked by infantry and KVs. These monsters breakthrough the lines and get close to my hidden guns. 2 of them where less then 100 m from a gun, still the gun didn't fire. I know that they had very little chance to harm KWs but well, they have no choice. I have tried priority target or cover arc but they only aim at the tanks and wait until KW smashed them Los was clear it's not the first time when my guns refused to fire.

And few thoughts about game. I thnik there should be some sort of ambush order(or defence order should be more precise). I don't know how to say that, my English is poor. When i use defence order and want to ambush enemy in small woods the team is often to spread out and many soldiers instead of hidding in woods lay on an open terrain. Then the advancing enemy see may soldiers and shoots first. This not supposed to happen.  Soldiers should hide and observe enemy and then open fire at close range while enemy is on open ground

Second thing. Game is trying to be automated and restrict micromanagement but orders given to whole platoons are often not working good. Or maybe I just issuing wrong orders, what is very possible :) When I order infantry platoon to move closer the enemy positions before assault there is often situation where HQ goes first, rest is somewhere behind. I think it shouldn't work like this

And last thing. It would be good for game if the order system was something like in Airborne Assault/ Command Ops, where we can deffine such things like frontage and depth of formation and many more. I think this system is more precise then Achtung Panzer and could be good in this game. I hope you can understand me :) Any one who played Airborne Assault should know. For example we can order our platoon to defend some place and define dimensions of defending area. Then the "commander" will relocate his subordinates using our guidelines and within defined area.
Also I would like to see "defend and retreat" order. Same like in Airborne Assault player could define place where unit whould defend and then after taking too much fire retreat to next planned positions.

But still this game rules :)

Sorry I'm not sure what happened. it supposed to be in different threat, my bad


Title: Re: March 2013 update (news)
Post by: wodin on December 12, 2012, 04:34:03 PM
Beezle..you will get used to it..you can set up ambush using fire arc..however this game is one where you don't have ultimate control over your pixeltruppen...which I don't mind so much...


Title: Re: March 2013 update (news)
Post by: Dane49 on December 12, 2012, 04:59:40 PM
Quote
When I order infantry platoon to move closer the enemy positions before assault there is often situation where HQ goes first, rest is somewhere behind.

After issuing the assault order to the platoon,try issuing a new order to the HQ-like recon or defend,the HQ will not move as fast as the rest of the platoon and follow more behind them.I find I have to micro manage the HQ a bit when issuing orders to whole platoons to keep the HQ from taking the lead.

Usually when I assault a position I only send 2 squads from the platoon to do it and have 1 squad + any support weapons that are attached to the platoon lay down supressive fire and the HQ  I order just short of the position I intend to assault behind the assault squads.

Regardless of how much the game is trying to get us away from micro-managing,I still find that the AI isn't a very good judge of the best tactical choices and a fair amount of micro management is still required to get the desired results.


Title: Re: March 2013 update (news)
Post by: Beelzeboss on December 12, 2012, 06:41:49 PM
wodin:
Fire arc give me nothing in this case. Problem is that units sometimes are deployed outside the cover and this makes them visible to enemy. I don't know how to go around this.

Dane49- yes, I do pretty much the same way. But it would be nice if this would work like in Airborne Assault. For example when we give march order to  platoon AI will place some squads as vanguard in front and one in back as a rear guard and HQ and heavy support weapon in the middle of formation. It would be nice

BTW is there any one else having problems with black shadows or maybe it's something with my graphic card?


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 12, 2012, 06:56:41 PM
Fire arc give me nothing in this case. Problem is that units sometimes are deployed outside the cover and this makes them visible to enemy. I don't know how to go around this.

Please upload a screenshot with this issue.

Dane49- yes, I do pretty much the same way. But it would be nice if this would work like in Airborne Assault. For example when we give march order to  platoon AI will place some squads as vanguard in front and one in back as a rear guard and HQ and heavy support weapon in the middle of formation. It would be nice
Its not suitable if user can control separate squads in a realistic landscape with realistic physic. AA has a greater degree of abstraction and equal more to operational phase of the APOS, not a tactical battle (in terms of APOS).

BTW is there any one else having problems with black shadows or maybe it's something with my graphic card?

Computer graphics is trying to cram the entire visible range of the human eye in a very narrow range that the monitor can display. There are two ways - through sacrifice contrast or shades of black/white. We chose the first as more (in our opinion) realistic. Because the low contrast is wrong at all.
Use HDR option and this issue will be with dynamic adoptation.


Title: Re: March 2013 update (news)
Post by: wodin on December 12, 2012, 07:56:56 PM
Beezle they should find cover if you give the find cover order..ambushes are best when your either hidden in buildings or in a  forest..get the defense sorted during set up..


Title: Re: March 2013 update (news)
Post by: Dane49 on December 12, 2012, 08:05:11 PM
Quote
BTW is there any one else having problems with black shadows or maybe it's something with my graphic card?

It could be the card your settings or the camera angle you are viewing from in the game.

I find when I'm playing the game with the optimal settings and shaders that to get the best viewing with the camera I have to make sure that the sun is behind the camera when viewing just like in real life.

One of the first things I do when beginning a battle is lock on a unit or vehicle and rotate the camera around that certain unit till I get the best view.Then I mainly view the battle from that angle.


Title: Re: March 2013 update (news)
Post by: Beelzeboss on December 12, 2012, 08:23:36 PM
Please upload a screenshot with this issue.

I don't have screenshot if situation would repeat next time i will make one.

Beezle they should find cover if you give the find cover order..ambushes are best when your either hidden in buildings or in a  forest..get the defense sorted during set up..

Yes, they should but sometimes they think that grass is better then forest :)

It could be the card your settings or the camera angle you are viewing from in the game.

I find when I'm playing the game with the optimal settings and shaders that to get the best viewing with the camera I have to make sure that the sun is behind the camera when viewing just like in real life.

One of the first things I do when beginning a battle is lock on a unit or vehicle and rotate the camera around that certain unit till I get the best view.Then I view the battle from that angle.
This is an example of black shadows:
(http://s17.postimage.org/oggqr7glr/shot_2012_12_12_01_11_08_0000.jpg)
Usually it looks good but in dense forest it's black and it looks horrible. Angle has now influence on this.

And one more question: Why this gun refused to fire?
(http://s17.postimage.org/5amdqdakv/shot_2012_12_12_14_29_08_0000.jpg)


Title: Re: March 2013 update (news)
Post by: wodin on December 12, 2012, 08:36:46 PM
That gun is destroyed...

The black shadows..make sure your AA setting is set to Application only in your graphic card settings..also make sure any of the direct x 11 settings are off you may have on like morphological.. and enable surface format optimization is off aswell (thats an ATI\AMD setting). I'd mess around with the ingame graphic settings for shadows aswell..

I have a decent card but my game doesn't look as good as Andreys vids..Most likely due to AA not being that great in game so you need a hi res monitor..mine is only 19inch at 1440x900.I have all settings at their highest..but when I look at Andreys vids it must be due to my low res monitor.


Title: Re: March 2013 update (news)
Post by: Beelzeboss on December 12, 2012, 09:00:10 PM
Quote
That gun is destroyed...

well... sure it is :) but before that gun aimed at the tank but did not fired. I gave them priority target and fire cover but they only stare at them. It's not the first time

Quote
http://The black shadows..make sure your AA setting is set to Application only in your graphic card settings..also make sure any of the direct x 11 settings are off you may have on like morphological.. and enable surface format optimization is off aswell (thats an ATI\AMD setting). I'd mess around with the ingame graphic settings for shadows aswell..

I have a decent card but my game doesn't look as good as Andreys vids..Most likely due to AA not being that great in game so you need a hi res monitor..mine is only 19inch at 1440x900.I have all settings at their highest..but when I look at Andreys vids it must be due to my low res monitor.

I play on balanced settings, game still looks good but it's faster on my laptop
AA is set to application only. I don't know how to turn off Dx 11 settings. Also i don't know where to find surface format optimiziation, my ATI Catalyst Control Center is in Polish so maybe i see it but don't recognize that ;)


Title: Re: March 2013 update (news)
Post by: Txema on December 12, 2012, 09:14:49 PM
Do you have the "shading" option in APOS set to "enabled" ?

Please check it !!


Txema


Title: Re: March 2013 update (news)
Post by: wodin on December 12, 2012, 09:44:39 PM
Beezle I see similar things with targeting but there maybe LOS or sighting issues..thats what I out it down too..or they maybe suppressed or in panic..plus I think quality and moral may come into play on spotting and how quickly they react etc. Probably loads of variables.


Title: Re: March 2013 update (news)
Post by: Dane49 on December 12, 2012, 10:26:16 PM
Andrey,

Do I understand this correctly-That Sinyavino 42 DLC will be released for sale along with March 2013 patch(In April maybe) and Mius front game to be released at the end of 2013?

If no unexpected problems arise will only 2 DLCs be released for sale next year?


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 12, 2012, 10:36:05 PM
Pz I ausf F in action
http://imgur.com/cRcAG,i2VH1,7ez0o,46AxA,Lw6Rw


Title: Re: March 2013 update (news)
Post by: Dane49 on December 12, 2012, 10:39:18 PM
Pz I ausf F in action
http://imgur.com/cRcAG,i2VH1,7ez0o,46AxA,Lw6Rw

 8)
That looks very good on the 3D map.The camo scheme looks excellent.
Alexander did a very fine job.


Title: Re: March 2013 update (news)
Post by: wodin on December 12, 2012, 10:59:31 PM
Dane I thought the Leningrad DLC was for the new game not APOS?

I was confused over this myself and asked about the order but didn't get a reply..

Last I read was Mius Front or Graviteam Tactics Mius front was getting the DLC..not APOS which it seemed after the next patch is relegated and no more DLC is released...

All confusing..would be great if Andrey confirmed, in order, a list of future releases that have been announced and state what is for APOS and what will be for the new game..


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 12, 2012, 11:00:26 PM
Do I understand this correctly-That Sinyavino 42 DLC will be released for sale along with March 2013 patch(In April maybe)
No

and Mius front game to be released at the end of 2013?
I can not say exactly now. May be

If no unexpected problems arise will only 2 DLCs be released for sale next year?
We plan 5 DLCs or more.


Title: Re: March 2013 update (news)
Post by: Dane49 on December 12, 2012, 11:05:00 PM
Quote
We plan 5 DLCs or more.

 8)
Sounds like a good year than! :D
When do you estimate the next release for sale,so I can start putting some money aside!


Title: Re: March 2013 update (news)
Post by: Dane49 on December 12, 2012, 11:14:47 PM
Quote
All confusing..would be great if Andrey confirmed, in order, a list of future releases that have been announced and state what is for APOS and what will be for the new game..

Yes,I'm confused as well.The translations from Russian to English usually leave me with more questions than answers. ;)


Title: Re: March 2013 update (news)
Post by: wodin on December 12, 2012, 11:18:53 PM
Dane looks like Leningrad is for Mius Fron..I see the next patch then Mius front then it's DLC's....


Please Andrey confirm what DLC's are due for APOS if any and what are for Mius front...


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 12, 2012, 11:31:28 PM
We have very limited resources and at the same time we need to change the brand name for game. That poses two main problems: new game and content for it. This game will be GT:Mius Front. Its a primary task. Then the rest.

Now for Sinyavino we do not have the resources to make the content for the landscape.

We also work on a March13 patch for APOS (now GTOS)/SABOW, Nomongan and ~3 DLCs which I hope in a few months will be announced.
This is secondary tasks.



Title: Re: March 2013 update (news)
Post by: Dane49 on December 12, 2012, 11:48:12 PM
OK,that puts things in more perspective.

Too bad about Sinyavino though.I was really excited about that one :(


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 13, 2012, 12:06:08 AM
Too bad about Sinyavino though.I was really excited about that one :(

We also expect that it will released in this fall. But there's nothing to do, we have certain standards for landscape, until they are not achieved we will not release.


Title: Re: March 2013 update (news)
Post by: Dane49 on December 13, 2012, 12:13:11 AM
Quote
We also expect that it will released in this fall
That's good news. :D

Quote
But there's nothing to do, we have certain standards for landscape, until they are not achieved we will not release.
I would not expect Graviteam to compromise its standards and release a half assed project.
I didn't realize that you were having map issues with Sinyavino.I certainly can wait till you get them sorted out. :D


Title: Re: March 2013 update (news)
Post by: Beelzeboss on December 13, 2012, 02:04:32 PM
Do you have the "shading" option in APOS set to "enabled" ?

Please check it !!


Txema

I'm using balanced settings and I've got this options disabled:
Simple Shaders
HDR
Shading
Complex Lightning
Shadows (set to none)

Should I enable one of these?

And last one question. Why do I have no briefing map in Volokonovka operations? It is supposed to be or is this a bug? I have older version of DLC from Strategy First.

And by the way, I've got one suggestion. maybe in next patch you could add some informations to log when enemy vehicle is confirmed to be destroyed. I some times even don't know when enemy tanks are gone while I'm absorbed in different place 


Title: Re: March 2013 update (news)
Post by: Txema on December 13, 2012, 04:07:48 PM
Please, enable just these options:

- Simple Shaders

- Shading

I think that the graphics card requirements will not be severely increased BUT I also think that all those strange black areas will disappear.

Please, report the results here !


Txema


Title: Re: March 2013 update (news)
Post by: Void on December 13, 2012, 05:45:22 PM
will it be possible to install current DLC´s for APOS to GTOS?


Title: Re: March 2013 update (news)
Post by: Dane49 on December 13, 2012, 07:19:59 PM
Andrey said in another thread that everyting from APOS should be compatable with the new game.


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 13, 2012, 07:23:49 PM
will it be possible to install current DLC´s for APOS to GTOS?
Yes of course it will be the same game but with another name changed with a March patch.
If you install M13 patch you see the GTOS, uninstall and install A12 patch and see APOS again  ;D


Title: Re: March 2013 update (news)
Post by: Dane49 on December 13, 2012, 07:31:05 PM
 8) :D


Title: Re: March 2013 update (news)
Post by: Void on December 13, 2012, 08:13:04 PM
 ;D


Title: Re: March 2013 update (news)
Post by: Beelzeboss on December 13, 2012, 08:56:51 PM
Please, enable just these options:

- Simple Shaders

- Shading

I think that the graphics card requirements will not be severely increased BUT I also think that all those strange black areas will disappear.

Please, report the results here !


Txema
Simple Shaders works. Now everything looks good and no black shadows. Shading slows down game a bit, do nothing and even it doesn't look better IMO :)  Thnx


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 15, 2012, 07:42:21 PM
...
45) Added a separate option for block of squads exchange in the operational phase (by default is enabled).
46) Added tank Pz I ausf. F and a platoon of this tanks in a quick battle.
47) Tankers do not close the hatches and do not climb into the tank if detecting enemy.
48) Added icons in Wehrmacht style on operational map.
49) Fixed a bug with the wrong choice of the level of detail for grass when you attach the camera to an unit.
50) Corrected the appearance for contact signs.
51) Added full automatical firing on external target designation.
52) When the defence "flag" is set during placement mode, changed the principle of defence points selecting.
...


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 20, 2012, 01:01:28 PM
Alpha version of the patch (download at will).
http://www.steelfury.com/demo/k43t/eng/k43t_apos_patch_mar13_a3_eng.gt2extension

Interested reasoned feedback on the following features:
1) A new supply system in the operational phase.
2) Indication of communication, level of command and automatic fire on the target designation.
3) A new system for limiting the players activity  in the field of micromanagement.

Known issues:
1) Does not work wire communications for German artillery and mortar batteries
2) Do not work link through wire communications by APC (again, for the Germans)


Title: Re: March 2013 update (news)
Post by: lavish on December 20, 2012, 05:16:31 PM
Known issues:
1) Does not work wire communications for German artillery and mortar batteries
2) Do not work link through wire communications by APC (again, for the Germans)

Will these affect enemy AI? ...Yes?


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 20, 2012, 05:36:02 PM
Will these affect enemy AI? ...Yes?
In "automatic mode for human", yes, but the AI ​​uses it only as long as is not any difference with the August patch.


Title: Re: March 2013 update (news)
Post by: Tac Error on December 20, 2012, 08:01:23 PM
Interested reasoned feedback on the following features:
1) A new supply system in the operational phase.
2) Indication of communication, level of command and automatic fire on the target designation.
3) A new system for limiting the players activity  in the field of micromanagement.

Can we have some detailed instructions on how to test these features?


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 20, 2012, 08:21:49 PM
Can we have some detailed instructions on how to test these features?

No, you'll lose the meaning of the test and we can not estimate how complex or simple new features.  ;D
On it there are no instructions, and what to do.


Title: Re: March 2013 update (news)
Post by: Schuck on December 20, 2012, 09:39:32 PM
Andrey,
Just applied the patch, started the game, set up a quick battle, game started to launch, then it crashed with a note pad message:
(i_human not found).
Un-installed patch everything working ok.


You have to tell me, Sabre Units, are thier horses?


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 20, 2012, 10:13:14 PM
Andrey,
Just applied the patch, started the game, set up a quick battle, game started to launch, then it crashed with a note pad message:
(i_human not found).
Un-installed patch everything working ok.
Please dont use any mods for previous versions!

You have to tell me, Sabre Units, are thier horses?
Its a name for light infantry units. Its uses horses as transportation _out of combat_ (in game this equal to operational phase).


Title: Re: March 2013 update (news)
Post by: Schuck on December 20, 2012, 10:44:56 PM
Andrey,
I un-installed Update 3.09, then applied this one.
Mar2013, in the top right hand corner.
I saw the new Graviteam logo. Got into the game, and set up a new profile.
It was only when i clicked "start the quick battle" key and the loading bar on the screen had completed that it happened.
Never had any patching problems before. Odd.


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 21, 2012, 07:41:11 AM
Andrey,
I un-installed Update 3.09, then applied this one.
Mar2013, in the top right hand corner.
I saw the new Graviteam logo. Got into the game, and set up a new profile.
It was only when i clicked "start the quick battle" key and the loading bar on the screen had completed that it happened.
Never had any patching problems before. Odd.
Disable all mods!


Title: Re: March 2013 update (news)
Post by: wodin on December 21, 2012, 10:08:24 AM
Wow already an alpha lovely Xmas gift..thanks!!


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on December 21, 2012, 05:46:12 PM
Oh. I didn't realize an Alpha patch was out. My plans for the next 4 days are as follows

1) No Work

2) Play APOS

3) Eat good food

4) Play APOS

5) No work

I look forward to testing this out.

Thanks Andrey


Title: Re: March 2013 update (news)
Post by: Tanker on December 21, 2012, 06:03:56 PM
Is there a link where the alpha is available?


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on December 21, 2012, 06:30:21 PM
Post #100. This thread. Previous page.


Title: Re: March 2013 update (news)
Post by: wodin on December 21, 2012, 10:04:21 PM
Lots of new things going in this patch..lots of new info on the icons telling you they hear something etc I think thats what one icon is..there seems a fair few additions as far as the icons and info goes.

If only in my 11th Panzer campaign I wasn't over run everytime I attempt one of the battles near the start when the Russians counter with lots of tanks and I have nothing worth mentioning in reply to the T34's and KV1's..so for the sixth time or more I'm restarting to try and get the right moves done near the start so at least I have a decent tank unit to take them on..I must remember to get that Panzer IV aswell that can be brought in at the start to replace a Panzer 2..

I always check to see if I can bring in or swap out units before I start a campaign..I noticed I could get a captured T34 and and Pnazer IV and a two Panzer 111's...

Thats a tip for new players..at the start of a campaign check to see what units you can bring in for each platoon and remember to fill up any spaces in the platoon aswell.


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 24, 2012, 07:46:11 AM
...
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Armys icons for operations map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
...


Title: Re: March 2013 update (news)
Post by: Void on December 24, 2012, 08:44:48 AM
...
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Armys icons for operations map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
...


57) Fixed a bug with black squares on an operations map.

Perfect!

54) Visual look of vehicles is changed due to humidity level.

screenshot please ;)


Title: Re: March 2013 update (news)
Post by: Schweppes on December 29, 2012, 10:50:28 PM
...
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Armys icons for operations map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
...


57) Fixed a bug with black squares on an operations map.

Perfect!

54) Visual look of vehicles is changed due to humidity level.

screenshot please ;)


Ooh good about #57! i found this bug came from the polygon update and had to delete it, now i can apply it again:)


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 29, 2012, 11:10:50 PM
....
62) Added ammo reallocation for guns and mortars at the end of the battle.
63) Slight adjustments for opponents AI.
64) Changed some icons of the squad and vehicle information.
65) Fixed disappearance of the sounds for rolled guns.
....


Title: Re: March 2013 update (news)
Post by: andrey12345 on December 29, 2012, 11:12:48 PM
Ooh good about #57! i found this bug came from the polygon update and had to delete it, now i can apply it again:)
No, this bug not linked with polygon update at all. It apperas if you start/continue operation after exit to Windows from QB battle.


Title: Re: March 2013 update (news)
Post by: Schweppes on December 30, 2012, 12:12:06 PM
Ooh good about #57! i found this bug came from the polygon update and had to delete it, now i can apply it again:)
No, this bug not linked with polygon update at all. It apperas if you start/continue operation after exit to Windows from QB battle.
Strange! i will try to apply polygon update again, maybe im having different issue?


Title: Re: March 2013 update (news)
Post by: Lemonade on December 30, 2012, 04:30:15 PM
Can I ask for a TAC map overlay toggle that, if enabled, would show all preplanned artillery areas from all available spotters?


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 04, 2013, 01:01:23 PM
http://imgur.com/MlbPP


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 04, 2013, 01:02:12 PM
Can I ask for a TAC map overlay toggle that, if enabled, would show all preplanned artillery areas from all available spotters?
May be in the future after then this feature is changed.


