Steel Fury User Manual 1.1 SPM
Steel Fury User Manual 1.1 SPM
Minimum
Processor AMD Athlon 2500+ / Intel Pentium IV 2GHz
RAM 512 Mb
Video Card ATI Radeon 9500 128 Mb / nVidia GeForce 6600 128 Mb
Recommended
Processor AMD Athlon 64 X2 4200+ / Intel Pentium D 3GHz
RAM 1,5 Gb
Video Card ATI Radeon X1600 256 Mb / nVidia GeForce 7600 256 Mb
ATTENTION!
- Game does not start on video cards of the nVidia GeForce FX series.
- Game installation works only if the user has the rights of the administrator.
- Mission editor and tools works only if the user has the rights of the administrator.
- Game demands support of SSE instructions by the processor.
- Game can incorrectly work, if the processor or video card is "overclocked".
2 GAME INSTALLATION, START AND UNINSTALL
To install the game insert the disk "Steel Fury: Kharkov 1942" in your CD/DVD drive.
The setup program will appear automatically if it does not start the program setup.exe in
the root directory of the CD/DVD. The setup will offer you all necessary operations for
the installation. Follow the instructions appearing on the screen.
To start the game click on the icon: «Steel Fury Kharkov 1942» on your desktop or
Start>Programs>«Graviteam»>«STEEL FURY Kharkov 1942»> «STEEL FURY
Kharkov 1942».
After the game start and the intro movies you will land on the main menu. In the right
part of the screen are a number of buttons located.
ATTENTION! When moving the mouse cursor over the buttons, a description at the
bottom of the screen is displayed.
To create a new profile press "CREATE" button, enter the name of a new profile and
press "ACCEPT" button.
To use an existing profile choose available profile in the field "SELECT PLAYER" (2)
with your mouse and press "ACCEPT" button.
Options panel allows adjusting video & audio settings, difficulty & realism level,
general settings and modification of user controls (Keyboard & Joystick).
- Main settings
- Video settings
- Difficulty settings
- Realism settings
- Controls settings
- Game settings
4 CONTROLS
In cabin:
- The view in cabin can be adjusted by using the mouse.
- To switch between instrument panels keys [PageUp] and [PageDown] are used.
On sights:
To switch between sights keys [PageUp] and [PageDown] are used.
Depending on sight type you can probably:
- Open armored caps of sights [G] **.
- Control view only with the keyboard (survey panoramas) by using [T/Y].
- Control gun targeting and turret turn by using keyboard and mouse.
ATTENTION! Some sights are rigidly fixed and the viewing direction cannot be
manipulated.
** ATTENTION! Some sights are closed with armored caps and it is necessary to open
them with key [G] to look thru. If the cap is closed, the "Protective armored cap"
indicator blinks red at the top of the screen.
During the view from the hatch on the commander station you can use a field glass by
pressing [B].
3) External camera.
For switching view to the external camera key [F9] is used. ("Allow External Camera"
in the "REALISM SETTINGS" should be marked or else the external view cannot be
used). Control of the external camera is made with «Numeric Keyboard» (NUMPAD)
Num2 & Num4 to Num9. More default keyboard & joystick control options are listed in
table 4.1.
Table 4.1 - Default controls settings.
During the offensive operation in January 1942 near Izym, Barvenkovo and Lozova the
Soviet armies seized a salient about 90 km deep and 100 km wide, which was named -
Barvenkovsky or Izymsky "salient". The presence of this salient bore a direct threat to
the rear and flank of the German army.
By spring 1942 the attention of both combatants was focused on huge Barvenkovsky
salient on which fatal battles for both parties were to take place. There was only one
question - who will strike first. The German offensive (under the name "Fridericus I")
was planned for 18th May 1942. Major tasks of this operation were to cut off
Barvenkovsky salient and occupy bridgehead on east bank of the river Severski Donets,
for the subsequent attack to Caucasus and Volga....
But Red Army forces struck some days earlier.
According to the plan (picture 5.1) the main attack North to Kharkov was made by the
6th army of General A.M. Gorodnjanskogo from Barvenkosky salient, to cover the
South-Western flank of this attack an army group of General L.V. Babkina attacked
towards Krasnograd out of the same area. Formations of 28th army and parts of 21st and
38th armies attacked from the area South of Volcansk towards the West.
