AB1943 - World War II mod link/desc here [UPDATED 23/02/22]

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nikolas93TS
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RE: AB1943 - World War II mod link/desc here

Post by nikolas93TS »

And here is an interesting tidbit from post-war French trials on Panther, which came to similar conclusions as Soviets during the war.

The commander's cupola with its 7 periscopes provides a nearly perfect all -round visibility. Periscopes damaged by shells can be replaced very quickly.

A scissors periscope with large magnification power was affixed to a bracket in the commander's cupola.


Later model Sherman tanks also had commanders’ cupolas with 360-degree visibility. But this feature did not appear commonly in US tanks until 1944 production. Several allied reports give high credit to the visibility of German tank cupolas from as early as 1940.

Aside from his periscope gun sight ( which is excellent), the gunner has no other type of observation device. He is therefore practically blind, ­ one of the greatest shortcomings of the Panther.

The gunsight with two magnification stages is remarkably clear and has its field of view clear in the center. The gunsight enables observation of a target and shells out to over 3000 meters.

Once the commander has located a target, it takes between 20 and 30 seconds until the gunner can open fire. This data, which is significantly greater than that of the Sherman, stems from the absence of a periscope for the gunner.


The French have identified a key aspect that is missing from American comparisons and criticisms of the gunsights in Sherman tanks as compared to Panther (and other German) tanks. Yes the German optics were good. Clarity was excellent, and ranging reticles were more effective. Yet it was observed in combat reports that US gunners were able to find and get their sights on target faster.
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RE: AB1943 - World War II mod link/desc here

Post by Perturabo »

How would you translate these to database terms?
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RE: AB1943 - World War II mod link/desc here

Post by nikolas93TS »

Visibility parameter, ranked from worst to best vehicle visibility, and in case of Panther, probably a longer fire weapon time.
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by JoeMK »

Is any DLC subject to a proper start?

Edit: I only looked for new map(s) or scenario(s). I've learned: no scenarios or new maps at that moment.
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by Gunner98 »

Downloaded the AB1943 DB - looks great. Are there any maps or scenarios built to support it or do we generate battles on the standard AB maps?

Thanks
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by nikolas93TS »

For the time being, only standard maps.
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by Gunner98 »

OK thanks,

This mod is great for the learning curve, less lethality in the weapons makes it more fogiving then the modern game. Great work thanks.
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by altipueri »

Fantastic - thank you so much for this KarlTaco.

A double success:
1. I actually installed it without mucking files up as I am usually incompetent.
2. Played a quick scenario and my stuff didn't all get blown up in the first ten minutes.

I hope this develops well and gets more people trying Armored Brigade. This is sure more fun than WITE2 :)
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by OldSarge »

I haven't had the chance to dive into it yet, but I loaded it up an generated a quick scenario and it looks excellent!

Great job! [8D]
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by ghostronin »


Any updates regarding the latest version of the mod uploaded to original post? I also received a flag error, etc. similar to that described in the posts from 2/23 - when attempting the version in OP.
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by FJ203 »

Great Work!
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by george420 »

Thanks Taco, we've been waiting for something like this for a long time.
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RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21]

Post by RockinHarry »

Excellent mod! [8D] At last made me purchase AB which I had in Steam WL for some time already. From my few test plays on various maps I think with some more adaptions it yields an even better WW2 experience. I.e some rather smallish thing would be unticking turret scanning for all WW2 turreted armor. I also find HMG´s give a rather pathetic performance IMO. Considering they´d played a much more important role in WW2, their presence should be felt more.
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RE: AB1943 - World War II mod link/desc here

Post by RockinHarry »

ORIGINAL: nikolas93TS


In the official database, truck-mounted units would have AI purchase at zero, but since this is a mode it would be interesting to play test them more.


Got to agree unfortunately. From numerous playtestings I see that any "truck" type units simply don´t work. The game engine lacks a distinction between "soft" vehicles and "hard" vehicles. All are "vhicles" and thus are given "hard target" class in every case. Also doesn´t matter if assigning no armor value at all. The AI, both friendly and enemy loves shooting up "trucks" and forgets about the real important targets which are those with guns and can harm your own important units. They also consume all AP rounds, when instead MG´s or HE should be used.