Title: Re: March 2013 update (news)
Post by: shad on January 04, 2013, 02:05:36 PM
Is it still possible to download the march2013 somewhere please? I get 404 on the link :(

Thanks

EDIT: Ok im stupid, just found the link for a4 version :)


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 04, 2013, 02:09:13 PM
Is it still possible to download the march2013 somewhere please? I get 404 on the link :(

Thanks

EDIT: Ok im stupid, just found the link for a4 version :)

http://www.graviteam.com/AP-STAR/k43t_apos_patch_march13_a4_eng.gt2extension


Title: Re: March 2013 update (news)
Post by: shad on January 04, 2013, 02:21:52 PM
Is it still possible to download the march2013 somewhere please? I get 404 on the link :(

Thanks

EDIT: Ok im stupid, just found the link for a4 version :)

http://www.graviteam.com/AP-STAR/k43t_apos_patch_march13_a4_eng.gt2extension


Yes started downloading that one,
Many Thanks


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 11, 2013, 07:46:25 AM
Current progress
...
66) Added a color scheme selection for the map marks on operational and tactical phases.
67) Added NATO icons for operational map.
68) Fixed bug with unit dragging on the map in deploy phase.
69) Added an option for showing an alphanumeric platoon's codes on the map.
70) Added the wire-reel model for signalman's in the battle.
71) Added muzzle velocity dependence from the temperature.
72) Sounds for Pz III and Pz VI tanks engines and Marder SPGs based on the Pz 38(t) tank caterpillars are changed.
73) Added Soviet Army icons for operational map.
74) Display on the map ally AI plans and their changes during the battle is added.
75) Some shot sounds are corrected.
76) Added some armor piercing ammunition to the penetration diagrams.
77) Added detailed description for the orders delay and for player's command level into the built-in help system.
...


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on January 11, 2013, 08:54:52 AM
http://imgur.com/MlbPP

Looks very nice. Any way to have the Soviets use NATO units as well if you choose for sake of clarity?


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 11, 2013, 09:22:42 AM
The icons and color schemes in the game not tied to the side that you play, only what you will select. On the map, of course, all of the icons of all the sides in the same style.


Title: Re: March 2013 update (news)
Post by: Redmarkus4 on January 15, 2013, 02:26:45 PM
Alpha version of the patch (download at will).
http://www.steelfury.com/demo/k43t/eng/k43t_apos_patch_mar13_a3_eng.gt2extension


Hi Andrey.  Sorry I missed this post (it was Christmas!)

Is the Alpha Patch still available for testing?  The link does not work anymore.

Happy 2013.

Mark


Title: Re: March 2013 update (news)
Post by: JMass on January 15, 2013, 05:36:03 PM
Is the Alpha Patch still available for testing?  The link does not work anymore.


Five posts above: http://www.graviteam.com/AP-STAR/k43t_apos_patch_march13_a4_eng.gt2extension  ;)


Title: Re: March 2013 update (news)
Post by: Redmarkus4 on January 15, 2013, 07:51:44 PM
Is the Alpha Patch still available for testing?  The link does not work anymore.


Five posts above: http://www.graviteam.com/AP-STAR/k43t_apos_patch_march13_a4_eng.gt2extension  ;)

Yes, that's what I clicked earlier today.  It works now - thanks.


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 16, 2013, 05:53:31 AM
Hi Andrey.  Sorry I missed this post (it was Christmas!)
Hi :)

Is the Alpha Patch still available for testing?  The link does not work anymore.
Yes, but A3 not actual... and A4 to, but still available.


Title: Re: March 2013 update (news)
Post by: Redmarkus4 on January 16, 2013, 03:23:52 PM
Thanks Andrey.

I haven't had time to read the whole thread, but here are some initial observations on the patch:

1. The new controls seem very useful - I need to play around with them some more.

2. I seem to get a lot of burning soldiers after an enemy artillery barrage - 10 or 15 infantrymen running around on fire.  There were no tanks in the battle.

3. I prefer the old blue lines around the selected unit.  The new blue boxes don't show the position of the unit on the ground as effectively.

I'll post more when I have more to report :)


Title: Re: March 2013 update (news)
Post by: Flashburn on January 16, 2013, 03:29:46 PM
Thanks Andrey.

I haven't had time to read the whole thread, but here are some initial observations on the patch:

1. The new controls seem very useful - I need to play around with them some more.

2. I seem to get a lot of burning soldiers after an enemy artillery barrage - 10 or 15 infantrymen running around on fire.  There were no tanks in the battle.

3. I prefer the old blue lines around the selected unit.  The new blue boxes don't show the position of the unit on the ground as effectively.

I'll post more when I have more to report :)


The burning soldiers seems to be when smoke......er white phospherus is used instead of HE.  I have noticed the ai using it more.  I use it more too for dug in infantry :D


Title: Re: March 2013 update (news)
Post by: Flashburn on January 16, 2013, 03:30:49 PM
Also wire links break hen loading a saved game  :(


Title: Re: March 2013 update (news)
Post by: Redmarkus4 on January 18, 2013, 06:06:06 PM
Thanks.

I thought that most WW2 smoke was chemical smoke and not WP?  Isn't WP more of a Vietnam and cold war thing?


Title: Re: March 2013 update (news)
Post by: Flashburn on January 18, 2013, 07:34:51 PM
Thanks.

I thought that most WW2 smoke was chemical smoke and not WP?  Isn't WP more of a Vietnam and cold war thing?

YEs and no.   But it still has a small charge to disperse smoke.  You certainly do not want to be under that. 


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on January 19, 2013, 06:02:33 AM
3. I prefer the old blue lines around the selected unit.  The new blue boxes don't show the position of the unit on the ground as effectively.

Me too. And as much as I like to see the occasional troop on fire, I have long thought they were too frequent. I like it, just tone it down imo.

And PLEASE do something about the sounds. The weakest part of the game BY FAR!


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 19, 2013, 06:27:47 AM
And PLEASE do something about the sounds. The weakest part of the game BY FAR!

What, exactly, you do not like in the sounds?


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on January 19, 2013, 07:25:35 AM
I posted this in the Feedback Thread.

'Andrey, what is bothering me about the sounds, especially the vehicle sounds is this;

If I have the camera positioned on the tank I get the loudest sounds, as you would expect.

As I rotate the camera the sounds get more quiet. Maybe not entirely realistic but it does convey that I am not focused on that area and allows for direction determination, even if the camera/position wasn't moved much in terms of distance. This is something I would definitely not change.

  But as I continue to rotate the camera away from the vehicle the sounds disappear completely even though the vehicle is still very close.

My suggestion, if it were possible, would be to put a limit on how low of a level the sounds go to while still being in close proximity to the source. i.e. Make them low and muffled but not gone completely.


That and a lot of the unit weapons sounds do not come through when firing. Also, it seems as though some of the sounds have a 'scratchy' sound like the quality is not the best. I can't put my finger on exactly what is missing, but there just doesn't seem to be enough getting through.

Again, it is the disappearing sounds when you rotate away from the view of its source that is the biggest problem.


Hope this makes sense.


If you can not understand that I can repost it maybe more clear so that you can translate it better.



Title: Re: March 2013 update (news)
Post by: andrey12345 on January 19, 2013, 07:42:12 AM
  But as I continue to rotate the camera away from the vehicle the sounds disappear completely even though the vehicle is still very close.
Sounds like bug.
What is your sound card?
Are quality sound is on? (try disable if enabled)


My suggestion, if it were possible, would be to put a limit on how low of a level the sounds go to while still being in close proximity to the source. i.e. Make them low and muffled but not gone completely.
This is not necessary, as you know the developers have set such a limit. They also play their game and even tanks have seen and heard, not only in the pictures.


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on January 19, 2013, 08:41:04 AM
I disabled high quality sounds.

I don't think I have a sound card and use the ones from the motherboard, a gigabyte z68 motherboard. Can that be right?  I'll open the case tomorrow.

I tried again and I have good tank sounds while facing it. If I move the camera up to it and the just pat it the sound is gone.

I have sound about 180 degrees around the tank. About 90 degrees to either side.


Title: Re: March 2013 update (news)
Post by: Redmarkus4 on January 19, 2013, 08:58:05 AM
Sounds

I find the sounds quite good.  The only things I have done are to disable music in-game and turn off voices because they were too repetitive.  But those are just my preferences.

Burning troops

Definitely too many burning casualties on the map.  In some battles it's up to 50% of all casualties - way too high.

I understand that you wouldn't want to actually get hit by a smoke round, but the chances of that are tiny...


Title: Re: March 2013 update (news)
Post by: Flashburn on January 19, 2013, 04:28:33 PM
Sounds

I find the sounds quite good.  The only things I have done are to disable music in-game and turn off voices because they were too repetitive.  But those are just my preferences.

Burning troops

Definitely too many burning casualties on the map.  In some battles it's up to 50% of all casualties - way too high.

I understand that you wouldn't want to actually get hit by a smoke round, but the chances of that are tiny...


No your right.  If you call in arty just right on infantry 1/2 them end up running around on fire.  Well, you get the idea. 


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 19, 2013, 06:25:05 PM
  But as I continue to rotate the camera away from the vehicle the sounds disappear completely even though the vehicle is still very close.
This issue happens if in Windows in sound setting you set, for example 5.1 profile, but as fact use stereo headphones or two dynamics.


Title: Re: March 2013 update (news)
Post by: orson on January 19, 2013, 10:08:32 PM
I like the sound effects in general , turn my bass up high to get that "in your chest" thump from artillery  ;D

....but i have to switch off the sound during air raids , the bomb falling sound is horrible , sounds like one of those cheap sound effect keyrings  :'(





Title: Re: March 2013 update (news)
Post by: Tanker on January 20, 2013, 01:46:10 AM
Thanks.

I thought that most WW2 smoke was chemical smoke and not WP?  Isn't WP more of a Vietnam and cold war thing?

WP was used extensively in WW2 by the allies in mortar and artillery shells.


Title: Re: March 2013 update (news)
Post by: Tanker on January 20, 2013, 01:47:45 AM
Sounds

I find the sounds quite good.  The only things I have done are to disable music in-game and turn off voices because they were too repetitive.  But those are just my preferences.

Burning troops

Definitely too many burning casualties on the map.  In some battles it's up to 50% of all casualties - way too high.

I understand that you wouldn't want to actually get hit by a smoke round, but the chances of that are tiny...

Are they WP rounds?  If they are WP can be set to explode above ground level and cover a wide area.


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on January 20, 2013, 07:16:57 AM
  But as I continue to rotate the camera away from the vehicle the sounds disappear completely even though the vehicle is still very close.
This issue happens if in Windows in sound setting you set, for example 5.1 profile, but as fact use stereo headphones or two dynamics.

спасибі  спасибі  спасибі  Я відсутня так багато. Так набагато краще. Звучить непогано зараз.спасибі


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on January 20, 2013, 07:19:43 AM
.


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on January 20, 2013, 07:25:11 AM

I like the sound effects in general , turn my bass up high to get that "in your chest" thump from artillery  ;D

....but i have to switch off the sound during air raids , the bomb falling sound is horrible , sounds like one of those cheap sound effect keyrings  :'(



But those diving Stukas sound great. Every time I hear them I keep waiting for Goodbye Blue Skies from Pink Floyd to start playing.

Andrey, thanks for the audio help. Changing from 5.1 to Stereo did the trick.

A question;

Are there any command prompts to let the camera rotate freely at the higher levels for wider view?

Андрій, див. відповідь 149


Title: Re: March 2013 update (news)
Post by: Redmarkus4 on January 20, 2013, 09:21:04 AM
Thanks.

I thought that most WW2 smoke was chemical smoke and not WP?  Isn't WP more of a Vietnam and cold war thing?

WP was used extensively in WW2 by the allies in mortar and artillery shells.

Well, maybe.  I've read a lot of WW2 history and I don't recall burning troops hot by WP being mentioned as a particularly common sight.  In fact, I don't recall ever reading about that.

I still think - too many burning men running around the GTOS maps.  There's a risk this will turn into another RTS fantasy game if the devs are not careful.  At the moment, it's the most realistic WW2 Sim I've ever known, so I hope they stay on the pure realism track.


Title: Re: March 2013 update (news)
Post by: Tanker on January 20, 2013, 05:51:26 PM
Fair enough, but your question was whether WP was used in WW2 or not.


Title: Re: March 2013 update (news)
Post by: Lemonade on January 20, 2013, 08:10:18 PM
Are there any command prompts to let the camera rotate freely at the higher levels for wider view?
I second that. I'd like to see an option to unlock the camera height and rotation (at higher altitudes) caps.
Also, an option for tweaking fog (far distance clip plane?) would be nice.


Title: Re: March 2013 update (news)
Post by: JamesX on January 22, 2013, 08:11:51 AM
Back to the hot subject of fire!

- In OS shells often start fires on the ground.  Sure it looks good. But would a shell really cause a fire on a bare bit of snow - which is frozen water!  It's not realistic. Look at any real film footage of shell bursts & all you get is a burst of earth & a bit of smoke.

Also I agree with the earlier posts - there are way too many burning men running around.  Choose realisum over effects please!


Title: Re: March 2013 update (news)
Post by: Flashburn on January 22, 2013, 08:16:27 AM
Back to the hot subject of fire!

- In OS shells often start fires on the ground.  Sure it looks good. But would a shell really cause a fire on a bare bit of snow - which is frozen water!  It doesnt seem realistic, look at any real film footage of shell bursts & all you get is a burst of earth & a bit of smoke.

True that.  Does not seem vary likely to set a fire in the snow.  Certainly not often.  :D 


Title: Re: March 2013 update (news)
Post by: Redmarkus4 on January 22, 2013, 06:04:25 PM
Fair enough, but your question was whether WP was used in WW2 or not.

Well, I did ask the question in the context of all the burning troopers :)

If the game models WP shells for smoke that DON'T set fire to everyone near the impact, then I'll have no complaints to make LOL


Title: Re: March 2013 update (news)
Post by: Redmarkus4 on January 22, 2013, 06:11:40 PM
I wish I had a screenie, but I don't. 

Anyway, the AI pushed armor and infantry straight at the left of my lines across a river, so I moved a platoon of T34s out of their dug-in positions on the right of the line (they had no LoS from there) to the flank of the AI's advance.  My tanks were hull down and behind a treeline and they started wreaking havoc.

Within about a minute the AI had flanked my tanks in turn, moving up 3 Marders I hadn't spotted - seems they were held in reserve.  Boom, boom, boom and it was all over - burning T34s everywhere.  I was very impressed at the fact that there was an AI reserve and also at the way it moved its Marders behind the cover of a wood to take me in the flank.


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 23, 2013, 07:30:51 AM
- In OS shells often start fires on the ground.  Sure it looks good. But would a shell really cause a fire on a bare bit of snow - which is frozen water!  It's not realistic. Look at any real film footage of shell bursts & all you get is a burst of earth & a bit of smoke.
Yes this is a bug. Fixed.
Will be depends on dry grass cover, wet conditions and soil properties.


Title: Re: March 2013 update (news)
Post by: JamesX on January 23, 2013, 05:28:04 PM
Andrey, you are excellent!


Title: Re: March 2013 update (news)
Post by: andrey12345 on January 24, 2013, 06:35:00 AM
News about patch
....
78) Built-in help system is adjusted and improved.
79) Added an option to select the speakers layout.
80) Fixed a bug with the inability to lock resupply on infantry squads.
81) Adjusted combustion at different soils after exploding shells and bombs.
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.


Title: Re: March 2013 update (news)
Post by: Missouri_Rebel on January 25, 2013, 05:41:21 AM
It is this above why I will be a first day buyer for any Graviteam Tactics product released. A great game always improved upon(hopefully)


Title: Re: March 2013 update (news)
Post by: whukid on January 25, 2013, 02:53:45 PM
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.


THANK YOU SO MUCH. ;D

Is this being considered for SABOW too?


Title: Re: March 2013 update (news)
Post by: Void on January 26, 2013, 12:40:26 PM
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.


THANK YOU SO MUCH. ;D


+1


Title: Re: March 2013 update (news)
Post by: wodin on January 30, 2013, 11:53:56 AM
It is this above why I will be a first day buyer for any Graviteam Tactics product released. A great game always improved upon(hopefully)

+1000...well depending on the theatre\war ;)


Title: Re: March 2013 update (news)
Post by: xandu on February 02, 2013, 07:59:50 PM
About ambush
Is there any change in how the units will engage in combat with the button to ambush?
This command can be used to attack or is unique to the defensive?
The distance engagement remains the same? The units will look to shoot as close to the target?


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 03, 2013, 07:53:19 AM
About ambush
Is there any change in how the units will engage in combat with the button to ambush?
This command can be used to attack or is unique to the defensive?

The game has 3 types of orders:
1) instant orders: firing modes / mount and dismount / ambush and control of AI / priority targets / fire arc etc. - they affect immediately and all the time the actions of units.
2) orders for a unit micromanagement: rotate and reverse (squad panel)
3) orders to stop, move and delay (the top line on the orders panel)
the third group included more modifiers that affect only to the movement process.

Hover cursor over button, and wait a second, you can get a description of what is the order.

The distance engagement remains the same? The units will look to shoot as close to the target?
To set the shooting mode and fire arc (distance of fire) have separate buttons on the orders panel - each button does exactly the action that it says. Firing modes controlled firing modes, fire arc - sets sector and the range for a shoot, an ambush mode - specifies the location and actions for the soldiers.

If you want the soldiers to open fire with a certain distance in a certain sector - set a fire arc, if you want to open fire in the sector with a certain distance, but only for the targets specified by you - set the sector, disable fire mode and specify priority targets.
If you want them to do all of the listed above, but they do not stick out - turn on the ambush mode.

If set the ambush mode alone - the soldiers would not be  stick out, but of course will shoot at the first opportunity, without restrictions.


Title: Re: March 2013 update (news)
Post by: Dane49 on February 03, 2013, 10:36:42 AM
Andrey,

Can you fix the heads on the German soldiers?
The helmets don't look right and sit to high on the heads.(they look funny).

NightPostman with his uniform mod did a good job with the German heads and helmets.Maybe you could take the heads from his mod and put them on the standard German soldiers bodies( If that is possible).
The German helmets in his mod sit correctly on the heads and are shaped properly.

I like the improvements of the uniforms over the past year,especially the spring camo colors,but the heads on the German soldiers have always been a distraction from the otherwise very pleasing look for the Germans.
The Russian heads and helmets look fine,only the German heads look strange.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 03, 2013, 10:53:29 AM
Can you fix the heads on the German soldiers?
The helmets don't look right and sit to high on the heads.(they look funny).

In what units is you saw and what patch?

NightPostman with his uniform mod did a good job with the German heads and helmets.Maybe you could take the heads from his mod and put them on the standard German soldiers bodies( If that is possible).
It the same as in game

The German helmets in his mod sit correctly on the heads and are shaped properly.
No. Night Postman dont make a mod for March update.
Mod for August patch dont setup correctly over newer update.

I like the improvements of the uniforms over the past year,especially the spring camo colors,but the heads on the German soldiers have always been a distraction from the otherwise very pleasing look for the Germans.
The Russian heads and helmets look fine,only the German heads look strange.
What is look strange?
Please with screensots


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 03, 2013, 10:57:15 AM
Settings for soldiers are permanently changing and updated and they depend from the season/ squad, so if you noticed a problem with uniforms you must specify: patch, the exact name of the squad, the season, and preferably the screenshot with the problem.



Title: Re: March 2013 update (news)
Post by: Dane49 on February 03, 2013, 11:48:11 AM
ftp://No problem with uniforms,just the helmets or heads on the Germans.Mainly the Winter heads.Can't say if I noticed it much for Summer soldiers.

I think the heads don't look right on the Germans and never liked them,even with the new patch they look the same.

Nightpostmans uniform mod for August 2012 patch had the German heads and helmets look more realistic.

I'm having a problem posting a screen shot on this thread,but I took screen shots of the Germans from Nightpostmans 2012 uniform mod and screen shots from the German soldiers for the new patch and took them to paint and exchanged the heads(I put nightpostmans heads on the German soldiers for new patch)
The difference is very noticable and much more pleasing to the eye.

Maybe it's the ears that bother me,I'm not sure!But I much prefer Nightpostmans modded German heads over the present in game German heads.
Or it could just be a personal preference,but I think the German heads could use an improvement.

http://s20.postimage.org/nv66zwgal/Sample.gif

Found an image hosting site and posted image above.

German on left is standard present new patch soldier.Image on right is new patch German soldier with nightpostmans German soldiers head instead of new patch German head.

I think the unmodded German helmets in the game now look like German FJ paratrooper helmets.

http://postimage.org/image/pwllah3ll/


Title: Re: March 2013 update (news)
Post by: Txema on February 10, 2013, 11:52:40 PM
Hi Andrey,

I have seen in the russian sukhoi forums that you have released a new beta patch for APOS. Are you going to release the english version of the new beta patch soon ??


Txema


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 11, 2013, 07:15:30 AM
Hi Andrey,

I have seen in the russian sukhoi forums that you have released a new beta patch for APOS. Are you going to release the english version of the new beta patch soon ??