At 7.30 on the morning of 12th May after one hour of artillery preparation forces of the
Red Army began their offensive. From 12th till 16th May 1942 troops of the Red Army
broke deep thru the German defense lines. Depth of breakthrough reached 65 km. By
17th May Krasnograd was partly surrounded and Soviet troops came within 20km of
Kharkov.
The counterattack of the German Army had begun on 17th May 1942 from the Southern
front of Barvenkovsky salient. Operation "Fridericus I" planned to begin on 18th May
1942 had begun one day earlier, although now only consisting of the Southern arm of
the planned offensive. The attack was made by troops of a striking force under
command of General von Kleist and it surprised the Soviet 9th and 57th army. For one
day on 17th May 1942 breakthrough of German armies reached 25 km.
On 21st May 1942 began an attack of the German 6th German army under command of
General von Paulus from the Northern front of Barvenkovsky salient. Later, this army
became well known for its fight in Stalingrad where it was later completely surrounded
and destroyed.
By 23rd May 1942 the encirclement of the Soviet 6th, 57th and parts of 9th armies in the
Barvenkovsky salient was completed. Attempts to relief the surrounded armies from the
outside by forces of 38th army were defeated. The Soviet formations fought in this
encirclement till 29th May.
Separate small groups managed to escape to the east bank of Severski Donets - only
about 35 thousand person from 250 thousand surrounded escaped from the "pocket".
6 IN-GAME REALISM
Game polygons are made on the base of a real landscape and were reconstructed
according to archive material and photographic documentation, and also photography
and video filming of the area.
Great open spaces which are not limited by impassable mountains, woods or other
barrier are accessible to action for the player. It allows the player to choose his own
ways of movement and battle tactics.
The battles presented in this game are based on the events of May 1942, restored from
archival materials, and also memoirs of veterans who took part in those battles.
In-game damage calculation takes into account every basic component of the vehicles
and equipment's, for both player-controlled and AI units. During play, this is seen in
various damage-effects such as immobilization, turret jams and throwing of tracks. If
damage is severe enough, crews are forced to abandon vehicles.
All tanks and most other vehicles have armor attributes; their armor thickness differs for
different faces, which the player has to keep in mind during a battle.
7 INTERFACE
1) Indication panel of player place (see 7.1 Mechanic-driver station) (in this case the
gunner-gun layer station [F2])
2) Indication panel of AI working modes (see 7.1 Mechanic-driver station).
3) Indication panel of the gunner-gun layer [F2].
1) Indication panel of player place (see 7.1 Mechanic-driver station) (in this case the
tank commander station [F3].
2) Indication panel of AI working modes (see 7.1 Mechanic-driver station).
3) Course indicator.
4) Information console [?].
5) Indicator of fire mode (gun, machine gun, combined) [Num Enter].
6) Correction of fire (closer/farther/hit). [Num+, Num-, Num 0].
The Commander has an opportunity to correct shooting of gunner-gun layer by
informing about the result of a shot from the main gun (button Num + and Num-) -
closer or farther, and also can "fix" a direct hit by the «Hit!» command (button Num 0).
7) Indicator of firing mode at movement of the tank [0]:
Green - Marching fire
Orange - Firing from short stop
Red - Firing from the ground
Grey - Firing only at targets, specified by the player
"Green" mode is active by default - shooting in movement, in this case the AI of the
gunner-gun layer and the radio operator-machine gunner prefer to fire from automatic
weapons or from small distances only, that is not always reasonable. AI automatically
switches to this mode, if move command [W] is used during a stop for shooting in
"Red" and "Orange" modes.
"Orange" mode - firing from short stops, before a shot the AI gives the «Short!»
command [E] to the driver. Tank stops, makes a shot and continues movement.
"Red" mode - firing from the ground, AI stops moving and fires, if it sees (can fire) on
at least one target.
"Grey" mode - firing only on targets specified by the player, the behavior of AI at
presence of targets is the equivalent to the "Red" mode. It is possible to specify targets
by using the targeting mode [F] (see 7.4 Targeting mode).
Firing at targets chosen by the commander of the tank has priority.
