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Author Topic: "Steel Fury-Kharkov 1942" FAQ  (Read 164014 times)
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« on: December 17, 2008, 02:57:17 PM »

Q. I am planning to buy the euro version of steel fury. What kind of fixes and patches are needed/recommended? What about mods?

Unofficial Patch for English version

Fix Widescreen Bug

Disable all mods BEFORE patch installation!

Files (for English version)
http://tanksim.tk/modules/wfdownloads/viewcat.php?cid=16

Mods (for English version)
http://tanksim.tk/modules/wfdownloads/viewcat.php?cid=15
RSS feed
http://tanksim.tk/modules/wfdownloads/rss.php?cid=15

Missions (for English version)
http://tanksim.tk/modules/wfdownloads/viewcat.php?cid=26
RSS feed
http://tanksim.tk/modules/wfdownloads/rss.php?cid=26

Patch (for English version)
http://tanksim.tk/modules/wfdownloads/viewcat.php?cid=17
RSS feed
http://tanksim.tk/modules/wfdownloads/rss.php?cid=17

Further Information:

"Steel FURY:KHARKOV 1942" webpage
http://graviteam.com/games/steel-fury-kharkov1942.html

Steel Fury Demo version (October 12, 2007)
http://www.fileplanet.com/181768/180000/fileinfo/Steel-Fury---Kharkov-1942---Demo


Q. When the mission ends, I don't understand what some of the damage codes mean. {HR,GR,P}. The manual doesn't show everything.

A.
It is a localisation error in user_manual.pdf
Somebody have forgotten to translate "Table 10.1 - Codes of damage and their interpretation."  


Codes
L - Lights (projectors, headlights, dimensions).
S - Sights, periscopes.
dr - Driver is incapacitated (contused, badly wounded or killed).
gn - Gunner. Gunlayer is incapacitated (contused, badly wounded or killed).
cm - Commander. Commander is incapacitated (contused, badly wounded or killed).
ld - Loader. Loader is incapacitated (contused, badly wounded or killed).
mg - Machine gunner is incapacitated (contused, badly wounded or killed).
2l - 2nd loader.
P - Track damaged.
E - Engine. Engine broken or damaged.
* - Fire
A - Ammo. Ammunition damaged.
T - Transmission damaged.
R - Radio damaged
F - Fuel tank is punched
GR - Gun malfunction
HR - Turret turning mechanism damaged or jammed
W - Weapons. Armament damaged.
AC - Accumulator damaged

Q. Lighthouse Interactive sent us a preview copy of Steel Fury, I wanted to ask about the training missions: the tank seems to have problems crossing shell craters and hills. Is this intentional to keep the player on the path? I played the first mission and the tank there seems to have normal power.

In game features of each tank, and also its behaviour on different types of a landscape and in different weather conditions are simulated.
In training mission you steer the heavy tank with weak engine Mk2 Matilda. Therefore some complexities in overcoming by this tank of abrupt high liftings are possible.
« Last Edit: September 14, 2018, 06:37:24 PM by Krabb » Logged

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Iceman
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« Reply #1 on: December 26, 2008, 03:24:58 PM »

Q. Multiplayer yes or no?
no

Q. What does the colour of impacts mean? When does it mean penetration or glancing off round in the after mission statistic?

A. Two arrows, one shows whence the "shell", the second normal in this point has arrived.
If arrows rather bright - the shell has pierced armor, if is not - not pierced.
The button of below of the screen it is possible to filter display of vectors.
- Green colour - all.
- Orange - that have pierced and have made damages
- Red - only have inflicted damage
The signature at a vector following - the name of shell, <damage>, distance with which shell has arrived (damages can not be).

colour coding:
- blue - shrapnel.
- red - armour-piercing.
- yellow - armour-piercing composite shot
- dark blue - fragmentation-high-explosive.
- green - cumulative (armor burning).

Q. 3.   When the commander is dead, the game ends and I´m not able to switch to another crew position and the remaining crew still continues in the mission.
4. I receive the information that someone is killed too late.
5. I also receive the information that the main gun is damaged too late.

Just as and in a life

Q. When most of the crew are killed or the tank is damaged too much why don´t they leave the tank?
A. The crew does not leave the tank of the player if character of the player is live.
In AI-tanks the crew leaves the tank if someone from them has survived


Q. The main gun is damaged far too often.
A. At you the bad luck is simple Smiley

Q. Enemy aircrafts primarily attack me. Even if I´m in the end.
A. Aircrafts don't do distinctions between AI-tank and player-tank.
« Last Edit: January 11, 2009, 06:08:11 PM by Iceman » Logged

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« Reply #2 on: December 27, 2008, 06:05:40 PM »

Q. In the German PzIV the main gun reticle is missing the aiming lines. Is there a fix for this? If so where can I find it?

