Panzer Command: Kharkov

2054172

Forum Conscript
Joined
May 19, 2005
Messages
2,121
Reaction score
0
Location
Canada eh !
Country
llCanada
To ALL!
Let's get this back onto topic please......keep it clean and no baiting.
Thank you
2054172
 

Palantir

Member #86
Joined
Aug 7, 2002
Messages
4,877
Reaction score
1,706
Location
The Heartland
Country
llUnited States
I hope the children go back to bed soon...

POS- you're doing great work.
I agree with Numbers don't anyone be baiting anyone else, this is GS go to some other CM site & do it if you must.
 

MKSheppard

Member
Joined
Oct 13, 2002
Messages
91
Reaction score
1
Location
USA
Country
llUnited States
Bought the Kharkov and Winter Storm bundle pack for about $64, using my Maryland State Tax Bri....errr refund.

There's a surprisingly large number of 3D units available;

The Kharkov list of units with 3D models is:

Guns:
122MM M1938
45MM M1942 ATG
PaK 36 ATG
PaK 38 ATG
PaK 40 ATG
s 10cm K18
ZIS-2 ATG
ZIS-3 ATG
88mm Flak 36

Lend Lease Vehicles:
Valentine IV
M3A1 Stuart
Matilda II

Soviet Vehicles
IL-2 Sturmovik
BA-10
BA-10M
BA-3
BA-6
BA-64
BT-7
KV-1 M1941
KV-1 M1942
KV-2 M1940 (in beta patch)
KV-2 M1941 (in beta patch)
SU-122
SU-152 M1943
SU-76
T-60
T-70 M1942
T-26 M1939
T-34/76 M1940
T-34/76 M1941
T-34/76 M1942
T-34/76 M1943
T-34/85

German Vehicles
JU-87 Stuka
Brummbar
Brummbar late
Brummbar mid
Ferdinand
Marder I
Marder II
Opel Blitz Truck
Panzer 38(t)E
Panzer IIF
Panzer IIIG
Panzer IIIH
Panzer IIIJ
Panzer IIIL
Panzer IIIN
Panzer IVE
Panzer IVF1
Panzer IVF2
Panther G Late
Panther G
Tiger I
SdKfz 222
SdKfz 231
SdKfz 250
SdKfz 251
StuG IIIC
StuG IIIF

But, that doesn't stop Koios; they have included the data for a whole load of other units that there aren't 3D models available for:

Hetzer
Hummel
IS-2 M1943
IS-2 M1944
IS-3
ISU-122
ISU-152
Jagdpanther
Jagdpanzer IV
M4A3 Sherman
Tiger II

(etc)

So you can pretty much have most of the Eastern Front available to you; and some of the Western Front.

The system is a bit different from what a lot of people are used to for Combat Mission (the previous standard bearer); but, unlike CM, the game is open and moddable; even the 3D models aren't encrypted; they're just in .x format (as used by Direct X); meaning you can load them and tweak them to add more detail if you want....unlike CM.
 

ERutins

Member
Joined
Jun 7, 2006
Messages
67
Reaction score
1
Location
Vermont, USA
Country
llUnited States
Here's the full change list FYI:

"The v1.01 update is a major new version with over 40 fixes, ranging from two serious international region-related bugs to unit data typos and an issue that could prevent medals being awarded correctly in campaigns. New features include a Trees On/Off toggle, better path-finding and collision handling and more intelligent use of maps and platoon sizes in random battles. The showcase new unit for this release is the mighty KV-2, a formidable addition to the Soviet forces! In addition, the requirement for Internet Explorer 7 components to run the tools has been dropped. Tools like the Scenario Editor and Random Battle Generator will now work fine with Internet Explorer 6 components, which are included by default with Windows XP and later, requiring no additional installation of software. "

v1.01 - First Official Update, May 21, 2008

New Features:

1. The RBG, RCG, HQ Helper, Scenario Editor and Campaign Editor now all work fine with Internet Explorer 6.0. There is no longer any requirement to have Internet Explorer 7.0, though the tools will likely run faster with it than with 6.0. Since Internet Explorer 6.0 is installed by default with Windows XP, this means that these tools now work fine with an "out of the box" XP installation.
2. The Scenario Editor now enforces US date format strictly. If you do not use a US date format in your scenarios, it may cause the game to hang.
3. The Random Battle Generator now makes better use of template placements to increase density for larger point battles.
4. The Random Battle Generator now uses more historical default platoon sizes for each side and unit type and now supports "max=" for platoons listed in the preset files.
5. Medals that require a certain number of kills in a single battle are now more likely to be awarded to units that exceed that kill count. The more kills the unit gets, the more likely it is to be awarded the medal.
6. The F12 key will now toggle Trees On and Off. A few trees and tree shadows will remain so that the user can easily tell where the trees were.
7. We've incorporated one of the improved tracer sets created by "Mraah" as the new official tracers, with his permission. Thanks to "Mraah" for his work on these.
8. Collision handling between infantry and vehicles and terrain has been very significantly improved. If you experience any issues with this in the past, please give it another try.