8) Indicator of target highlighting (on/off) [CTRL+|].
9) Indicator of NAV highlighting (on/off) [|].
The Commander of the tank is the chief of tank crew and is responsible for the tank, its
arms and crew in every respect, so he is obliged to:
а) Keep his station in operational readiness, control movement of the tank and carry out
assigned task.
b) Continuously recon the battlefield, find targets, receive reports from crew, move to
the designated area, use shelters as firing position or for maneuver and at detection of
almost impassable areas and mine fields to bypass them.
c) Watch the tank of the platoon commander, its signals & signs and to help the nearest
tanks with own fire at threats for them.
d) Leave fight only when ordered to and try to fall back in reverse movement to the
nearest shelter while under enemy fire.
The tank commander can direct the movement of his tank by giving orders to the
mechanic-driver. For this purpose following control keys are used:
[W] - "Forward", "Faster" ("Stop")
[S] - "Slowly", "Backward" ("Stop")
[A] - "Left-hand", "Left"
[D] - "Right-hand", "Right"
[Q] - "Stop"
[E] - "Short!"
While the other commands are self-explaining the "Short!" command is something
special, using it will order a short stop that continues movement independently right
after a shot from the main gun or in 8 seconds.
In hatch view the tank commander can use a field glass (button [B]) to get a closer look
of the surrounding area.
The control of units under player command is carried out thru the control panel in map
mode [F8] (see 8.2 Movement on a route) or Targeting mode [F] (see 7.4 Targeting
mode).
7.4 Targeting mode
1) Targeting cursor.
2) Selection zone.
3) Marked target (LMB).
4) Target found out by crew of the tank.
5) Point of vehicle route marked with blue flag (RMB).
6) Approximate distance from the tank of the player to the point behind the mouse
cursor (in meters).
7) Chance of successful localization of the target.
Using the map allows the player to examine the area on which the mission is occurring,
to observe the mission progress and to give orders to subordinate units.
To begin measurements it is necessary to choose the ruler button (1) and then mark a
point on a map as start point by pressing the left mouse button [LMB], now you can
move the cursor around to check the line of sight and distance.
The start point of measurement is a blue point, the line of sight is a colored line, and the
distance (in meters) between start point and current mouse cursor position is shown as
number at the middle of the line.
To fix measurements it is necessary to press left mouse button [LMB] again to mark a
finishing point (a red point).
To repeat measurement, start again by marking a starting point [LMB].
To check the line of sight between the start (A) & end point (B) (or current cursor
position), you have to examine the color of the line.
If the line is painted completely in light green color, the line of sight from point A to B
is completely open.
If a part of the line is painted in dark green, from there to point B only objects of over
0,5m are visible. For example, the turret and top part of a tank would be visible but
lying soldiers or heavy machine gun would not be visible.
If a part of the line is painted in dark blue, from there to point B only objects of over
1,2m are visible. For example, the top part of a tank turret and the tank commander (if
standing in the hatch) would be visible but sitting soldiers or AT gun nests would not be
visible.
If a part of the line is painted in red color, from there to point B only objects of over
1,7m are visible. For example, only the top part of high vehicles would be visible but a
standing human would not be visible
The starting point of the line of sight check itself is fixed in a height of 1,7m.
A
а)
A
b)
A
c)
B
A
d)
B
Picture 8.3 -Different types of visibility.
For setting up a route of movement the button "Movement to the sector defined" on the
"Panel of sub-unit orders" is used.
To establish a route of movement from point "A" to point "B" for the tank or sub-units it
is necessary to switch to the map mode [F8] and to enable the "Panel of sub-unit orders"
by pressing on the button "Orders to sub-units" (1) on the panel at the top of the screen.
On the "Panel of sub-unit orders" (at the left) press the "Movement to the sector defined"
button (2) and set up a point of route by using the left mouse button [LMB] on a map.
If it is necessary to set up the route of movement consisting of several waypoints (for
example the route from point "A" to point "D" through points "B" and "C") is necessary
to press and hold key CTRL key and then press the "Movement to the sector defined"
button (2) on the panel the "Panel of sub-unit orders", now you can set up points ("B",
"C" and "D") on a map by the left mouse button [LMB].