Q. And lastly, how come when I try to use the TC scan site in the PzIV it does not work (even with armor caps open) and if I hit the T/Y rotation keys my crew bails out to fix damage (even when no damage is apparent)? I do have the AI set to auto on damage repair should I change this to manual?



A. It is a localisation error. Please download, install and enable an Unofficial patch for Steel Fury v0.1 (eng)

This patch fixes errors, which were found in english version of the game.

1. Bug with no gunsight reticle in the PzKpfw IV F2 is fixed;
2. Bug with loosing tracks by pressing "T" key is fixed;
3. Tracks are no longer fixed by crew. This feature was not present in the russian version of the game, and it doesn't work correctly in the western version. ("auto Track repair" feature still works if turned on);
4. Mistakes and uncertainties, which were found in translation, are fixed;

http://tanksim.tk/modules/wfdownloads/singlefile.php?cid=17&lid=49 (for English version with description)
« Last Edit: September 14, 2018, 06:37:55 PM by Krabb » Logged

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Iceman
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« Reply #3 on: December 27, 2008, 06:39:06 PM »

Q. When I play as a gunner and the driver is dead I can switch to his position. Why cannot I switch to another position when Im killed being the commander? In real life when the commander is dead I think the remaining crew would try to get away?
A. You are directly the commander of the tank. If you kill is "game over" for you.
You can try to keep the commander (you) having changed physically (over CTRL) on other more safe place, for example to the place of the driver (CTRL+F1) in mission beginning.


Q. Tank commander does not indicate the targets..
A. In "realism setting" enable "Allow Target Markers".

Q. What to do against attacks from fighters?
A. You can't do nothing against aircrafts.

Q. How to give orders to a single AI unit?
A. You can't give orders to a single AI unit. It's not tactical/RTS game.

Q. How to hide game interfice?
A. user_manual.pdf
CTRL+BackSpace (disable interface), [/] (disable console panel), CTRL+\ (disable target mark)


Q. ...and get free sight to the battlefield?
Free camera mod

Q. Is there a way to turn off the sub-title text eg. "Forward", "Loading Armour Piercing Round" etc?
A. In game options choose "disable sound and music", this also disable subtitles.

Q. Where to get infos to the tactical signs?
A. look \docs\editor_manual.pdf, Page 57, Table 9.2 – Map symbols.

look also

« Last Edit: September 14, 2018, 06:38:23 PM by Krabb » Logged

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Iceman
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Posts: 141


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« Reply #4 on: January 19, 2009, 05:46:10 PM »

Q. I own the Saitek X-52, and want, for example, put X axis for move foreward/backward, put Z axis to power up/down, but axis and buttons aren't set on the game options.
Can someone tell me how to do that?

A. If you can't change the settings of axis of joystick in the game options, then use joystick utilities please.
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lockie
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« Reply #5 on: December 19, 2013, 06:22:11 PM »

Q. What does parameters of the shell?
A. Each shell entry has 47 fields.
Here's as clear an explanation as I can get for them. Open file:

...data\k42\loc_rus\levels\levels\common\common_res.engcfg
Pick up i.e. AP shell from T-34/76
BR350A,0x01,%SHELL_AP%,F34,662,42,0.8,0.15,0,1,1,0,6.3,0.155,0.11,6,1.2,1.2,0.5,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,
fly1,0,1500,1,txt_shell_br350a,ap_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0xffff4040,3,1,2,SHELL_BR350A,SHELLC_T34;


