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Steel Fury User Manual 1.1 SPM

The document provides instructions for installing, starting, and using the Steel Fury: Kharkov 1942 tank simulation game. It details the main menu options including changing profiles, campaigns, and options. It also covers in-game controls, interfaces, sights, shells, and gameplay elements like directing tank movement and using the map.

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pasantehen
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0% found this document useful (0 votes)
2K views

Steel Fury User Manual 1.1 SPM

The document provides instructions for installing, starting, and using the Steel Fury: Kharkov 1942 tank simulation game. It details the main menu options including changing profiles, campaigns, and options. It also covers in-game controls, interfaces, sights, shells, and gameplay elements like directing tank movement and using the map.

Uploaded by

pasantehen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Steel Fury: Kharkov 1942

User manual 1.1


(SPM)
CONTENT
CONTENT......................................................................................................................... 2
LIST OF RUSSIAN REDUCTIONS ................................................................................ 4
1 SYSTEM REQUIREMENTS ........................................................................................ 5
2 GAME INSTALLATION, START AND UNINSTALL .............................................. 6
3 MAIN MENU ................................................................................................................. 7
3.1 Change Profile ................................................................................................................................ 8
3.2 Campaigns ...................................................................................................................................... 9
3.3 Options .......................................................................................................................................... 10
4 CONTROLS ................................................................................................................. 12
4.1 Switching between stations........................................................................................................... 12
4.2 Switching between views ............................................................................................................. 13
5 SHORT HISTORY OF EVENTS ................................................................................ 17
6 IN-GAME REALISM .................................................................................................. 19
7 INTERFACE ................................................................................................................ 20
7.1 Mechanic-driver station ................................................................................................................ 20
7.2 Gunner-gun layer station .............................................................................................................. 22
7.3 Tank commander station............................................................................................................... 24
7.3.1 Tank commander duties ......................................................................................................... 25
7.3.2 Directing tank movement ....................................................................................................... 25
7.4 Targeting mode ............................................................................................................................. 26
8 MAP.............................................................................................................................. 28
8.1 Distance meter and visibility check .............................................................................................. 30
8.2 Movement on a route .................................................................................................................... 32
8.3 Orders to sub-units ........................................................................................................................ 33
8.4 Tactical signs on the map ............................................................................................................. 35
9 SIGHTS USAGE .......................................................................................................... 38
9.1 Sights of the Т-34 mod. 1941 ....................................................................................................... 38
9.2 Sight of the Mk II "Matilda" II ..................................................................................................... 43
9.3 Sights of the Panzerkampfwagen IV Ausf. F2 ............................................................................. 44
9.4 Sight of the Marder II ................................................................................................................... 46
9.4.1 Modifying the parameters of the ZF 3x8 gun sight ............................................................... 50
9.5 Sight of the SU-85 ........................................................................................................................ 52
9.5 Sight of the SU-100 ...................................................................................................................... 54
10 USEAGE OF SHELL TYPES ................................................................................... 57
10.1 Shells of the Т-34 mod. 1941 ..................................................................................................... 57
10.2 Shells of the Mk II "Matilda" II .................................................................................................. 58
10.3 Shells of the Panzerkampfwagen IV Ausf. F2............................................................................ 59
10.4 Shells of the SU-100 ................................................................................................................... 60
11 SIGNS OF DEFEAT OF THE ARMORED TARGET ............................................. 61
12 STATSTIC MODE..................................................................................................... 62
13 INSTRUCTION TO THE TANKMAN! ................................................................... 64
14 FAQ ............................................................................................................................ 65
13 UNCERTAINTIES IN GAME .................................................................................. 67
LIST OF RUSSIAN REDUCTIONS

A - army (38А - 38th army)