8.3 Orders to sub-units
1) - «Do as I do!»
4) - Stop!
5) - Turn
The order "«Do like me!»" cancels the previous movement orders. All the subordinated
units try to execute the maneuver and take their position in the current formation and
will try to keep formation with player vehicle.
The order "Move to the sector defined" sets up a route of movement for the
subordinated units irrespective of the movement of the player vehicle.
The order "Take up defensive position" makes the sub-units seek shelter in nearest
appropriate spot.
The order "Turn" makes the sub-units turn into the direction the player has marked by
using the left mouse button [LMB] on the map.
If the player has transport vehicles with infantry under his command it is possible to let
the infantry embark or disembark from those transports, note that infantry will
automatically disembark transport vehicles in case of danger.
1) - No formation
2) - Line formation
3) - Column formation
4) - Tighten formation
5) - Spread formation
ATTENTION! Change of formation occurs only for the next movement order not for the
current order that is processed.
There are several ways to pass orders to subordinated units (if the option "Always carry
out orders" is marked in the option menu, the type of communication is irrelevant).
1) - By radio
2) - By flags
3) - By flares
4) - By voice
5) - By flashlight
The most effective way of transmitting orders is by radio. However the radio station can
be disabled (dead radio operator or damaged radio), in that case the player should
choose one of the alternative methods.
Transmitting orders by flags is used only during the day and allows controlling the
subordinates who are directly visible.
Transmitting orders by flares is used during day & night and does not need a direct line
of sight to the vehicle; there is a limited amount of flares that can be used.
Transmitting orders by voice is allowed day & night and allows controlling the
subordinates which are in immediate proximity of the player vehicle.
Transmitting orders by flashlight is used only during the night and allows controlling
the subordinates who are directly visible.
8.4 Tactical signs on the map
Self-propelled anti-aircraft
Automobile, motorcycle
Hedgehog barrier
The T-34 mod. 1941 is equipped with three sights, the periscopic sight PT4-7 for aiming
the main gun, the telescopic sight TMFD for aiming the turret machine gun and a sight
for aiming the hull machine gun.
2) Choose an appropriate shell type to defeat a target by using keys [B] & [N] or
directly by keys [1] to [5].
Following types of shells are available:
- BR-350A - Armor-piercing shell. It is intended for armored targets (tanks). Use scale
LG.
- OF-350M - Fragmentation-high-explosive shell. It is intended for light armored
(armored personal carriers, armored cars) and not armored targets (infantry, guns). Use
scale LG.
- F-350 - Demolition shell. It is intended for light armored (armored personal carriers,
armored cars) and not armored targets (infantry, guns). Use scale OG.
- Sh-354Т - Shrapnel shell. It is intended for light armored targets in impact mode,
covered infantry in delay mode and infantry in the open in grapeshot mode. Use scale
OG.
- Sh-350 - Grapeshot shell. It is intended for infantry on short distances (up to 200m).
Use scale OG.
3) Set the estimated range in the sight by using keys [Num+] & [Num-] or the mouse
wheel and to point the crosshair at the target to make a shot (picture 9.3).
Picture 9.3 - Targeting example of the PT4-7
4) To aim ahead when firing on moving targets, i.e. to take into account the time that the
shell has to travel and the point where the target will be when the shell traveled the
distance to the target.
First the direction of movement of the target has to be considered. It can be face-to-face
(the target moves to us/from us with a course from -30 to +30 degrees), flank (the target
moves horizontally to us with a courses from 60 to 120 degrees in both directions) and
slanting (between face-to-face and flank).
For locating the aiming point it is possible to use a scale of lateral amendments or to
take the figure of the target into account
When using scales of lateral amendments a practical rule of thumb is that at flank
movement each 10 km/hour of its speed demands ahead aiming of 4 thousandth and at
slanting movement 2 thousandth lateral amendments. For simplicity of aiming on the
target it is generally accepted that the tank (or armored personal carrier) moves with
fighting speed of 15 km/hour and demands to aim at flank movement 6 thousandth and
at slanting movement 4 thousandth lateral amendments ahead.