Txema
Yes, stay tuned. English update OBT coming very soon :)


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 11, 2013, 07:16:12 AM
------------------------------------
2. CHANGE LOG
------------------------------------
--- March 2013 ---
1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
11) Added the ability to set placement in defense without digging trenches.
12) Fixed a bug with the canceling of serial orders in battle.
13) Adjusted indication and view modes for serial orders in battle.
14) Added button for automatic platoon placement.
15) Added separate command teams for different types of troops.
16) Added the support units in a quick battle.
17) Added a separation for radio stations by type and his type indication.
18) Fixed a bug with icons remain after disable (and enable) the mini-map.
19) Added the indication for the radio/voice/wire communications in battle.
20) Button for platoons table in operational phase is changed from F1 to F3.
21) Added an antenna on KV-1S and KV-8S tanks.
22) Added an option for icon types on operational map (option 4.20).
23) The algorithm for ammunition and fuel replenish is cahnged, added indication for supply level on map.
24) Command radii is removed.
25) Company and battalion commanders are added in a quick battle.
26) During the retreat without a combat (in operational phase) platoon loses morale.
27) Added the fire platoon commanders in artillery batteries.
28) Staff for the troops in quick battle has been modified and expanded.
29) Added a group of messages for breaking and restoring wired connection.
30) Adjusted an algorithm offers ceasefire from AI (removed immediately cancel after offer).
31) Added target designation by flares.
32) Added a button to apply the last selected filter for soldiers or vehicles.
33) Staff for the troops in operations has been modified and adjusted.
34) Squad parameters panel is changed.
35) Rotate order is moved to squad panel.
36) Added a separate button for reverse move.
37) Added indication for suppressed squads in 3D and on the map.
38) The "quick" orders adaptively vary depending on the number of troops who are given the order.
39) Added a button on the orders panel, which allows to transfer troops under the control of AI.
40) Put a penalty at the start of the operation if allied troops is transfer under the players control.
41) Added automatic movement for signalers to laying wire communication.
42) Added restriction for valid orders, depending on the level of command.
43) Added indication and options for valid orders.
44) Removed the outline of the selected units if individual icons is displayed.
45) Added a separate option for block of squads exchange in the operational phase (by default is enabled).
46) Added tank Pz I ausf. F and a platoon of this tanks in a quick battle.
47) Tankers do not close the hatches and do not climb into the tank if detecting enemy.
48) Added icons in Wehrmacht style on operational map.
49) Fixed a bug with the wrong choice of the level of detail for grass when you attach the camera to an unit.
50) Corrected the appearance for contact signs.
51) Added full automatical firing on external target designation.
52) When the defence "flag" is set during placement mode, changed the principle of defence points selecting.
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Army's icons for operational map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
62) Added ammo reallocation for guns and mortars at the end of the battle.
63) Slight adjustments for opponents AI.
64) Changed some icons of the squad and vehicle information.
65) Fixed disappearance of the sounds for rolled guns.
66) Added a color scheme selection for the map marks on operational and tactical phases.
67) Added NATO icons for operational map.
68) Fixed bug with unit dragging on the map in deploy phase.
69) Added an option for showing an alphanumeric platoon's codes on the map.
70) Added the wire-reel model for signalman's in the battle.
71) Added muzzle velocity dependence from the temperature.
72) Sounds for Pz III and Pz VI tanks engines and Marder SPGs based on the Pz 38(t) tank caterpillars are changed.
73) Added Soviet Army icons for operational map.
74) Display on the map ally AI plans and their changes during the battle is added.
75) Some shot sounds are corrected.
76) Added some armor piercing ammunition to the penetration diagrams.
77) Added detailed description for the orders delay and for player's command level into the built-in help system.
78) Built-in help system is adjusted and improved.
79) Added an option to select the speakers layout.
80) Fixed a bug with the inability to lock resupply on infantry squads.
81) Adjusted combustion at different soils after exploding shells and bombs.
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 11, 2013, 07:27:48 AM
March 13 Update for OBT
http://www.steelfury.com/demo/k43t/eng/k43t_apos_patch_march13_b4_eng.gt2extension

5.81 core update with new installer (optional)
http://www.steelfury.com/demo/k43t/eng/gtos_cu_581_eng.exe


Title: Re: March 2013 update (news)
Post by: Txema on February 11, 2013, 12:03:07 PM
Andrey,

That has been quick !!

Thank you very much for the new patch !!


Txema


Title: Re: March 2013 update (news)
Post by: Void on February 11, 2013, 02:19:16 PM
THANKS!


Title: Re: March 2013 update (news)
Post by: Tanker on February 11, 2013, 06:23:54 PM
March 13 Update for OBT
http://www.steelfury.com/demo/k43t/eng/k43t_apos_patch_march13_b4_eng.gt2extension

5.81 core update with new installer (optional)
http://www.steelfury.com/demo/k43t/eng/gtos_cu_581_eng.exe

Thanks Andrey.

What is OBT?

What are the benefits of the new installer?  Do I have to reinstall 5.81 if I use or install the new installer?


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 11, 2013, 07:05:23 PM
What is OBT?
Open Beta Test

What are the benefits of the new installer?  Do I have to reinstall 5.81 if I use or install the new installer?
[/quote]
If you have the previous version to install, no need to reinstall.


Title: Re: March 2013 update (news)
Post by: Tanker on February 11, 2013, 07:20:36 PM
Thank you Andrey.


Title: Re: March 2013 update (news)
Post by: wodin on February 12, 2013, 07:58:15 PM
No 82...for a game striving for realism I think this is out of place and gamey.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 12, 2013, 09:14:21 PM
No 82...for a game striving for realism I think this is out of place and gamey.
Its only a manually feature, if you dont want it you may dont use it.


Title: Re: March 2013 update (news)
Post by: whukid on February 12, 2013, 10:19:29 PM
No 82...for a game striving for realism I think this is out of place and gamey.

...what? using the crews of knocked out tanks to supplement wounded or killed crewmembers in other tanks was how the Panzerwaffe survived the first half of the war. When they ran out of tanks, they fought as infantry.


Title: Re: March 2013 update (news)
Post by: Dane49 on February 12, 2013, 11:08:23 PM
I like the feature also.

Plenty of documented history of crews from other tanks that were disabled or knocked out replacing wounded or killed crew members from other tanks on the Russian front.

I've also read accounts of regular infantry replacing wounded or killed crew members on AT guns, Inf guns HMGs and mortars.

In the middle of a battle you can't afford to be choosey,even if it means on the job training at a moments notice.

Does this feature of replacing the members come with some form of decreased performance penalty?


Title: Re: March 2013 update (news)
Post by: Flashburn on February 12, 2013, 11:31:06 PM
I like the feature also.

Plenty of documented history of crews from other tanks that were disabled or knocked out replacing wounded or killed crew members from other tanks on the Russian front.

I've also read accounts of regular infantry replacing wounded or killed crew members on AT guns, Inf guns HMGs and mortars.

In the middle of a battle you can't afford to be choosey,even if it means on the job training at a moments notice.

Does this feature of replacing the members come with some form of decreased performance penalty?

Infantry at least, SHOULD have some basic cross training of support weapons.  Assuming time to do the training.  Something like that is pretty standard stuff.  Crews of knocked out vehcles being used to fill out injured/killed/sick/on leave crew of other tanks in same unit is VARY standard stuff.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 12, 2013, 11:48:36 PM
I like the feature also.

Plenty of documented history of crews from other tanks that were disabled or knocked out replacing wounded or killed crew members from other tanks on the Russian front.

I've also read accounts of regular infantry replacing wounded or killed crew members on AT guns, Inf guns HMGs and mortars.

In the middle of a battle you can't afford to be choosey,even if it means on the job training at a moments notice.

Does this feature of replacing the members come with some form of decreased performance penalty?

This feature dont work in battle and dont extend over the platoons borders. Thus replenish tank crew in the neighboring tank company with the AT crews will not available. And just replenish crews by unprepared soldiers too - they have time to prepare for a few hours.


Title: Re: March 2013 update (news)
Post by: Schuck on February 13, 2013, 09:20:30 PM
Andrey,
Everthing looking good with the patch so far, except..
Whats with the "mini snow storm" that follows the vehicles round now, doesnt look quite right!
And HE rounds and Tracers into buildings with staw roofs and still no fires? ???

Sounds seem much better for me.

And i actually managed to pick off a Russian wire laying team with a couple of my snipers from about 500m(!), spot on ;D. Never seen that before.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 14, 2013, 07:49:19 AM
Whats with the "mini snow storm" that follows the vehicles round now, doesnt look quite right!
???
Please what with screenshots and photos.

And HE rounds and Tracers into buildings with staw roofs and still no fires? ???

It works with the probabilistic model. Wattle and daub house is not well to burn.




Title: Re: March 2013 update (news)
Post by: Dane49 on February 15, 2013, 09:48:42 AM
I don't know about everyone elses take on the infantry fatigue level in the new patch,but I'm having a hard time comprehending how quickly and for how long the squads get tired,plus straggling is now a major issue also.

My squads can't seem to march more than a Kilometer(Km) before they need a 1/2 hour rest!
Plus over that Km march route my squads are strung out as far as 300-400 meters with approximately 3-4 guys bringing up the rear 300-400 meters from the lead squad member.

I was in the infantry and have marched thru dense jungle in Panama,swamps in Louisianna and Honduras and artic snow up in Alaska and I don't recall ever needing to rest for a 1/2 hour every Km or for that matter being allowed to,and our squads where never that strung out over the march route,and I would think there would be an added incentive in a combat zone,especially in Russia to not straggle for fear of being captured and/or tortured and executed by the enemy.

I am pleased that there is a fatigue level in the game and appreciate the fact that it is very difficult to march over long distances with a full combat load and heavy weapons,but I'm not sure it was as difficult as the game makes it seem unless they are conscripts or Rear echelon types-REMFs.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 15, 2013, 10:26:45 AM
I don't know about everyone elses take on the infantry fatigue level in the new patch,but I'm having a hard time comprehending how quickly and for how long the squads get tired,plus straggling is now a major issue also.

My squads can't seem to march more than a Kilometer(Km) before they need a 1/2 hour rest!
Plus over that Km march route my squads are strung out as far as 300-400 meters with approximately 3-4 guys bringing up the rear 300-400 meters from the lead squad member.
Yes guys with heavy weapons or ammo crates is more tired.
If troops run or move on the slope or throught bush they more tired.
If troops move on deep snow and mud they more tired.
If it occurs in the cold or warm or under enemy fire, they also hardly resting.
If all factors are applied together - you always get tired soldiers.

The point is - do not run if not need (no fast move modifier), walk on the roads (by road modifier), rest not under enemy fire, but lying down (ambush button) or sit in houses (defence order in the village).

P.S. The process of resting is non-linear, if you are pounding the soldiers to half-death (<10%), then they will be a very long time to restore, and if the rest  before, about (20%+) - is very fast.


Title: Re: March 2013 update (news)
Post by: Dane49 on February 15, 2013, 12:21:34 PM
One of the reasons I think it takes so long for my squads to recover from fatigue is-While half my squad has already reached the objective and are resting,the other half(stragglers) are still marching to the objective.

Does the recovery rate from fatigue start as soon as the last squad member reaches the objective and starts to rest or is it just determined on and based upon the squad leader alone?

I'm still not happy with how strung out the soldiers become during the march.It's the squad leaders job to keep his men together and cohesive,if not within shouting range at least in his line of sight while accomplishing his mission.

Of cource once the bullets start flying this becomes a very difficult job and in some cases almost impossible,but up until that point it shouldn't be a major problem.As I stated before the thought of capture by the enemy alone should be more than enough incentive to keep the soldiers from straying to far from the main group.Broken and panicked squads being the exception.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 15, 2013, 12:46:29 PM
Does the recovery rate from fatigue start as soon as the last squad member reaches the objective and starts to rest or is it just determined on and based upon the squad leader alone?
No, stamina is individual characteristic for each soldier in real life and in game.
Exact same physical condition and personal wearable weight is different, so the some soldiers get tired sooner than the other part (and the rest soon).
Commander usually dont carries a heavy weapon or ammo so tired less than other soldiers.

Of cource once the bullets start flying this becomes a very difficult job and in some cases almost impossible,but up until that point it shouldn't be a major problem.As I stated before the thought of capture by the enemy alone should be more than enough incentive to keep the soldiers from straying to far from the main group.Broken and panicked squads being the exception.
Move by the roads. In the game this process is done automated. Plan in advance where you are going to attack (on the map in the operational phase), usually does not make sense to climb through the forest or any uncomfortable places.

In reality, most of the soldiers, too, most of the time walk / drive on the roads. Only rarely are straight and even less running through the bushes.
The game is very democratic in modeling fatigue. The full armed soldiers with the average fatigue (50%) can quickly run approx 2 km+ in relative flat dry field (in 20 C temperture).
If they run by road is approx 6 km. if they walk by road is practically unlimited during max battle time (3 hours)


Title: Re: March 2013 update (news)
Post by: Tanker on February 15, 2013, 05:15:15 PM
Still Andrey, on a 5km hike nobody should be straggling.  I can see stragglers on a 35km forced march.  But even through woods and over hills, there shouldn't be a strung out formation for a 5-8km march.


Title: Re: March 2013 update (news)
Post by: whukid on February 15, 2013, 05:42:52 PM
This isn't just a 5km ruck march to a warm barracks though. The soldiers have been living in foxholes for the better part of a month on little or no rations and under the constant threat of enemy fire, if not in direct contact the majority of the time.

As for ammo cans, no one here can ever remotely comprehend how much of a b&$*# those things are to carry around, plus all the other gear.


Title: Re: March 2013 update (news)
Post by: Dane49 on February 15, 2013, 07:43:51 PM
Still the straggling in my squads,and I'm not talking about the heavy weapons squads either,are very bad.Actually in some instances I wouldn't even classify it as straggling but outright desertion!

Maybe for some realism We should have some military police roaming behind the front line rounding these guys up-shoot or hang a few and ship the rest off to penal battalions. ;D

Seriously though,the roads in most instances weren't any better to travel on then the fields.You might be able to grab some local citizens to clear the main roads of snow to move your artillery and supply vehicles on,but the rest were just as thickly covered with snow as the rest of the terrain.And during the Spring thaw these roads were nothing more than muddy quagmires after being driven on a few times and if the temp dropped below freezing again the ruts in the frozen road were just as hard to travel on.

North East of Kharkov in Jan. of 43 the GD division tried to defend the roads with the few units that initially arrived in the area first,under the assumption that the Soviets would use them as their main axis of advance and found to their surprise that the Russian infantry usually pulling their heavy weapons and ammo on sleds would just bypass them and leave them for the next echelon to assault and mop up.Basically forcing the defending units to pull out before being surrounded and cut off.

Another thing to ponder is that roads especially cleared of snow roads are going to be targeted most likely by enemy heavy weapons and Arty TRPs,so it would be in the best interest of the assaulting units once they crossed the main line of resistance(MLR) to avoid them using cover and concealment to advance on their objective.

Like I stated before,I like the fatigue aspect of the game.My concern is that it is not completely or accurately portrayed with the present patch.I thought We would be seeing less micromanagment with the new patch,but now I find myself playing fatigue monitor and roaming the camera in the rear areas  wondering where half the members of my platoons and squads are! :o

In most instances this has bogged the game down for me while I wait for the stragglers to catch up and rest or just call off the assault and go on the defense :(


Title: Re: March 2013 update (news)
Post by: Flashburn on February 15, 2013, 08:51:18 PM
This isn't just a 5km ruck march to a warm barracks though. The soldiers have been living in foxholes for the better part of a month on little or no rations and under the constant threat of enemy fire, if not in direct contact the majority of the time.

As for ammo cans, no one here can ever remotely comprehend how much of a b&$*# those things are to carry around, plus all the other gear.

LOL.... yes I can. :D  Also water/fuel cans are a ROYAL pain.  Of course you can not have soliders trading loads like real world.


Title: Re: March 2013 update (news)
Post by: Flashburn on February 15, 2013, 08:57:11 PM
I don't know about everyone elses take on the infantry fatigue level in the new patch,but I'm having a hard time comprehending how quickly and for how long the squads get tired,plus straggling is now a major issue also.

My squads can't seem to march more than a Kilometer(Km) before they need a 1/2 hour rest!
Plus over that Km march route my squads are strung out as far as 300-400 meters with approximately 3-4 guys bringing up the rear 300-400 meters from the lead squad member.
Yes guys with heavy weapons or ammo crates is more tired.
If troops run or move on the slope or throught bush they more tired.
If troops move on deep snow and mud they more tired.
If it occurs in the cold or warm or under enemy fire, they also hardly resting.
If all factors are applied together - you always get tired soldiers.

The point is - do not run if not need (no fast move modifier), walk on the roads (by road modifier), rest not under enemy fire, but lying down (ambush button) or sit in houses (defence order in the village).

P.S. The process of resting is non-linear, if you are pounding the soldiers to half-death (<10%), then they will be a very long time to restore, and if the rest  before, about (20%+) - is very fast.


I just want to say.........having them rest in houses works vary well.  It speeds things up hugly. 


Title: Re: March 2013 update (news)
Post by: Lemonade on February 15, 2013, 10:28:20 PM
Thank you Andrey for the update!  :D

Dane, don't forget that most of the soldiers (save Guards units, SS and some Wehrmacht soldiers) were mostly drafted civilians. Add great famine in CCCP, underrationed soldiers on both sides, tiring marches (for motorized and non-motorized units), bad terrain, weather, sleeping in trenches, etc. WW2 soldier was not a modern professional soldier. And modern wars fought in some remote country are not world war conflicts from the beginning of the last century. Modern well fed soldier isn't a drafted civilian from 1930-40s put in an unknown territory by high command. It's like comparing apples and oranges.
Also please note, that most of player controlled units are fighting almost 24/7 for several days, if the AI is stubborn. And who knows what they did before the operation?


Title: Re: March 2013 update (news)
Post by: Dane49 on February 15, 2013, 11:37:13 PM
It's not so much the fatigue that bothers me as much as it is the

straggling,and that's putting it mildly.

30-40% of my squads are basically deserting marching cross country after

only covering 1 Km.

I've sent commanders over to them for motivational speeches with no luck

and even called in mortar fire on some of the more blatant deserters to

light a fire under their little pixel asses,but that has no effect either.

It seems that I will no longer be handing out medals after battles,but I

will be setting up field court martials.I think it's time we added penal

battalions to the game!


Title: Re: March 2013 update (news)
Post by: Lemonade on February 15, 2013, 11:51:21 PM
About straggling... I can't argue with you, because in this I think you're absolutely right.

And speaking about penal battalions, there are interesting Russian short series worth watching, called: "The Penal Battalion" (Shtrafbat I think it's called in original). Although you won't experience any battle scenes like from another epic russian movie "Osvobozhdenie: Napravleniye glavnogo udara" or Polish "Czterej Pancerni i Pies" series.


Title: Re: March 2013 update (news)
Post by: Flashburn on February 16, 2013, 12:21:49 AM
About straggling... I can't argue with you, because in this I think you're absolutely right.

And speaking about penal battalions, there are interesting Russian short series worth watching, called: "The Penal Battalion" (Shtrafbat I think it's called in original). Although you won't experience any battle scenes like from another epic russian movie "Osvobozhdenie: Napravleniye glavnogo udara" or Polish "Czterej Pancerni i Pies" series.

Indeed they certainly can get spread out all over the place.  Support guys get left in the dust and the like.  But what is the answer to this?  Make the unit move at the same speed as slowest soldiers?  Or what?  Unfortunatly less tired soldiers can not swap out heavy loads from exhausted soldiers.  It does make manuver quite a challenge.  If you have apc, tanks, or even trucks to move around guys its ok.  But if only on foot.........  And heaven help the AT gun and Howizer crews without vehicles to tow their guns.  Man handle them is not going to go well.  Short distance was all that was for anyways. 

And i am getting high off model paint right now.  AHHHHHHHHHHHHHHHHH! 


Title: Re: March 2013 update (news)
Post by: Dane49 on February 16, 2013, 03:52:21 AM
Huffing Paint again FB?Well,can't say I never suspected it! ;D


Title: Re: March 2013 update (news)
Post by: Flashburn on February 16, 2013, 05:12:16 AM
Huffing Paint again FB?Well,can't say I never suspected it! ;D

Ya what I do for referance stuff..........  Actually 1st time.  But had no clue wtf the underside of M3 halftracks looked like.  Got me a high end model with all that stuff in model to include transmission, engine, cooling fan for engine, well every damned thing.  1st model kit I have made in 17 years.  THis one is really freaken nice.  Fills in all the blanks of my photos and blue prints for m3.  :D  I feel sort of bad that I am only giving it the real basic treatment (the model kit).  But going to get another I think of m3 GMC.  That one will get the delux treatment.  HAve a space in book self that it can fill up nice next to all my ww2 ref books.


Title: Re: March 2013 update (news)
Post by: wodin on February 18, 2013, 10:37:11 PM
I agree the fatigue at present is over modeled. Seems these troops aren't fit to fight. The men should easy be able to knock out 10 km a day in poor weather or more with no straggelers.

Reading books on the East front and units retreating in harsh conditions, if the soldiers where like the current pixel troops no one would have got further than 10 km's in the mass retreats during Uranus for instance. Italians considered poor troops lots managed to retreat in terrible conditions being chased for nearly a month before reaching safety and covering many many Km's.

Sorry but I've stopped playing the game..micromanagement is becoming too much and having ti micromanage for a mechanic that isn't realistic is too annoying. If this issue isn't looked at and toned down abit I'm no longer buying into Graviteam tactics.


Title: Re: March 2013 update (news)
Post by: Txema on February 19, 2013, 12:19:49 AM
Hi Andrey,

I have been testing the new patch in Quick battles and I have noticed an odd thing with the "radio indicator".

When I choose a heavy tank platoon (for example an early one) I can see that it includes Tigers and Panzer III tanks. The Tigers have the black "radio indicator" indicating that their radio covers the entire area of battle. The Panzer III tanks have the red "radio indicator", indicating that the tank has only a radio receiver. But when I order a Panzer III tank to start moving the red "radio indicator" dissapears... Why ?? Does it loose its radio capability when moving?? When the Panzer III stops the red "radio indicator" appears again. At the same time, when looking at the square with the officer cap, the blue "horizontal line indicator" is always present for the Panzer III tank, indicating that it is under direct control of the immediate commander, but there is no "radio indicator" for the Panzer III tank at that square with the officer cap. Why?? The Panzer III tank is under direct control of the commander by radio so it seems that a "radio indicator" should appear at the square with the officer cap.

In any case, is it historically accurate to model that the Panzer III tanks had only a radio receiver?

Can anybody else reproduce these problems?

Thanks for your help !!


Txema


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 20, 2013, 10:13:00 AM
I have been testing the new patch in Quick battles and I have noticed an odd thing with the "radio indicator".

When I choose a heavy tank platoon (for example an early one) I can see that it includes Tigers and Panzer III tanks. The Tigers have the black "radio indicator" indicating that their radio covers the entire area of battle. The Panzer III tanks have the red "radio indicator", indicating that the tank has only a radio receiver. But when I order a Panzer III tank to start moving the red "radio indicator" dissapears... Why ??

Please give a screenshot with and w/o indicator.

In any case, is it historically accurate to model that the Panzer III tanks had only a radio receiver?
Early versions (In game early models of Pz III tank) has reciever, except platoon commander tanks.



