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Author Topic: Revise manual  (Read 1763 times)
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Kyth
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« Reply #15 on: April 23, 2012, 02:25:46 AM »

I need some help with a paragraph that gives me headache as I don't really understand it.
Original is this:
***
At calculation of damages in the game the arrangement of the basic units of techniques being under control of the player or AI is considered. Deducing out of operation these units can lead to various effects which model features of damage of this unit, for example: stop of vehicle, jamming of a tower, loosing of tracks of the tank and others. At the certain degree of damages of vehicles the crew can leave it.
All tanks and the majority kinds of vehicles have the armouring that is means, that armour has different thickness in different projections of vehicles and it is necessary for player to consider it during fight.
***

Here's my effort, which might make a little more sense, at least it covers all the points  Cheesy :

"In-game damage calculation takes into account every basic component of the vehicles and equipment, for both player-controlled and AI units. During play, this is seen in various damage-effects such as immobilization, turret jams and throwing of tracks. If damage is severe enough, crews are forced to abandon vehicles.
All tanks and most other vehicles have armour attributes - their armour thickness differs for different faces, which the player has to keep in mind during a battle.
"


Actually, most players will already know all that,  Smiley

Would you care to consider compiling and editing the Mission-making discussions? There's a lot of information that doesn't appear anywhere else,
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BigDuke66
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« Reply #16 on: April 23, 2012, 08:10:02 PM »

Well we will see, at best I can really only compile such a document, people with a good knowledge of missions design have to go over it to make sure everything is correct.

@Kyth
Thanks for the paragraph, makes a lot more sense than my babbling.



Some more questions:
The "Green" firing mode aka "shooting in movement", do I see it right that in this mod only machine guns are used and the main gun only on short distances(how short?)?

How are penetrated and none penetrated hits in the statistic mode shown? The FAQ speaks of a bright and not so bright arrow but I think the text is the one that is either bright(penetrated) or dark(not penetrated) is my assumption correct?

Using flares to give orders is allowed day & night but the other methods usually need a line of sight or that the subordinates are close to the player but what does the flare need?
A line of sight to the uprising flare?
And is the number of flares limited?

Does the tactical symbol for "Hand-held antitank grenade launcher" only cover grenade launchers or does nti-tank rocket launchers like Panzerfaust, Bazooka, etc. and anti-tank rifles like Panzerbüchse 39 also fall into this category?
« Last Edit: April 24, 2012, 05:10:39 AM by BigDuke66 » Logged

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Kyth
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« Reply #17 on: April 24, 2012, 01:24:29 AM »

Well we will see, at best I can really only compile such a document, people with a good knowledge of missions design have to go over it to make sure everything is correct.

Sure, if you compile it, with proper sections and a logical sequence, I can go over it.
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frinik
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« Reply #18 on: April 24, 2012, 06:24:49 AM »

The max number of flqres in the ME is 100. It's enough to light a large area for a lest 100 minutes or more
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Kyth
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« Reply #19 on: April 24, 2012, 09:40:09 AM »

Some more questions:
The "Green" firing mode aka "shooting in movement", do I see it right that in this mod only machine guns are used and the main gun only on short distances(how short?)?
Not really sure about that,

How are penetrated and none penetrated hits in the statistic mode shown? The FAQ speaks of a bright and not so bright arrow but I think the text is the one that is either bright(penetrated) or dark(not penetrated) is my assumption correct?
The AAR shows a penetration with a green arrow, a deflection with a pale yellow arrow. Don't take my word for it, play a mission and take a look at the results.

Using flares to give orders is allowed day & night but the other methods usually need a line of sight or that the subordinates are close to the player but what does the flare need?
A line of sight to the uprising flare?
And is the number of flares limited?
It's abstract, there isn't any count for signal flares. I think it's assumed that a flare can be seen from a long way off, not really needing any line of sight to the signaller.

Does the tactical symbol for "Hand-held antitank grenade launcher" only cover grenade launchers or does nti-tank rocket launchers like Panzerfaust, Bazooka, etc. and anti-tank rifles like Panzerbüchse 39 also fall into this category?
Sounds logical,
« Last Edit: April 24, 2012, 09:52:48 AM by Kyth » Logged

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Kyth
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« Reply #20 on: April 26, 2012, 03:30:11 AM »

Hi,

I'd like to note that the version of Steel Fury from Lighthouse Interactive already had an English translation of the manual, which was nice and fluent, if a bit bland.

It had none of the inspirational advice from the original, like:
'Tankers! Overwhelm the enemy with your firepower and crush the survivors under your tracks!' (Great stuff  Smiley)
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BigDuke66
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« Reply #21 on: April 26, 2012, 04:36:03 AM »

Well I'm using the pdf manual that came with the game.
Almost done with it, not much in from SPM as I can't find any documentation what this mod exactly does but at least the translation should be in a way that it's better to understand.
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Kyth
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« Reply #22 on: April 26, 2012, 05:44:58 AM »

I mean, Lighthouse Interactive included a printed mini-manual that's actually a better-translated version, compared to the pdf manual.
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BigDuke66
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« Reply #23 on: April 29, 2012, 05:12:32 PM »

Does someone know a good place to host a small(4,02MB) file?
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whukid
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« Reply #24 on: April 29, 2012, 05:20:02 PM »

mediafire.com Smiley
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