When using the target figure there is a rule, that on a range of 1200 meters to the target
each 10 km/hour of its speed demands to aim ahead an average of 1,5 figures at flank
movement and 1 figure at slanting movement. At shorter distance, these figure values
decreases a little and at longer they increases a little. Figures are measured from the
target center.
The principle of aiming with the TMFD sight (picture 9.4) is similar to the PT4-7 sight.
Basic difference on the TMFD is the presence of scales for ballistics machine gun (on
the left) and armor-piercing and fragmentation shells (on the right), intended for
shooting shell types BR-350A and OF-350.
The scale of the hull machine gun sight (picture 9.5) is motionless, i.e. cannot be
adjusted to the distance of the target.
Picture 9.5 - Sight grid for the hull machine gun of the T-34 mod. 1941
9.2 Sight of the Mk II "Matilda" II
The Mk II "Matilda" II is equipped with a single sight for aiming the main gun and the
turret machine gun. This sight (picture 9.6) differs from the sights described above by
lack of any adjustment elements. Targeting correction on range is carried out by a
marker corresponding to certain range on a scale for armor-piercing shells (AP, left
scale) or machine gun (MG, right scale). In the central part of the sight there are vertical
lines of a scale of lateral amendments, the distance between each is equal 4 thousandth.
The Panzerkampfwagen IV Ausf. F2 has two sights, the T.Z.F 5 for aiming the main
gun and turret machine gun (picture 9.7), and a sight for aiming the hull machine gun
(picture 9.8). The sight grid of T.Z.F 5 has a scale of range which turns concerning a
sight axis simultaneously with displacement of squares of a sight. It allows receiving the
better permission on range at targeting. The central squares also carry out a role of a
scale of lateral amendments. So the size of the big triangle is equal 4 thousandth, and
the small, is equal 2 thousandth.
The Marder II (Sd.Kfz. 131, Sd.Kfz. 132) tank destroyer is equipped with the ZF 3x8
gun sight (3x magnification, 8 degrees field of view). It has no mobile reticle like
similar gun sights mounted on other German SPGs. The target distance is adjusted by
using a special drum with scales for the different shell types.
When at the gunner station [F2], use [Page Up] or [Page Down] to move between the
different cockpit views. There are 4 different cockpit views for the gunner (pictures 9.9
- 9.12) of which one is needed to adjust the target distance.
To adjust the target distance, choose the view on the drum (picture 9.10). Now you can
press the open hatch key [H] to increase or close hatch key [J] to decrease the target
distance.
Each key press lets the drum rotate between two consecutive values, which correspond
to the markings on the scale.
The scale is numbered in hundreds of meters, i.e. 5 and the scale equals a target distance
of 500m. The most detailed scale is for the armor-piercing shell Pzgr. 39 (Pz39, Black
scale) and can be adjusted in 50m steps. The armor-piercing discarding shell Pzgr. 40
(Pz40, Green scale) and the high-explosive shell Spr.Gr. 34 (Spr, Red scale) have only
distances of 500, 800, 1000, 1200 and 1500m (due to lack of space on the texture).
The distance to the target is adjusted by aligning the black mark on the fixed part of the
drum with the number for the target distance corresponding to the type of shell that is
used.
For example, setting a target distance of 500m when using the armor-piercing shell
Pzgr. 39, the drum would look like in the screenshot below (picture 9.13).
Picture 9.13 - View on the drum with adjustment to 500m for Pz39
If the distance is adjusted you can switch to the gun sight view [Insert], aim on the
target and open fire (picture 9.14).
Using the correct distance and aiming correctly leads to a result like this (picture 9.15):
Picture 9.15 - Result of a successful shot
Note that when configuring the gun sight it is recommended to put Pz II tanks
(sideways) on the firing range at distances from 100 to 1500 m. Accuracy is better at
distances of up to 1000 m: you get a sure hit on the tower, and in fact Pz II is one of the
smallest tanks in the game (along with T-60).
The SU-85 is equipped with the telescopic gun sight 10T-15. It has a field of view of
16° (18° in game) and 2,5x magnification.
The gun sight can be adjusted to different target distances. There are two vertical scales
for distance corrections and one horizontal scale for lateral corrections.