Title: Re: March 2013 update (news)
Post by: Aces on February 20, 2013, 10:56:19 AM
Hi all,

Quite a good reference on panzer and german AFV radio equipment, as Andrey metioned the early-war tanks only had a receiver (Fu2) except for squad leader vehicles (Fu5 transmitter and receiver).

http://panzerfaust.ca/AFV%20interiors/germrads.html (http://panzerfaust.ca/AFV%20interiors/germrads.html)

BTW can anyone please explain how the mark target with flares feature works in the latest beta version.

Kind Regards

Aces


Title: Re: March 2013 update (news)
Post by: Dane49 on February 20, 2013, 11:20:59 AM
Andrey,

Was reading the Russian forums and saw the mention of foreign players concerned about fatigue.

It's not fatigue that is the issue,I think We all appreciate that long marches in full combat gear during certain weather conditions can be exhausting,slow going and also effect combat performance.

The main issue that I think We would like to see addressed is-STRAGGLING
.
The squads are becoming to spread out-half the squad is rushing to the objective while the other half is lagging far behind along the route of march.I don't think this is modeled properly.

I would expect this kind of behaviour from a unit that is broken,retreating or routed after combat,but not before they make contact with the enemy.

If some members can't keep up then I would expect the whole squad to stop and wait for them before continuing the advance or just have the whole squad move as fast as the slowest member.

With the new patch I find that I'm micro manging fatigue and straggling more often than anything else in the game and it has become quite frustrating.




Title: Re: March 2013 update (news)
Post by: andrey12345 on February 20, 2013, 11:28:37 AM
I saw that, but what do you specifically suggest?
If we do so tirelessly waiting tired - will be a wave of indignation.
If they do not stop being tired, it is not clear why fatigue is needed.


Title: Re: March 2013 update (news)
Post by: Flashburn on February 20, 2013, 11:32:24 AM
I think that point is valid.......  Not the fatigue, but how it effects the squad and units.  It has changed the way I handle things in game.  That is keep the movement down to the min.  Probably more than it should be in fact.  Overall I think it adds alot of depth to the game.  But needs to handle staying in some sort of formation for movement.  Although the modifiers do help.  Set slowest speed and its way better than flat out run.  As it should be.  

A modifier that moves unit at fastest speed possible while staying in formation.  Of course, yet another modifer...

A way to for soldiers to swap heavy loads to less tired ones.  YA........no clue how that could be done right.


Title: Re: March 2013 update (news)
Post by: Dane49 on February 20, 2013, 11:56:28 AM
Quote
I saw that, but what do you specifically suggest?

I suggest that the squads move no faster than the slowest member,and the squad members never be more than 50 meters from the squad leader.

If the squad leader is killed or the squad is broken and retreating then I have no problem with the unit scattering and losing cohesion.

But up until that point I don't think the squad members or the squad leader would allow themselves to become that scattered.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 20, 2013, 12:20:29 PM
I suggest that the squads move no faster than the slowest member,and the squad members never be more than 50 meters from the squad leader.
As I say early - it is bad solution.
It turns out that if the squad has at least someone with a heavy weapon, all squad has been slow.


Title: Re: March 2013 update (news)
Post by: Dane49 on February 20, 2013, 12:37:40 PM
Why would the squad run off and leave their heavy weapon?

What would be the point in taking it along then if it can't keep up with the squad members it was designed to support,and a LMG without the tripod isn't considered a heavy weapon and certainly wouldn't cause the soldier carrying it to fall so far behind that He is useless to the squad.

The German Army built their whole squad around the LMGs and the soldiers assigned to carrying them were expected to keep up or the weapon would be assigned to someone who could carry it and could keep up.

Edit:I carried the M-60 machine gun in my squad for 4 months when I was in the infantry.The M-60 was designed like the German MG-42 without the tripod and weighed about the same.

During that whole time I don't recall ever not being able to keep pace with my squad and I'm sure If I was having a difficult time keeping up with my squad mates they certainly wouldn't have abandoned me and left me behind.

And as I recall,it wasn't the weapon that was too heavy but the ammunition that accounted for the majority of the weight that had to be hauled by the squad.So I would think that if some guys are out running the rest of the squad then the squad leader would lighten the load of the more tired members by assigning more of the ammo weight to them to help keep the squad from fragmenting  and dispersing.

I don't know what kind of command and control doctrine was used in the Russian Army,but cohesion is an integral part of command and control in Western Armies.

I have 2 seperate games on my PC with both the new and old patch
.
As it stands now with the new patch,either the squads start becoming more cohesive and have less straggling or otherwise I think I'll stick with the older patch to play the game.



Title: Re: March 2013 update (news)
Post by: Aces on February 20, 2013, 06:05:15 PM
Hi,

Sorry to have to ask again but does anyone know how target designation by flares feature works please?

Kind Regards

Aces


Title: Re: March 2013 update (news)
Post by: BigDuke66 on February 21, 2013, 12:27:23 AM
If STRAGGLING is really a so big problem about about an option to set either allowing/not allowing stragglers so that the units stays together or or stretch while moving
Another option could be to let "Heavy weapons keep position" meaning that the soldiers follow the orders but the heavier weapons like MGs stay in place to provide cover.


Title: Re: March 2013 update (news)
Post by: Flashburn on February 21, 2013, 12:42:55 AM
Why would the squad run off and leave their heavy weapon?

What would be the point in taking it along then if it can't keep up with the squad members it was designed to support,and a LMG without the tripod isn't considered a heavy weapon and certainly wouldn't cause the soldier carrying it to fall so far behind that He is useless to the squad.

The German Army built their whole squad around the LMGs and the soldiers assigned to carrying them were expected to keep up or the weapon would be assigned to someone who could carry it and could keep up.

Edit:I carried the M-60 machine gun in my squad for 4 months when I was in the infantry.The M-60 was designed like the German MG-42 without the tripod and weighed about the same.

During that whole time I don't recall ever not being able to keep pace with my squad and I'm sure If I was having a difficult time keeping up with my squad mates they certainly wouldn't have abandoned me and left me behind.

And as I recall,it wasn't the weapon that was too heavy but the ammunition that accounted for the majority of the weight that had to be hauled by the squad.So I would think that if some guys are out running the rest of the squad then the squad leader would lighten the load of the more tired members by assigning more of the ammo weight to them to help keep the squad from fragmenting  and dispersing.

I don't know what kind of command and control doctrine was used in the Russian Army,but cohesion is an integral part of command and control in Western Armies.

I have 2 seperate games on my PC with both the new and old patch
.
As it stands now with the new patch,either the squads start becoming more cohesive and have less straggling or otherwise I think I'll stick with the older patch to play the game.




Your M60 Mg deal hit it right on the head.....  The weapon intself is annoying but not going to really slow you down much if at all.  Hauled an evil m240B MG a few times on long road martches and the like.  Apart from my ass wanting to fall off after I had no issues keeping up.  But the AMMO!  OMG.  That has to be spread out amoung the whole squad.  Ditto I would think with light mortars.  Its the damned ammo that screws everything up.  And keeping everyone in 50 meters is too close.  If a large squad could most certainly get spread out to 200 meters and still be where they are suppose to be.  But robot formations looks funny.  So we do not want that right?  Now we have the other end where they can get spread out all over.  But if just road marching they SHOULD keep formation.  If running 4 km across a map.........well that is not vary smart is it?

I still think a traveling VS combat manuver modifer would be a solution.  In traveling the squad stays more or less in formation while in combat they move as fast they can with a little more stick together than now.  Of course the current modifiers do this more or less now......  Tell them column formation and have them walk.  But still can get all spread out all over the dang place if long enough.  Short of simulating infantry squads carrying ammo for support weapons and somehow getting to weapons without being stupid how can this be handled?  I suppose you could have a set ammo drop point for infantry carrying extra ammo?  At which point the heavy weapon guys could pick it up and move all slow like now.  As a 4 or 5 man MG team could handle carrying heavy weapon and tripod (or whatever) plus basic load of ammo over shorter distances.  Just not fast.  With weapon broken down to base parts and carrying just a little ammo they should be able to keep up.  After all they are only dealing with there personal weapons and an extra 10-20 KG.  While the infantry are carring their personal weapons and extra gear like grenades, more ammo for their personal weapons, radios (if they have them), flare guns, entrenching tools, and of course ammo for their support weapons.  But this can be MORE mirco managing.  On the other hand, it is legit as this is one way this sort of thing is done.  How many photos of infantry carring belts of ammo for squads MG's have we seen after all?


Title: Re: March 2013 update (news)
Post by: BigDuke66 on February 21, 2013, 01:17:18 AM
Would it be a problem to test the beta patch with the DLCs? I just wonder with so many changes the DLCs maybe need to be updated too, the version I have are still from May 2012 at least I think so as may12 is in their names.
Version number for the new patch is 4.02?


Title: Re: March 2013 update (news)
Post by: Flashburn on February 21, 2013, 01:33:45 AM
Would it be a problem to test the beta patch with the DLCs? I just wonder with so many changes the DLCs maybe need to be updated too, the version I have are still from May 2012 at least I think so as may12 is in their names.
Version number for the new patch is 4.02?

They work, but do not have the new units like commo guys.  The updated DLC's are in beta testing. 


Title: Re: March 2013 update (news)
Post by: Dane49 on February 21, 2013, 05:14:07 AM
The point I was trying to make is the LMGs are not heavy weapons.If they were heavy weapons they would be attached to the heavy weapons platoon.

The amount of ammo the squads are carrying is what should determine the fatigue rate not the weapon.And that ammo would be pretty much evenly distributed throughout the squad,with the stronger men picking up the slack of the weaker members.

The German squads are carrying MG-34s in this game some squads were carrying the MG-42 without the tripod and other attachments so that it could be used as a LMG instead of a HMG by 1943.

The drawback for this was that those squads were basically just ammo bearers for the MG-42 since it went thru ammo very quickly with its higher rate of fire.


Having my squads road bound to limit fatigue and dispersal is stupid and obviouos from an attackers point of view once you cross the MLR,and most the roads were no better to walk on then the surrounding terrain.This isn't Western Europe here with paved and cleared roads, it's rural Russia.

Regardless,it's not fatigue that bothers me it's dispersal.Having my squad dispersed over 100s of meters during a movement to contact because of straggling is unacceptable and unrealistic.I'm not going to keep arguing this point but will stick to playing the older version if this can't be addressed and modeled in a more realistic manner.




Title: Re: March 2013 update (news)
Post by: andrey12345 on February 21, 2013, 07:47:19 AM
In the next version of the March13 patch without fast movement modifier - a squad waiting for its tired soldiers.


Title: Re: March 2013 update (news)
Post by: Dane49 on February 21, 2013, 08:38:07 AM
Thank you :D

I very rarely use the fast move modifier and expect my units to move slow during adverse weather conditions and have no problem with my infantry squads taking an hour marching cross country to an objective a kilometer away with a higher fatigue rating,but it was quite annoying to see half the squad on the objective and the other half spread all over the place waiting to be individually picked off by roving tanks,snipers or enemy patrols.

When I play this game I hardly ever move the heavy weapons once I've initially placed them on the map,but the infantry squads are a different story.If not entrenched I expect to use them as a light infantry military manuever element.

Instead what I was seeing was a disorganized mob of malcontents who weren't capable of carrying out a simple raid or key point land grab if it was farther than a kilometer away without completely losing all cohesion as an effective combat element.
I would like to think my squad leaders know how to exercise some form of command and control  over their squads without me having to monitor them every 15 minutes to make sure they aren't Fu**ing up after giving them a simple order to march to a certain point on the map over a kilometer away.

PS.Gave the subject a little more thought and came to the conclusion that maybe dispersal isn't all that bad in the game if it was based more on morale level than fatigue.Veteran or Elite units would be more cohesive but I would think you would see a fair amount of straggling in conscript or green units or any units that have been in retreat for awhile.


Title: Re: March 2013 update (news)
Post by: whukid on February 21, 2013, 08:52:07 AM
Use tanks = problem solved ;D


Title: Re: March 2013 update (news)
Post by: Dane49 on February 21, 2013, 09:17:59 AM
I never like to send the tanks anywhere without the infantry,especially German tanks since it seems every Russian soldier is carrying a six pack of KS bottles.


Title: Re: March 2013 update (news)
Post by: Flashburn on February 21, 2013, 09:30:59 AM
Use tanks = problem solved ;D

Where are my damned trucks?


Title: Re: March 2013 update (news)
Post by: Dane49 on February 21, 2013, 09:43:44 AM
Trucks are a bigger pain in the ass to move than infantry.I tried doing a quick battle once with a convoy of trucks and more than half ended up getting stuck and the rest couldn't keep any form of a tactical convoy,driving into houses and sliding off the road a real nightmare to control in this game.In the operations phase they would probably do well but during a tactical phase battle they're worthless and seem to do more harm than good.


Title: Re: March 2013 update (news)
Post by: andrey12345 on February 21, 2013, 11:33:30 AM
Trucks normally operate only on the roads. Note that the wheeled vehicles can not turn on the place in real life and in our game, and go on it not by the road does not make sense. If dirt or snow, very carefully choose where to go. Everything works fine if you do not want strange things from them :).


Title: Re: March 2013 update (news)
Post by: Flashburn on February 21, 2013, 04:27:05 PM
Trucks are a bigger pain in the ass to move than infantry.I tried doing a quick battle once with a convoy of trucks and more than half ended up getting stuck and the rest couldn't keep any form of a tactical convoy,driving into houses and sliding off the road a real nightmare to control in this game.In the operations phase they would probably do well but during a tactical phase battle they're worthless and seem to do more harm than good.


Remember what happened during an early engagment in North Africa in the rainy season?  Knuckle head turn convoy around onto a trail and all but 6 vehicles got stuck in the mud.  Something like 50 combat vehicles where lost due to that guy.  Even the Germans could not get them unstuck from the mud.  Truck belong on roads unless the ground can support them.  Then of course they can not go fast at all.  So if commander says go do something they will try..........Does not mean it will be pretty.  But never had issues with trucks in APOS or SABOW.  But then again I kept them mainly on roads using the use the road modifier.  I MISS TRUCKs IN APOS!  So handy to move infatry and mortars/mg around in a hurry.  I would do that ALOT in SABOW.  Now if they could tow stuff..............Although limited use due to 6x6 km battle areas.  But still if it is needed........:D


Title: Re: March 2013 update (news)
Post by: Dane49 on February 21, 2013, 07:30:51 PM
I rarely use trucks.I did some testing with them a few months ago.just to see what they could and could not do.

I confirm that the trucks should stay road bound because they either get stuck or hardly move at all off road.

On the roads I found them to move OK as long as I didn't go thru a village with bends in the road otherwise as soon as they have to make the turn they slide off the road and slam into a house or fence which usually gets them stuck or immobilises them.

I'm not saying they aren't modeled realistically for game purposes,I just find them to fiddley to work with and prefer to not use them.

In campaign games I generally let them dig trenches and only move them during the Operations Phase and if they do find themselves in a tactical battle I try to keep them out of harms way far behind my MLR.

If and when they are ever modeled to tow AT or Inf guns around I will try to use them more,but right now I don't have much use for them.

PS.I think it would be cool to see AI controlled supply trucks move around the map during a tactical battle in the campaigns the same way the wire vehicles move around the map during a battle.


Title: Re: March 2013 update (news)
Post by: Flashburn on February 22, 2013, 07:15:43 AM
I rarely use trucks.I did some testing with them a few months ago.just to see what they could and could not do.

I confirm that the trucks should stay road bound because they either get stuck or hardly move at all off road.

On the roads I found them to move OK as long as I didn't go thru a village with bends in the road otherwise as soon as they have to make the turn they slide off the road and slam into a house or fence which usually gets them stuck or immobilises them.

I'm not saying they aren't modeled realistically for game purposes,I just find them to fiddley to work with and prefer to not use them.

In campaign games I generally let them dig trenches and only move them during the Operations Phase and if they do find themselves in a tactical battle I try to keep them out of harms way far behind my MLR.

If and when they are ever modeled to tow AT or Inf guns around I will try to use them more,but right now I don't have much use for them.

PS.I think it would be cool to see AI controlled supply trucks move around the map during a tactical battle in the campaigns the same way the wire vehicles move around the map during a battle.

On that last bit.....damned straight :D.  The wire guys do a pretty decent job of not getting dead to fast too.  Probably not the same with supply trucks.   ;)  OOOOO targets  :D


Title: Re: March 2013 update (news)
Post by: Dane49 on February 22, 2013, 08:04:30 AM
Yeah,
the supply trucks would be pretty much defensless as opposed to the wire team which has its own security team and an MG mounted on the APC,but I think it would make for some interesting gameplay.

In a recent battle I got the message that I lost wire contact with one of my platoons and I was like WTF I just watched the wire APC connect that line,so I clicked the communication status button to see where my line was and ran the camera along it and find my wire team in a firefight with a Soviet patrol who must have cut the line.
I ended up sending the Company commanders APC with the 37mm mounted on it to pull the wire teams ass out of the fire.The CC finally stabilised the situation and the wire team after losing 2 KIA were able to relink the line.


Title: Re: March 2013 update (news)
Post by: orson on March 05, 2013, 06:47:45 PM
March 13 Update for OBT
http://www.steelfury.com/demo/k43t/eng/k43t_apos_patch_march13_b4_eng.gt2extension

5.81 core update with new installer (optional)
http://www.steelfury.com/demo/k43t/eng/gtos_cu_581_eng.exe



Is the OBT still available ?


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 05, 2013, 07:33:37 PM
Is the OBT still available ?
Temporary no. This version is outdated.
Soon would probably be next, the latest version.


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 07, 2013, 07:40:08 AM
Change log after beta-test
1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
11) Added the ability to set placement in defense without digging trenches.
12) Fixed a bug with the canceling of serial orders in battle.
13) Adjusted indication and view modes for serial orders in battle.
14) Added button for automatic platoon placement.
15) Added separate command teams for different types of troops.
16) Added the support units in a quick battle.
17) Added a separation for radio stations by type and his type indication.
18) Fixed a bug with icons remain after disable (and enable) the mini-map.
19) Added the indication for the radio/voice/wire communications in battle.
20) Button for platoons table in operational phase is changed from F1 to F3.
21) Added an antenna on KV-1S and KV-8S tanks.
22) Added an option for icon types on operational map (option 4.20).
23) The algorithm for ammunition and fuel replenish is cahnged, added indication for supply level on map.
24) Command radii is removed.
25) Company and battalion commanders are added in a quick battle.
26) During the retreat without a combat (in operational phase) platoon loses morale.
27) Added the fire platoon commanders in artillery batteries.
28) Staff for the troops in quick battle has been modified and expanded.
29) Added a group of messages for breaking and restoring wired connection.
30) Adjusted an algorithm offers ceasefire from AI (removed immediately cancel after offer).
31) Added target designation by flares.
32) Added a button to apply the last selected filter for soldiers or vehicles.
33) Staff for the troops in operations has been modified and adjusted.
34) Squad parameters panel is changed.
35) Rotate order is moved to squad panel.
36) Added a separate button for reverse move.
37) Added indication for suppressed squads in 3D and on the map.
38) The "quick" orders adaptively vary depending on the number of troops who are given the order.
39) Added a button on the orders panel, which allows to transfer troops under the control of AI.
40) Put a penalty at the start of the operation if allied troops is transfer under the players control.
41) Added automatic movement for signalers to laying wire communication.
42) Added restriction for valid orders, depending on the level of command.
43) Added indication and options for valid orders.
44) Removed the outline of the selected units if individual icons is displayed.
45) Added a separate option for block of squads exchange in the operational phase (by default is enabled).
46) Added tank Pz I ausf. F and a platoon of this tanks in a quick battle.
47) Tankers do not close the hatches and do not climb into the tank if detecting enemy.
48) Added icons in Wehrmacht style on operational map.
49) Fixed a bug with the wrong choice of the level of detail for grass when you attach the camera to an unit.
50) Corrected the appearance for contact signs.
51) Added full automatical firing on external target designation.
52) When the defence "flag" is set during placement mode, changed the principle of defence points selecting.
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Army's icons for operational map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
62) Added ammo reallocation for guns and mortars at the end of the battle.
63) Slight adjustments for opponents AI.
64) Changed some icons of the squad and vehicle information.
65) Fixed disappearance of the sounds for rolled guns.
66) Added a color scheme selection for the map marks on operational and tactical phases.
67) Added NATO icons for operational map.
68) Fixed bug with unit dragging on the map in deploy phase.
69) Added an option for showing an alphanumeric platoon's codes on the map.
70) Added the wire-reel model for signalman's in the battle.
71) Added muzzle velocity dependence from the temperature.
72) Sounds for Pz III and Pz VI tanks engines and Marder SPGs based on the Pz 38(t) tank caterpillars are changed.
73) Added Soviet Army icons for operational map.
74) Display on the map ally AI plans and their changes during the battle is added.
75) Some shot sounds are corrected.
76) Added some armor piercing ammunition to the penetration diagrams.
77) Added detailed description for the orders delay and for player's command level into the built-in help system.
78) Built-in help system is adjusted and improved.
79) Added an option to select the speakers layout.
80) Fixed a bug with the inability to lock resupply on infantry squads.
81) Adjusted combustion at different soils after exploding shells and bombs.
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.
83) Area of sight is not canceled when choosing a new unit and when it dragging.
84) For platoon's arrangement and rotation with respect to one squad/vehicle will be used its (unit's) direction.
85) Fuel will be leak when vehicle will burned and it's level will appear on the squad's panel.
86) Fixed a bug when displaying the description of the score's calculation criteria for operation.
87) Algorithm's for hit and kill soldiers inside vehicles will be improved.
88) Increased error for targeting when shooting at night or evening time.
89) Added portable radio for German radio squads (in quick battle states).
90) Changed the display units for refueling and ammo replenishing costs (from % to conventional ammo and fuel).
91) Fixed game crashes on some configurations after the end of battle.
92) Improved algorithm for mapping the signal and lighting aids, they divided on day and night types.


Title: Re: March 2013 update (news)
Post by: orson on March 07, 2013, 03:50:44 PM
Great work team           8)/salute

I think the added reverse button for vehicles is a great addition ... i manage to get vehicles to reverse now, if i use a normal speed move order placed a short way behind the tank , but being able to say to a tank , i want you to reverse all the way across a map if needed is awesome.