Additionally comes the odd behavior of SOP´s automatically changed to default engagement ranges, when a unit receives any fire. They´re MAX(S)/MAX(H). Makes these SOP settings completely useless, at least in a WW2 setting. Maybe makes sense in cold war/modern setting where almost all "vehicles" are either IFV or tank and can be assumed beeing a threat.


Makes me wonder what the engagement rules are in AB generally. Is there something like a "threat rating" where (enemy) guns and combat power is considered? To me it looks the AI selects targets which are just easy kills and nothing else. At least this seems the case in AB43 mod. Haven´t played default data bases yet.

Regarding AB43 I´d recommend taking out truck (unarmored or non combat vehicle) born units from automated pick lists again (AI purchase 0). A human player still can select them manually, while the AI can´t handle them at all.

I found (fake)tank desant units an interesting alternative for replacing truck borne infantry when in "tank" or "mechanized" engagement setting. I.e some T-34 paired with tank desant infantry and put into a "mechanized infantry" formation category. Off course infantry is not real tank riders since it benefits from the carrier vehicles armor. Thus "fake" tank desant unit. It´s just an expedient, but still better than trucks pestering the battlefield and fleshing out mech and tank pick lists as well.

Something else AB43 could benefit from would be setting default formation spacing to smallest (60m between single units). This to reflect lack of radios in WW2 setting generally. Also helps getting some order and better overview in initial placement stage. AFAIK it´s all hard coded so adding an editable option in AB game engine would be desireable.

I´d also wish for an editable terrain data base. Would help making a better and more versatile WW2 environment. Or changing some terrain with little use to something more appropiate. I.e there´s no use for 4m high fences in WW2. Walls or hedge/bocage would be of better use in case the current AI can deal with that.



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RE: AB1943 - World War II mod link/desc here

Post by Issue8 »

https://www.dropbox.com/s/22gsy9v4qnajy ... r.zip?dl=0


I brightened the vehicle sprites. THere is lots of great art detail in there, but I think too dark to see.
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RE: AB1943 - World War II mod link/desc here

Post by Issue8 »

The zip files contains a vehicle folder to replace the current vehicle folder in the database for this mod.


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RE: AB1943 - World War II mod link/desc here

Post by Issue8 »

German stuff too. Backup your original folder in case you prefer the darker stuff of course.


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RE: AB1943 - World War II mod link/desc here

Post by RockinHarry »

ORIGINAL: Issue8

https://www.dropbox.com/s/22gsy9v4qnajy ... r.zip?dl=0


I brightened the vehicle sprites. THere is lots of great art detail in there, but I think too dark to see.

Interesting. I´d followed the opposite path recently. Made the AB summer terrain set bits darker and more vivid. Will also likely change the building roof textures to more eastern front and 1940ies looking. But that´s more of a major project not to be finished that soon.
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RE: AB1943 - World War II mod link/desc here

Post by Issue8 »

Please share anything you have made if you think it is an improvement! Personally, I don't trust my eyes when adjusting for colors and brightness. I absolutely must have a histogram available. If I make a color adjustment to something, once I think it looks good, then I look at the histogram data and realize if it is too dark or too bright. Maybe I'm strange, but I just can't judge without something objectively measuring the data

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RE: AB1943 - World War II mod link/desc here

Post by RockinHarry »

ORIGINAL: Issue8

Please share anything you have made if you think it is an improvement! Personally, I don't trust my eyes when adjusting for colors and brightness. I absolutely must have a histogram available. If I make a color adjustment to something, once I think it looks good, then I look at the histogram data and realize if it is too dark or too bright. Maybe I'm strange, but I just can't judge without something objectively measuring the data


Would likely do. My color assessment is more subjective, comparing with WW2 and contemporary color photos of landscapes. No idea if results would please a wider audience then. Yet ATM it´s all more experimental and early stage WIP. Main hindrance rather is "broken" engagement range SOP where units neglect given orders for soft and hard targets. Doesn´t make sense nor adds to motivation tweaking terrain graphics, when there´s such a game breaker. I´m fairly new to AB so can´t tell if the SOP behavior is as it was from the beginning (a feature) or introduced with a patch, or with AB43 mod maybe. A Matrix forum and Steam search yielded no answers unfortunately. Same with the game manual.
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