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Tank Crew - Clash at Prokhorovka is Officially Released and Available on Steam


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Posted
On 11/22/2020 at 5:14 AM, Goosevich said:

Basically what you said + :
- a feature complete  campaign/career (not this basic teaser-like "campaigns" we have now) or at least a dynamic campaign that would give replayability

- a solid pack of single missions with various themes, that could serve as a basis for learning the mission edditor
- more modern mission/scenario editor, even Bohemia Interactive managed to finally make the mission editor that's easy to use

- few multiplayer scenarios, big and small, pvp and pve - that would be nice to play on official server/servers (with and without air component) and that would serve as a benchmark for usermade missions...

Thanks for that. The reason I asked is because I was interested to know if you considered the content included with Tank Crew as one of the issues. And your response is consistent with a lot of other complaints here. Roughly a quarter of what you see as the problem has to do with making/playing content. Or in other words, how you get your monies worth out of the module. 

 

I personally am not big on scripted game play, so I could take it, or leave it. The bang for my buck is more about how the SIM performs as a whole i.e. damage/physics models, audio/graphics effects, AI behavior, model detail... I spend a lot more time in the QMB/mission editor then I do playing the scripted campaigns. I don't know if you enjoy playing the tank skirmish mode in the QMB, but it can actually be a really good source for unscripted game play/content. 

 

Now that the module has been officially released, one way to easily increase the amount of single player content without making it too time consuming for the Dev team to deliver, would be to increase the number of Tank dual/skirmish mode points on each map. All that is needed would be to find interesting spots on each map to place them. 

 

And one way to increase the amount of multi-player content, all be it with a little more work for the Dev team, would be to make at least the QMB skirmish mode points something a player could host on a D-server. After playing around in the QMB a lot, I think it is one of the most underrated features of the GBS, and one that could serve as a way to add unscripted multi-player content. It would be a great addition to be able to play the skirmish mode with other players as either part of my crew, or as another tank in my platoon.

 

Another way to add more content and improve quality of the Tank SIM side of things without causing problems for the flight SIM users in terms of FPS drop, would be to clean the non-Tank Crew maps up in terms of invisible objects/trees growing in the wrong place. This would obviously require more work for the Dev team, but would be time well spent if it could address what appears to be seen as one of the major value issues with Tank Crew. I can't speak for you, but I would certainly be interested in buying all of the other flight SIM maps as a content addition to my Tank Crew module, even though my interest in flying is secondary.    

  • Thanks 1
Posted (edited)
1 hour ago, LachenKrieg said:

 

 

 

Also what im missing are the at guns positions in qmb. Option to attack or defend strongpoint would be nice.

1 hour ago, LachenKrieg said:

increase the number of Tank dual/skirmish mode points on each map. All that is needed would be to find interesting spots on each map to place them. 

This!

Edited by Voidhunger
  • Upvote 1
Posted

You can try this: 

 

and leave some feedback as to how to improve things.

  • Like 1
Posted
9 minutes ago, SYN_Vander said:

You can try this: 

 

and leave some feedback as to how to improve things.

Hei, i tried. Enemy tanks were on the same spot and opened fire at me only at close range. I excpected more loosened formation with at guns. On hill or at the edge of the wood. Also i dont know if its possible to set up in mission builder, but it would be nice if the enemy tank can see you it will turn front armour to you. Not just the turret, leaving exposed side to your fire. also even when im attacking defence position and enemy tanks are not dug in, they could do some maneuvering and not be sittings ducks.

Posted
4 hours ago, Voidhunger said:

Hei, i tried. Enemy tanks were on the same spot and opened fire at me only at close range. I excpected more loosened formation with at guns. On hill or at the edge of the wood. Also i dont know if its possible to set up in mission builder, but it would be nice if the enemy tank can see you it will turn front armour to you. Not just the turret, leaving exposed side to your fire. also even when im attacking defence position and enemy tanks are not dug in, they could do some maneuvering and not be sittings ducks.