AK - army corps
венг. - Hungarian
г. - city / year
гв. - Guards (RKKA)
гпд - mountain rifle infantry division (Wehrmacht)
ит. - Italian
кк - cavalry corps (RKKA)
кд - cavalry division (RKKA)
лпд - light infantry division (Wehrmacht)
мд - motorized division
мсбр - motorized infantry brigade
отбн - detached tank battalion
п. - settlement
пд - infantry division (Wehrmacht)
пп - infantry regiment (Wehrmacht)
ПТ - anti-tank
ПТР - anti-tank rifle
ПТО - anti-tank gun
р. - river
рум. - Romanian
с. - village
свх. - sovkhoz
сд - rifle division (RKKA)
сп - rifle regiment (RKKA)
тбн - tank battalion
тбр - tank brigade
тд - tank division
тк - tank corps
1 SYSTEM REQUIREMENTS

Minimum
Processor AMD Athlon 2500+ / Intel Pentium IV 2GHz

RAM 512 Mb

Video Card ATI Radeon 9500 128 Mb / nVidia GeForce 6600 128 Mb

Sound card DirectX 8 compatible

Operating system Windows XP SP2

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

Sound card DirectX 8 compatible

Operating system Windows XP SP2

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.

ATTENTION! Installation process can occupy several minutes. It is not recommended


to carry out any other actions on the computer during installation.

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».

To uninstall the game click on the icon: Start>Programs>«Graviteam»>«STEEL FURY


Kharkov 1942»>Uninstall.
3 MAIN MENU

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.

Picture 3.1 - Main menu

USER - Name of the currently active user.


CONTINUE - Lets you continue a game in progress.
CHANGE PROFILE - Allows to create a new player profile or to load an
earlier created player profile.
CAMPAIGNS & MISSIONS - Allows beginning a new game - one of the campaigns,
training or single missions.
OPTIONS - Gives access to various game options. For more
information look paragraph "Options" below.
CREDITS - List of the games authors.
EXIT - Exits game to Windows.
3.1 Change Profile

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.

Picture 3.2 - Change profile

1) Statistics of the chosen player.


2) Player selection field.
3) Control buttons of "Change profile" screen.
4) Place for typing the name of a new player profile.
3.2 Campaigns

To start a campaign or single mission it is necessary to:


- Click on "CAMPAIGNS & MISSIONS" in the "Main Menu".
- Choose interesting campaign or mission.
- Start mission pressing "START" button.

Picture 3.3 - Mission and campaign choice

1) List with accessible campaigns, training missions and battle missions.


2) List with accessible battles missions.
3) Here the historical information of the battle/campaign is displayed.
4) Image of the tank which the player will be using.
5) Control buttons of "CAMPAIGNS & MISSIONS" screen:
"START" - Allows beginning the chosen battle.
"MAP" - Displays an operational map of the chosen battle.
"BACK" - Returns to "Main Menu".
3.3 Options

Options panel allows adjusting video & audio settings, difficulty & realism level,
general settings and modification of user controls (Keyboard & Joystick).

Picture 3.4 - Video settings

1) Control buttons of "Game Options" screen:


"DEFAULT" - Resets game options to default settings.
"APPLY" - Applies the made changes.
"AUTODETECT" - Automatically detects the appropriate quality settings based
on the installed Hardware.
"System" - Shows installed hardware.
"BACK" - Returns to the main menu.

2) Buttons of choice in "Game Options" screen:

- Main settings

- Video settings

- Sound and music settings

- Difficulty settings
- Realism settings

- Controls settings

- Game settings
4 CONTROLS

4.1 Switching between stations

1) To "switch" to a chosen station keys F1 to F5 are used.