The SU-100 is equipped with the telescopic gun sight TSh-19. It has a field of view of
16° (12° in game) and 4x magnification. When firing from concealed positions, a
periscopic sight can also be used. Fig. 1 summarizes the size (in mils) of the horizontal
reticle for lateral corrections.
The gun sight can be adjusted to different target distances. There are four vertical scales
for distance corrections and one horizontal scale for lateral corrections.
The horizontal scale for lateral corrections is used to determine the distance to a target,
and to introduce a lateral correction for the aiming point for the cases when the target is
moving across the gun sight.
It consists of (picture 9.18):
- Marks
- "Big" triangle
- "Very small" triangle, located at the top of the "big" triangle
- 8 "Small" triangles
The red numbers (given in mils) on this scale are not visible in game so remember what
each marking stands for.
To determine the target distance it is important to recall that 1 mil covers 1 meter at a
distance of 1000 meters. Therefore, if a target has a width of 2 meters and is in a
distance of 1000 meters, then its width in the gun sight will be 2 mils.
Picture 9.18 - Range definition with the TSh-19 gun sight
This gun sight is adjusted to the size of 3x3m (to targets like the "Panther" and "Tiger"
that have a height of 3 meters and the "StuG III" that has a width of 3 meters).
The height of a "small" triangle is equal to 3 mils, so if the height of a target like the
"Panther" or "Tiger” covers just a “small” triangle, then the target distance is equal to
1000 meters.
There is a way to calculate the target distance:
1000 x target size in meters / mils occupied = Target distance
For example (picture 9.19), if a target like a "Tiger" covers just the “very small” triangle
(2 mils) at the top of the horizontal scale the calculation looks like this:
1000 x 3m / 2 mils = 1500m
Picture 9.19 - Range definition with the TSh-19 gun sight on a Tiger
In a similar way does the use of the horizontal marks work, the width between 2 marks
is equal to 4 mils, so if the width of a target like the "StuG III" covers the space between
two marks, then the target distance is equal to 750 meters.
The calculation looks like this:
1000 x 3 m / 4 mils = 750m
The following mnemonics are useful to determine the distance to the target.
1. For a target with size of 2.7 m:
- 4 mils = 700m
- 3 mils = 900m
- 2 mils = 1350m
2. For a target with size of 3 m:
- 4 mils = 750m
- 3 mils = 1000m
- 2 mils = 1500m
10 USEAGE OF SHELL TYPES
When a shell hits a vehicle there can be typical signs indicating damage or inactivation
of the target.
1) Visible damages on the target after hit (holes, breaches).
2) Loss of a track.
3) A long stop after hitting a moving vehicle.
4) Ceasing fire from the main and additional armaments.
5) Inflammation of the target (fire, smoke).
6) Leaving vehicle crew.
12 STATSTIC MODE
A statistic mode is available after finishing the battle (by accomplishing the missions,
being killed or aborting the mission). Use the arrow keys [Left] & [Right] or the buttons
at the top of the screen to change view onto another enemy & friendly unit or to jump
back to the players vehicle, you can also use the mouse [RMB] and click on a vehicle
you want to focus the view on.
If the object you examine was hit, two arrows are shown, the colored one shows the
trajectory of the shell and the second is placed in a 90 degree angle relative to the armor
so that both arrow give you the approximate angle between trajectory and armor, this
can make clear why some hits did penetrate and some did not penetrate the armor
although they hit in an area where the armor is equally thick but simply not in the same
angle.
Color coding for trajectory of the shell:
- Blue - Shrapnel
- Red - Armor-piercing
- Yellow - Armor-piercing composite shot
- Dark blue - Fragmentation-high-explosive
- Green - High-explosive ant-tank
The signature at a hit shows the name of shell, damage code in brackets and distance
from which the shell hit. List of damage codes and their interpretation is shown in table
12.1. If the signature is rather bright the shell has penetrated the armor, if it is dark it has
not penetrated the armor.
The "Statistics" at the bottom shows you statistic of the chosen unit and also a list of
units you can browse thru.
The "Hits" button at the bottom of the screen allows filtering the displayed hits:
- Green - All hits.
- Orange - Hits that have pierced and have made damages.