 

Thanks! I have added and commented on your feedback here:

 

ShamrockOneFive
Posted
On 11/21/2020 at 2:09 AM, ACG_Onebad said:

In the video trailer the M4 is described to have the 76mm M1 gun but it has the 75 mm M3 gun.

 

That was my error and it's been corrected in an updated version of the trailer.

 

 

Posted
6 hours ago, SYN_Vander said:

You can try this: 

 

and leave some feedback as to how to improve things.

What an amazing effort. Thank you! Although the point I was trying to make regarding the official release of Tank Crew was how the Dev team could improve the module and add value in hopes of expanding the user base, I look forward to tinkering with this as a very interesting option. You will definitely be getting my feedback, along with questions and requests I am sure.

  • Like 1
Posted
16 hours ago, LachenKrieg said:

Thanks for that. The reason I asked is because I was interested to know if you considered the content included with Tank Crew as one of the issues. And your response is consistent with a lot of other complaints here. Roughly a quarter of what you see as the problem has to do with making/playing content. Or in other words, how you get your monies worth out of the module. 

 

I personally am not big on scripted game play, so I could take it, or leave it. The bang for my buck is more about how the SIM performs as a whole i.e. damage/physics models, audio/graphics effects, AI behavior, model detail... I spend a lot more time in the QMB/mission editor then I do playing the scripted campaigns. I don't know if you enjoy playing the tank skirmish mode in the QMB, but it can actually be a really good source for unscripted game play/content. 

 

Now that the module has been officially released, one way to easily increase the amount of single player content without making it too time consuming for the Dev team to deliver, would be to increase the number of Tank dual/skirmish mode points on each map. All that is needed would be to find interesting spots on each map to place them. 

 

And one way to increase the amount of multi-player content, all be it with a little more work for the Dev team, would be to make at least the QMB skirmish mode points something a player could host on a D-server. After playing around in the QMB a lot, I think it is one of the most underrated features of the GBS, and one that could serve as a way to add unscripted multi-player content. It would be a great addition to be able to play the skirmish mode with other players as either part of my crew, or as another tank in my platoon.

 

Another way to add more content and improve quality of the Tank SIM side of things without causing problems for the flight SIM users in terms of FPS drop, would be to clean the non-Tank Crew maps up in terms of invisible objects/trees growing in the wrong place. This would obviously require more work for the Dev team, but would be time well spent if it could address what appears to be seen as one of the major value issues with Tank Crew. I can't speak for you, but I would certainly be interested in buying all of the other flight SIM maps as a content addition to my Tank Crew module, even though my interest in flying is secondary.    

I figured that QMB would be right way to go more or less, but unfortunatly i find it shallow as hell in current form. I'm much more fond of Vander's Easy Mission Generator tbh. I'm also fond of a quality scripted content ;) Otherwise great suggestions.


PS - oh and yeah, i was thinking about buying flight sim modules for the sake of maps but im holding on that for obvious reasons ?

Posted
9 hours ago, ShamrockOneFive said:

 

That was my error and it's been corrected in an updated version of the trailer.

 

 

 

Cool. Although that gun is called M3, not M-3 but I guess it's just me being reeeeeeally nitpicky xd

ShamrockOneFive
Posted
1 hour ago, ACG_Onebad said:

 

Cool. Although that gun is called M3, not M-3 but I guess it's just me being reeeeeeally nitpicky xd

 

Dammit man ? 

 

It was written that way in the info card for the tank so... I went with it.

  • Haha 1
Posted
6 hours ago, Goosevich said:

I figured that QMB would be right way to go more or less, but unfortunatly i find it shallow as hell in current form. I'm much more fond of Vander's Easy Mission Generator tbh. I'm also fond of a quality scripted content ;) Otherwise great suggestions.


PS - oh and yeah, i was thinking about buying flight sim modules for the sake of maps but im holding on that for obvious reasons ?