For fast "switching" the corresponding point of the menu "REALISM
SETTINGS">"Quick Crew Position Change" should be marked. In this case switching
from station to station occurs instantly and probably while the crew member which
place you wish to be switched to is still alive.
Following stations are accessible to be occupied by the player:
- Mechanic-driver [F1]
- Gunner-gun layer* [F2]
- Commander* [F3]
- Loader [F4]
- Radio operator-machine gunner [F5]

2) To physically "change" to a station keys combination CTRL+F1 to CTRL+F5 are


used. Doing so will "replace" the former occupant for the time the station is inhabited.
For example, in case the mechanic-driver is dead it is possible to "change" onto his
station and continue moving the tank, or in case the loader is dead it is necessary to
change onto his station to load shells into the main gun and coupled machine gun.
Following stations are accessible for replacing disabled crew members:
- Mechanic-driver [CTRL+F1]
- Gunner-gun layer* [CTRL+F2]
- Commander* [CTRL+F3]
- Loader [CTRL+F4]
- Radio operator-machine gunner [CTRL+F5]

* ATTENTION! In a T-34 the commander of the tank operates as "Tank commander"


and "Gunner-gun layer".
4.2 Switching between views

1) Cabin and sights.


For switching between the view of the «cabin» and «sights» keys [INSERT] or
[DELETE] are used.

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.

2) Tank hatch view.


To view out of the tank hatch:
- Open the hatch [H/J].
- Look out of the hatch [P].
If the hatch is closed it will open automatically by pressing [P], but after returning into
the tank it will not automatically close, you have to use [H/J] to do that.

The view can be adjusted by using the mouse:


- On axis X for the horizontal view (to the left/to the right).
- On axis Y to look higher and lower and in some cases where the hatch is in front of the
commander to look over the hatch or hide behind it (forward/back).

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.

№ Action Key 1 Key 2 Key 3


General
1 Pause Pause
2 In-game menu Esc
3 Time acceleration F11
4 Map on/off F8
5 Control panel on/off CTRL+BackSpace
6 Enable lighting CTRL+L
7 Enable lighting of station Shift+L
8 Disable displaying nav points \
9 Next/previous nav point =, -
10 Disable target highlighting CTRL+\
11 Console on/off /
12 Screenshot F12
13 Open/close hatch H, J
Crew stations /Views
14 Mechanic-driver station F1
15 Gun layer station F2
16 Commander station F3
17 Loader station F4
18 Radio operator-machine gunner station F5
19 Mechanic-driver station (replacing) CTRL+F1
20 Gun layer station (replacing) CTRL+F2
21 Commander station (replacing) CTRL+F3
22 Loader station (replacing) CTRL+F4
23 Radio operator-machine gunner CTRL+F5
station (replacing)
24 Sight/cabin Insert Delete
25 View from hatch P
26 View hatch/cabin Mouse
External camera
27 External camera on/off F9
28 External camera zoom in/out Num7, Num9
29 External camera left/right Num4, Num6
30 External camera higher/lower Num8, Num2
31 External camera reset to default Num5
Crew AI controls
32 Driver "Stop!" Q
33 Firing mode for AI gun layer 0
34 Gun to the tank heading ~
35 Driver "Forward!" (Faster) W Joy Cap 0
36 Driver "Backward!" (Slowly) S Joy Cap 180
37 Driver "To the left!" A Joy Cap 270
38 Driver "To the right!" D Joy Cap 90
39 Open/close all hatches in tank 6
40 Get cover 7
41 Move to an active nav point 8
42 Move along the road 9
Sights/observation devices/turrets
43 Lightning of sight scale C
44 Switching thru sights forward/back PgUp, PgDown
45 Zoom field of view BackSpace
46 Sight rotation T, Y
47 Sight aligned with gun O
48 Open/close cap G
49 Turret to the left-to the right Left, Right Mouse Joystick
50 Turret to the left-to the right by the CTRL+ Left, Right
electric drive
Driver
51 Gas clamp B, N Joys. Slider
52 Gas Up Joystick
53 Slowly Down Joystick
54 Brake Space Joys. Button 1
55 Mountain brake Q
56 Headlights on/off L Joys. Button 5
57 Levers controls Left, Right Joystick
58 Gear change A, Z Joys. Button
3/4
59 Horn CTRL+H Joys. Button 2
60 Battery on/off CTRL+U
61 Ignition on/off CTRL+I
62 Starter on/off E Joys. Button 6
63 Reset odometer CTRL+K
64 AT on/off CTRL+S
Gun layer
65 Gun up/down Up, Down Joystick Mouse
66 Shell operating mode Tab
67 Delay input Home, End
68 Choice of type of a shell B, N
69 Armor-piercing/discarding 1 Joys. Button 5
70 Fragmental 2 Joys. Button 6
71 Cumulative 3 Joys. Button 7
72 Shrapnel 4 Joys. Button 8
73 Practical/special shell 5
74 Command "Charge!"/"Do not charge!" R Joys. Button 3
75 Command "Short!" E Joys. Button 4
76 Shot from gun Space Joys. Button 2 LMB
77 Shot from machine gun Enter Joys. Button 1 RMB
78 Left SC Q
79 Right SC W
80 Input of the lateral amendment {, }
81 Manual adjustment of range (discrete) Num +, Num- Mouse wheel
82 Manual adjustment of range Mouse wheel Joys. Slider
Commander
83 Target designation & movement mode F
84 Target designation LMB
85 Movement RMB
86 Aiming correction closer/further Num +, Num -
87 Command "Direct hit!" Num 0
88 Active weapon (gun layer) Enter
89 Field glass (in hatch view) B
Map
90 Zoom in/out +, -, Mouse wheel
91 Movement Numpad
92 Commands RMB
93 Drift LMB Space
Statistics
94 Next vehicle Left
95 Previous vehicle Right
96 Info/statistics CTRL+BackSpace
97 Exit to menu Esc
98 Vehicle selection LMB
99 Player tank Tab
100 Return to game Space
5 SHORT HISTORY OF EVENTS

