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Part 2: Preview
Tank T-72: Balkans in Fire
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Take a look at the screenies from
one of the T-34 training missions.
You can see each position in the tank. And look at
the environment! The maps are lush and filled with vegetation.
In the outside configuration screen, accessed from your Start
menu in Windows 2000, you have a bewildering array of configurability
options. This menu is in English, oddly, and gives you the
ability to set a lot of view and realism options. Im
playing with everything at defaults, but you can have terrain
fill distance set farther out than you see in the screenshots
if you prefer having the grass in your meadows stretch farther
out. As you can see, the maps in game are very large. From
the top of a hill it seems like you can see for miles. It
is routine in game to engage at ranges of 1600 to 1800 meters
in the T-55 and T-72, and I have managed kills on moving tanks
from 1100 meters in the T-34 / 85 using the realistically
modeled rangefinding optics.
The game can be hyper-realistic, or
not so realistic. You can set options as obscure as whether
or not barrel wear impacts on your weapons accuracy,
if you like. The T-55 and T-72 model laser rangefinders, with
the appropriate Russian method of computing lead. Both the
modern tanks have the antiquated but effective Soviet-era
active infrared systems for night-fighting, and they all three
have working headlights for night driving. I switched on headlights
in one T-34 mission and promptly got shot at by a concealed
recoilless rifle! Be careful how you use headlights.
In these screenshots, my T-34 has
been ambushed by a Super Sherman and an RPG team. The game
models armor, and penetration values of various rounds at
distances. This is one reason for modeling a small-scale conflict
rather than the Fulda Gap: you can have up-close-and-personal
small-scale, realistic firefights where the weapons behave
much as they do in the real world and with pretty graphics
without having to have a Cray supercomputer to run it. Take
a look at the enemy soldiers! They take cover, and sneak up
on you. In fact, before I could get the RPG man with my machine
gun, he nailed me right on the glacis plate with an antitank
rocket! When your tank gets fatally hit youll see hatches
pop open and the crew bail out. Theyll fight with AK-74s,
though you have no control of them; this aint Operation
Flash Point.
When
the fight is over, you can hit escape and go to
the run-time menu. Heres a translated version from IDDKs
English condensed manual. One of the options takes you onto
the battlefield for a little bomb-damage assessment. You can
see your targets
and you
and who hit what. The game
tells you for each round, what it was by color, and shows
you where and how it hit, what type vehicle fired it, the
range it was fired from, and the in-game time of the hit.
You can also see a Russian-language menu that summarizes the
units kills and hit efficiency. Sooner or later youll
get to the point where you can read enough Russian in game
to know what its talking about. I find the iconography
very helpful for this, because it identifies what youre
seeing with its Russian language name, such as Avtomatica
for a trooper armed only with an AK-74. If you want, though,
you can turn off the icons in the external menu. Be careful:
without them, darn if I can tell whos friend and whos
enemy! You have to be really careful, because everyones
got the same darn equipment and uniforms. For this reason,
I get a real peacekeeper feel in game you
dont know who the enemy is till youre under fire,
just like in real life! If you want to cheat, though, you
can go to the in-game F11 map, which shows the good guys in
blue and the bad guys in orange. And youre the pink
one. However, fog-of-war is in effect and unless you have
it set to off in the external configuration screen
the map only shows the good guys and what your crew can see!
In-game
graphics are beautiful. There are smoke trails, particle effects,
wind is modeled, and so is rain, and you can see the wind
blowing in the grass and in the 3d clouds over your head.
The clouds cast shadows on the ground, and the ground objects
shadows change as they move in relation to the sun, and other
objects. Explosions are sharp and bright, a missile or cannon
hit looking exactly like what I have seen on real weapons
ranges. They really got that part of it right. Terrain is
deformable, and shell holes stay when you blow em out.
Explosions in the ground throw clods of dirt. Water hides
you, and flows like youd expect. Weather changes, and
field of view limits are present not just for you but for
the AI too. Dust flies when you drive along dirt roads or
cross-country, and you can often spot the bad guys by their
dust clouds. And you can damage every building in game with
shellfire or by driving your tank through them. Be careful
with that last, though, because youll throw a track
if you drive like a maniac. T-72 models that, too.
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