Yeah I know your not alone, there are a lot of people that have voiced how much they enjoy the campaigns as well as the career mode on the flight SIM side of things. So I get the need for more scripted content. Hopefully there will be more on the way.

 

And it took a little bit of trial and error playing around in the QMB before I started to really enjoy it. Basically mixing and matching the number and type of vehicles with various load outs can produce some real neat engagements. But I am also looking forward to giving the EMG a try.

 

And I am a lot more hopeful now about the outlook and promise of Tank Crew then I was an hour ago. Anyone that hasn't already seen/heard the news should check out the latest Dev blog #266. Along with another major refinement of the gunfire visual effects, the coming terrain update is no small feat IMO, and will be added to all maps. A sincere thank you to the entire team for delivering on the promise to continue improving Tank Crew and the IL2 GBS. :good:

  • Upvote 3
Posted (edited)

I'm happy that Tank Crew has now been officially released.

After a long time of abstinence, just for kicks, I went on an online mission, on Finnish, the Velikiye Luki map, to see if, maybe, just maybe, the invisible trees would be gone. But no.

I went on a little trek towards the enemy artillery, half of which through forest, and before I even got near there, I had crashed into three invisible trees, with serious crew injuries, and much engine repair time, and gave up.

 

After having had countless threads about the invisible trees in these forums, is there, now that this has been officially released, a chance to have the existence of the invisible trees officially acknowledged, and maybe a word about, whether/that there may be an intention to fix them?

 

 

Edited by stupor-mundi
  • Upvote 2
Posted
1 hour ago, stupor-mundi said:

I'm happy that Tank Crew has now been officially released.

After a long time of abstinence, just for kicks, I went on an online mission, on Finnish, the Velikiye Luki map, to see if, maybe, just maybe, the invisible trees would be gone. But no.

I went on a little trek towards the enemy artillery, half of which through forest, and before I even got near there, I had crashed into three invisible trees, with serious crew injuries, and much engine repair time, and gave up.

 

After having had countless threads about the invisible trees in these forums, is there, now that this has been officially released, a chance to have the existence of the invisible trees officially acknowledged, and maybe a word about, whether/that there may be an intention to fix them?

 

 

 

are the invisible trees on Prokhorovka map too?

Posted (edited)
3 hours ago, stupor-mundi said:

I'm happy that Tank Crew has now been officially released.

After a long time of abstinence, just for kicks, I went on an online mission, on Finnish, the Velikiye Luki map, to see if, maybe, just maybe, the invisible trees would be gone. But no.

I went on a little trek towards the enemy artillery, half of which through forest, and before I even got near there, I had crashed into three invisible trees, with serious crew injuries, and much engine repair time, and gave up.

 

After having had countless threads about the invisible trees in these forums, is there, now that this has been officially released, a chance to have the existence of the invisible trees officially acknowledged, and maybe a word about, whether/that there may be an intention to fix them?

 

 

I am really hoping that this is somewhere on the high-priority-things-to-do list. They could come out with a Tank Crew2 at some point in time I suppose, but all they would really need to do IMO is clean all the current maps up a bit, and add a bunch of collector vehicles. This makes the most sense in terms of feasibility too, since collector vehicles could be released one at a time and with a lot less burden on available resources. 

1 hour ago, Voidhunger said:

 

are the invisible trees on Prokhorovka map too?

I have noticed invisible walls/structures around a few of the airbases on Prokhorovka, but not any trees so far.

Edited by LachenKrieg
Guest deleted@188321
Posted
1 hour ago, Voidhunger said:

 

are the invisible trees on Prokhorovka map too?

 

yes

Posted
7 hours ago, stupor-mundi said:

the invisible trees 

 

 

 

 

Posted (edited)
19 hours ago, Voidhunger said:

 

are the invisible trees on Prokhorovka map too?

 

Last time I checked, which is longish ago, yes. They will still be there unless some map data cleansing has been undertaken in the meantime.

