Камрад сообщает, что у него тоже открывается форум.
Приходит на память, что однажды кто-то из наших рассказывал, что видел в инете сайт "S.P.R." как запрещенный Роскомнадзором. Чем дело закончилось не помню, детектив какой-то.
Действительно, насколько я знаю последние день-два вступило в силу блокирование сайтов из некоего запрещенного списка, из-за чего прекратили работать ряд известных военных форумов и сайтов. Возможно, действительно пантеры в этот список попали. У меня все работает, но я в Украине и у нас это блокирование, слава Богу, не работает. So... So you think you can tell, The Heaven from Hell, blue skies from pain?
Несколько товарищей сейчас пробовали пантерный форум из России - все нормально открывается. Может временная проблема какая-то была. So... So you think you can tell, The Heaven from Hell, blue skies from pain?
Сообщение отредактировал T-28A - Воскресенье, 03.11.2013, 00:25
Есть ли желающие провести небольшой бой-реконструкцию контрнаступления британских войск под Аррасом в мае 40го? бой готов, войска подобраны, остается только расставить и в бой. Немцы - в обороне частями 7й тд, пех. бригады СС и подразделениями люфтваффе. Атакуют подразделения 50й п.д. при поддержке танков 7го королевского т.п. (матильды I и II). Интересно, получится ли повторить реальную ситуацию и продавить немецкую оборону силами которые британцы имели на тот момент в своем распоряжении.
ich800, я не потяну по загруженности, но очень хотелось бы посмотреть на это действо in action. Если найдется оппонент, сбрасывай мне пожалуйста сейв своих ходов на мыло, было бы очень интересно. So... So you think you can tell, The Heaven from Hell, blue skies from pain?
Неделю назад вышли очередные патчи 2014 года на WinSPMBT и WinSPWW2. На глаз: - в обоих патчах по две новые кампании (в ВВ2 - Багратион за СССР и Фалезский котел за немцев, в МБТ - гипотетическая война с Ираном за США и речные бои в дельте Меконга за них же); - ряд долгожданных апдейтов по СССР (в частности, в МВТ - долгожданный ИТ-1, в ВВ2 - не менее долгожданный БА-27 и наконец-то подкорректированы статы и вооружение ранних Т-26 и БА-10), ряд апдейтов по Франции/Бельгии/Голландии; - как обычно, ряд изменений в ОоВ и графике; - как обычно, новые сценарии и карты, в т.ч. из заметного по МВТ - квази-кампания по мотивам сериала "Красный рассвет" и пачка сценариев по русско-китайской войне 2020 года; по ВВ2 - глаз особо ни за что не зацепился. Более подробные релизнотсы под катами. WinSPWW2
12 New Scenarios 63 Revised Scenarios 2 New Campaigns 6 Revised Campaigns 40 Revised Campaign files 1 New Map 1 New Sound file 1,250 New or revised Photos 67 New or Revised Icons 36 Updated OOB files 12 Revised Icon Graphic files 10 New or Revised Text files Upgraded Game Options Upgraded MOBHack Upgraded Cost Calculator Upgraded ScenHack Upgraded Camo Map Editor
We have added a programmed barrage option for owners of the extended features version. This new feature is only available as a pre first turn set-up option so is only available when the player is advancing or assaulting . It can be set up to start at any time from initial bombardment to the limit of the turns set for that battle. Programming is easy. Assume for this example you want to set up an pre game bombardment with any number of guns that would deliver artillery just in front of a planned advance. You would choose the hex you want to start the bombardment just as you normally would then , once that was done you would advance the Artillery bombardment turn button ( the one with the large + ) to the next turn you wanted bombardment from that gun to land. It could be the next turn or it could be any number of turns in advance. When you click on the map for the next bombardment hex the first one you placed will disappear but be assured it has not been lost. You can continue on for as many turns as the guns have ammo for and it can be used by scenario designers as well. The AI will will sometimes use this feature in the attack and assault in the extended features version.
Please note that once a pre-planned bombardment has been set it cannot be stopped until complete, and any guns assigned on a programmed task are not available to the player until their part of any programme is complete but the entire programme may be cancelled by pressing the "cancel Programme" button on the bombardment screen. This button is provided to free game users as well, since they may want to do so in a scenario with an advanced programme that was made by a CD owner. The cancel bombardment button is also the only way to clear any programme you are creating (in the setup turn 0 of an advance or assault, or in the scenario editor) - it's all or nothing. Therefore plan your programme and plot it with care as this is the only way to cure a mistake!.
All 15 levels of terrain are now represented by different colours on the mini map. Previously only the first 10 levels were with level 11-15 the same colour as level 10
MOBHack has been improved to work with most of the commonly used integrated database checks. For example, if you select "Unit Checks" and " Find units *" and you, for example, clicked on 01- Infantry you would see a message to the right that reads " Searching for Units of class 1 Infantry" and under that would be a list of units that use that unit class. In the past you would then have to open MOBHack manually and scroll to the unit you were interested in. Now you can click on that unit in the database and it will automatically set MOBHack to that unit ( or formation if you select formation checks..... the tabs marked with an asterix ( * ) will do this
MOBHack now has a "paste icons only" check box to allow pasting of only the 3 icon fields from the paste buffer.