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.

Picture 5.1 - Campaign plan

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

7.1 Mechanic-driver station

Picture 7.1 - Mechanic-driver interface

1) Indication panel of the player place:


- Current station symbol (in this case the mechanic-driver station [F1])
- Viewing from the hatch [P]
- Using field glass (on/off) [B]
- State of protective armored cap (open/closed) [G]
2) Indication panel of AI working modes:
- Indication of the current command for vehicle movement [W], [A], [S], [D], [Q]
- Move to shelter [7]
- State of hatches (open/closed) [6]
- Movement on road [9]

3) Indication panel of the mechanic-driver: gas [B/N], gear [A/Z], forward/backward,


vehicle condition.
4) Course indicator.
5) Indication panel of battle arrangements (see. 7.3 Tank commander station).
6) Indicator of target highlighting (on/off) [CTRL+|].
7) Indicator of NAV highlighting [|].
8) Information console [?].
9) Control point of current mission objective.
7.2 Gunner-gun layer station

Picture 7.2 - Gunner-gun layer 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. Shell working mode [TAB]:


- impact
- delay
and grapeshot.
2. Specified delay (range in tens meters) [Home/End].
3. Shell type [B/N].
4. Available number of shells of the chosen type.
5. Total ammo for machine gun (drums | bullets in drum).
4) Course indicator.
5) Indication panel of shell loading status [R].
6) Indication panel of battle arrangements (see 7.3 Tank commander station).
7) Indication panel of target and NAV highlighting (on/off) [CTRL+|, |].
7.3 Tank commander station

Picture 7.3 - Tank commander interface

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) [|].

7.3.1 Tank commander duties

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.

7.3.2 Directing tank movement

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

Picture 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.

To enable/disable the targeting mode use the [F] button.