1 Name
2 Flag (data\k42\loc_rus\levels\levels\common\weap_defs.engcfg)
3 Type
4 Name of Gun
5 Initial velocity, m/s
6 Length of the barrel for which we have the initial velocity, cal
7 Armor Piercing action
8 Normal at which ricochet
9 Cumulative action (diameter of core for piercing)
10 Concussive action
11 Fragmentation
12 Incendiary
13 Projectile weight, kg
14 Weight of explosives, kg
15 Air Resistance k1
16 Influence of gravity m / s ^ 2
17 KVO x (square deviation on X)
18 KVO y (square deviation on Y)
19 The tendency to fracture
20 Time of engine (gas generator),s
21 Effect of Wind
22 Air Resistance k2
23 Air Resistance k3
24 Sound hitting the ground
25 Sound contact with armor
26 Sound entering the building
27 Sound contact with water
28 Sound contact with human
29 sounds of flight projectile
30 Type of target for AI
31 Effective range of the shooting, m
32 Shot Penalty for AI
33 Textual name
34 Pattern of explosion
35 Pattern of rebound
36 Pattern of fragments
37 Modes of a projectile (0 - without breaking, 0x1 - impact, 0x2 - delayed, 0x4 - input the distance)
38 Time of detonation, ms
39 Minimum delay time, ms
40 The maximum delay time, ms
41 Number of steps
42 Color of the tracer
43 Time of burning tracer, s
44 Reliability of shell (for armor piercing)
45 Interface shell-sprite number
46 Name of the shell object
47 Name of the shell casing object

Q. What does parameters of the gun?
A. Each gun entry has 25 fields.
Open file:
...data\k42\loc_rus\levels\levels\common\common_res.engcfg

Let's pick up the gun C53.
C53,0,%WEAP_RBARRET%,54.6,85,1,0.35,0.1,1,1,0,8,1,1,0.75,shot_f34,reload1,,drop1,1,txt_gun_C53,gun_shot_pat,,C53;

1. С53 - name
2. 0 – flags (х80- bombardment, х01-autoload), (data\k42\loc_rus\levels\levels\common\weap_defs.engcfg)
3. %WEAP_RBARRET% -  type
4. 54.6 - barrel length, cal
5. 85 - caliber, mm
6.  1 - coefficient of the recoil
7.  0.35 - back-blow, m (how long the barrel will go back after shot)
8.  0.1 - time of back-blow, s (how long the barrel goes back in sec)
9.   1 - time of uprush, s (how long the barrel goes forward in sec)
10. 1 - the number of the cartridges quantity in the magazine
11. 0 - time to replace a magazine, s (for the machine gun)
12. 8 - reload time of the one shell, s
13. 1 - dependence on the loader expirience
14. 1 - the quantity of the smoke at the shot
15.  0.75 - the value of the liftable dust
16. shot_f34 - shot sound (data/k42/loc_rus/sounds/shots)
17. reload1 - reload sound (data/k42/loc_rus/sounds/inner)
19. « » - sound of the magazine changing (data/k42/loc_rus/sounds/inner)
20. drop1 - sound of the droped-out case/shell (data/k42/loc_rus/sounds/inner)
21. 1 -  the quantity of the shots in the burst for the AI
22.  txt_gun_C53 - text name of the gun (not used in the game), (data/k42/loc_rus/text/loc_kit.text or SPM1.5 NTA 1.3_units.text )
23. gun_shot_pat - pattern of the shot
24. « » - weapon geometry (only for the wearable weapon)
25. С53 - gun marker (config name of the gun for "ammo" e.g. different gun´s can use the same ammo, like the F34, ZIS3 and PP27)
« Last Edit: April 19, 2014, 06:12:50 AM by lockie » Logged

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lockie
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« Reply #6 on: February 08, 2014, 07:28:43 PM »

Q. What does parameters of the gunsight?
A. Each gunsight entry has 32 fields. Here's explanation, open file:

data\k42\loc_rus\levels\levels\common\common_res.engcfg and see block sights(). Let's pick up gunsight Stug IIIF:
SflZFG_F,sflzf_dsc_f,sflzf_v_f,,,cross,2,8,5,5,2,1,0,1,true,0xc0202020,0x60402020,0x20e0d080,11,true,3,-0.18,0,0,0,0,1.5,false,true,0,0,0;

1. Name
2. Unmovable reticle
3. Movable reticle at the vertical по вертикали (distance)
4. Movable retical at the horizontal (horizontal corrections)
5. Rotating reticle
6. Cursor fot the gun targeting, cross
7. Mask type (0 - no mask, 1 - quadrant, 2 - circle)
8. Field of view, degrees
9. Start magnification
10. End magnification
11. Scale of the visible field (total zoom)
12. step of increasing (0.0 - soft)
13. Start position of the highlight
14. End position of the highlight
15. Discrete highlight true
16. Color "highligh switch off"
17. Color "highligh switch on"
18. Color of the optics "haziness"
19. reticle scale
20. Movable gunsight (attached to the periscope and follows to the barrel)
21. AI accuracy
22. Scale band of the distance (min)
23. Scale band of the distance (max)
24. Scale band of the side corrections (min)
25. Scale band of the side corrections (max)
26. Rotating angle of the gunsight chank, degrees
27. Gunsight quality
28. Gunsight could be damaged
29. Gunsight is closed with cap
30. Angle rotating of the gunsight on horizon (min), degrees
31. Angle rotating of the gunsight on horizon (min), degrees
32. Scale of the angle rotating
« Last Edit: October 23, 2015, 03:59:06 PM by Krabb » Logged

