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IL2 Tank Crew and field repairs


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Posted

Thought this might be good to demonstrate for anyone interested in field repairs. Unlike RRR zones where your vehicle gets repaired like new, field repairs are limited in terms of what can be done, and damaged parts are not replaced. Notice one of the engine air intake lines is still damaged after the field repair is completed.

 

The first scene in the video is taken just after field repairs were made on the cooling system. The other thing to remember is to look at the drivers info panel after any repairs to determine if each repair was complete. In this case, the cooling system icon was still showing damage after the repair, so it was not fully repaired, but the tank was able to drive again. In this state, the tank is a lot less durable and can easily breakdown again.

 

The next scene in the video shows the tank stopped again with steam and black smoke coming from the engine deck. The tank was able to tolerate full throttle for a very short distance before breaking down again. The remedy would obviously be for the driver to keep the RPM's in the safe zone until he/she either finishes the mission, or gets back to an RRR zone.

 

Obviously if you are a single player, you are more likely going to simply re-spawn in another tank, but if you are playing in a group where the number of working vehicles is an important factor, this level of detail and the demands it places on player control should make the SIM fans here very happy.

 

  

I.JG3_CDRSEABEE
Posted

Doesn't the driver hatch need to be open for repairs to take place?

SCG_judgedeath3
Posted (edited)
22 minutes ago, CDRSEABEE said:

Doesn't the driver hatch need to be open for repairs to take place?

No, only requirement is one crewmember has his hatch open and it will repair, commander, radio operator, gunner or driver can do it.
And that the engine is off, repairing a engine that is on can be...quite dangerous. xD

Edited by SCG_judgedeath3
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  • Upvote 2
Posted
1 hour ago, CDRSEABEE said:

Doesn't the driver hatch need to be open for repairs to take place?

@SCG_judgedeath3 has covered all the bases on this one. But I think it's really worth mentioning again just how much detail the Dev team has put into the Tank Crew module. It is quite simply the best computer simulation of an AFV I have ever played.

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  • 2 weeks later...
Posted

Is there anyway to set /control the amount of time it takes to repair the tank in the mission editor or is it hard coded.

Posted
1 hour ago, DD_APHill said:

Is there anyway to set /control the amount of time it takes to repair the tank in the mission editor or is it hard coded.

Time multiplier.

Posted

 @DD_APHill

Hi, If you are building missions I would be interested to have a chat over at the Dogz, perhaps we can share some stuff?

SCG_SchleiferGER
Posted

That is easy to explain:

 

If you have a coolant leak for an extended period of time, your radiators will drain.

You can patch up the radiators, but your coolant  won't be filled up in the field. That causes the engine to overheat much faster than usual.

 

Most German engines tend to overheat at around 110 deg Celsius (check video at 0:45, yep thats almost overheated), the engine bay will start to smoke/steam white.

If you continue to run the engine it will be damaged over time and stop working.

With enough coolant lost even driving with reduced throttle is impossible without stopping every 10m.

 

 

  • Upvote 1
Posted
5 hours ago, SCG_SchleiferGER said:

That is easy to explain:

 

If you have a coolant leak for an extended period of time, your radiators will drain.

You can patch up the radiators, but your coolant  won't be filled up in the field. That causes the engine to overheat much faster than usual.

 

Most German engines tend to overheat at around 110 deg Celsius (check video at 0:45, yep thats almost overheated), the engine bay will start to smoke/steam white.

If you continue to run the engine it will be damaged over time and stop working.

With enough coolant lost even driving with reduced throttle is impossible without stopping every 10m.

 

 

Thanks for your comment. I agree, you are essentially restating the same point being made. For the video, I purposely ran the engine above red-line to demonstrate the point. That being opening a hatch and turning off the engine is not the only requirement here.

 

..."In this case, the cooling system icon was still showing damage after the repair, so it was not fully repaired, but the tank was able to drive again. In this state, the tank is a lot less durable and can easily breakdown again.

 ...if you are playing in a group where the number of working vehicles is an important factor, this level of detail and the demands it places on player control should make the SIM fans here very happy."

 

The damage model demands that we also refer to the Driver's info panel, and that we pay attention to the modeled instrumentation. One of the things I find interesting is the way the guy's and gal's doing the coding have embedded detail for us to find. And the damage model in Tank Crew is just one example of that.

 

While all of this does add a lot of interest for me, there are a number of little software things that remain disappointing, like tanks in battle driving around with the main gun locked, or all the setting the user makes at one station get zeroed when he/she visits another. IMO, the last point is serious enough that it has the potential to drive people away from the Tank Crew platform if it doesn't get fixed.

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