 

To find invisible trees, if looking for them: they won't be found in the lines of trees along the roads. They are most prevalent at the edges of the forest, clearings in the forest. But sometimes you bump into one even deep in the forest. Some can be found in those pleasant leafy towns.

Often, many can be found along a river, where it meets forest/clumps of trees. Interestingly, on the kuban map, at Seversk, there are many on one side of the river but not the other (may just be a stupid coincidence).

All this leads me to the suspicion that forest was first created in a large scale way, which wasn't sufficiently fractal, and another tool was written to make the edges more broken-up. I suspect this tool is flawed.

 

 

18 hours ago, LachenKrieg said:

I have noticed invisible walls/structures around a few of the airbases on Prokhorovka, but not any trees so far.

 

I should point out that we commonly call invisible objects we bump into, "Invisible Trees", based on the suspicion that they are trees, and some observations such as width. Basically just copying other people's use of language. But of course nobody knows really what they are, because, erm.

Edited by stupor-mundi
  • Like 1
  • Upvote 1
  • 3 weeks later...
Posted
On 11/21/2020 at 4:46 AM, Dauntless said:

Mine is and does. :ph34r:

Well, mine doesnt activate on steam

Posted

Hi,

many thanks for releasing this game, I come from others tank simulator and I've got the feeling there is much more deep into this one.

why are some of you mentioning already TC2 I thought TC1 was just released, did I miss something ?

 

also, by where should I start to properly learn this game ?

cheers

Posted
3 hours ago, RIVALDO said:

 

Yope, I also noticed that. Tiger exploded after regular soviet APHE hit. Definetely bug. Post it in bugreport section

  • 3 weeks later...
Arthur_McLane
Posted

Wie wäre es Unterstützern die Tank Crew als EARLY ACCESS gekauft (und dabei mehr oder weniger entäuscht wurden)
einen STEAM-KEY zur Verfügung zu stellen ? Man hat gern alle IL-2 Produkte unter einem Dach. (praktisch bei In- wie Deinstallation)

Nicht als EXTRA sondern unter Verzicht des eigentlichen KEYs. Man will ja nichts doppelt.. nur BESSER.

 


 

  • 1CGS
Posted
3 hours ago, Arthur_McLane said:

Wie wäre es Unterstützern die Tank Crew als EARLY ACCESS gekauft (und dabei mehr oder weniger entäuscht wurden)
einen STEAM-KEY zur Verfügung zu stellen ? Man hat gern alle IL-2 Produkte unter einem Dach. (praktisch bei In- wie Deinstallation)

Nicht als EXTRA sondern unter Verzicht des eigentlichen KEYs. Man will ja nichts doppelt.. nur BESSER.

 


 

 

Please post your message here in English - otherwise, there is a German section of the forum down below.

Posted
5 hours ago, Arthur_McLane said:

Wie wäre es Unterstützern die Tank Crew als EARLY ACCESS gekauft (und dabei mehr oder weniger entäuscht wurden)
einen STEAM-KEY zur Verfügung zu stellen ? Man hat gern alle IL-2 Produkte unter einem Dach. (praktisch bei In- wie Deinstallation)

Nicht als EXTRA sondern unter Verzicht des eigentlichen KEYs. Man will ja nichts doppelt.. nur BESSER.

Also ich wüsste jetzt nicht was ein zusätzlicher Key mit der Zufriedenheit des Produkt zu tun hat bzw. die Möglichkeit es Steam hinzuzufügen. Es gibt die Möglichkeit seinen Il-2 und Steamaccount miteinander zu verlinken, dann sind alle Inhalte über Steam zugänglich (obwohl es bei der Platform nicht angezeigt wird). Solltest du alle Inhalte über Steam wollen, dann musst du wohl oder übel auf den offiziellen Steamrelease warten müssen.

-----------------------------------------------------------------------------------------------------------------------------

I don't know what an additional key has to do with the satisfaction of the product or the possibility to add it to Steam. There is the possibility of linking your Il-2 and Steam accounts together, then all content is accessible via Steam (although it is not displayed on the platform). If you want all content via Steam, then you will have to wait for the official Steam release.