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lockie
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« Reply #7 on: April 14, 2014, 03:24:18 PM »

Q. I've the textures in the game are very blurred. How to fix it?
A. One of the possible decision is - you have to make the next changes in the file config.engcfg.
1. Open with Notepad(or Notepad++) file Steel Fury - Kharkov 1942\data\k42\loc_rus\config\config.engcfg
2. Find entry
Code:
formats()
{
user, 0, 2;
tbump, 0, 2;
hbump, 0, 2;
obump, 0, 2;
fbump, 0, 2;
lbump, 0, 2;
bump, 0, 2;
flora, 0, 2;
trans, 0, 2;
normal, 0, 2;
techn, 0, 2;
human, 0, 2;
objs, 0, 2;
marks, 0, 2;
atest, 0, 2;
clouds, 0, 2;
detail, 0, 2;
menu, 0, 2;
font, 0, 2;
uncomp, 0, 2;

}// end of formats
3. Replace the 0's under formats() with -1.
   formats()
   {
      user, 0, 2;
     tbump, -1, 2;
      hbump, 0, 2;
      obump, 0, 2;
      fbump, 0, 2;
      lbump, 0, 2;
     bump, -1, 2;
      flora,0, 2;
     trans, -1, 2;
      normal, 0, 2;
     techn, -1, 2;
      human, 0, 2;
      objs, 0, 2;
      marks, 0, 2;
      atest, 0, 2;
      clouds, 0, 2;
      detail, 0, 2;
      menu, 0, 2;
      font, 0, 2;
      uncomp, 0, 2;

   }// end of formats
4. Save

Result before

after

Note:
- you can replace any of the 0's and they'll make those textures look better too.

Q. The upper part of the message is not visible on the monitor. How to fix it?
A. D/l and install Fix Widescreen Bug or make a fix manually:
1. Open with Notepad(Notepad++) the next file:
...data\k42\loc_rus\levels\levels\interf\interf.engcfg
2. Find the entry:
Quote
     con_text,   text,      512,    64,    80,    1, 0xffffffff,   true, con, 1, 0xffd0e0e0, 8, 12, , , true;
3. Change it 1->.8
Finally:
Quote
     con_text,   text,      512,    64,    80,    .8, 0xffffffff,   true, con, 1, 0xffd0e0e0, 8, 12, , , true;
4. Save.
Before


With Fix Widescreen Bug


Q. Sometimes I have code 006 shader error while loading or no error at all on some missions with certain mods or high graphics settings. How to get rid off this error?
A. Game is using more than its 2GB memory address, modern high res displays combined with a lot of extra content added in the mods can use more than 2Gb.
Solution:  Allow the games exe to be large address aware which gives it 2GB of virtual memory on top of its 2GB address.  Requires a 64bit OS and more than 3GB physical memory and the systems swap space not disabled.
Turn off compatibility mode on Shell.exe and Starter.exe (this is just a precaution, you can try turning it back on after but I needed to leave it off). Download this program  http://www.ntcore.com/4gb_patch.php (or any large address aware patcher). Run the program on Shell.exe and Starter.exe

Note: You should do this fix even if you don't have crashing since you'll never know when you'll run into it.
32bit OS:  Harder to patch and less stable: http://www.techpowerup.com/forums/threads/large-address-aware.112556/

Q. How to make screenshot?
A. To make screenshot press F12, then open folder:
Steel Fury - Kharkov 1942\users\scrshots

Q. How to define the distance to the target?
A. Here is "Gunnery manual for Beginners" by Gunnyhighway. Download.

Q. My tank driver occasionally doesn't respond to orders to move or go forward, placing it at a disadvantage while playing. Why does it happen?
A. You didn't check feature "Always obey orders". Sometimes members crew scared and didn't want to obey order, i.e. driver doesn't want to go/loader to load shells/gunner to shoot from the gun.

Q. How to force the wingmen to turn their face to the enemy direction or whatever direction I choose?
A. You should use the 'Turn' order (2 in the screenshot below) and click on the map where you want your tanks to face.
« Last Edit: July 29, 2017, 09:28:15 AM by Iceman » Logged

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