I still have a concern about pathing / route finding by AI , a lot of times i give what looks like a simple order to move a short way to better cover ... and they mainly turn 45 degrees and set off ... even after i make them face the right way before setting off .
  Is there any way to add an option to give absolute commands to a unit , so they don't take any avoiding action and "try"  to follow the order exactly , regardless of terrain ?  I mean this to be of limited use , just for moves in the units immediate area , for getting better tactical cover and position .. getting hull down for e.g .

Another query i have is about "Troop condition" ....
An example recently is, I started a soviet defence campaign and the first fight one of my AT units got into ..one of the guns exploded before it got into combat , just died and the crew ran off .... also the captured german Pk40's see really fragile and break easily .
I notice too that its very easy for my units to get non critical killed in AFV's and AT guns ... weapon damaged seems to be the first thing that happens.

 Also very annoyingly .. i watched a German mobile AT unit get blown up .. big ball of flame ..but after it was hit , with his vehicle ablaze and the rest of the crew jumping out on fire .... this hero gunner fought on and fires a last shot ..his shot cripples my tank ... then he jumped out on fire .   : /       

my thoughts are here that when an AFV receives a critical kill , fuel fire , ammo etc and the crew are bailing... all crew functions inside that tank should be immediately halted as the crew (if not dead already) bail , i would think doing otherwise would be beyond any human .





Title: Re: March 2013 update (news)
Post by: Tanker on March 07, 2013, 07:59:09 PM
Change log after beta-test
1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
11) Added the ability to set placement in defense without digging trenches.
12) Fixed a bug with the canceling of serial orders in battle.
13) Adjusted indication and view modes for serial orders in battle.
14) Added button for automatic platoon placement.
15) Added separate command teams for different types of troops.
16) Added the support units in a quick battle.
17) Added a separation for radio stations by type and his type indication.
18) Fixed a bug with icons remain after disable (and enable) the mini-map.
19) Added the indication for the radio/voice/wire communications in battle.
20) Button for platoons table in operational phase is changed from F1 to F3.
21) Added an antenna on KV-1S and KV-8S tanks.
22) Added an option for icon types on operational map (option 4.20).
23) The algorithm for ammunition and fuel replenish is cahnged, added indication for supply level on map.
24) Command radii is removed.
25) Company and battalion commanders are added in a quick battle.
26) During the retreat without a combat (in operational phase) platoon loses morale.
27) Added the fire platoon commanders in artillery batteries.
28) Staff for the troops in quick battle has been modified and expanded.
29) Added a group of messages for breaking and restoring wired connection.
30) Adjusted an algorithm offers ceasefire from AI (removed immediately cancel after offer).
31) Added target designation by flares.
32) Added a button to apply the last selected filter for soldiers or vehicles.
33) Staff for the troops in operations has been modified and adjusted.
34) Squad parameters panel is changed.
35) Rotate order is moved to squad panel.
36) Added a separate button for reverse move.
37) Added indication for suppressed squads in 3D and on the map.
38) The "quick" orders adaptively vary depending on the number of troops who are given the order.
39) Added a button on the orders panel, which allows to transfer troops under the control of AI.
40) Put a penalty at the start of the operation if allied troops is transfer under the players control.
41) Added automatic movement for signalers to laying wire communication.
42) Added restriction for valid orders, depending on the level of command.
43) Added indication and options for valid orders.
44) Removed the outline of the selected units if individual icons is displayed.
45) Added a separate option for block of squads exchange in the operational phase (by default is enabled).
46) Added tank Pz I ausf. F and a platoon of this tanks in a quick battle.
47) Tankers do not close the hatches and do not climb into the tank if detecting enemy.
48) Added icons in Wehrmacht style on operational map.
49) Fixed a bug with the wrong choice of the level of detail for grass when you attach the camera to an unit.
50) Corrected the appearance for contact signs.
51) Added full automatical firing on external target designation.
52) When the defence "flag" is set during placement mode, changed the principle of defence points selecting.
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Army's icons for operational map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
62) Added ammo reallocation for guns and mortars at the end of the battle.
63) Slight adjustments for opponents AI.
64) Changed some icons of the squad and vehicle information.
65) Fixed disappearance of the sounds for rolled guns.
66) Added a color scheme selection for the map marks on operational and tactical phases.
67) Added NATO icons for operational map.
68) Fixed bug with unit dragging on the map in deploy phase.
69) Added an option for showing an alphanumeric platoon's codes on the map.
70) Added the wire-reel model for signalman's in the battle.
71) Added muzzle velocity dependence from the temperature.
72) Sounds for Pz III and Pz VI tanks engines and Marder SPGs based on the Pz 38(t) tank caterpillars are changed.
73) Added Soviet Army icons for operational map.
74) Display on the map ally AI plans and their changes during the battle is added.
75) Some shot sounds are corrected.
76) Added some armor piercing ammunition to the penetration diagrams.
77) Added detailed description for the orders delay and for player's command level into the built-in help system.
78) Built-in help system is adjusted and improved.
79) Added an option to select the speakers layout.
80) Fixed a bug with the inability to lock resupply on infantry squads.
81) Adjusted combustion at different soils after exploding shells and bombs.
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.
83) Area of sight is not canceled when choosing a new unit and when it dragging.
84) For platoon's arrangement and rotation with respect to one squad/vehicle will be used its (unit's) direction.
85) Fuel will be leak when vehicle will burned and it's level will appear on the squad's panel.
86) Fixed a bug when displaying the description of the score's calculation criteria for operation.
87) Algorithm's for hit and kill soldiers inside vehicles will be improved.
88) Increased error for targeting when shooting at night or evening time.
89) Added portable radio for German radio squads (in quick battle states).
90) Changed the display units for refueling and ammo replenishing costs (from % to conventional ammo and fuel).
91) Fixed game crashes on some configurations after the end of battle.
92) Improved algorithm for mapping the signal and lighting aids, they divided on day and night types.

Is this a new download that is available Andrey?


Title: Re: March 2013 update (news)
Post by: wodin on March 08, 2013, 12:02:31 PM
Great work team           8)/salute


 Also very annoyingly .. i watched a German mobile AT unit get blown up .. big ball of flame ..but after it was hit , with his vehicle ablaze and the rest of the crew jumping out on fire .... this hero gunner fought on and fires a last shot ..his shot cripples my tank ... then he jumped out on fire .   : /       

my thoughts are here that when an AFV receives a critical kill , fuel fire , ammo etc and the crew are bailing... all crew functions inside that tank should be immediately halted as the crew (if not dead already) bail , i would think doing otherwise would be beyond any human . I only hope he was awarded a posthumous knights Cross.





Well though granted it shouldn't happen I kind of like that hero thing..like the gunner who had his arm blown off in Africa but kept at his gun..If it had been on your side you'd have cheered him on;).


Title: Re: March 2013 update (news)
Post by: Shadrach on March 08, 2013, 12:57:20 PM
Cool! When is this out?

Maybe time to get back into APOS :)


Title: Re: March 2013 update (news)
Post by: Schuck on March 09, 2013, 08:23:14 PM
Andrey,
Just out of interest, will you be making Hi Res skins for the rest of the units in APOS, (GTOS) to go with the march update when completed?
If so will you just update the files on Gamersgate?
It looks kind of odd in game with some being Hi Res and others not.
Maybe buildings, hay bales, fencing etc to?

Love the "tree bark" camo on the T26 by the way. Nice ;D


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 10, 2013, 09:55:33 PM
Just out of interest, will you be making Hi Res skins for the rest of the units in APOS, (GTOS) to go with the march update when completed?
Hard to say, probably some of the textures are added.

If so will you just update the files on Gamersgate?
Yes, if some changed

It looks kind of odd in game with some being Hi Res and others not.
Maybe buildings, hay bales, fencing etc to?
This is probably not change.


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 12, 2013, 10:52:43 PM
Links to March 13 patch, core and polygon update (optional)
http://www.graviteam.ua/help/download-patches.html


Title: Re: March 2013 update (news)
Post by: Flashburn on March 12, 2013, 11:15:34 PM
WOOT.  Final patch for MARCH i take it.  NOW officially GTOS?   :P


Title: Re: March 2013 update (news)
Post by: budd on March 13, 2013, 12:27:48 AM
what should are version numbers be, i've been away for a bit.I installed the core, patch and polygon updates.

my game screen says 5.81[2101]

update screen has game update 4.02
District update 1.03
krasnaya 1.01
blau 1.09
sokolovo 1.07

this is the order there in also.




Title: Re: March 2013 update (news)
Post by: orson on March 13, 2013, 02:48:12 AM

  Just played a quick couple of scenarios to have a look some new features ..


   Its a great patch !   8)

one small problem I noticed , might be at my end due to graphics settings ..but flares are really bright , really burns out everything when used on snow maps

http://img543.imageshack.us/img543/4802/brightflares.jpg

going to have a long play with it over the rest of the week and will try to give a detailed feedback .


Title: Re: March 2013 update (news)
Post by: Flanker15 on March 13, 2013, 11:43:09 AM
Aght! Mein retinas!


Title: Re: March 2013 update (news)
Post by: BigDuke66 on March 13, 2013, 06:26:07 PM
Sure that this isn't from any graphic setting?
Played a battle yesterday and I saw some flares but none was like that, I have maxed out any graphic setting, maybe you lowered some of them. or keep that standard settings.

But I have a problem too, is it just me or do sounds play with delay? I saw this when artillery started coming it, impact on screen but the sound for the explosion came 0.5-1 second later.


Title: Re: March 2013 update (news)
Post by: Tanker on March 13, 2013, 06:55:50 PM
Was your viewpoint right on top of the explosions?  I ask because if it was some good distance away perhaps the game models the difference between the speeds of sound and light?  Probably not, but it's a happy thought.


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 13, 2013, 07:51:31 PM
But I have a problem too, is it just me or do sounds play with delay? I saw this when artillery started coming it, impact on screen but the sound for the explosion came 0.5-1 second later.
Sound velocity is approx 340 m/s. If you are far away from the shot, the sound will fly to you with a delay, ie for supersonic projectile you will hear the gap and then the sound of the shot. In real life and in our game.


Title: Re: March 2013 update (news)
Post by: BigDuke66 on March 13, 2013, 07:55:27 PM
Cool, didn't know the game models that, thanks.


Title: Re: March 2013 update (news)
Post by: WallysWorld on March 13, 2013, 08:40:51 PM
I just bought the game a few weeks ago and have been learning how to play it. I kind of thought the sounds were delayed from distances away. A very neat feature which makes it more realistic.


Title: Re: March 2013 update (news)
Post by: Dane49 on March 13, 2013, 08:49:12 PM
Yes,a very cool feature.I don't think this is a new feature though.I'm pretty sure its been in the game for quite some time.


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 13, 2013, 09:16:05 PM
Yes,a very cool feature.I don't think this is a new feature though.I'm pretty sure its been in the game for quite some time.
Yes, from first version of APK43.


Title: Re: March 2013 update (news)
Post by: Flashburn on March 14, 2013, 03:21:49 AM
YES k43,k42, sabow and APOS/GTOS are AWESOME!   :-X


Title: Re: March 2013 update (news)
Post by: Aces on March 14, 2013, 09:00:54 AM
Hi,

I had a quick look around last night and couldn't find which unit/s the German Radio Team appear in in quick battle with the new patch, does anyone know?.

Regards

Aces



Title: Re: March 2013 update (news)
Post by: Flashburn on March 14, 2013, 09:06:02 AM
Hi,

I had a quick look around last night and couldn't find which unit/s the German Radio Team appear in in quick battle with the new patch, does anyone know?.

Regards

Aces



I was not clear if radio was for GTOS or MUES.  I am thinking for Mues.   :-\


Title: Re: March 2013 update (news)
Post by: Aces on March 14, 2013, 09:34:43 AM
Hi mate, I thought GTOS as it was included in the new patch changelog that Andrey posted recently.

"89) Added portable radio for German radio squads (in quick battle states)."

Regards

Aces


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 14, 2013, 12:54:24 PM
Hi,

I had a quick look around last night and couldn't find which unit/s the German Radio Team appear in in quick battle with the new patch, does anyone know?.


And where do you look them? Select Fire Platoon commander and look in Artillery chapter


Title: Re: March 2013 update (news)
Post by: Aces on March 14, 2013, 12:56:39 PM
Great, thanks Andrey, love the new patch, it is excellent thanks.

Regards

Aces


Title: Re: March 2013 update (news)
Post by: lavish on March 14, 2013, 02:05:40 PM
Many thanks for the patch again! Also, I'm looking forward for new DLCs.


Title: Re: March 2013 update (news)
Post by: GBS on March 14, 2013, 03:01:42 PM
I cant find this new patch. Where can I find it? Thanks.


Title: Re: March 2013 update (news)
Post by: Aces on March 14, 2013, 03:05:16 PM
Here mate:

http://www.graviteam.ua/help/download-patches.html (http://www.graviteam.ua/help/download-patches.html)


Title: Re: March 2013 update (news)
Post by: budd on March 15, 2013, 12:42:22 AM
so are all the changes and additions documented somewhere, like an updated manual or am i going to hear the reply " use the in game help system" ;) ...........just asking.


Title: Re: March 2013 update (news)
Post by: Dane49 on March 15, 2013, 01:13:50 AM
You can use either note pad or word to open the files in the core folder and get some idea of what the ingame helper describes.

Go to your March 2013 download/CORE/loc_eng/packed_data/text_loc

Open the text_loc with either word or note pad and scroll down till you find some pargraphs written in English.There are areas in these paragraphs that explain most of everything in the game.

Its not a manual but more of an idea as to what your looking at in the game and what it means.


Title: Re: March 2013 update (news)
Post by: budd on March 15, 2013, 02:01:15 AM
thx Dane.....i'll give it a look


Title: Re: March 2013 update (news)
Post by: sandman2575 on March 15, 2013, 02:56:54 AM

I'm having trouble installing the polygon update.  I got the March patch installed fine using the "update" in-game launcher.  When I do the same and select the "apos_upd_tar_rak_mar13_eng" file, it doesn't install it but instead opens a text file that says, literally:

???
???


So, I'm assuming something's wrong here.  Do I have a corrupt d/l?  It was 623 mb.


Title: Re: March 2013 update (news)
Post by: Tanker on March 15, 2013, 02:58:32 AM
That's a handy find Dane.  Yes Budd, Andrey and GT have a thing against manuals.  I find the in game help inadequate.


Title: Re: March 2013 update (news)
Post by: Tanker on March 15, 2013, 03:01:49 AM

I'm having trouble installing the polygon update.  I got the March patch installed fine using the "update" in-game launcher.  When I do the same and select the "apos_upd_tar_rak_mar13_eng" file, it doesn't install it but instead opens a text file that says, literally:

???
???


So, I'm assuming something's wrong here.  Do I have a corrupt d/l?  It was 623 mb.

The polygon file you refer to is a 7zip file.  You have to decompress it. It is an .exe file, so just double click on it run it. You should get a folder named Core.  Inside that you should find a file called desc.addpack.  That is the file you need to tell the installer to navigate to and to install.


Title: Re: March 2013 update (news)
Post by: Tanker on March 15, 2013, 03:07:00 AM


Go to your March 2013 download/CORE/loc_eng/packed_data/text_loc



Where do I find that Dane?


Title: Re: March 2013 update (news)
Post by: Dane49 on March 15, 2013, 03:23:11 AM
Whatever folder you downloaded the March 2013 patch in.The patch should have a CORE folder open it and follow the path till you get to the text_loc file (CORE/loc_eng/packed_data/text_loc).
Once you get to the text_loc file open it with either Word or Note Pad.

Most of the stuff in this file is code but keep strolling down till you come to English paragraphs.Basically everything written in English for the help tutorial is written here in this file.

Like I said it isn't a manual just what is in the help tutorial,no pictures,no in depth explanations,just the basics about what does what and what it means.

You won't learn how to play the game from the text,but it gives some more insight.


Title: Re: March 2013 update (news)
Post by: Thomasew on March 15, 2013, 03:24:52 AM

I'm having trouble installing the polygon update.  I got the March patch installed fine using the "update" in-game launcher.  When I do the same and select the "apos_upd_tar_rak_mar13_eng" file, it doesn't install it but instead opens a text file that says, literally:

???
???


So, I'm assuming something's wrong here.  Do I have a corrupt d/l?  It was 623 mb.


Hi,

It looks like you have a corrupted download ... it should be 1.20 Gigabytes .. NOT .. 623 mb.  :(

Also, .. you shouldn't have to extract the file ... as it has the gt2extension suffix, and will install just fine. If it doesn't have the gt2extension, .. then just rename it. e.g. apos_upd_tar_rak_mar13_eng.rar to apos_upd_tar_rak_mar13_eng.gt2extension.


Cheers
Tom


Title: Re: March 2013 update (news)
Post by: sandman2575 on March 15, 2013, 03:41:17 AM
I'm seriously confused now -- I didn't realize these were zip files.  When I downloaded them, they appeared on my desktop as ".gt2extension" files.

For the March 2013 patch -- "k43t_apos_patch_march13_eng.gt2extension" -- I believe I got it to install correctly without unzipping anything ('cuz I didn't realize it was a zip archive to begin with).  I just went into the game menu, pressed "Update," installed that file, got the "Clock" installing window, and then "save and play."  It seemed to work OK and the game launches with the new "Graviteam Tactics" window and seems to play fine.  Was there something else I was supposed to do?

I'll try re-downloading the polygon patch.  But is the above procedure for installing correct, or is there something else I should be doing?

appreciate the help --

EDIT -- just re-read your post -- so it sounds like what I did was correct, I just need to re-download polygon patch and do what I did with the March patch -- ?


Title: Re: March 2013 update (news)
Post by: Thomasew on March 15, 2013, 03:47:39 AM
Hi Sandman,


Correct ... exactly the same procedure as you used for the Patch.

Forget about the confusion about zip, rar or 7zip files and any other procedures.

I can see that some folk are confusing you. You DO NOT need to extract anything.

Just download again .. make sure the downloaded file is 1.20 Gb and has the gt2extension, and you'll be fine.


Cheers
Tom


Title: Re: March 2013 update (news)
Post by: sandman2575 on March 15, 2013, 04:13:23 AM
OK -- it worked this time

-thanks!


Title: Re: March 2013 update (news)
Post by: Dane49 on March 15, 2013, 04:14:25 AM
 8)


Title: Re: March 2013 update (news)
Post by: Aces on March 15, 2013, 08:11:57 AM
Okay, I've got to be thick here but I cannot find the new German radio man. Andrey posted "And where do you look them? Select Fire Platoon commander and look in Artillery chapter". I looked at the fire team commanders for mortars, artillery, infantry guns as well as infantry platoon commanders, company commanders and batallion commanders without success. What does "look in Artillery chapter" mean?. Is this this a chapter in the help documentation on Artillery?, I looked in the help and didn't find any reference to them.

Also I cannot fathom out the indicate target with flares function. This is in the help which mentions vehicle and platoon commanders etc. having this facility but how does one use it?

Regards

Aces


Title: Re: March 2013 update (news)
Post by: orson on March 16, 2013, 04:12:10 AM
Love the new reverse function  , it allows for very precise vehicle placement ,so useful... thank you !   :-*

I see the little radio teams moving about , what exactly are the benefits of having a radio link ?



Title: Re: March 2013 update (news)
Post by: Dane49 on March 16, 2013, 04:37:23 AM
Quote
I see the little radio teams moving about , what exactly are the benefits of having a radio link

Exactly,I have no idea.This a question Andrey will have to answer.

All I know it's better to have one than not have one if you want to relay orders at a distance greater than voice command(50-100 meters).

Some radios are suppose to be stronger than others and some are just receivers,but I have no idea which ones are which.

I'm still trying to figure out if all the orders emanate from one source such as a Company or batallion commander.
And if so, what if I have 2 platoons on the map with no company commander,which platoon leader would be the overall commander.

This new commo deal still has me a little baffled,I'm sure I'll figure it out eventually,but it won't be anytime soon.


Title: Re: March 2013 update (news)
Post by: Flanker15 on March 16, 2013, 06:41:59 AM
Having wired comms gives you the advantage of being able to pass enemy locations to other units for more effective fire/blind fire.  It also lets them stay in command so giving the unit wont require your command bar to be full and the unit will have better morale.   
The radios are the same as wired com except better!  The little heavy weapons icon( first icon on the unit icon bar at the bottom) will show its radio status in the top right as a little "(-)"  black for long range transmitter, blue for short range and red for receiver only ( some vehicles cant use their radio in motion btw). 
The cap icon on the unit bar ( near the right side) shows little icons for: wired com connected ( phone icon top left) in radio com ((-) top right) (blue bar up top means in any sort of com voice/radio/wire). 


Title: Re: March 2013 update (news)
Post by: BigDuke66 on March 16, 2013, 08:35:45 AM
Thanks for the info.
I wish we had a wiki to let such precious info flow into it.


Title: Re: March 2013 update (news)
Post by: Dane49 on March 16, 2013, 09:05:35 AM
Quote
I wish we had a wiki to let such precious info flow into it.

A few guys tried to put together a APOS manual about 6 months ago on the Matrix forum,had about 6 pages of useful information on how to play and the different mechanical functions and features in the game.

If you read the manual today almost none of it applies to the present game.

This game is constantly evolving.I hardly recognize it from APK43 anymore,and the last year has seen immense improvements.So if last year is any measure as to what we will see this year,then I think it is safe to say that what we see today may be completely different 6-9 months from now.It seems as soon as I master one area of the game it changes shortly there after.I'm not complaining,all the changes have been very welcome improvements and have increased my enjoyment of the game.

What I am saying though,is don't look at the new improvements as the final product,and if someone was to start and maintain and update a Wiki He in effect will probably be volunteering himself to a mini part time job.


Title: Re: March 2013 update (news)
Post by: Shadrach on March 17, 2013, 11:16:52 AM
First I'd really like some info on what the different radio-related icons mean.

I only assume they are related to the radio though, since I have not seen them before, but they look like they have something to do with radio. I had a search in the manual packed with the game but that's only updated in 2011.

