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Initial thoughts on the StuG


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Posted (edited)

Pros:

-Excellent modeling and sound

-Great FOV from the commanders pos - wide mirrors and almost full 360!

-gun traverse is wide and not too slow either - a pleasant surprise

-smoke: hit  the number 1 and it alternates sides each time you fire.

-Modeling of and the sight adjustment on the loaders roof MG is awesome. relearn reloading!!

-In single player missions it seems like it can take a beating from the T34 at least.  I survived multiple front and side shots at 300-500m ranges.

-Two, count em' two (!) offical winter cammos  (not sure why you need two but hey we'll take it.)

 

Cons:

-The L48 guns seems actually less powerful than the L43 on the Pz IVG.  I took me many many shot to disable T34's from all angles.  I spent considerable time testing this out and it's a thing.

-The smoke is a little wonky - always shooting off to the sides -  and some time will need to be taken to learn how to aim it effectively.  

-The smoke shoots out a little too far for my tastes.  Not close enough to enemy to appear large enough, and not close enough to the Stug, to provide the feeling of concealment.

-The sights will take some time to get used to, just like the Ferdi.

-The cammos still suck.  Too much dunkelgleb.  I think most of you know my reasoning here.

 

Overall it's totally awesome and so glad I spent the $$.  Can't wait to hide behind some of those bushes on Finnish and AAS.  The low profile is gonna be awesome and make us hard to spot.  Hopefully the models are put out for user skins shortly.

image.thumb.png.a20d6f8c7c05907ecdd76c4ea92066ce.png

 

Kudos to the team for delivering this!

Edited by ShampooActual
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JG27_Arklight
Posted (edited)

Looks awesome. One of my fav tanks of ww2. 

 

Thanks for the quick review!

Edited by JG27_Arklight
Posted

S! Shampoo,

Please post more pics. I won't be back to test the stug III until next week. It will be even better if you could post a video :)

 

Hopefully,  the Devs will make the templates available for skinning by the time I get back.

 

HB

Posted
6 hours ago, ShampooActual said:

The L48 guns seems actually less powerful than the L43 on the Pz IVG.  I took me many many shot to disable T34's from all angles.  I spent considerable time testing this out and it's a thing.

Mmmh, normally, the Pz IV G and the Stug III G have the same gun, a 7.5cm Kwk 40 L/48...

  • Upvote 1
Posted

Stug is awesome but so far i wasnt lucky to survive hits from t34. Every hit from approx .600m ended in penetration of the stugs front armor. and i also struggle to reliable penetrate t34 at the same distance(600m). Both Interior and exterior are excelent. Good work!

Posted

Try to hit the gun of the enemy tank with high-explosive shells, 1-2 shots will be enough. And then finish it off with armor-piercing shells.

Posted

The skin templates for the StuG will be coming soon. I just put the link to the Churchill skins in the skins section.

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Posted

Initial thoughts on the Stug... I am not encouraged by your observations with the gun/armor model, but hats off to the Devs for bringing such a beautiful Stug model to the Tank Crew community. I remember how impressed I was when I got the Gaz-MM, but oh my... the Stug!

Posted

Yeah those models are really nice but Im tired by the arcadish explosions of the german armor.

I can penetrate several times T34 which is smoking and the crew is probably killed but my stug keeps exploding everytime the enemy round enters its compartment.

I have fought several fights vs T34 and KV and NOT even one of them exploded. Many of them had several penetrations. only smoke or fire.

I havent survived penetration from the front in stug, not even once. ( i dont mean partial penetration when the armor from the outside looks like being penetrated, but the crew is not wounded or killed.)

 

Posted

personally, I find the Stug quite sturdy, more resistant than the Pz III and Pz IV...

2022_11_23__7_46_3.thumb.jpg.ee60016a283c7647f20e55a58d333513.jpg

 

but it's true that when an APHE shell penetrates, there is still often (too much?) a catastrophic explosion...

Posted

WOW I have just survived front penetration without explosion and the crew bailed out. Thumbs up!

Also the smoke was very different.