In targeting mode the left mouse button [LMB] is used for marking single and multiply
targets and right mouse button [RMB] is used for giving order to move to marked point
in the landscape.
For targeting it is necessary to mark one or several targets by pressing and holding
[LMB] and pulling a "Selection zone" over the targets. During this marking right and
below the cursor the estimated probability of a successful localization of the target on
range of 1 km is shown. The closer you are, the higher the probability of a successful
localization but the probability being detected by the target is also higher. In case of
successful targeting, the target or several targets will be highlighted by red dots. The
most important target is marked with a white rhombus. New targeting resets all previous
targets.
To give order to move to a point in the landscape in targeting mode place the cursor of
the mouse at the spot and press the right mouse button, a blue flag appears and the
vehicle begins moving towards it.
8 MAP

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.

Picture 8.1 - Map

1) Map control panel.


2) Orders to sub-unit under player command.
3) Compass (on/off).
4) Mission objectives (show/hide).
5) Move map on player tank.
6) Distance meter and line of sight check.
7) Airstrike indicator.
8) Shelling indicator.
9) Buttons to return to mission or exit to main menu.
10) List of mission objectives. Sign [>] means that mission is in progress, [-] the
mission has failed and [+] the mission was completed.
11) Panel of map position control.
12) Mission text.
13) Panel of sub-unit orders.
14) Panel of sub-unit formations.
15) Panel of transmitting orders method.
Scale of the map is 1:25 000 (1 centimeter = 250m). The side of a grid cell equals 250m.
8.1 Distance meter and visibility check

Picture 8.2 - Distance meter and visibility check

1) Start button of measurer.


2) Measured distance in meters.
3) Line of measuring.
4) End point.
5) Start point.

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.

a) Objects are fully visible.


b) Objects with a height of more than 0,5m are visible.
c) Objects with a height of more than 1m are visible.
d) Objects with a height of more than 1,7m are visible.
8.2 Movement on a route

For setting up a route of movement the button "Movement to the sector defined" on the
"Panel of sub-unit orders" is used.

Picture 8.4 - Setting up a route of movement to a tank/division

1) Button for "Orders to sub-units".


2) Button for "Movement to the sector defined".
3) Player vehicle.
4) Intermediate control points of a route.
5) Final point of a route.

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

Following orders to the sub-units are accessible to the player:

1) - «Do as I do!»

2) - Move to the sector defined

3) - Take up defensive position

4) - Stop!

5) - Turn

6) - Order infantry to get inside transports

7) - Order infantry to get out of transports

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.

Player can set up different types of formations for his sub-units:

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

Light machine gun (DP, MG-34)

Machine gun (Maxim)

Hand-held antitank grenade launcher (GrB 39)

Anti-aircraft machine gun

Light flamethrower (FmW 41)

Anti-tank gun (generic term), 85 mm, 100 mm

Gun (generic term), to 100 mm, to 152 mm

Howitzer (generic term), to 122 mm, to 155 mm

Self-propelled howitzer, to 122 mm

Anti-aircraft gun (generic term), small-caliber, medium-caliber


Multiple launch rocket system (generic term), medium-caliber

Mortar (generic term), small-caliber, medium-caliber, large-caliber

Self-propelled anti-aircraft

Emplacement artillery batteries, mortar

Tank, tank battalion commander, floating tank, flame tank

Armored personnel carrier

Automobile, motorcycle

Trench, observation post, shelter


Earth house, escarpment

Low wire barrier

Anti-tank ditch, anti-tank obstacles

Wire barrier (number of strokes - number of rows)

Hedgehog barrier

Minefield (anti-infantry, anti-tank)


9 SIGHTS USAGE

9.1 Sights of the Т-34 mod. 1941

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.

Picture 9.1 - Sight grid of the PT4-7

Sight grid of sight PT4-7 contains (picture 9.1):


1) Scale of lateral amendments.
2) Vertical mobile thread.
3) Horizontal mobile thread.
4) Scale for shooting by a long-range grenade (LG).
5) Scale for shooting by an old grenade (OG).

