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

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4 часа назад, kalnaren сказал:

Only if you play multiplayer. The AI needs serious work before this is a good single player game. 

New players are more often attracted online.  offline is the last century

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42 minutes ago, =5GIAP=Eeafanas said:

New players are more often attracted online.  offline is the last century

I'd guess that the majority of IL-2 players play offline. 

 

In fact the amount of people annoyed about the lack of career mode in both TC and FC should tell you the SP market for these games isn't as small as you think. 

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I don't consider the career mode as online...Like... at all!!!!

Edited by RIVALDO

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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.    

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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
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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.

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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:

 

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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.

 

 

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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.

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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 😄

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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

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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.

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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:

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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
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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?

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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

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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
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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

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3 hours ago, RIVALDO said:

 

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

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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.

 


 

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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.

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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.

 

 

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