New Units:

1. The KV-2 (two models) is now available for your gaming pleasure. This new fully modeled and animated unit done by Steve "Mobius" Lorenz, while rare, is a potential nightmare to face for early war German commanders. By default, it is now included in the random battle and campaign generation options as well.
2. The PaK 41 is now available, with a new data file and a new gun file, using the PaK 40 model. By default, it is now included in the random battle and campaign generation options as well.

Clarifications:

1. Spotting of moving infantry units is not correctly documented in the manual. An infantry unit moving at half speed (i.e. Defend -> Move) is only +5 to be spotted. An infantry unit moving at normal speed (i.e. Engage -> MOve, Advance or Bound) is a +10 to be spotted. An infantry unit moving at fast speed (i.e. Rush) is +15 to be spotted. Therefore, if you want your moving infantry units to be as stealthy as possible, use the slower movement orders.

Boot Camp:

1. Fixed problem with Boot Camp campaign that would cause some units in later scenarios to show up at zero strength and thus not be displayed if the player did not select them and click the "Replace Losses" button before playing the scenario.
2. Some minor balance adjustments to the Boot Camp campaign to make a few difficult missions slightly easier.
3. Fixed some typos in Boot Camp Campaign briefings

Data Issues:

1. Fixed issue with transparent silo on Kharkov Map L3B
2. Fixed issue with typo in Volksgrenadiers that could cause purchase screen crash in '45 Random Battles
3. Fixed issue with typo in Panther G Late that could cause purchase screen crash in late war Random Battles
4. Fixed issue with typo in media= field for 1/43 Winter Skirmish scenario that would cause it to crash
5. Fixed various typos in the Kharkov historical campaigns, a few of these could affect core unit experience. To take full advantage of them, start a Kharkov historical campaign from the beginning.
6. Corrected a typo in the penetration for 50mm mortars that could cause them to penetrate
7. Fixed missing gun files for 1943, 1944 and 1945 Soviet SMG squads that could cause an AI Planning freeze or a purchase screen crash
8. Fixed a missing gun file for 1941 SS SMG squad
9. Corrected firepower values for 1944-45 Fallschirmjaeger squads
10. Adjusted truck data to make them more vulnerable to small arms fire
11. Fixed a typo in the SU-100's gun file
12. Fixed an issue that could cause SS Rifle and SS PanzerGrenadier squads to show up wearing winter clothing in summer scenarios
13. Fixed an issue that could cause the KV-1 M1940 to show up in winter camo in summer scenarios
14. Made anti-tank guns slightly more vulnerable to small arms fire.
15. The entry dates for the SU-85 and SdKfz 234 Puma have been corrected. The Puma now uses the SdKfz 231 as its "generic" model until a unique model is available.
16. Added the missing Winterstorm Level scene files in the appropriate \Media\Level sub-folders.
17. Fixed two terrain map issues on Kharkov Maps L2B and L9B
18. Corrected some objective naming issues in the random battle map templates

Graphical Issues:

1. Some issues with the turret and wheel animations on the SdKfz 231 have been corrected.
2. Some issues with the turret and track animations on the T-70 have been corrected.
3. Some issues with the turret and track animations as well as the scale on the Panzer II have been corrected.

Code Issues:

1. Fixed a registry key error that would cause a "Loading Interface" freeze on non-US regional settings systems
2. Improved pathfinding collision handling to hopefuly eliminate units getting "stuck" on other units in situations where there was a rear collision and impeding terrain to the side preventing re-pathing.
3. Fixed an animation bug where crawling infantry did not always properly stand back up after recovering from suppression and trying to Run or Walk.
4. Fixed a bug that could cause a unit's Spot Indirect Fire menu to not refresh artillery status between turns unless the unit was reselected
5. Fixed a bug where in rare cases dead infantry did not properly dismount from buildings after being killed
6. Increased the opacity of the event list box and changed the bright red text to maroon to improve the readability of the text
7. Fixed a bug that could cause some units to be skipped for some medal/ability rewards at the end of a battle
8. Stepped through all the medals and abilities, corrected a few minor issues that could result in some rare double medals or medals being given to the wrong unit type.
9. The Withdraw Reaction order now only impacts the selected unit, even if that unit is the HQ unit for the platoon. This is to bring it in sync with the other Reaction orders, which are intended to only affect a single unit.
10. Fixed a bug that was not allowing artillery suppression to function at its full intended effect.
11. Fixed a bug with the Engage->Hold and Engage->Facing orders that would cause them to propagate to other sub-units that already had the same base order. This brings them in sync with the intended behavior, which is that sub-orders within the same base order do not propagate to other units in the platoon unless they have no specific sub-orders assigned.
12. Fixed a bug that allowed foxholes to be spotted more easily than they should have been.
13. Fixed a bug that allowed units to mount enemy vehicles.
14. Fixed a bug that caused "wheel" hits on wheeled vehicles to sometimes be reported as "track" hits.
15. An issue that could cause a unit to "bounce" off the map during collision handling has been fixed.
16. Collision handling calculation speed has been improved.
17. Fixed an internationalization issue that would prevent reinforcements arriving on systems that were running regional settings where a decimal point was replaced with a comma.
 
Top