To aim on a target for a successful shot it is necessary to:


1) Define the range to the target.
Range can be defined by knowing the position of a target compared to a reference point
or other object whose range is already known.
If this way of defining the range cannot be used, range to the target can be estimated by
knowing the approximate size of the target on a scale of lateral amendments. So if it is
known that the width of the target from the given angle is equal to 2 meters, and its
relative size in the lateral amendments equals 4 thousandth, the range to the target
makes approximately 500 meters if 2 thousandth equals 1000 meters (picture 9.2).

Picture 9.2 - Range definition with the PT4-7

Remember that 1 thousandth on a distance of 1 km equals a width of 1 m.

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.

Picture 9.4 - Sight grid of the TMFD

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.

Picture 9.6 - Sight grid of the Mk II "Matilda" II


9.3 Sights of the Panzerkampfwagen IV Ausf. F2

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.

Picture 9.7 - Sight grid of the T.Z.F 5


Picture 9.8 - Sight grid for hull machine gun of the Panzerkampfwagen IV Ausf. F2
9.4 Sight of the Marder II

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.

Picture 9.9 - Default view


Picture 9.10 - View on the drum

Picture 9.11 - View thru the barrel


Picture 9.12 - View thru the gun shield slit

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).

Picture 9.14 - View thru the ZF 3x8 gun sight

Using the correct distance and aiming correctly leads to a result like this (picture 9.15):
Picture 9.15 - Result of a successful shot

9.4.1 Modifying the parameters of the ZF 3x8 gun sight


In case the player wants to he can change certain parameters of the gun sight.
Open the file marder_2_132.engcfg (you can find it the folder:
\data\k42\loc_rus\levels\levels\tech_cfg\). In the section hatchs (), locate the following
two lines:
gunner, d_baraban_b, 341.053, 36, 0, -1, ;
gunner, d_prizel_b, -0.8, 36, 0, -1, ;

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).

1) Adjust the distance steps.


The default step when rotating the drum is 50 m for armor-piercing shells but that can
be changed.
The digits highlighted in blue set the number of steps on the distance scale. For a proper
operation of the gun sight, they should be the same!
So, if instead of 36, you set 72, the step on the scale would now rotate half as far and
leads to a distance change auf 25m instead of the former 50m for armor-piercing shells.
In this way the accuracy of the target distance correction increases, but it will now need
twice as many button pushes to move from zero to the end of the distance scale and
therefore moving will go half as fast as before.
If you do the opposite, and instead 36, you set 18, then the step on the scale will be
twice as far and will lead to a 100m instead of 50m change for armor-piercing shells.
Thus, the accuracy of the target distance correction decreases, but it will only need 18
buttons pushes to get from zero to the end of the scale.
So, adjust it to your own preferences (or leave it as is).

2) Change the default target distance.


You can set a specific distance that the gun sight will start with when starting a mission.
The digits highlighted in green sets the default mark on the target distance scale. For a
proper operation of the gun sight, they should be the same!
So, if instead of 0, you set 10, then the drum and the gun sight will be set to the 10th
mark on the distance scale. This setting corresponds to a distance of 500 m for the
armor-piercing shell Pzgr. 39 (when the distance step is set to 50m).
Remember that this value sets the mark to a corresponding distance step and not to a
distance itself, so the 10th position does not mean 10/100/1000m it means the 10th
position on a 50m step scale.
Remember this also when the default distance step was modified, for example if it was
adjusted to 25m steps the 10th position does not mean 500m it means 250m.
So, adjust it to your own preferences (or leave it as is).

3) Adjusting the angle of the gun sight.


The gun sight is adjustable for specific parameters of a shell, such as - weight, initial
velocity, air resistance, influence of gravity.
The digit highlighted in red set the angle of the gun sight.
If it is observed that the shells systematically fall before or behind the target, you can
change the angle of the gun sight. If the shell hit is behind the target then reduce the
value to -0.7 or lower depending on the point of impact the shell has with this adjusted
value. If the shell hit is before the target then increase the value to -0.8 or higher
depending on the point of impact the shell has with this adjusted value.
You must verify that this angle correction works properly for all distances and for all the
types of shells or else you will experience malfunctions of the gun sight. Take into
account that it is customarily better to make the adjustments and to re-draw the scale of
the drum texture. Then you can take into account the nonlinearity of the corrections
needed at different distances and for different types of shells.
9.5 Sight of the SU-85

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.