Units of class 180 Artillery Prime Mover will now offer crew protection if the front armour is >0
A bug was fixed in the AAA reaction fires routines if weapon 1 is turned off or damaged. This mainly affected dual gun/SAM systems in MBT
AAA gun accuracy has been reduced at long ranges (>50% range) Non specialist AAA units with warhead 1 weapons ( AAMGs ) are also less effective (at ranges >5. Specialists with radar control are not particularly effected (>85% range).
Full map editor functionality is now made available on the "View Map" Screen, for any desired tailored tweaks of a randomly generated map for the extended features version only.
A larger text option has been included for the extended features version only. This uses a new font we developed for many of the screens that makes them easier to read in many cases. This new feature can be switched on or off though GameOptions / Misc and needs to be turned on manually by the player. The spin off effect of this was many screens needed slight adjustments to allow both the old and new font to work equally well which lead to further adjustments that balance text display better in either mode
General support and direct support artillery now have a bit more delay when adjusting fire due to the longer communications delay with their HQs
Rifle fire base hit chance has been reduced slightly at ranges of 6+ hexes and Self-Loading Rifle type weapons chance to hit has been increased slightly. SMG to-hit chance at 2 hexes or less has been increased slightly. This code was already in WW2 is now applied to MBT as well. An "assault rifle" is treated as an SMG at 2 hexes or less, and as an SLR at 3+ hexes. In addition, sections with more than 13 men have an additional to-hit based on the excess remaining men over 13 for any infantry prime class weapons. This code was also already in WW2, but is now applied to MBT as well. None of the above apply to indirect fires - only to aimed direct fires. In these examples a "Rifle" is an Infantry primary class (weapon class 1) weapon with a HEKILL =1 and a range >4. An SLR is a Infantry primary weapon class (weapon class 1) with HEKILL>1 and range >3. An "Assault Rifle" is an Infantry primary weapon with HEKILL of 3+ and range 5+ and a SMG is a Infantry primary weapon with HEKILL of 5 or more and range <4 hexes.
The Italian Long Campaign end date has been extended to 9/43 with Germany added as a possible opponent in that last month. The Balkans option now runs from 10/40 to 4/41. During the time period 10/40-3/41 the "Balkan" opponent is Greece and in 4/41 it is Yugoslavia. Eastern Front is now available only from 9/41 to 5/43.
AAA was withholding fire till targets were close and if % to hit was under 10%. This has been adjusted so they fire more freely at such targets now.
128 pages of suggested OOB changes and/or corrections have been reviewed , researched and applied to the game along with a number of changes we made to enhance OOB accuracy and / or completeness. A number of OOB's have had extensive work done and all game scenarios and campaigns have been corrected keeping them in sync with the new OOB's
WinSPMBT
21 New Scenarios 40 Revised Scenarios 2 New Campaigns 4 Revised Campaigns 120 Revised Campaign files 14 New or Revised Map files 87 New or revised Photos 66 New or Revised Icons 92 Updated OOB Files 14 New or Revised Icon Graphic files 14 New or Revised Text files 108 New or Revised picklists Upgraded Game Options Upgraded MOBHack Upgraded Cost Calculator Upgraded ScenHack Upgraded Camo Map Editor
We have added a programmed barrage option for owners of the extended features version. This new feature is only available as a pre first turn set-up option so is only available when the player is advancing or assaulting . It can be set up to start at any time from initial bombardment to the limit of the turns set for that battle. Programming is easy. Assume for this example you want to set up an pre game bombardment with any number of guns that would deliver artillery just in front of a planned advance. You would choose the hex you want to start the bombardment just as you normally would then , once that was done you would advance the Artillery bombardment turn button ( the one with the large + ) to the next turn you wanted bombardment from that gun to land. It could be the next turn or it could be any number of turns in advance. When you click on the map for the next bombardment hex the first one you placed will disappear but be assured it has not been lost. You can continue on for as many turns as the guns have ammo for and it can be used by scenario designers as well. The AI will will sometimes use this feature in the attack and assault in the extended features version.
Please note that once a pre-planned bombardment has been set it cannot be stopped until complete, and any guns assigned on a programmed task are not available to the player until their part of any programme is complete but the entire programme may be cancelled by pressing the "cancel Programme" button on the bombardment screen. This button is provided to free game users as well, since they may want to do so in a scenario with an advanced programme that was made by a CD owner. The cancel bombardment button is also the only way to clear any programme you are creating (in the setup turn 0 of an advance or assault, or in the scenario editor) - it's all or nothing. Therefore plan your programme and plot it with care as this is the only way to cure a mistake.