 

 

  • 2 weeks later...
Posted (edited)

All I can tell you is over on War Thunder they recently saw their Ground customer base blow past their Air customer base and WT was first and foremost a flight Sim too.  I can also tell you that over the last 90 days GJ pissed off the majority of their Ground following with several stupid moves.  You can see it in the You Tube comments for WT vids.  Expect this user base to grow considerably in the coming months.  Paying WT players like me realize it's just not worth it anymore.  They jumped the shark.

Edited by 11thPanzer_Pete
Posted
On 1/29/2021 at 9:47 PM, 11thPanzer_Pete said:

Expect this user base to grow considerably in the coming months.  Paying WT players like me realize it's just not worth it anymore.

 

I sincerely hope you're right. Tank Crew is an amazing game, but it's still an indie project and deserves a much larger audience! With a bigger audience, the devs can keep adding high-quality features and content for years to come. It's on us (and especially ex-Ground War Thunder people like you) to get the word out there about Tank Crew and help onboard people. :)

Posted (edited)

I'm already on it.  One thing is for sure, there is a sizeable market for it.  

Edited by 11thPanzer_Pete
  • Upvote 1
Posted

Currently it seems like we are either driving hard into battle...

 

Or left deflated because our settings are being reset!

 

 

 

Is there a happy middle ground in Tank Crew?

 

 

hard3.jpeg

hard4.jpeg

  • 2 weeks later...
Posted

For my money, I'm thrilled. I was looking forward to driving some of the famous tanks of World War II, especially the Tiger I, and this just after I bought Flying Circus I, and enjoying the heck out of that.

 

Aside from how well modeled the sim is (individual road wheels rising and falling, momentum on the suspension as when the tank suddenly stops and rocks back and forth, the detail on the interior and exteriors of the tanks, details like the crew's faces getting dirtier with more action), it is a different style of gameplay altogether, IN THE SAME ENGINE. And BEING the same engine one can witness and suffer air attacks in their tank. But as to the gameplay, the Last Man Standing missions are fantastic. One can add to the gameplay of this sim simply by crafting a wide variety of missions.

 

For the future, the development is already done, or at a great place to start. I've seen comments about infantry, for instance. I'm just looking forward to what comes in the future. Some love on the light tank end would be nice, there is potential for great stories there. Anyone ever heard of...hauntedtank.jpg&f=1&nofb=1

II./JG77_Manu*
Posted

Is there any ATA for infantry? I am waiting for infantry before making the jump to Tank Crew. For me the infantry part is just too vital to be left out of a tank game. In the meantime I go hunt infantry in Hell let loose or Post Scriptum

Posted
On 1/31/2021 at 5:48 PM, LachenKrieg said:

Currently it seems like we are either driving hard into battle...

 

Or left deflated because our settings are being reset!

 

 

 

Is there a happy middle ground in Tank Crew?

 

 

hard3.jpeg

hard4.jpeg

 

23 hours ago, II./JG77_Manu* said:

Is there any ATA for infantry? I am waiting for infantry before making the jump to Tank Crew. For me the infantry part is just too vital to be left out of a tank game. In the meantime I go hunt infantry in Hell let loose or Post Scriptum

It don't think there has been any hard dates given for the arrival of infantry yet, and the Dev's seem to have gone a little soft with updates on the subject.

II./JG77_Manu*
Posted
21 hours ago, LachenKrieg said:

 

It don't think there has been any hard dates given for the arrival of infantry yet, and the Dev's seem to have gone a little soft with updates on the subject.

Ok, shame...thanks for letting me now!

Posted
On 2/10/2021 at 1:05 PM, II./JG77_Manu* said:

Is there any ATA for infantry? I am waiting for infantry before making the jump to Tank Crew. For me the infantry part is just too vital to be left out of a tank game. In the meantime I go hunt infantry in Hell let loose or Post Scriptum

 

The problem for infantry is that you have to programm an AI for them. There wont be a human played infantrie here.