Picture 9.16 View thru the 10T-15 gun sight

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.

Distance scales (vertical):


1. The scale on the left designated "ДТ" is intended to aim a DT machine gun but it has
no purpose as the SU-85 has no secondary armament.
2. The scale on the right designated "БР/ОГ" is intended to aim for armor-piercing shells
with tracer (left side of distance scale) and high-explosive fragmentation shells (right
side of distance scale).
The target distance is adjusted by moving the horizontal line to match the target distance
on the appropriate vertical distance scale. The numbers on these scales are given in
hundreds of meters, i.e. 2 means 200m.
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.
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 9.17 - Range definition with the 10T-15 gun sight


9.5 Sight of the SU-100

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.

Distance scales (vertical):


1. The scale designated "ОФ/ПОЛН" is intended to aim for armor-piercing shells and
high-explosive fragmentation shells with a full charge
2. The scale without designation has an unknown purpose and is not used in game.
3. The scale on the right designated "ОФ/УМ" is intended to aim for high-explosive
fragmentation shells with a reduced charge but it is not used as the SU-100 is not loaded
with this shell type.
4. The scale on the far right designated "ДТ" is intended to aim the DT machine gun but
it has no purpose as the SU-100 has no secondary armament.
The target distance is adjusted by moving the horizontal line to match the target distance
on the appropriate vertical distance scale. The numbers on these scales are given in
hundreds of meters, i.e. 2 means 200m.

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

10.1 Shells of the Т-34 mod. 1941

Following shell types can be used in this tank:


1) BR-350А - Armor-piercing shell that contains a small explosive charge, upon
penetrating the armor this charge explodes inside the target and deals out additional
damage. It can split when hitting armor thicker than 70 mm. It is intended to defeat well
armored targets like tanks, etc. and contains a tracer that shows a green color.
2) OF-350M - Fragmentation-high-explosive shell that contains an explosive charge. It
can function in impact or delay mode. It is intended to defeat infantry & guns, and to
destroy field fortifications and barriers. It can also be used against light armored
vehicles like armored personal carriers and armored cars.
3) F-350 - Demolition shell. It is intended to defeat infantry & guns, and to destroy field
fortifications and barriers. Possesses a bad ballistic behavior compared to the OF-350, it
is used when stockpile of other shell types is empty.
4) Sh-354T - Shrapnel shell that contains a small charge to dislodge hitting elements. It
is intended to defeat infantry in the open and possesses a large damage effect. It can
function in impact, delay or grapeshot mode. In impact mode it can be used against
armored vehicles (punches armor of about 40 mm). In delay mode it can be used against
infantry in cover. In grapeshot mode it can be used in close combat against infantry in
the open, blasting the dislodging charge and letting hitting elements out right after
exiting the gun barrel.
5) Sh-350 - Grapeshot shell. It is intended to defeat infantry in the open in close combat,
scattering a sheaf of hitting elements out right after exiting the gun barrel.
10.2 Shells of the Mk II "Matilda" II

Following shell types can be used in this tank:


1) Mk I - Armor-piercing continuous shell without tracer. It is intended to defeat
armored vehicles and does not contain an explosive charge. It is inefficient against light
armored vehicles and frequently punches through it without deal damage because of
small caliber (40 mm) that does not possess sufficient damage potential.
2) Mk II - Armor-piercing continuous shell with tracer. It is intended to defeat armored
vehicles and does not contain an explosive charge. It is inefficient against light armored
vehicles and frequently punches through it without deal damage because of small
caliber (40 mm) that does not possess sufficient damage potential.
3) P.F.H. Mk IT - Practice shell with tracer. It is used only for training, dealing
insignificant damage to vehicles. It possesses ballistics similar to the Mk-I shell.
10.3 Shells of the Panzerkampfwagen IV Ausf. F2