These guys:

(http://i.imgur.com/tVXhUFn.jpg)

(http://i.imgur.com/H3UsVks.jpg)

(http://i.imgur.com/ikrS2FV.jpg)

(http://i.imgur.com/exC885E.jpg)

And they can be combined apparently:

(http://i.imgur.com/0oEwypm.jpg)


Title: Re: March 2013 update (news)
Post by: Flanker15 on March 17, 2013, 11:40:24 AM
First I'd really like some info on what the different radio-related icons mean.

I only assume they are related to the radio though, since I have not seen them before, but they look like they have something to do with radio. I had a search in the manual packed with the game but that's only updated in 2011.

These guys:

(http://i.imgur.com/tVXhUFn.jpg) Im transmitting enemy intel to another squad

(http://i.imgur.com/H3UsVks.jpg) I'm transmitting enemy intel to my squad

(http://i.imgur.com/ikrS2FV.jpg) I'm under ai control and the ai wants to give me an order but cant due to lack of command energy (blue means ai order received)

(http://i.imgur.com/exC885E.jpg) I've recieved enemy intel by voice (phone means wired and (-) is radio, scattered random dots means info is being received)

And they can be combined apparently:

(http://i.imgur.com/0oEwypm.jpg) as above


Title: Re: March 2013 update (news)
Post by: Schuck on March 17, 2013, 11:49:11 AM
Just a couple of things to mention to do with the update.
Im loving the green and red flares, something to do with communication when out of radio range? Im not sure, but they sure look good.
And the purple one for priority air targets, really good.

But can someone tell me what the large smoke trail across the sky is, it looks like a meteor strike! No apparent flare though, so what is it?
And how do you get the "Mark with smoke" function to work? There's a button for it on the control panel, but i cant seem to find any mention of it in the game tutorial.

Any help gratefully recieved! ;D Thanks.


Title: Re: March 2013 update (news)
Post by: Flanker15 on March 17, 2013, 11:55:14 AM
Smoke rockets used to roughly point out enemy positions.


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 17, 2013, 12:13:58 PM
But can someone tell me what the large smoke trail across the sky is, it looks like a meteor strike! No apparent flare though, so what is it?
Its a black color flare - used to target designation on day conditions - Black is visible better in daylight than other colors.
By fact is not a true flare is an somthing like smoke charge for clearly visible black trace.
In night conditions black tracer changed to illumination flare of white fire and blue color flare for target designation.


Title: Re: March 2013 update (news)
Post by: Shadrach on March 17, 2013, 12:18:18 PM
(http://i.imgur.com/tVXhUFn.jpg) Im transmitting enemy intel to another squad

(http://i.imgur.com/H3UsVks.jpg) I'm transmitting enemy intel to my squad

(http://i.imgur.com/ikrS2FV.jpg) I'm under ai control and the ai wants to give me an order but cant due to lack of command energy (blue means ai order received)

(http://i.imgur.com/exC885E.jpg) I've recieved enemy intel by voice (phone means wired and (-) is radio, scattered random dots means info is being received)

And they can be combined apparently:

(http://i.imgur.com/0oEwypm.jpg) as above

Ok thanks for that, very helpful :)

By 'squad' - I assume you mean other platoons/units, since 'squad' would make no sense in the context of being only a few men.

Not sure what is meant by "command energy" either? You mean the squad is too far away from the platoon cmdr to receive it? That would make sense, since this was a mortar unit and it was the one farthest away from the mortar platoon commander.

Since apparently you know this - any idea where this might be written down?  ???


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 17, 2013, 12:32:29 PM
"I'm under ai control and the ai wants to give me an order but cant due to lack of command energy (blue means ai order received)" -

It's not quite true - unit can not comply the order because:
1) is not allowed to control the AI ​​commander (button unchecked)
2) there is no line of fire (for orders to fire on the target designation)
3) some other technical reasons - no shells, the gunner killed, can not move, etc.

Command level only affects the player's orders not AI.


Title: Re: March 2013 update (news)
Post by: andrey12345 on March 17, 2013, 12:34:53 PM
(http://i.imgur.com/tVXhUFn.jpg) Im transmitting enemy intel to another squad

(http://i.imgur.com/H3UsVks.jpg) I'm transmitting enemy intel to my squad

(http://i.imgur.com/ikrS2FV.jpg) I'm under ai control and the ai wants to give me an order but cant due to lack of command energy (blue means ai order received)

(http://i.imgur.com/exC885E.jpg) I've recieved enemy intel by voice (phone means wired and (-) is radio, scattered random dots means info is being received)

And they can be combined apparently:

(http://i.imgur.com/0oEwypm.jpg) as above

Ok thanks for that, very helpful :)

By 'squad' - I assume you mean other platoons/units, since 'squad' would make no sense in the context of being only a few men.

Not sure what is meant by "command energy" either? You mean the squad is too far away from the platoon cmdr to receive it? That would make sense, since this was a mortar unit and it was the one farthest away from the mortar platoon commander.

Since apparently you know this - any idea where this might be written down?  ???

Orders from AI is recieved only if communication link is estabilished: wire, tankphone, radio, voice or by smoke/flares but not stable.


Title: Re: March 2013 update (news)
Post by: sandman2575 on March 17, 2013, 02:41:18 PM

Is it REALLY too much to ask for a clear explanation -- in ONE place, like a READ ME -- of the new C&C rules and the many different radio / communications icons and colors?    ??? ??? ???  I'm not talking about a change log.  I'm talking about a clear explanation of new features and how they work.

Graviteam, I want to continue supporting you -- I've bought every bit of Achtung Panzer content since Kharkov '43 first came out, and I think these are excellent games -- but I must say, your refusal to provide updated documentation on how the game works is now really trying my patience.  For a newcomer, the game is now nearly incomprehensible, especially since the "game manual" pdf that you include is from 2009.  The updated 2012 "Quick Start" guide is a mere 19 pages long and provides only the most basic information imaginable. 

I know you have limited resources and time.  I understand that English is not your native language, and believe me, I appreciate that you are providing this game to English speaking customers. I am sure that it must be a big effort to do this.  But I'm here to tell you -- the effort you've been putting in is not enough anymore.  You risk alienating your devoted fans (like me) and losing new buyers who look at this and say, "This is way too hard to install and figure out. I have no idea how to play because so little is clearly explained, and I don't have time to spend hours surfing the net for one tip here, another explanation there."

GRAVITEAM:  WE NEED MORE HELP FROM YOU.






Title: Re: March 2013 update (news)
Post by: andrey12345 on March 17, 2013, 02:52:12 PM
Is it REALLY too much to ask for a clear explanation -- in ONE place, like a READ ME -- of the new C&C rules and the many different radio / communications icons and colors?    ??? ??? ???  I'm not talking about a change log.  I'm talking about a clear explanation of new features and how they work.
In last patch its in ONE place - ingame help system - available at any time directly ingame and do not even have to look for anything in the readme. It describes all the _essential_ aspects with a pictures and immediately shows where they are _directly in game_.



Title: Re: March 2013 update (news)
Post by: Tanker on March 17, 2013, 05:50:23 PM
How do I discover what those icons mean using the in game help?  Do I hover the mouse over them?


Title: Re: March 2013 update (news)
Post by: sandman2575 on March 17, 2013, 07:41:28 PM

In last patch its in ONE place - ingame help system - available at any time directly ingame and do not even have to look for anything in the readme. It describes all the _essential_ aspects with a pictures and immediately shows where they are _directly in game_.



Like probably everyone else, I disabled the Help tutorial back in 2010 and haven't turned it back on since.

I turned it back on.  It does point out some helpful things, but if you think it EXPLAINS everything about the new content you're kidding yourself.  It raises as many questions as it answers, as evidenced by all the questions that continue to pop up in this thread, even among those who know the game inside-out, like Dane49.

The Help tutorial is still nowhere near as useful as having a pdf or readme that clearly illustrates and explains things.


Title: Re: March 2013 update (news)
Post by: wodin on March 17, 2013, 09:57:51 PM
This aversion to some sort of manual..or at least some charts explaining the new comms system a etc etc is highly damaging to the game and quite frankly based on some odd perception that the in game help will explain everything to the player and no one needs it.

A game already considered since the first in the series as hard to understand from a newbie perspective, so the actual series has already a BAD name for this, is only getting more and more obtuse.

Just plain bewildering. Why can't Graviteam see the constant calls for documentation from their fans as something THAT is needed, let alone the detractors and their are many due to the newbie unfriendly aspect since APK43 wont have a chance of understanding it. The game is easy to understand from their  position cos they are coding the thing.

The whole thing is making so much harder to recommend the game to anyone, esp if they had difficulties with the first.


Some serious documentation and explanation of systems is required. Simple.

Also and I don't want this to sound wrong here but you really do need and native English speaking to do the manual and explanations aswell.

This game\sim now needs a deep indepth rulebook..I imagine at least hitting the 200 page mark..explaining in detail formations..comms...tactics..interface..weapon systems ..etc etc. It's become that indepth and the systems so unique serious explanation is required.


Title: Re: March 2013 update (news)
Post by: Dane49 on March 17, 2013, 11:05:03 PM
200 pages of in depth explanation ??? Are you kidding me!

I think some simple explantion of the buttons on the UI and what all the different colors mean in relation to the command and control aspects of the game would be appreciated.
Such as a few pictures of a game in play and some arrows pointing to and explaining what it is your seeing and why it's important.

As far as in depth weapon study and analysis specifications,no thanks I can research that on the internet if I'm interested in that.

This is a tactics game not a math equation were you get to know all the known quantaties and variables beforehand to come up with some kind of satisfying tactical result.

I don't play Combat Mission for just that reason.

As long as the AI isn't completely incompetent I'm willing to turn over most of the little features that a commander wouldn't have to deal with and focus purely on the tactical aspects.

The time it would take to read a 200 page manual,you could figure out the game in the same amount of time by playing it and experimenting and observing cause and effect.

Besides that considering how much this game has evolved over the last year,I would think at least 100 pages out of those 200 pages probably would be obsolete a year from now.

Who's going to spend the time constantly updating and editing the manual?You,Me or Andrey.
As I stated earlier a simple manual describing the UI buttons and their functions along with maybe a few pictures of the command and control set up with the different color meanings explained should be sufficient.


Title: Re: March 2013 update (news)
Post by: budd on March 17, 2013, 11:23:44 PM
Here's what the in game help has for the comm section. Hit the gear wheel and pick 720 so the text is easier to see. It starts in 360 and don't know how to get it to run only in 720.

http://www.youtube.com/watch?v=e2sgd_d6h84


Title: Re: March 2013 update (news)
Post by: Flanker15 on March 18, 2013, 05:23:09 AM

Ok thanks for that, very helpful :)

By 'squad' - I assume you mean other platoons/units, since 'squad' would make no sense in the context of being only a few men.


Not sure actually, the help says squad.


Also the icon above units for info received by radio is a little white antenna not a (-) my mistake.


Title: Re: March 2013 update (news)
Post by: wodin on March 18, 2013, 08:08:09 AM
Dane no I'm not. Yes something smaller would suffice..but this is  game that would benefit from some in depth manual...something along the lines of HTTR manual or the old CMBB manual from back in the day.

Obviously you could explain the systems in far less with some examples and pics..but I think to do the game justice a big manual would really help..not only in learning the game but also sales.

If you like the status quo fair enough. Personally I'd like to see the game be given the documentation it deserves and not some 5 page manual.

I spent  a few years sticking up for APK43 from all the detractors about the UI..as far as I'm concerned they've made the situation a 100x times more difficult with the latest patch. I no longer feel I can recommend the game nor defend it as I did until something is done.

You don't need to read the whole manual Dane if you didn't want to..just scan the relevant chapters you want.

Actually I can't be bothered explaining..don't like your tone for starters. The game hasn't been designed just for you mate...lots of wargamers out there want indepth manuals..and if that wasn't possible at least a manual explaining in detail the UI\formations and when to use them and the comms system..I reckon that could be covered with screenshots in 20 pages or so. You want the game to survive and continue then it has to offer what a majority of wargamers want and the problem also here is this series already has a bad name so it needs to do something special to make up for it.

As for me and you doing the manual..thats ridiculous...erm developers do the manuals mate always have done they have to find time to do it and update which is easy to do these days if in PDF format, infact the amount of time they've put in doing the help system they could easily have done a decent manual and update the thing.


Oh and funny enough I don't see games as some equation that needs working out. I was actually talking about descriptions of the units and vehicles involved..some history of how they where used on the east front etc. Obviously this kind of thing isn't really needed.

Again I say a 200 page manual would be lovely and many wargamers would love it, however it's not necessary something including screenshots about 20 or 30 pages would easly suffice..thats expalining the UI, Formations and when to use them (think of the discusions we've ha don that for instnce) and finally the comms system. All written by a English speaker as it can be difficult trying to work out what ANdrey means at times..no offence meant.

Anyway my time on here is finished.


Title: Re: March 2013 update (news)
Post by: Dane49 on March 18, 2013, 08:45:39 AM
Quote
Actually I can't be bothered explaining..don't like your tone for starters.

Well don't bother Wodin,it's pretty obvious this game no longer interests you and you have nothing constructive to offer with your constant denouncements of the game and "non reccomendations".

I've been reading your posts here for a year and its always the same underlying current"This game needs to be more like Combat Mission,with CM features and more micro management".It's getting old.

It seems Graviteam doesn't share your visions of CM lite along with a few others of us,and I think you've finally come to the same conclusion, that is you will never see a CM lite version of this game,so now all you post in this forum(and others) is how much you don't like the game.Why do you bother wasting your time here if other games give you more pleasure.

Your "non recommendations" mean nothing to me and I think anyone else who enjoys this game and appreciates what Graviteam is doing  would probably enjoy less of your negitive unconstructive feedback unless you have something to post other than 'I can no longer reccomend this game".


Title: Re: March 2013 update (news)
Post by: chashka17 on March 18, 2013, 11:54:28 AM
There is a psychological need in wargamers for books I think.  I certainly collect any & everything. 
I printed out the CMSF manual when I got the game.
I did the same with the APK43 manual.
Now I wish I hadn't bothered, they got fleeting glances as I wanted to actually play the game more than I had time for extra reading.

I mentioned Civ5 on-line help in another thread & if this is the direction GT are taking then it would satisfy all the requirements for quick info & subsequent depth.  Reading Andreys' comments I assume it could be similar approach.

Checking out the Civ5 demo should give the idea of what I'm referring to, quick help tips & then levels of detail that can be subsequently accessed as desired from the quick help entry point.
The Civilopedia approach would make sense in this game.  It can be updated & it's modularity means there is room for additional depth as & when it can be created.


Title: Re: March 2013 update (news)
Post by: budd on March 18, 2013, 01:00:33 PM
Question: what does the polygon update provide? What wil we notice?


Title: Re: March 2013 update (news)
Post by: Shadrach on March 18, 2013, 01:56:39 PM
Question: what does the polygon update provide? What wil we notice?

In "Graviteam-esque" so to speak  ;D , "Polygons" are updates to the 3D models of the terrain maps. Not sure if it also might include updated models of tanks, personell etc.


Title: Re: March 2013 update (news)
Post by: fmj on March 18, 2013, 04:11:16 PM

Again I say a 200 page manual would be lovely and many wargamers would love it

So quit your whining and do it yourself. As far as I'm concerned, Gravi has done an amazing job of supporting and continuing to develop Op Star over the past year plus. You sound like an unappreciative brat. The game is constantly morphing, growing and adapting. It's an adventure to be explored with each new patch/update. If you really need your hand to be held on every point then I think you're missing the big picture.


Title: Re: March 2013 update (news)
Post by: Tanker on March 18, 2013, 04:47:39 PM

Again I say a 200 page manual would be lovely and many wargamers would love it

So quit your whining and do it yourself. As far as I'm concerned, Gravi has done an amazing job of supporting and continuing to develop Op Star over the past year plus. You sound like an unappreciative brat. The game is constantly morphing, growing and adapting. It's an adventure to be explored with each new patch/update. If you really need your hand to be held on every point then I think you're missing the big picture.

I quite disagree with your point of view and attitude fmj.  There is no need to become abusive towards someone expressing a wish to see the game improved.  To characterise that as whining seems a bit impatient and short sighted.  I agree with wodin that a updated manual in correct English would improve the game.  I don't see how that can be denied.  The only arguments that have been mustered against an updated manual are the lack of resources and the lack of time.  Both may explain why there won't be a manual but they don't mean that a manual would not improve the game.  The ingame help, despite Andrey's claims, is inadequate. To point these things out does not make someone a whiner anymore than uncritical acceptance of game short comings makes someone an unregernate fanboi.  To claim that wishing to have complete documentation about game features is hand holding is ridiculous.


Title: Re: March 2013 update (news)
Post by: Schuck on March 18, 2013, 06:55:47 PM
For what its worth, i'll have my two pence worth.
I think a manual is abit of a daft idea, it would take so long to write it. By the time you have finished, it would be ready for the next update.
You just couldnt read it quick enough before the next DLC.
So pretty pointless!
I have to say the in game help/tutorial would certainly benifit from an English speakers touch. I do find myself trying to decipher the language sometimes, and somethings seem to be missing altogether.
I think the biggest problem here is Andrey and his merry men have gone into such detail in the game, its abit over kill and takes so long to learn.
Thats not in anyway a critisism, just an observation.
Everybody has their valid points
I personally think the game could do with a few more user options when it comes to realism. But then again its great as it is.
At the end of the day its Andreys and Graviteams baby, so its theirs to do with as they please.
We as the paying customers can only give our suggestions as to which direction we feel the game should head in, but thats all they are suggestions.
 


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on March 18, 2013, 10:13:22 PM
I'm mystified about how updating a pdf file or online manual would take any longer than updating the in game help system.  I suspect a written document that exactly duplicates what is available in the in game help would show the paucity of information that is contained there. 

I think the main concern of the "manual crowd" is not that there is not a "manual" available but that there is no good, complete, concise, searchable repository about the details and features of the game.  Call it whatever one wishes.  Sorry Andrey, the in game help system does not do it yet.

I'm sure I could read any manual in the 3 months between patches.

I do agree that the will to make a very detailed program is not matched by the desire to document it for the users.


Title: Re: March 2013 update (news and discussion)
Post by: budd on March 19, 2013, 12:17:17 AM
I agree that a manual is probably not a good idea since the game changes and improves so much over time. I'll i'm asking for and i believe most everyone else too, is that the new changes and how to use the features and what things mean be explained better. The in game help is fine for the basics but lacking in details, i'm having a hard time seeing the objection to this.


Title: Re: March 2013 update (news and discussion)
Post by: Xambrium on March 19, 2013, 01:01:52 PM
some kind of gravitactic-pedia would be fine, with constand updates..


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on March 26, 2013, 10:44:04 PM
Small bug-fix
http://files.mail.ru/2F3B3515F0D540A5B75AE3B4803E5741

if the game hangs on combat loading in operations.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on March 26, 2013, 11:58:50 PM
High resolution textures DLC have been updated.

A new textures added:

- KV-1 mod. 1942 (UZTM).
- PzJager I
- 52-K AA gun
- Mk III Valentine


Title: Re: March 2013 update (news and discussion)
Post by: marseu on March 30, 2013, 09:00:20 AM
Hi to all.

I see you added trucks to squads, but what is they'r use? Is it possible to embark infantry on it? They give some benefit to the squads that are attached in?

I have seen some screenshot of infantry sitted on a tank, how to do that?

thanks


Title: Re: March 2013 update (news and discussion)
Post by: Tac Error on March 31, 2013, 01:44:29 AM
To get infantry riding on a tank, select both a tank and an infantry squad and press the "get in" button. If the tank has enough space then the entire squad will be able to ride on.

Trucks are mostly used by suppy and repair units. Haven't seen them used for infantry transport (though that is possible to do manually).


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on March 31, 2013, 06:17:04 PM
Some changes in March13 patch coming soon
....
93) Fixed hangs in some cases when battle in the operation is loading.
94) The algorithm of selecting units in the platoon at the start of the operation and at the change of broken squads (for AI).
95) The error of targeting at shooting throught a broken sights is reduced.
96) Fixed bug with incorrect update for highlighting platoons that engaged in combat when the rapid movement of the cursor from one battle point to another.
97) The recognition speed of the enemies for open located soldiers (not in vehicles) is increased.
98) The base point for the calculation of the platoons that are involved in combat is shifted towards the attacker.
99) English text for ingame helper is improved.
100) Fixed various minor bugs.
101) Fixed bug with fire-tails on C-5 rockets.
102) Fixed a bug with the ability to set the shelling range outside the active area of the battle.
103) Fixed a bug with the spontaneous changes of squad places in deploy phase in some cases.


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on April 01, 2013, 04:59:17 AM
One of the bush plants or shrubs in the gullies don't look right with the new patch.I only noticed it on the Volokonovka map.It looked fine before the patch but when adding the March patch it looks wrong.

Instead of a bush or shrub it looks like a bundle of green sticks.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on April 01, 2013, 05:47:09 AM
One of the bush plants or shrubs in the gullies don't look right with the new patch.I only noticed it on the Volokonovka map.It looked fine before the patch but when adding the March patch it looks wrong.

Instead of a bush or shrub it looks like a bundle of green sticks.
Please add screenshot.


Title: Re: March 2013 update (news and discussion)
Post by: Flanker15 on April 02, 2013, 02:36:36 AM
This one I guess.
(http://i.imgur.com/D3AO7h2.jpg)


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on April 03, 2013, 09:26:51 AM
Yes in new update

Is better suitable than previous version to be something like this
http://baburka.zp.ua/encyclopedia/0606_44.jpg


Title: Re: March 2013 update (news and discussion)
Post by: chashka17 on April 03, 2013, 02:54:12 PM
Just discovered the current core update file
gtos_cu_581_eng.exe
updates to (2138) I really wish GT would add the (####)s  to make it clear what is posted & it might save some bandwidth on unnecessary downloads...
Please add some more numbers GT!   :P

I like the reeds btw.  :)


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on April 03, 2013, 03:31:38 PM
Just discovered the current core update file
gtos_cu_581_eng.exe
updates to (2138) I really wish GT would add the (####)s  to make it clear what is posted & it might save some bandwidth on unnecessary downloads...
Please add some more numbers GT!   :P

I like the reeds btw.  :)

I second that chaska.  How difficult could it be to do what you've suggested?