 

 

 

2022_11_23__17_50_6.jpg

  • Like 1
Posted
58 minutes ago, Voidhunger said:

Yeah those models are really nice but Im tired by the arcadish explosions of the german armor.

I can penetrate several times T34 which is smoking and the crew is probably killed but my stug keeps exploding everytime the enemy round enters its compartment.

I have fought several fights vs T34 and KV and NOT even one of them exploded. Many of them had several penetrations. only smoke or fire.

I havent survived penetration from the front in stug, not even once. ( i dont mean partial penetration when the armor from the outside looks like being penetrated, but the crew is not wounded or killed.)

 

Well we just finished building new systems, but currently trying to resolve an issue with Microsoft refusing to reactivate one of our Windows 10 Pro licenses. I just reinstalled TC on my computer so I can now retest SP game play with MP to hopefully follow soon.  

Posted
20 minutes ago, Voidhunger said:

Also the smoke was very different.

it's the smoke pots that started...

Posted

Just an update as I finally got to play some significant time on FVP in the Stug.  In short the cannon is a total POS!!  There now way it's ballistically aligned to the penetration values of an L48 much less an L45 like the IV-G.  In fact with the number of direct hits I scored on a couple of T34's today - that did absolutely nothing -  I'd say it's still carrying the ballistic profile of the PZ III gun on which much of the other components of the tank are modeled.  It's that bad.

 

Disappointing

  • 1CGS
Posted

You know what @Regingrave and others are going to say - post track files. ?

  • Upvote 1
Posted

I already have the comments about the gun being anemic logged, but they will need hard data. 

The list of issues will be submitted tonight (US) so that the engineering team has it in their inbox first thing Monday morning.

Have your data ready if they ask for it.

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Posted
9 hours ago, ShampooActual said:

Just an update as I finally got to play some significant time on FVP in the Stug.  In short the cannon is a total POS!!  There now way it's ballistically aligned to the penetration values of an L48 much less an L45 like the IV-G.  In fact with the number of direct hits I scored on a couple of T34's today - that did absolutely nothing -  I'd say it's still carrying the ballistic profile of the PZ III gun on which much of the other components of the tank are modeled.  It's that bad.

 

Disappointing

I too have some problems in penetrating T34 front glacis, gun shield and the sides if the sides are slightly inclined. (almost full side position)

Sometimes I have extremely big numbers of ricochets.

Curiously Its much much easier for me to penetrate T34 and KV1 at longer distances(more than approx 1500m distance) no matter how are they positioned  than at medium 700-800m.

 

I havent tested Panzer IV but in Stug Im now focusing only at the enemy turret. Glacis and sides are very well protected.

But thats just my observation from QMB.

 

 

 

 

 

  • Upvote 1
Posted
28 минут назад, Voidhunger сказал:

more than approx 1500m distance

IRL distance of T-34 UFP penetration with 75mm Pak40 was 1km, and if tracks was placed on UFP - 800 meters 

 

390221_original.jpg

  • Upvote 1
Posted (edited)

@Wardog5711  @Voidhunger  I did not record any of my FVP missions in the StuG but I did take these screenshots from a simple quick mission.  This is where I first started to note the many shots it took to kill a KV or a T34.  When I drove up to these dead KV's I noticed not a single one had a shell mark or penetration mark or any kind of damage.  The burnt out one just exploded on it's own after several minutes of sitting there.  I'm not sure how the ballistics, kill boxes and damage models work together- but could this be a sign of the problem?

 

image.thumb.png.87d7a7d1420cd07101bd1f7b83ea68ff.png

 

Edited by ShampooActual
Posted

Given the appearance of these tanks, they are AI vehicles. AI vehicles don't have the DVD, so you can't see the damage on them.

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Dusty_Steppes
Posted (edited)

Also, those are an earlier model of KV-1 and not the KV-1S model. They have thicker armor.

Edited by Dusty_Steppes
Posted
On 11/23/2022 at 3:11 AM, ShampooActual said:

Pros:

-Excellent modeling and sound

-Great FOV from the commanders pos - wide mirrors and almost full 360!