Following shell types can be used in this tank:


1) Pzgr. 39 - Armor-piercing pointed chamber shell that contains a small explosive
charge, upon penetrating the armor this charge explodes inside the target and deals out
additional damage. It is intended to defeat well armored like tanks, etc. and contains
tracer that shows a red color.
2) Pzgr. 40 - Armor-piercing discarding shell. It is intended to defeat heavy armored
vehicles up to a distance of 500 meters. On distances greater than 500 meters it loses
speed quickly and this leads to a significant decrease in armor-piercing action compared
to the Pzgr. 39.
3) Gr. 38 Hl/B - High-explosive anti-tank shell that uses a shaped explosive charge to
penetrate armor. The thickness of armor that can be penetrated depends strongly on the
angle between the trajectory of the shell and the armor, the smaller the angle is the less
armor can be penetrated. It is used against various armor vehicles and the penetrating
capability stays practically the same regardless of the distance that the shell traveled
because it does not penetrate by kinetic energy.
4) Spr.Gr. 34 - Fragmentation-high-explosive shell that contains an explosive charge. It
can function in impact or delay mode. It is intended to defeat infantry & guns, and to
destroy field fortifications and barriers. It can also be used against light armored
vehicles like armored personal carriers and armored cars.
10.4 Shells of the SU-100
1) UBR-412B - Armor-piercing shell with ballistic cap and tracer (Based on the BR-412
armor-piercing high-explosive projectile). Quantity: 7 shells.
2) UBR-412 - Armor-piercing shell with tracer (Based on the BR-412 armor-piercing
high-explosive projectile). It is characterized by a tendency to ricochet (3 times greater
than that of BR-412B). Quantity: 10 shells.
3) UOF-412 - High-explosive fragmentation shell (Based on the F-412 high-explosive
fragmentation shell). Quantity: 16 shells.
11 SIGNS OF DEFEAT OF THE ARMORED TARGET

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.

Table 12.1 – Codes of damage and their interpretation.

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.

6) At distances up to 400m aim on the most visible vertical surface of a tank. At


distances of over 400m, aim in the middle of front or side of the enemy. The best
distance to open fire on tanks is 600-800m and closer.

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: Why is the screen all black?


A: In some tanks sights are closed with armored caps. Open them by using [G] button.

Q: Why do machine gun and main gun shoot "aside"?


A: Some sights allow carrying out a circular view [T/Y], i.e. rotating in a horizontal
plane irrespective of where the gun is pointing. Align the sight with the main gun by
using [O] button.

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: In missions using the Mk II "Matilda" II, it is very difficult to destroy German


armored personal carriers. Maybe their armoring is strongly overestimated?
A: Armor is alright. The Mk II ammunition load consists only of armor-piercing shells.
Those shells have no explosive charge and so cannot deal additional damage inside the
personal compartment, they also penetrated armor thinner than 30 mm without giving
enough secondary splinters to cripple the target. To cripple an armored personal carrier
shoot at the engine section (at the front of an armored personal carrier) or at the tracks to
stop its movement.

Q: Is there a Multiplayer?
A: No.

Q: The tank commander does not indicate targets.


A: Go to "Realism Setting" and enable "Allow Target Markers".

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 someone is killed too late.


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: The main gun is damaged far too often.


A: You simply had bad luck.

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: How can I give orders to a single AI unit?


A: You cannot give orders to a single AI unit. This is not a Tactical or Real-time
Strategy game.

Q: How can I get a free view of the battlefield?


A: Us a mod called "Free camera mod".

Q: Is there a way to turn the sub-title text off?


A: Go to "Sound and music Settings" and mark "Disable Sound in missions" and
"Disable music in missions", this also disables subtitles.

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.

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