All 15 levels of terrain are now represented by different colours on the mini map. Previously only the first 10 levels were with level 11-15 the same colour as level 10.
MOBHack has been improved to work with most of the commonly used integrated database checks. For example, if you select "Unit Checks" and " Find units *" and you, for example, clicked on 01- Infantry you would see a message to the right that reads " Searching for Units of class 1 Infantry" and under that would be a list of units that use that unit class. In the past you would then have to open MOBHack manually and scroll to the unit you were interested in. Now you can click on that unit in the database and it will automatically set MOBHack to that unit ( or formation if you select formation checks..... the tabs marked with an asterix ( * ) will do this
MOBHack now has a "paste icons only" check box to allow pasting of only the 3 icon fields from the paste buffer.
Units of class 180 Artillery Prime Mover will now offer crew protection if the front armour is >0
A bug was fixed in the AAA reaction fires routines if weapon 1 is turned off or damaged. This mainly affected dual gun/SAM systems in MBT
AAA gun accuracy has been reduced at long ranges (>50% range) Non specialist AAA units with warhead 1 weapons ( AAMGs ) are also less effective (at ranges >5. Specialists with radar control are not particularly effected (>85% range).
Full map editor functionality is now made available on the "View Map" Screen, for any desired tailored tweaks of a randomly generated map for the extended features version only.
A larger text option has been included for the extended features version only. This uses a new font we developed for many of the screens that makes them easier to read in many cases. This new feature can be switched on or off though GameOptions / Misc and needs to be turned on manually by the player. The spin off effect of this was many screens needed slight adjustments to allow both the old and new font to work equally well which lead to further adjustments that balance text display better in either mode
General support and direct support artillery now have a bit more delay when adjusting fire due to the longer communications delay with their HQs
Rifle fire base hit chance has been reduced slightly at ranges of 6+ hexes and Self-Loading Rifle type weapons chance to hit has been increased slightly. SMG to-hit chance at 2 hexes or less has been increased slightly. This code was already in WW2 is now applied to MBT as well. An "assault rifle" is treated as an SMG at 2 hexes or less, and as an SLR at 3+ hexes. In addition, sections with more than 13 men have an additional to-hit based on the excess remaining men over 13 for any infantry prime class weapons. This code was also already in WW2, but is now applied to MBT as well. None of the above apply to indirect fires - only to aimed direct fires. In these examples a "Rifle" is an Infantry primary class (weapon class 1) weapon with a HEKILL =1 and a range >4. An SLR is a Infantry primary weapon class (weapon class 1) with HEKILL>1 and range >3. An "Assault Rifle" is an Infantry primary weapon with HEKILL of 3+ and range 5+ and a SMG is a Infantry primary weapon with HEKILL of 5 or more and range <4 hexes.
If Kenyas opponent is Mujahideen the default maps are Northern Kenya or Southern Sudan instead of Afghanistan. Mujahideen here represents Al-Shabab, Al-Quaeda, or Sudanese bandits and local warlords
Mine sweeper tank and engineer tank classes now protect any passengers as if an APC unless front armour is 0. This is for engineer type APCs. It is normal in the game now to give engineer and mine clearing tanks zero carry capacity but this penalized vehicles that had facilities to carry troops inside while the engineering / mine clearing work was being done so something like a M1A1 MCBS will still have a zero carry capacity but something like a M113A1 Dozer can have a carry capacity and protection for those passengers and something like the Merkava mine clearing tank can carry it's passengers under armour
New Battle locations have been added when the two opponents are Japan and China
73 pages of suggested OOB changes and/or corrections have been reviewed , researched and applied to the game along with a number of changes we made to enhance OOB accuracy and / or completeness. The USMC OOB and picklists have been redone completely and all game scenarios and campaigns have been corrected keeping them in sync with the new OOB's
So... So you think you can tell, The Heaven from Hell, blue skies from pain?
Приветствую. WinSPMPT - не играл уже года четыре, может пять. Да и когда играл был середнячком, поэтому вряд ли составлю такому опытному бойцу большую конкуренцию. Но если все равно есть желание - готов сразиться, может даже и не один раз.
Только с условием, что это либо какой-то сценарий, либо рандом с обязательным выбором из реального штата (одна-две ротные группы с усилением на первую игру, на вторую можно попробовать БТГ с усилением). А то как-то играл, припоминаю, так бывало что у противника сплошные снайпера да тяжелые пулеметы... А хочется не столько выиграть, сколько чуточку почувствовать себя в более-менее приближенной к реальной обстановке.
Из возможных вариантов можно попробовать встречный бой ротных групп с усилением ВСУ и РФ в 2014; встречный бой войск КНР Индия; высадка Японии на Курилах; штурм США городской застройки в Ираке... Тут все интересно )))) А.В. Суворов: "Я с войсками сюда прибыл. Двадцать четыре часа на размышление — и воля. Первый мой выстрел — уже неволя. Штурм — смерть."