II./JG77_Manu*
Posted
39 minutes ago, JG27_Steini said:

 

The problem for infantry is that you have to programm an AI for them. There wont be a human played infantrie here.

 

I know, which is completely fine. I just want infantry and generally more soft targets to shoot at, that's what tanks were for mostly. And since the models and animations are already there, it really shouldn't be too big of a task to bring them in as single entities, not "fixed" to a vehicle or other big gear. 

Posted
2 hours ago, JG27_Steini said:

 

The problem for infantry is that you have to programm an AI for them. There wont be a human played infantrie here.

And I think that is a very good thing. The Dev's here have an opportunity to make a significant jump if they want to. Unless they model the AI infantry to run into battle with trigger locks on their guns screaming, "I think the guy in the Pz IV has the keys", then an AI capable of defending/attacking players in tanks/planes could be next level stuff.

I.JG3_CDRSEABEE
Posted
36 minutes ago, LachenKrieg said:

And I think that is a very good thing. The Dev's here have an opportunity to make a significant jump if they want to. Unless they model the AI infantry to run into battle with trigger locks on their guns screaming, "I think the guy in the Pz IV has the keys", then an AI capable of defending/attacking players in tanks/planes could be next level stuff.

The "personnel" in the camps/ airfields walking around, manning machine guns etc. Go to ground when shot at. I'm no programmer but seems like the bones are there. 

Posted
1 hour ago, CDRSEABEE said:

The "personnel" in the camps/ airfields walking around, manning machine guns etc. Go to ground when shot at. I'm no programmer but seems like the bones are there. 

I agree the bones should be there, but I am often left wondering. In terms of AI and its defend/attack behavior, there shouldn't be a big difference between tank AI units and foot soldier units. There will be obvious differences in how each unit moves across terrain, but there should be at least some similarities in how each unit reacts to other friend and foe units. The good news here is that they have been working on AI behavior of tanks/planes for a while now. The obvious point to that is that it is still in need of more attention.

Posted

I could be wrong, but I don't think we are going to see infantry in mass numbers, but perhaps in module form, with say a cluster grouping, 4 to 5 soldiers in a prearranged pose position.  Maybe a handheld anti tank weapon here and there in the group.  I'd like to see some modules which would have entrenched positions, with just the upper part of the soldiers exposed to simulate something in the ground, instead of always on top of it.  Funny thing about war, positions like to find some damn cover and that usually meant digging in.  I know the game doesn't support digging in, but maybe they can do a workaround.  I would have liked to have seen something like this for some AT weapons and mg positions as well.

Posted

I'd like to see more dense weather effects. Rain, snow, fog, smoke... What we have is fine for a flight sim, if the weather is too bad aircraft are grounded. But since tanks are not, and part of the drama of fighting in tanks is seeing, identifying and targeting an enemy before he does the same to you, stronger weather effects would add greatly.

Posted
20 hours ago, SCG_Neun said:

I could be wrong, but I don't think we are going to see infantry in mass numbers, but perhaps in module form, with say a cluster grouping, 4 to 5 soldiers in a prearranged pose position.  Maybe a handheld anti tank weapon here and there in the group.  I'd like to see some modules which would have entrenched positions, with just the upper part of the soldiers exposed to simulate something in the ground, instead of always on top of it.  Funny thing about war, positions like to find some damn cover and that usually meant digging in.  I know the game doesn't support digging in, but maybe they can do a workaround.  I would have liked to have seen something like this for some AT weapons and mg positions as well.

That would mean that the addition of infantry would be more like a static element you add to the mission mostly for appearance. Like the current artillery/AAA assets, they would remain in a stationary position? While I see your point, and it could be the most likely scenario based on what is currently available in the ME, I am hoping that it goes beyond that, and that infantry units placed in a mission would at least be able to follow a way-point. 

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