Title: Re: March 2013 update (news and discussion)
Post by: Aces on April 03, 2013, 03:33:40 PM
Yup, reeds are good :D

I like sunflowers, good bit in the Stug III crew handbook about Sunflower fields and visibility.


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on April 03, 2013, 08:31:01 PM
A friend of mine in Detroit use to live next door to an old Ukrainian couple,and they had a bunch of sunflower plants in their back yard along with a yellow painted garage.That had to be the brightest yard I've ever seen,even on cloudy days.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on April 09, 2013, 09:25:33 AM
March 13 patch is updated
http://www.graviteam.com/HELP/patches.html


Title: Re: March 2013 update (news and discussion)
Post by: Schuck on April 09, 2013, 09:45:31 AM
Blimey,
I never get chance to finish a campaign before theres another patch or update! lol
Whats changed with the latest update please?


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on April 09, 2013, 09:50:33 AM
Blimey,
I never get chance to finish a campaign before theres another patch or update! lol
Whats changed with the latest update please?

Change log
...
93) Fixed hangs in some cases when battle in the operation is loading.
94) The algorithm of selecting units in the platoon at the start of the operation and at the change of broken squads (for AI).
95) The error of targeting or shooting through broken sights is reduced.
96) Fixed bug with incorrect update for highlighting platoons that engaged in combat when the rapid movement of the cursor from one battle point to another.
97) The speed of recognition of enemy soldiers located in open terrain (soldiers not in vehicles) is increased.
98) The base point for the calculation of the platoons that are involved in combat is shifted towards the attacker.
99) English text for ingame helper is improved.
100) Fixed various minor bugs.
101) Fixed bug with fire-tails on C-5 rockets.
102) Fixed a bug with the ability to set the shelling range outside the active area of the battle.
103) Fixed a bug with the spontaneous changes of squad places in deploy phase in some cases.
104) Changed the keyboard shortcut to activate the message bar.
105) Fixed a bug with the detonation of munitions and the subsequent ignition of the ZU-23-2 crew.
106) Fixed inability to continue operation, in some cases.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on April 09, 2013, 10:57:20 AM
Blimey,
I never get chance to finish a campaign before theres another patch or update! lol
Whats changed with the latest update please?
This update dont affect to campaign or states. You can continue campaign that started before.


Title: Re: March 2013 update (news and discussion)
Post by: Schuck on April 09, 2013, 11:04:32 AM
Thanks guys.
Is this update ok to use with Operation Star etc.
As I don't have Hooper yet.


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on April 09, 2013, 11:05:35 AM
Yes in new update

Is better suitable than previous version to be something like this
http://baburka.zp.ua/encyclopedia/0606_44.jpg


Did this get fixed in the new update?


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on April 09, 2013, 11:14:27 AM
Quote
Is this update ok to use with Operation Star etc.
As I don't have Hooper yet.

The update should work with all your DLCs.They work with mine.

Hooper is a very good DLC.I think you'll enjoy it.

I didn't think I'd be interested in an Angolan War DLC seeing as I wasn't very familiar with the conflict,but I'm having a lot of fun with the modern weapons and tropical terrain.

I'm definately looking forward to more modern DLCs eventhough WW2 is still my favorite theme.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on April 09, 2013, 04:56:16 PM
Yes in new update

Is better suitable than previous version to be something like this
http://baburka.zp.ua/encyclopedia/0606_44.jpg


Did this get fixed in the new update?

What fixed?
Now reeds and rushes something like this.


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on April 09, 2013, 05:14:39 PM
OK,

The reeds were changed on purpose for the March 13 patch.I didn't know that.

I thought it was a bug or an oversight.

I liked the old reeds better,but it doesn't bother me enough to wish them changed.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on April 09, 2013, 06:46:06 PM
I liked the old reeds better,but it doesn't bother me enough to wish them changed.
Old reeds is  small dry reeds in _winter_, not summer.
Like or not like but in summer reeds are big and green  ;D


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on April 09, 2013, 11:58:03 PM
(http://i131.photobucket.com/albums/p293/invertedombligo/MarApospatch_zps1fc82ab3.jpg)

Is the highlighted one the patch we are talking about?


Title: Re: March 2013 update (news and discussion)
Post by: Flanker15 on April 10, 2013, 06:23:03 AM
Yep.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on April 10, 2013, 04:03:41 PM
Oh gawd, downloading at 75 kbs, it's timed out twice now.
Thks flanker


Title: Re: March 2013 update (news and discussion)
Post by: orson on April 29, 2013, 10:25:16 PM
Trying to get the latest patch as the spotting in the version i have is totally broken

but all I get is a page of gibberish code

Code:
PK�����Él˜B���������������CORE/PK�����©l˜B���������������CORE/!sys_upd/PK�����¨l˜B���������������CORE/!sys_upd/bin/PK�����¨l˜B���������������CORE/!sys_upd/bin/rel/PK�����¨l˜B���������������CORE/!sys_upd/bin/rel/x86/PK����¨l˜BÖ™CÎè��°�*���CORE/!sys_upd/bin/rel/x86/adv_game.codelibì]}`GßË]–^²<Ú´¦šê©‰AHTàh½–Fè]ò!!Dz¤h#\Rª¡›„l§GQV­ŠJµ**Z´ÔÖzGð’PJCª•HUZµl
Ú b‹=ïÍÞ]>ZëÇ¿½’ùÚ7óæãÍ›7oÞL—|p«âTÅ…¿DBQö)òçW^û7†¿œ7ÿ,GÙ{Ác—ïsT>vyMhÕÚ‚¶57}|͇>Qð‘}ò“7… >üÑ‚5íŸ,XõÉ‚²ª >qSËGgggO÷ÚeTýð'{/:|ìDòoÓô{O\ ÿ
õ§'.aÿ['ÞÀþÎ3ØÿÉ þ¯cÝ'ÞÌy~{¢ŸÓ¿sâ:ö¿nçÿ&ûU«>¢r'×=°XQ*™ÊÀo&ÓŽ+—_èP¥YG89mÇÍ9Š¢#ЇBðèÏÅ_Ó¾R2“Ó¯ÝìQ28Açi_zÑU3”»á7WÏPZ8ŸGÙãx…Îõ{”yO(Êžº’ÿoÆ ùªãÆJÖÓ“ñêð³Ã]†ÿåj»^ÍìOø uöš–…?¤(õ/:ì¶g?±Šø7[‚)»~Fp3(‘üÉpÑÙkÖ®ùÂ{Üf‰sÏŒ©å­ùèê›�øSKö2J6îZåõßë¿×¯ÿ^ÿ½þ{ý÷úïõßë¿×¯ÿ^ÿýW¿>‡ûÑ\=ñ¶uŸÒõCøÕŠS}Yœ4“’ΖyUGø‚Zëü‡sã€KÄ›ö»”CéŸq‹W_ã×è½üqþÈRw_–‡‹¸£M×ÅáIEýh|Qµub½×]'N%f6Èès׍˿ùWNÀ¹Lœ4þ4jœÔOk¹.ïiM_¬"TæuQÐÍA•‚:ÝZ¡Ë«)âÏ+ö»•t~­.*S{«E£×½L¬öºQ“1ãy‡8µîBTù ç ˆÜòÂʦË÷«é‹ZW×eRÛ]¥#™b©Z|P”ëË"³æùžÓvÄ:VÔµÏ4Ê=ŽV¥ÚŠÜHmu_]Ž&8÷ª­v¤86èHÜã ÄCÕ\íWS}Äu®®(¢›ÕâÑH¹ËzçEAº3næX×±pá0W©å$°\ÕÎÃË‚–"«ÆLFÉíï:Fȳ¦–ó&ë¡ù(§Ì«SYçá µ·Õ.‹û¥V´¹ºÎ"ÏòÔâ'E…^ipø~«íØß9´¼}ºá÷8z.¾2ÚÔ{»ûŠÍðëŽ=Ž¦ÞqøÕZ1Z'6¸ºv9µjñoЧ‘
—ï Ó®R‡–&F²ÄÂyæR½+Ϊ¶Ú^N$ŒÄUk2q(ùcæg®
etc etc etc



Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on April 29, 2013, 11:46:12 PM
Did you get it from here?

http://www.graviteam.ua/help/download-patches.html

Rod said He got it to work.


Title: Re: March 2013 update (news and discussion)
Post by: Rod on April 30, 2013, 12:38:16 AM
Orson- I bet your using GOOGLE Chrome or Firefox. That is what I get to-same kind of gibberish when the page loads. I always have backup browsers. I downloaded it using Internet Explorer.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on April 30, 2013, 07:24:19 AM
Trying to get the latest patch as the spotting in the version i have is totally broken

but all I get is a page of gibberish code

Use IE only for download browser for humans (for example Chrome)  ;D

Right-click on links and Save As.


Title: Re: March 2013 update (news and discussion)
Post by: orson on April 30, 2013, 05:40:46 PM
right click save as worked cool, thank you chaps  8)


Title: Re: March 2013 update (news and discussion)
Post by: russkly on May 01, 2013, 03:12:03 PM
Oh gawd, downloading at 75 kbs, it's timed out twice now.
Thks flanker

Me too!

Slooooooow...


Title: Re: March 2013 update (news and discussion)
Post by: Iceman on May 01, 2013, 10:37:03 PM
Torrent file
http://steelfury.com/iceman/torrents/gtos_patch_march13b4_eng.torrent


Title: Re: March 2013 update (news and discussion)
Post by: wodin on May 01, 2013, 10:47:02 PM
I was having difficulty as I installed the marchb4 patch but my game still said version 2101..I had to reinstall the latest gtos_cu_581  Then it came up with the right version number.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on May 02, 2013, 01:04:32 AM
Torrent file
http://steelfury.com/iceman/torrents/gtos_patch_march13b4_eng.torrent

Thank you for the torrent Iceman.  Much, much faster.

I currently have 2138.  What will the version number be with this update?


Title: Re: March 2013 update (news and discussion)
Post by: budd on May 02, 2013, 02:00:44 AM
download the core and run it, then you'll be to 2167. I was at 2138 then redownloaded and ran the core update and it moved me to 2167


Title: Re: March 2013 update (news and discussion)
Post by: Flanker15 on May 02, 2013, 07:27:51 AM
Lol mines at 2101, how many of these little beta patches there been?


Title: Re: March 2013 update (news and discussion)
Post by: Shadrach on May 02, 2013, 08:21:53 AM
Andrey, please if you want us to beta test patches, please update the first post with the changelog so we know what's new without having to dig through the entire thread.

And please update the filename of the patch on the web with a proper version. Otherwise it's next to impossible to know if there is a new patch or not  ???

A suggestion: Make a changelog sticky post, update this whenever a new beta patch is out. Lock it so no others can post to avoid filling it with bug reports. Make a separate thread for discussions regarding the current beta.


Title: Re: March 2013 update (news and discussion)
Post by: wodin on May 02, 2013, 10:20:33 AM
Lol mines at 2101, how many of these little beta patches there been?

Flanker so was mine even after doing the marchb4 patch..I had to do the core update again and it then showed the latest version.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on May 02, 2013, 10:08:22 PM
Andrey, please if you want us to beta test patches, please update the first post with the changelog so we know what's new without having to dig through the entire thread.

And please update the filename of the patch on the web with a proper version. Otherwise it's next to impossible to know if there is a new patch or not  ???

A suggestion: Make a changelog sticky post, update this whenever a new beta patch is out. Lock it so no others can post to avoid filling it with bug reports. Make a separate thread for discussions regarding the current beta.


+10


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on May 02, 2013, 10:16:56 PM
Its not a beta patches it small fixes of known bugs. If you are satisfied (not stumble on bugs) in current patch do not download new patch until it not updated on the GG. And once that happens, we will of course update the links in this topic http://graviteam.com/forum/index.php?topic=11099.0, where you can easily find the latest stable version.

In current topic we discuss the last patch and I publish news  ;D
No need to do two topics for the same things.



Title: Re: March 2013 update (news and discussion)
Post by: orson on May 03, 2013, 08:02:40 PM
The blue command bar at the top of the screen , what is the option to turn this off ?


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on May 03, 2013, 08:39:20 PM
The blue command bar at the top of the screen , what is the option to turn this off ?

Option 4.12-Improved orders system

Disabling it is the only way I know to turn this off.


Title: Re: March 2013 update (news and discussion)
Post by: orson on May 04, 2013, 05:25:28 PM
The blue command bar at the top of the screen , what is the option to turn this off ?

Option 4.12-Improved orders system

Disabling it is the only way I know to turn this off.

Cheers Dane , i cant try this now due to problems re-installing / re-activation ... bit gutted as I was playing a campaign and at a particularly cool battle  :'(


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on May 04, 2013, 06:57:02 PM
Can't emphasize this enough,it's best to only purchase this game and DLCs thru Gamersgate.
Other distributors offer little or no support for this game series.


Title: Re: March 2013 update (news and discussion)
Post by: orson on May 04, 2013, 09:14:48 PM
Can't emphasize this enough,it's best to only purchase this game and DLCs thru Gamersgate.
Other distributors offer little or no support for this game series.

Got my apos DLC through gamersgate , but im going to see if i can find a physical copy of APOS in the shops this weekend ..i feel a lot happier owning a copy on disk ... and no DRM madness about activations !


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on May 04, 2013, 09:34:32 PM
Quote
Got my apos DLC through gamersgate , but im going to see if i can find a physical copy of APOS in the shops this weekend ..i feel a lot happier owning a copy on disk ... and no DRM madness about activations !

I didn't know they sold hard copies of this game.
I guess if you can't find a hard copy you could always copy and transfer the game to a memory stick for safe keeping.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on May 04, 2013, 09:54:26 PM
Or you can install APOS to flash stick and play from it.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on May 04, 2013, 11:24:34 PM
Can't emphasize this enough,it's best to only purchase this game and DLCs thru Gamersgate.
Other distributors offer little or no support for this game series.

Got my apos DLC through gamersgate , but im going to see if i can find a physical copy of APOS in the shops this weekend ..i feel a lot happier owning a copy on disk ... and no DRM madness about activations !

What DRM problems did you encounter when reinstalling apos from GG?


Title: Re: March 2013 update (news and discussion)
Post by: orson on May 05, 2013, 12:27:06 AM
Can't emphasize this enough,it's best to only purchase this game and DLCs thru Gamersgate.
Other distributors offer little or no support for this game series.

Got my apos DLC through gamersgate , but im going to see if i can find a physical copy of APOS in the shops this weekend ..i feel a lot happier owning a copy on disk ... and no DRM madness about activations !

What DRM problems did you encounter when reinstalling apos from GG?
nope i got the game from strategyfirst ... then found GG and bought the DLC


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 05, 2013, 09:50:05 AM
I've given up on trying to download the b4 patch from either graviteam.com or graviteam.ua. Using IE they start to download at 7kbs and never get beyond about 1.7mb of the file at best. I've tried both clicking on the links and right clicking save target as and in Firefox (my preferred browser) it is gibberish as previously mentioned unless one right click and saves that way in which case the download is a slow as it is using IE.  Gamersgate downloads are fine and fast in either browser so it has to be GTs websites IMO.

Regards

Aces


Title: Re: March 2013 update (news and discussion)
Post by: orson on May 05, 2013, 11:29:31 AM
Tried 4 times to get the terrain patch ...every time it says corrupt ,  unexpected end .. and its bizarre that i have to use IE to do it ... cant use firefox why ?


Title: Re: March 2013 update (news and discussion)
Post by: Flanker15 on May 05, 2013, 01:16:59 PM
I've given up on trying to download the b4 patch from either graviteam.com or graviteam.ua. Using IE they start to download at 7kbs and never get beyond about 1.7mb of the file at best. I've tried both clicking on the links and right clicking save target as and in Firefox (my preferred browser) it is gibberish as previously mentioned unless one right click and saves that way in which case the download is a slow as it is using IE.  Gamersgate downloads are fine and fast in either browser so it has to be GTs websites IMO.

Regards

Aces

There's a torrent for it on the previous page.


Title: Re: March 2013 update (news and discussion)
Post by: Flanker15 on May 05, 2013, 01:20:05 PM
Tried 4 times to get the terrain patch ...every time it says corrupt ,  unexpected end .. and its bizarre that i have to use IE to do it ... cant use firefox why ?

Because it has a unique extension so FF doesn't know what to do with it, right click it and "save as" instead.


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 05, 2013, 04:17:15 PM
Thanks for letting me know about the torrent, I've downloaded some torrent software and am downloading the patch, still very slow at 4 hours but better than nothing. I don't trust torrent software and I'll probably un-install it after completing the download, much prefer a proper fast http download.

the torrent now shows more than 7 hours to download so not really a viable alternative IMO, guess I'll wait until they next update the gamersgate version.

Regards

Aces



Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 05, 2013, 05:50:06 PM
Given up on the torrent as it was going to take over a day to download!.

Regards

Aces


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on May 06, 2013, 12:43:23 AM
Aces, you have to give it some time.  Torrents get faster as time goes by.  The initial estimate you get is just a snapshot of how long it will take with the peers that you have at that second.  As such it is always going to show a very long time to get the file.  I got the file in less than an hour, perhaps 30 minutes.  You can let it run in the background.  Before you know it you'll have the file.  There's no danger to your pc because your down loading a known file.


Title: Re: March 2013 update (news and discussion)
Post by: Tac Error on May 06, 2013, 02:56:04 AM
I'll still be seeding for the time being...


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 06, 2013, 07:40:02 AM
Thanks guys,

The torrent got slower, after about 2 hours it was showing more than a day.

I've downloaded from GT before without such problems though so maybe something is amis at their end with the http downloads.

Cheers

Aces


Title: Re: March 2013 update (news and discussion)
Post by: Iceman on May 06, 2013, 10:51:18 AM
try this
Temporary alternative HTTP (http://mods.tanksim.org.ru/tmp/gtos_patch_march13b4_eng/)

gtos_cu_581_eng.exe (http://mods.tanksim.org.ru/tmp/gtos_patch_march13b4_eng/gtos_cu_581_eng.exe)
gtos_patch_march13b4_eng.gt2extension (http://mods.tanksim.org.ru/tmp/gtos_patch_march13b4_eng/gtos_patch_march13b4_eng.gt2extension)
readme_gtos_patch_march13b4_eng.txt (http://mods.tanksim.org.ru/tmp/gtos_patch_march13b4_eng/readme_gtos_patch_march13b4_eng.txt)


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 06, 2013, 01:13:58 PM
Thanks very much Iceman that's working very well,

Best wishes

Aces


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on May 08, 2013, 10:45:16 AM
Torrent for updated patch
http://steelfury.com/iceman/torrents/gtos_patch_march13c1_eng.torrent


Title: Re: March 2013 update (news and discussion)
Post by: wodin on May 09, 2013, 01:10:49 PM
Is the C version going up on the website aswell or just as a torrent..also what has chnaged from the last beta patch..


Title: Re: March 2013 update (news and discussion)
Post by: chashka17 on May 09, 2013, 05:51:32 PM
This is the readme I got with the patch
Quote
Graviteam Tactics: Operation Star. Update March 2013
(include all changes from previous updates)

------------------------------------
1. INSTALL
------------------------------------

1) Install game core update 5.81 (if not installed) for this run op_star_game_update_eng_v581.exe.
2) In the window that appears, click "Install" button and select update file which will been downloaded.
3) Wait for the installation (click Ok to automatically uninstall previous update).
4) Click "Save and Play" button.

WARNING! After installing the patch:
- will be done automatically adjusts the video settings
- will be removed savegames that created during tactical battle


------------------------------------
2. CHANGE LOG
------------------------------------
--- March 2013 ---
1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
11) Added the ability to set placement in defense without digging trenches.
12) Fixed a bug with the canceling of serial orders in battle.
13) Adjusted indication and view modes for serial orders in battle.
14) Added button for automatic platoon placement.
15) Added separate command teams for different types of troops.
16) Added the support units in a quick battle.
17) Added a separation for radio stations by type and his type indication.
18) Fixed a bug with icons remain after disable (and enable) the mini-map.
19) Added the indication for the radio/voice/wire communications in battle.
20) Button for platoons table in operational phase is changed from F1 to F3.
21) Added an antenna on KV-1S and KV-8S tanks.
22) Added an option for icon types on operational map (option 4.20).
23) The algorithm for ammunition and fuel replenish is cahnged, added indication for supply level on map.
24) Command radii is removed.
25) Company and battalion commanders are added in a quick battle.
26) During the retreat without a combat (in operational phase) platoon loses morale.
27) Added the fire platoon commanders in artillery batteries.
28) Staff for the troops in quick battle has been modified and expanded.
29) Added a group of messages for breaking and restoring wired connection.
30) Adjusted an algorithm offers ceasefire from AI (removed immediately cancel after offer).
31) Added target designation by flares.
32) Added a button to apply the last selected filter for soldiers or vehicles.
33) Staff for the troops in operations has been modified and adjusted.
34) Squad parameters panel is changed.
35) Rotate order is moved to squad panel.
36) Added a separate button for reverse move.
37) Added indication for suppressed squads in 3D and on the map.
38) The "quick" orders adaptively vary depending on the number of troops who are given the order.
39) Added a button on the orders panel, which allows to transfer troops under the control of AI.
40) Put a penalty at the start of the operation if allied troops is transfer under the players control.
41) Added automatic movement for signalers to laying wire communication.
42) Added restriction for valid orders, depending on the level of command.
43) Added indication and options for valid orders.
44) Removed the outline of the selected units if individual icons is displayed.
45) Added a separate option for block of squads exchange in the operational phase (by default is enabled).
46) Added tank Pz I ausf. F and a platoon of this tanks in a quick battle.
47) Tankers do not close the hatches and do not climb into the tank if detecting enemy.
48) Added icons in Wehrmacht style on operational map.
49) Fixed a bug with the wrong choice of the level of detail for grass when you attach the camera to an unit.
50) Corrected the appearance for contact signs.
51) Added full automatical firing on external target designation.
52) When the defence "flag" is set during placement mode, changed the principle of defence points selecting.
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Army's icons for operational map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
62) Added ammo reallocation for guns and mortars at the end of the battle.
63) Slight adjustments for opponents AI.
64) Changed some icons of the squad and vehicle information.
65) Fixed disappearance of the sounds for rolled guns.
66) Added a color scheme selection for the map marks on operational and tactical phases.
67) Added NATO icons for operational map.
68) Fixed bug with unit dragging on the map in deploy phase.
69) Added an option for showing an alphanumeric platoon's codes on the map.
70) Added the wire-reel model for signalman's in the battle.
71) Added muzzle velocity dependence from the temperature.
72) Sounds for Pz III and Pz VI tanks engines and Marder SPGs based on the Pz 38(t) tank caterpillars are changed.
73) Added Soviet Army icons for operational map.
74) Display on the map ally AI plans and their changes during the battle is added.
75) Some shot sounds are corrected.
76) Added some armor piercing ammunition to the penetration diagrams.
77) Added detailed description for the orders delay and for player's command level into the built-in help system.
78) Built-in help system is adjusted and improved.
79) Added an option to select the speakers layout.
80) Fixed a bug with the inability to lock resupply on infantry squads.
81) Adjusted combustion at different soils after exploding shells and bombs.
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.
83) Area of sight is not canceled when choosing a new unit and when it dragging.
84) For platoon's arrangement and rotation with respect to one squad/vehicle will be used its (unit's) direction.
85) Fuel will be leak when vehicle will burned and it's level will appear on the squad's panel.
86) Fixed a bug when displaying the description of the score's calculation criteria for operation.
87) Algorithm's for hit and kill soldiers inside vehicles will be improved.
88) Increased error for targeting when shooting at night or evening time.
89) Added portable radio for German radio squads (in quick battle states).
90) Changed the display units for refueling and ammo replenishing costs (from % to conventional ammo and fuel).
91) Fixed game crashes on some configurations after the end of battle.
92) Improved algorithm for mapping the signal and lighting aids, they divided on day and night types.

