A few more Panzer Command Screenshots...

A brand new campaign-based 3D tactical engine covering combat in World War II, from the developers at Koios Works. The first operation covered is the famous "Wintergewitter" or Winter Storm, a desperate attempt by Hoth's 57th Panzer Korps to break through to the encircled 6th Armee at Stalingrad and the Soviet counter-attack by 2nd Guards Army that drove them back.

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Yoozername
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RE: A few more Panzer Command Screenshots...

Post by Yoozername »

ORIGINAL: Erik Rutins

Ok, I'll take a look through these tonight. Based on my first look though, I found this interesting:
Using the German figures for doubled random dispersion and assuming an average range estimate error of 25% with a bell shaped error distribution (typical results for average crew, based on British and American firing trials), the following first round hit percentages were computed against a stationary 2m high by 2.5m wide target:

FIRST ROUND HIT %

RANGE...50L60...75L48...75L70...88L56...88L71
500m...........81......75.....88.......79.....94
800m...........36......34.....51.......39.....61
1100m..........17......15.....28.......21.....34
1400m...........9.......7.....16.......12.....19

Muzzle velocities are 835 m/s for 50L60, 750 m/s for 75L48, 935 m/s for 75L70, 780 m/s for 88L56 and 1000 m/s for 88L71. All rounds APCBC except APC for 50L60

A 2m x 2.5m target size was used by the Germans as a reasonable model for the front view of a typical target tank, which simplified the calculations. Those dimensions simplify the complex variations in target width with height (T34 turret front is narrower than hull and has sloping sides, T34 hull width varies with height, etc.), and probably assume that ground rolls and folds blocked out some of the lower tank area.

The above stated estimates for first round hit percentage probably represent the high side of what would be expected from average troops in battle, since “nervous and/or fatigue” origin errors were not considered during the calculations. Under the stress of combat, people can forget intermediate steps and see things on the gun sight that are not there. Discussions on the AFV News forum site have brought out the possibility that unquantifiable human errors may account for a good share of the reported misses at “sure thing” ranges.

I don't know how much to trust these numbers, given that there is debate on them in the same threads and they represent effectively an addiitonal data point rather than a definitive answer for our purposes. Nevertheless, very very interesting. With that said, he comes up with a 75% hit rate for the L48 (we were looking at the L43). We're dealing with a smaller target in the T-70 and we end up with 50% after the first shot, so it looks like we're in the same ballpark, particularly since in our tables the accuracy sharply rises inside of 500m (<425m or so it's almost a guaranteed hit). Note also that we try to take into account the "human factors" mentioned above that tend to show up in battle. I'll have to review this info in more detail, but thanks for bringing it up.

Regards,

- Erik

I would say this data (using the double dispersion method) is suspect. Even rexford came around and starting woring on models that used range estimation techniques as better starting points. Its the key piece of accuracy that many games do not address. I would liek your game to model this.

The Germans did indeed use actual range measuring equipment in some units. The RM34 (?) type coincidence range finder was used by even HMG and mortar units. In a prepared defense, ranges were known. Thats why ATG are so deadly initially. They are emplaced and leveled and they know the ranges. They do not have to estimate typically. Units like FLAK had even better range measuring equipment. Thats why the 88s were so deadly.

A tank moving into new tarrain must estimate the ranges. Its a distinct disadvantage.
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Erik Rutins
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RE: A few more Panzer Command Screenshots...

Post by Erik Rutins »

Well, regardless of the outcome of this discussion, I thought I should mention the following as it is a strength of this design.

If you disagree with any of our numbers, be it an armor rating, the hit location chart, or gun accuracy at various ranges, as long as you can edit a text file you can change it and the game will use your edited data. I'm sure that we will see not only texture mods and perhaps new models for the game, but also a lot of tweaks to the data once grogs sink their teeth into it. While we may not have the best "grass mod", there will likely be various different "stat mods" after release. Here's an example of the 75mm/L43 as a text (XML) file:

<gun caliber="75" type="75mm/L43">
<ammunition destruction="6" stun="10" type="APHE">
<tohits>
<tohit number="1" range="275"></tohit>
<tohit number="2" range="350"></tohit>
<tohit number="3" range="425"></tohit>
<tohit number="4" range="450"></tohit>
<tohit number="5" range="500"></tohit>
<tohit number="6" range="550"></tohit>
<tohit number="7" range="600"></tohit>
<tohit number="8" range="675"></tohit>
<tohit number="9" range="750"></tohit>
<tohit number="10" range="900"></tohit>
<tohit number="11" range="1200"></tohit>
</tohits>
<penetrations>
<penetration number="13" range="75"></penetration>
<penetration number="12" range="250"></penetration>
<penetration number="11" range="450"></penetration>
<penetration number="10" range="625"></penetration>
<penetration number="9" range="850"></penetration>
<penetration number="8" range="1125"></penetration>
<penetration number="7" range="1200"></penetration>
</penetrations>
</ammunition>
<ammunition destruction="7" stun="11" type="APCR">
<tohits>
<tohit number="1" range="150"></tohit>
<tohit number="2" range="275"></tohit>
<tohit number="3" range="325"></tohit>
<tohit number="4" range="375"></tohit>
<tohit number="5" range="425"></tohit>
<tohit number="6" range="450"></tohit>
<tohit number="7" range="475"></tohit>
<tohit number="8" range="550"></tohit>
<tohit number="9" range="650"></tohit>
</tohits>
<penetrations>
<penetration number="15" range="50"></penetration>
<penetration number="14" range="150"></penetration>
<penetration number="13" range="250"></penetration>
<penetration number="12" range="325"></penetration>
<penetration number="11" range="400"></penetration>
<penetration number="10" range="500"></penetration>
<penetration number="9" range="650"></penetration>
</penetrations>
</ammunition>
<ammunition destruction="5" stun="10" type="HE">
<tohits>
<tohit number="1" range="275"></tohit>
<tohit number="2" range="350"></tohit>
<tohit number="3" range="425"></tohit>
<tohit number="4" range="450"></tohit>
<tohit number="6" range="500"></tohit>
<tohit number="7" range="550"></tohit>
<tohit number="8" range="600"></tohit>
<tohit number="9" range="675"></tohit>
<tohit number="10" range="750"></tohit>
<tohit number="11" range="900"></tohit>
<tohit number="13" range="1200"></tohit>
</tohits>
<penetrations>
<penetration number="3.5" range="200"></penetration>
<penetration number="3" range="350"></penetration>
<penetration number="2.5" range="550"></penetration>
<penetration number="2" range="725"></penetration>
<penetration number="1.5" range="900"></penetration>
</penetrations>
</ammunition>
</gun>

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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Yoozername
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RE: A few more Panzer Command Screenshots...

Post by Yoozername »

In Tankerschool (end 1943) the crews had to fulfill the following:

1st Exercise:
Using HE on a target at unknown range but less than 1200 meters. Own tank stationary target stationary (size of AT-Gun)
Criterion to pass: 1 Hit out of 4 rounds

2nd Exercise:
HE on a target at range greater 1200m, six HE rounds authorized (target the same as in 1)
Criterion to pass: 1 Hit

3rd Exercise:
AT round on a (stationary, frontal) tank target at greater than 1200m. 4 rounds authorized
Criterion to pass: 1 Hit

4th Exercise:
AT round on a moving (ca. 20km/h) tank target across the field of vision at 800 - 1200m. 3 (!!!) rounds authorized
Time: 30 sec. Firing time, target moves 150 m
Criterion to pass: 1 Hit

Notice: No Examination on tanktarget stationary below 1200 m !!
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Erik Rutins
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RE: A few more Panzer Command Screenshots...

Post by Erik Rutins »

Yoozername,

Of course, practice conditions on a range are much different from a crew in battle. There have been many instances in 20th century warfare to prove that beyond a shadow of a doubt. Nevertheless, more info to consider. With that said, if you have more info you would like to post, let's move this to another thread as I'd like to keep this one on discussion of the new screenshots.

Regards,

- Erik
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mbelew
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RE: A few more Panzer Command Screenshots...

Post by mbelew »

I'd like to keep this one on discussion of the new screenshots

Speaking of which, did you turn shadows off for these?
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Erik Rutins
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RE: A few more Panzer Command Screenshots...

Post by Erik Rutins »

Yeah, after posting them, I realized I had. [8|] The next set will have shadows, never fear. [8D]

Regards,

- Erik
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Yoozername
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RE: A few more Panzer Command Screenshots...

Post by Yoozername »

I will post other data to another thread.

I do have a question regarding infantry in halftracks that the screenshots show. How do you access the occupants? Do you have to use the infantry icons at the bottom of the screen?

I would like to see a screen shot with an infantry unit selected and would like to see what the menu looks like (in orders phase)
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Andreas1968
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RE: A few more Panzer Command Screenshots...

Post by Andreas1968 »

Thanks for the time taken to provide the explanations Erik. I would still like to see some Balka screenshots though.

All the best

Andreas
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