- Red - Hits that have not pierced but have still inflicted damage.
code interpretation
L Lights (projectors, headlights, dimensions)
S Sights, periscopes
dr Driver is incapacitated (contused, badly wounded or killed)
gn Gun layer is incapacitated (contused, badly wounded or killed)
cm Commander is incapacitated (contused, badly wounded or killed)
ld Loader is incapacitated (contused, badly wounded or killed)
mg Machine gunner is incapacitated (contused, badly wounded or killed)
2l 2nd loader is incapacitated (contused, badly wounded or killed)
P Track damaged
E Engine broken or damaged
* Fire
A Ammunition damaged
T Transmission damaged
R Radio damaged
F Fuel tank is punched
GR Gun malfunction
HR Turret turning mechanism damaged or jammed
W Armament damaged
AC Accumulator damaged
13 INSTRUCTION TO THE TANKMAN!
1) During a fight try to let the strongest part (usually the front) of the vehicle face
towards the enemy.
2) When approaching a target try to use folds in the ground or other ground features
(bush, etc.) to mask your approach and your firing position. Aspire to achieve the most
favorable position against the enemy and try to outflank him.
3) When your sub-units carry out orders watch over battlefield, find targets and destroy
them in support of your troops. Try to maneuver your vehicle in a position to fire at the
enemies weak spots. Usually weak spots are at the back of the hull and turret.
4) When you detect enemy tanks fire on the nearest tank with armor-piercing shells and
if they are not present, fragmental shells set to impact mode; simultaneously specify the
target to other tanks.
5) When the target is further than 600m away fire when stopped. But in an area without
cover and under enemy fire shoot the main gun only in a "Short" stop and the machine
guns in movement.
7) Aim your fire on the nearest tank with the maximal rate of fire. Transfer fire to other
targets only after destroying the first target. Watch results of shoots and correct your
fire.
8) In defense choose a gun position with good field of fire ahead, on a distance of 400m
there should be few if any obstacles that the enemy can take as cover for his approach or
as fire position. Carefully watch over the battlefield and remember a crew that detects
the enemy earlier has an advantage in its destruction.
9) When attacking the first line of the enemy defense open fire with fragmentation
shells and also from machine guns on any AT position you discover to keep the gun
crew in cover and without a chance to open fire. If not able to destroy these positions by
fire overrun them with your vehicle
10) During an attack keep radio contact with the infantry; do not let the enemy cut you
off your infantry support. Do not allow enemy infantry close to your vehicle as they can
use anti-tank grenades and other weapons against the vehicle. Remember that your
infantry will protect you from a direct attack of grenade launcher on your tank, fires on
gun crew of AT positions, and also will specify with tracer bullets the most dangerous
targets and will help to destroy them.
14 FAQ
Q: I cannot put the German tank out of action in tutorial mission 2 (shooting training),
how can I do that?
A: In this training mission you use a practice shell which is intended basically for
"indication" of a trajectory and a point of hit. It cannot inflict serious damage. To
complete the mission it is enough to hit each target once.
Q: Is there a Multiplayer?
A: No.
Q: When the commander is dead, the game ends and I am not able to switch to another
crew position but the remaining crew still continues the mission.
A: Just as in real life.
Q: I receive the information that the main gun is damaged too late.
A: Just as in real life.
Q: Enemy aircrafts primarily attack me. Even when being at the end of my troops.
A: Aircrafts do not distinct between AI and player tank.
Q: What do I do against attacks from aircraft?
A: You cannot do anything against aircraft attacks.
Q: I own a Saitek X-52 and want for example set the X axis for movement
forward/backward and set the Z axis to power up/down, but axis and buttons are not set
in the game options.
A: If you cannot change the settings of joystick axis & buttons in the game options, then
use a joystick utility please.
13 UNCERTAINTIES IN GAME
1) Machine gun in T-34 represents machine gun DTM, and sight scale at the radio
operator-machine gunner station corresponds to machine gun DTM. Actually, here there
should be machine gun DT with no sight scale.
2) Some missions take place on «not original» polygons, i.e. area is not absolutely
precisely reproduced used the most similar range from another mission.
3) In game, procedure of starting engine is simulated for the carburetor engine, since
tank T-34 has the diesel engine, this procedure is not correct.
4) Mortars in game have no correct minimum range of firing.