-gun traverse is wide and not too slow either - a pleasant surprise

-smoke: hit  the number 1 and it alternates sides each time you fire.

-Modeling of and the sight adjustment on the loaders roof MG is awesome. relearn reloading!!

-In single player missions it seems like it can take a beating from the T34 at least.  I survived multiple front and side shots at 300-500m ranges.

-Two, count em' two (!) offical winter cammos  (not sure why you need two but hey we'll take it.)

 

Cons:

-The L48 guns seems actually less powerful than the L43 on the Pz IVG.  I took me many many shot to disable T34's from all angles.  I spent considerable time testing this out and it's a thing.

-The smoke is a little wonky - always shooting off to the sides -  and some time will need to be taken to learn how to aim it effectively.  

-The smoke shoots out a little too far for my tastes.  Not close enough to enemy to appear large enough, and not close enough to the Stug, to provide the feeling of concealment.

-The sights will take some time to get used to, just like the Ferdi.

-The cammos still suck.  Too much dunkelgleb.  I think most of you know my reasoning here.

 

Overall it's totally awesome and so glad I spent the $$.  Can't wait to hide behind some of those bushes on Finnish and AAS.  The low profile is gonna be awesome and make us hard to spot.  Hopefully the models are put out for user skins shortly.

image.thumb.png.a20d6f8c7c05907ecdd76c4ea92066ce.png

 

Kudos to the team for delivering 

Hello, clearly I took it too, it could not be missing !! Yes, I too agree about the explosions, and then unfortunately they are all the same, and instead it would be nice to have various types of explosions and also signs on the tanks, because one of the most fun and satisfying things is seeing tanks exploding or that while you hit it, various parts of the hull fly away, being a simulation I realize that the closer they get to reality the more engaging it is!! I also noticed that when you're at the driver's seat, the "STUG" is always too far to the right and therefore you always have to put it back in the center to see correctly, I think it's a mistake and also as you said, smoke bombs as they are are useless! Tank you!!?

Posted
3 hours ago, CIPPOZ said:

it's a mistake

Not directly. In StuG III driver really needs to lean to the left to get good view from the visor. 

Posted

I got two kills on FVP yesterday, a Sherman and a T34 - it only took me 22 rounds!!  Thank god the Sherman couldn't shoot straight,  but I took 6 or 8 shots too.

On 11/28/2022 at 5:27 AM, MicroShket said:

Not directly. In StuG III driver really needs to lean to the left to get good view from the visor. 

I've also noted there is a slight right side hold-over on the gun-sight to target.  Probably due to the slight left offset of the aiming periscope.  Pretty cool.

Posted
13 minutes ago, ShampooActual said:

I've also noted there is a slight right side hold-over on the gun-sight to target.  Probably due to the slight left offset of the aiming periscope.  Pretty cool.

You're probably talking about this:

For the moment, you have to think about adding a right correction notch to return to normal or compensate by pulling more to the left than usual.

Posted

Another cool thing I just discovered:  On FVP last night I was able to use the Loader's MG position to beat off an attack by a Hurricane.  I found that, while not as hard hitting at the 10/5, the MG rounds are more accurate within 1k meters and I think the bullet strikes rattled the pilot in this case.  He made two passes and then flew away - the second one was from a high angle and I don't think he expected I'd be able to get rounds returned up that high.  I took some rocket fire but it was distracted and off target. Use LSHFT+C to mount the MG on top of the gun shield for maximum elevation against planes.

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Posted

I managed to shoot down a plane in fvp, when he attacked me directly, I aimed at the center with the mg, I fired, his engine caught fire, he aborted the attack and tried to gain height, he deviated to his right and crashed a few hundred meters away, it was beautiful

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Posted

@No_Face and @ShampooActual  About the StuG sight offset. You guys will be happy with this one. 

That was incorrectly reported back to me as not being a problem.

I got word back earlier today that there was an incorrect animation of the lateral correction selector. It will be added into the change log and fixed.

 

 

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Posted

In the document that you have provided us regarding the problems reported and the answers of the developers "It will be fixed / Nothing planned for the moment / No problem", I admit I stumbled when I read that for the developers, everything was ok, I was not satisfied with the answer, I thought that the developers had not understood the problem reported but the topic was locked, I said nothing.