93) Fixed hangs in some cases when battle in the operation is loading.
94) The algorithm of selecting units in the platoon at the start of the operation and at the change of broken squads (for AI).
95) The error of targeting at shooting throught a broken sights is reduced.
96) Fixed bug with incorrect update for highlighting platoons that engaged in combat when the rapid movement of the cursor from one battle point to another.
97) The recognition speed of the enemies for open located soldiers (not in vehicles) is increased.
98) The base point for the calculation of the platoons that are involved in combat is shifted towards the attacker.
99) English text for ingame helper is improved.
100) Fixed various minor bugs.
101) Fixed bug with fire-tails on C-5 rockets.
102) Fixed a bug with the ability to set the shelling range outside the active area of the battle.
103) Fixed a bug with the spontaneous changes of squad places in deploy phase in some cases.
104) Changed the keyboard shortcut to activate the message bar.
105) Fixed a bug with the detonation of munitions and the subsequent ignition of the ZU-23-2 crew.
106) Fixed inability to continue operation, in some cases.

107) Fixed a bug with the wrong reaction to a report on the establish and drop of wire communication.
108) Fixed a bug with the lack of a battery commander in the German SPGs platoons.
109) Slightly adjusted description format for the addons.
110) The speed of squads placement before battle is increased.
111) Fixed a bug with the resupply of ammunition for offmap artillery.
112) Fixed a bug with the level of expenditure of ammunition at which recharge is begins.

113) Alghoritm to build command net before tactical battle is changed.

........& the stuff from the earlier patches



Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on May 09, 2013, 06:19:46 PM

We specially laid out a text file with a description in the same list as a patch, anyone can click and read.
http://simhq.com/forum/files/usergals/2013/05/full-26203-57567-gtos_how_to_download_patch.jpg

I do not understand what is the actual complexity. Click on it is very difficult or incomprehensible thing?


Title: Re: March 2013 update (news and discussion)
Post by: wodin on May 09, 2013, 07:04:09 PM
??? Is this directed at me..if so think  it seems your implying I'm stupid.

Just asking whats changed, I have no issues in downloading and installing patches. The website download page was still showing as patchb4..yet the torrent link you gave was version C.

See...

http://www.graviteam.ua/help/download-patches.html

Only NEW Current Patch_GTOS_mar13b4_2013-eng is mentioned.



We specially laid out a text file with a description in the same list as a patch, anyone can click and read.
http://simhq.com/forum/files/usergals/2013/05/full-26203-57567-gtos_how_to_download_patch.jpg

I do not understand what is the actual complexity. Click on it is very difficult or incomprehensible thing?



Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 09, 2013, 07:11:25 PM
Hi mate,

The "c" version's here:

http://mods.tanksim.org.ru/tmp/gtos_patch_march13c1_eng/ (http://mods.tanksim.org.ru/tmp/gtos_patch_march13c1_eng/)

cheers

Aces


Title: Re: March 2013 update (news and discussion)
Post by: wodin on May 09, 2013, 07:14:22 PM
Thanks mate..ended up going the torrent way;) Thanks anyway.


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 09, 2013, 07:20:16 PM
No problem,

The torrent's useless for me but now got problems.

Installed the shield of the prophet from gamersgate, installed the core update and the patch (both
"c" versions) game won't launch.

Will try again.

cheers

Aces


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 09, 2013, 07:29:14 PM
got the game to launch but get the following error when launching a battle from the Russian campaign side:

Critical error
011: Unable to find the unit description

[ i_techn:techn_08286241 ]


Thanks and regards

Aces


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on May 09, 2013, 07:38:05 PM
Versions and order in list the same as in picture
http://simhq.com/forum/files/usergals/2013/05/full-26203-57566-shield_update.jpg
?


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 09, 2013, 07:47:07 PM
(http://img191.imageshack.us/img191/1571/201305092043.png)

(http://img69.imageshack.us/img69/2110/201305092049.png)

Thanks Andrey


Title: Re: March 2013 update (news and discussion)
Post by: Txema on May 09, 2013, 08:10:41 PM
Aces,

It seems that you have to reverse the order of the "Game Update" and the "Addon Shield of the Prophet".

Now you are using an order inverse to that proposed by Andrey.


Txema


Title: Re: March 2013 update (news and discussion)
Post by: WallysWorld on May 09, 2013, 08:28:07 PM
Aces,

I had that exact same error until I did the following:

1) Move the Hopper and Prophet entries above the other DLC entries (above Sokolovo).
2) Move the District Update to the very bottom.
3) Move the Game Update to the second last position from the bottom.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on May 10, 2013, 03:26:00 AM
Why do we have to play musical chairs with these items?  Can't GT ensure the compatability between new and old content when a new dlc is produced without having the users switch around the order?


Title: Re: March 2013 update (news and discussion)
Post by: Flanker15 on May 10, 2013, 04:35:41 AM
I don't think there's any clash between the too but I put the game update right at the bottom then the district update just in case.

I think why this happens is because Graviteam is a small company so the DLCs install like mods not integrated installs which would be harder, so you get clashes sometimes.


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 10, 2013, 07:36:55 AM
Thanks for the helpful info chaps,

I will try this tonight, felt rough yesterday evening as I'm suffering from ym third bout of Bronchitis this year so turned in early as have a busy day again at work today.

Cheers

Aces


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on May 10, 2013, 08:01:25 PM
(http://www.matrixgames.com/forums/upfiles/42432/5331E4C13AB24B1D92C190C5F4FD463C.jpg)

Game seems to run OK,haven't played much yet though.
Still having a problem advancing my build number from 2167 to 2170.
Otherwise it seems like everything is there and working.


Title: Re: March 2013 update (news and discussion)
Post by: Aces on May 10, 2013, 08:44:02 PM
This is my new install order and all seems to work but not sure if the order of all mods, patches and DLCs are correct, maybe Andrey would be kind enough to confirm?

(http://img819.imageshack.us/img819/1181/201305102140.png)

Regards

Aces


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on May 10, 2013, 08:49:25 PM
Operation Hooper is up to version 1.01,so you may want to re-download it to bring you up to current version.
Also from what I understand the Hi resolution texture DLC only works if it is above the game update.


Title: Re: March 2013 update (news and discussion)
Post by: Flanker15 on May 11, 2013, 10:38:22 AM
And the bloodmod should be above the game files too, anything that replaces something has to be above the thing that contains what it's replacing on the list.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on May 11, 2013, 03:22:24 PM
Operation Hooper is up to version 1.01,so you may want to re-download it to bring you up to current version.
Also from what I understand the Hi resolution texture DLC only works if it is above the game update.

How do you keep up with the version changes to the dlc content Dane?


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on May 11, 2013, 03:31:10 PM
Quote
How do you keep up with the version changes to the dlc content Dane?

The version isn't written on the DLC before you download  >:( If that's what your asking.

Basically how I do it is if someone posts pics of their updater after downloading the current DLC version and my updater doesn't have that version,I go back to my GG library and re-download it.

or

If I have some spare time and not doing any other downloading,I just re-download my DLCs and see if anything changed.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on May 11, 2013, 05:12:18 PM
Yeah, I just wondered if there was some way to tell from the download page and I guess there is not.
I need a dl manager I guess because the GG site is so blasted slow and it quits in the middle of a dl sometimes.  I was impressed with GG at first.  Now I'm not so sure.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on May 11, 2013, 05:23:11 PM
Yeah, I just wondered if there was some way to tell from the download page and I guess there is not.
I need a dl manager I guess because the GG site is so blasted slow and it quits in the middle of a dl sometimes.  I was impressed with GG at first.  Now I'm not so sure.

Miracles do not happen. If the game (DLC) is popular, as result buy and download them, then inevitably falls download speed, if do not use a torrent.
Moreover, this process - an avalanche. The more downloads, the lower speed, the longer the download time and the more likely that added a new player who wants to download and so on.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on May 11, 2013, 06:06:06 PM
Lucky for you, unlucky for me.   ;D  For that reason these should all be torrents then.

It doesn't require a miracle to increase bandwidth when you see demand spike.  GG is in the business of transferring data for pay.  That's something they should manage a little better.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on May 11, 2013, 06:36:06 PM
Lucky for you, unlucky for me.   ;D  For that reason these should all be torrents then.

It doesn't require a miracle to increase bandwidth when you see demand spike.  GG is in the business of transferring data for pay.  That's something they should manage a little better.
It's an age-old problem of all systems in which the peak load is very different from the average load. If large stores due to large volumes, on average it is not so noticeable, then for GG is not very good. Or another variant is a reduced speed on some protocols (for example ftp).


Title: Re: March 2013 update (news and discussion)
Post by: Santini on May 18, 2013, 08:46:56 PM
Hey Andrey, is it okay if I post the c1 patch up to gamefront or something?


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on May 22, 2013, 11:50:35 PM
After seeing that some players here had their build # for this game at (2170) and mine wouldn't go any higher than (2167) eventhough I downloaded and installed the latest "c" patch and engine,I decided to try a different approach that finally got me up to (2170).

What I did was open up the control panel and go to programs and uninstall the old 581 engine then reinstall the new 581c engine and now my game reads (2170).

Don't have a clue what difference it makes in the game but at least I don't have to wonder anymore as to why I wasn't able to get my game to display the current build number.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on May 23, 2013, 06:19:51 AM
Please wait for C4, it have some major bugfixes.


Title: Re: March 2013 update (news and discussion)
Post by: lavish on May 31, 2013, 11:23:16 AM
Thank you for updates!


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on June 10, 2013, 09:29:04 PM
I downloaded and installed gtos mar13c4 patch.  However when I save and play I see 581(2170) Mar13c2 as the version number in the upper right corner.  Shouldn't I have Mar13c4?
I already have gtos cu 581.c1 eng.exe installed. 



Title: Re: March 2013 update (news and discussion)
Post by: Flanker15 on June 11, 2013, 11:52:42 AM
No you're fine.


Title: Re: March 2013 update (news and discussion)
Post by: Dane49 on June 11, 2013, 12:42:21 PM
I downloaded and installed gtos mar13c4 patch.  However when I save and play I see 581(2170) Mar13c2 as the version number in the upper right corner.  Shouldn't I have Mar13c4?
I already have gtos cu 581.c1 eng.exe installed. 



My game says the same.
The only thing I noticed that changed after I updated with the new patch is my game update in the updater went from 4.04 to 4.05.


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on June 12, 2013, 01:13:03 AM
I downloaded and installed gtos mar13c4 patch.  However when I save and play I see 581(2170) Mar13c2 as the version number in the upper right corner.  Shouldn't I have Mar13c4?
I already have gtos cu 581.c1 eng.exe installed. 



My game says the same.
The only thing I noticed that changed after I updated with the new patch is my game update in the updater went from 4.04 to 4.05.

Yes, I noticed that also.  Thanks for the answers guys.  I just wish they would put a serial number on their patches that you could correlate with the number on the splash screen when you start your game.  Too logical I guess.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on July 07, 2013, 12:25:59 PM
Some news about next update for March 13 patch
"d1"
120) Reconfigured the gears in the BA-64 armored car.
121) Reduced tiring for soldiers when moving on slopes.
122) New types of soils for future DLCs.
123) Small changes in the sounds processing.
124) Screws in aircraft and helicopters are not lost in the distance.
125) Adjusted algorithm for targets selection and firing for helicopters.
126) Changed the view for the charged grenades and grenade launchers.
127) Planes and helicopters fly away if ammunition was less than ~10%.
128) Fixed a bug with protruding of dead pilots through the "skin" of the aircraft.
129) Added new commands to the AI on the operational phase.
130) Adjusted parameters of weapons overheating.


Title: Re: March 2013 update (news and discussion)
Post by: chashka17 on July 07, 2013, 12:31:07 PM
Looking good, hope it's not too far off.  ;)


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on July 08, 2013, 03:41:23 PM
Patch updated on GamersGate and graviteam.ua. Now available demo #5 at March13 c4 patch level.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on July 19, 2013, 08:56:05 PM
Hi-res textures DLC will be updated soon:

1) A winter and summer high-res textures for vehicles and guns:
- GAZ-MM
- Pz I ausf. F
- PzB. 41
- T-60 mod. 1942
- Pz III ausf. N
- Pz III ausf. J (kz and lg)
- Pz III ausf. L and Fl
- Pz II ausf. C and F
- T-26 mod. 1939 and 1940
- Marder II Sdkfz 131 and 132
- Marder III ausf. H
- StuG III ausf. F/8
- BA-64
- Sdkfz 231/232 8-rad.
- Sdkfz 251/1, 251/2, 251/9, 251/10
- T-34 mod. 1941 and 1942
- Mk II Matilda and Matilda CS
- KV-1 mod. 1942 with cast, RF cast and simple weld turrets.


2) Textures for weathering and caterpillars.

3) A new textures added:
- KV-1 mod. 1942 (UZTM).
- PzJager I
- 52-K AA gun
- Mk III Valentine

4) A new modern textures added:
- T-55/TO-55 tank.
- GAZ-66 truck.
- BTR-60PB APC.


Special for Zhalanashkol 69 DLC support.


Title: Re: March 2013 update (news and discussion)
Post by: BigDuke66 on July 19, 2013, 10:50:22 PM
Will the missing Marder textures be back in the DLC?


Title: Re: March 2013 update (news and discussion)
Post by: Thomasew on July 20, 2013, 04:36:55 AM
Hi Andrey,

Has the Hi-Res DLC been updated on GG?

Just checked, .. and the filename is the same as the original I downloaded at purchase.


Thanks

Cheers
Tom


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on July 20, 2013, 08:04:05 AM
Will be updated soon, not now. Once the update happens I will write.


Title: Re: March 2013 update (news and discussion)
Post by: kuri on July 20, 2013, 11:27:21 AM
Hello, can anyone tell my which patch should i download from Gamersgate: gtos_patch_march13c4_eng or gtos_patch_march13d1_eng?


Title: Re: March 2013 update (news and discussion)
Post by: Thomasew on July 20, 2013, 12:16:31 PM
Hi,


gtos_patch_march13d1_eng ... is the latest patch.  :)


Cheers
Tom


Title: Re: March 2013 update (news and discussion)
Post by: kuri on July 20, 2013, 06:07:52 PM
Thanks! The newest DLC wouldn't work without it, all clear now though!  ;D


Title: Re: March 2013 update (news and discussion)
Post by: Thomasew on July 24, 2013, 07:10:26 AM
Will be updated soon, not now. Once the update happens I will write.


Hi Andrey,


I found .. gtos_hir_tex_01_jul13 .. on GG.com this morning.  :)

Is this the updated Hi-Res textures with the T-55 etc.?


Cheers
Tom


Title: Re: March 2013 update (news and discussion)
Post by: chashka17 on July 24, 2013, 04:34:48 PM
@Thomasew
Certainly looks like it.
Just grabbed it - version 1.04 @>380mb
T-55 is in the encyclopedia + plus some other goodies.  ;)


Title: Re: March 2013 update (news and discussion)
Post by: WallysWorld on July 25, 2013, 02:17:12 AM
Same here. The hi-res version in the updater went from 1.01 to 1.04 as chashka17 posted.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on July 25, 2013, 08:23:05 AM
Yes, Hi-res textures now updated. Put at the top of everything else.



Title: Re: March 2013 update (news and discussion)
Post by: mercholein on July 25, 2013, 02:15:47 PM
Before installing the updated high resolution pack, uninstall the older one ?

mercholein


Title: Re: March 2013 update (news and discussion)
Post by: WallysWorld on July 25, 2013, 02:50:27 PM
I didn't uninstall the previous version. The updater takes care of installing the updated packs.


Title: Re: March 2013 update (news and discussion)
Post by: andrey12345 on July 25, 2013, 03:12:38 PM
Before installing the updated high resolution pack, uninstall the older one ?


This is done automatically by the installer.


Title: Re: March 2013 update (news and discussion)
Post by: Nick on August 13, 2013, 05:23:02 PM
Hi there,
I am a long term fan of this game. Like many (I suspect) I switch from APOS to the CM series and back. I am now back here, having splashed out on Operation Hooper, Zhalanashkol 1969, Shield of the Prophet and Operation Star DLC: High Resolution Textures Pack 1. Before I load them could some kind soul please tell me which new patches I should install (and in which order)? Also are there any newer uniform mods out there which are compatible with the latest patches?
Currently I have on my system
1. VAPOSM v1.5
2. Skins Mod v0.02
3. Add on Krasnaya Polyana 1943 v1.01
4. Add on Blau 1942 v1.09
5. Add on Sokolovo 1943 v1.07
6. District update v1.03
7. Game update v3.09

Thanks in advance and all power to Graviteam!


Title: Re: March 2013 update (news and discussion)
Post by: Krabb on August 13, 2013, 07:13:47 PM
The order and versions (only textures pack is newer) are like on the screenshot here: http://gravitac.shoutwiki.com/wiki/Installing_updates_and_modifications (http://gravitac.shoutwiki.com/wiki/Installing_updates_and_modifications).

First is the core update: http://www.graviteam.com/AP-STAR/gtos_cu_581c1_eng.exe (or from GG).
Second, the patch: http://www.graviteam.com/AP-STAR/gtos_patch_march13d1_eng.gt2extension (or from GG).
Optionally, the polygons update: http://www.graviteam.com/AP-STAR/apos_upd_tar_rak_mar13_eng.gt2extension (or again from GG), this one needs a download manager, there are complaints about broken downloads.


Title: Re: March 2013 update (news and discussion)
Post by: Nick on August 15, 2013, 12:06:51 PM
Dear Krabb,
Many thanks for your help.
Regards
Nick


Title: Re: March 2013 update (news and discussion)
Post by: Tanker on August 15, 2013, 05:38:45 PM
The order and versions (only textures pack is newer) are like on the screenshot here: http://gravitac.shoutwiki.com/wiki/Installing_updates_and_modifications (http://gravitac.shoutwiki.com/wiki/Installing_updates_and_modifications).

First is the core update: http://www.graviteam.com/AP-STAR/gtos_cu_581c1_eng.exe (or from GG).
Second, the patch: http://www.graviteam.com/AP-STAR/gtos_patch_march13d1_eng.gt2extension (or from GG).
Optionally, the polygons update: http://www.graviteam.com/AP-STAR/apos_upd_tar_rak_mar13_eng.gt2extension (or again from GG), this one needs a download manager, there are complaints about broken downloads.

How about 3rd party mods like the blood mod or flag mods?  Where in the order do they fit in?


Title: Re: March 2013 update (news and discussion)
Post by: Krabb on August 15, 2013, 06:12:45 PM
Generally, look by the release date. If the patch was released later, then it should be higher in the list, and vice versa. Currently the only exception is the Hi-Res Texture Pack it should be above the patch. Mods go above the patch usually as they are released later. As of the flag and blood mods, I don't use them, but I think they should be above the patch in any case, they replace only some textures anyway.


Title: Re: March 2013 update (news and discussion)
Post by: Nick on August 16, 2013, 08:10:40 AM
Dear Krabb and other posters,
I spoke too soon.  I did the update/patch.When I loaded up the these new addons, the timer appeared etc but when finished they appeared as " blanks" in the Game updater ie a slot appeared with a number but no name. They appeared to run ok when I went into the game. Anyway I decided to reinstall the whole thing. By reinstall, I have installed the basic game v5.75(1379) into Program files (x86) on my win7 pc  - the default as selected by the installer. Over the years there have been many patches. Is all I now have to do is install core update 581c1, then the March13 patch and then get to work on the addons? I recall there being problems over the x86 drive in the past (my old install had been onto the C drive) or did Graviteam sort that out?
Regards
Nick
 


Title: Re: March 2013 update (news and discussion)
Post by: Krabb on August 16, 2013, 10:23:51 AM
Yes, just the latest core update, then just the latest patch (mar13 (d1) currently) and then addons. The x86 problem was solved by new core update installer, but it is better to verify the install path anyway just in case.

"Blanks" mean that the core update was not installed correctly or is not the latest version.


Title: Re: March 2013 update (news and discussion)
Post by: Nick on August 16, 2013, 12:17:05 PM
Krabb,
Thanks alot.
I will run the game after each install to check i have done it correctly.
Even so, Graviteam makes one work hard for our money!
Regards
Nick