So I'm glad to see that the problem will finally be fixed. ??

III/JG2Gustav05
Posted

Is it possible to have sturmgun crew uniform implemented?

Posted

Not at this time. There is only one crew animation for the German tanks.

But it has been passed on as a desire for the future.

Posted

Hey I just discovered a handy trick (maybe you already knew it), when the gunner has the hatch open, if you press Left Shift + "(" (the "5" on azerty keyboards), you automatically put the gun in AA mode. This is very convenient and if your machine gun is already in AA mode and you change positions, doing this will avoid the annoying animation where the gunner removes his weapon to put it in anti-infantry mode.

 ?

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  • 2 weeks later...
Posted
On 12/7/2022 at 5:34 PM, No_Face said:

Hey I just discovered a handy trick (maybe you already knew it), when the gunner has the hatch open, if you press Left Shift + "(" (the "5" on azerty keyboards), you automatically put the gun in AA mode. This is very convenient and if your machine gun is already in AA mode and you change positions, doing this will avoid the annoying animation where the gunner removes his weapon to put it in anti-infantry mode.

 ?

Hello, where can I configure this function? I haven't discovered it and I can't find it in the key configuration section

Posted

@Arditi

1.) Open Loader Hatch

2,) Hit "T" to mount the gun.  This will mount the gun in the slot intended for use against ground troops

3,) Hit LSHFT+C to take the gun out of the slot and mount it to the bracket on top of the gun shield.  This gives you almost 90 degree upward coverage against planes.

 

I use the LSHFT+T functon to get off the gun stock and then the PgUp button to elevate my perspective and simply use the white aiming reticle to direct fire.  For me shooting down the sights is harder.

 

Enjoy!

Posted
1 hour ago, ShampooActual said:

@Arditi

1.) Abra la escotilla del cargador

2,) Presiona "T" para montar el arma. Esto montará el arma en la ranura prevista para su uso contra tropas terrestres.

3,) Presione LSHFT+C para sacar la pistola de la ranura y montarla en el soporte en la parte superior del escudo de la pistola. Esto le brinda una cobertura ascendente de casi 90 grados contra aviones.

 

Uso la función LSHFT+T para salir de la culata del arma y luego el botón PgUp para elevar mi perspectiva y simplemente uso la retícula de puntería blanca para dirigir el fuego. Para mí derribar la mira es más difícil.

 

¡Disfrutar!

hello shampoo I understand this procedure and I use it, I have already shot down several planes. I thought that no_face had found the solution to the problem of being in the AA position with the mg and when changing the crew and returning to the magazine the mg returns to the position against infantry automatically, which makes you lose vital seconds in an air attack

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Posted (edited)
20 minutes ago, Arditi said:

hello shampoo I understand this procedure and I use it, I have already shot down several planes. I thought that no_face had found the solution to the problem of being in the AA position with the mg and when changing the crew and returning to the magazine the mg returns to the position against infantry automatically, which makes you lose vital seconds in an air attack

You have understood well, there is indeed a manipulation.
If you want to modify this shortcut, you have to change "Switch to 4th firing point" in "Weapons control".

20221219184221_1.thumb.jpg.87e8864dc9d44a2c31a9bc17b74217b3.jpg

 

Note that this shortcut does not appear in "Station Note".

20221219184044_1.thumb.jpg.28a40ce2f610c0a7335ead071e0ff158.jpg

Edited by No_Face
  • Thanks 2
Posted
Hace 2 horas, No_Face dijo:

Has entendido bien, de hecho hay una manipulación.
Si quieres modificar este atajo, tienes que cambiar "Cambiar al 4º punto de disparo" en "Control de armas".

20221219184221_1.thumb.jpg.87e8864dc9d44a2c31a9bc17b74217b3.jpg

 

Tenga en cuenta que este acceso directo no aparece en "Nota de la estación".

20221219184044_1.thumb.jpg.28a40ce2f610c0a7335ead071e0ff158.jpg

Thanks a lot! I would never have found it any other way

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