I've recently got M1TP2 (wanted something different from flt sims n sub warfare), is steel beasts gold worth getting or is it not that much different from m1tp2? I'm not coughing up over £150 or so just for 1 game (SB Pro).....
t.i.a
"What join the Regiment.....?! nah I'll run them over n if that doesn't work then I'll shoot at them,cpl"
is steel beasts gold worth getting or is it not that much different from m1tp2?
Yes, of course, SB Gold and then further SB2ProPE is better in possible all aspects except for easy access, simplicity, and fast and surprisingly smooth and satisfying gameplay. By the same token, comparing them side by side does not make too much sense. One is over 20yrs older than the other and I dare say not fully finished. M1TP3 was clearly in the plans and hopes of the developers, but that dream was cut short by financial realities.
To make my previous comment more elaborate here are the takes from the guy who knew tanking rather well and played them then 20yrs ago .
Quote
Anti-Plato Member Member # 6481 posted 01-08-2001 03:49 PM
I just really started trying to play it. Here is my take: All missions just boil down to attack or defend, which in practice really means there is just one, and that is attack. On defense missions, I simply pull back my supporting elements and hide them somewhere throughout the battle and send my tank platoon straight up the map. Eventually we stumble onto a reinforced motorized rifle battalion, which we annihilate. And that's all there is to it, since the very short arty splash times means to stay in one place and defend is suicidal. And the defense-in-depth, contrary to all the banter in the manual about strategy, is pointless. To retreat to a better firing position means to expose your rear armor to the enemy, who doesn't really do anything too aggressive anyway, except sit there and engage at long range.
Steel Beasts often gets hammered for lack of air units, but in this game, they serve no real purpose other than target shooting. Enemy and friendly air resources get routinely shot out of the sky. When I first saw two Su-25's and a Hind 24 circling about me, I nearly soiled myself. However, it didn't take me long to figure out that the M1 is a very effective mobile armored air defense weapon as well. Air units simply offer themselves as a sacrifice at the engagement ranges of every ground unit in the vicinity and circle lazily as if taking their girlfriends out for a pleasant ride. Furthermore, I was amazed at how invulnerable the M1 is to the weapons on these aircraft. As a further comparison to SB, there is almost no feedback when your tank is hit. It doesn't jolt or rock or anything. It feels like wearing a suit of armor when some kid is throwing paper airplanes at the player. It's also hard to know who gets killed in the tank.
The thermal sights in SB are much better graphically. The missing raster lines in the display look very authentic in particular. In contrast, the thermal view in M1TP2 is just plain flat and ugly. The colors look exaggerated. When rockets are coming toward the player, they look rather cartoonish. The actual vehicle models look nice, but they aren't animated as well in most areas as SB, although they do have moving caterpillars. There are almost no quiet kills, and T-72's simply vaporize the same way every time they are killed. There is no dust or dirt kicked up at all.
The sky is refreshing. I like seeing the oil fires on the horizon, the overcast skies over eastern Europe, the haze on the horizon, and the night battles. The best reason for me to play this game is for gazing at the atmosphere.
I am having a hard time simply trying to get the game to work right. Maybe because I am running Direct 8X and the program doesn't appreciate the new graphic cards, but I have to reinstall the game every time I want to play because the opening menu always blacks out between sessions when I go out to Windows and then come back. The Direct 3D option gives me exquisite-looking vehicle models, but the terrain is always a neon green, flat soup. It is positively ghastly to look at, so I have to play in software render or in Glide, which do not look any different to each other. Speaking of which, does anyone know what happens if you go back and load an older version of Direct X? I've been too afraid of trying this.
The sounds are booming. They are different than SB's, but just as effective for what they are, but the more subtle, esoteric sounds are missing, like the turret brake.
Weapons effects are dull and cartoonish in general. They look too futuristic and contrived, without all the nice ricochets and sparks found in SB.
The desert terrain looks good, the color palette is better than SB's, but there aren't as many details like shrubs or a desert oasis; nor are there any dramatic hills or dunes in the terrain engine.
The desert skies look much better than SB's; they aren't as pretty and blue and have a nice, dirty horizon. The European terrain in SB wins out easily, but the houses and structures look better in M1TP2, and aren't depicted as that same red barn graphic.
I'll continue to play both games, but for different reasons. Since I played SB before I ever got to M1TP2, the latter is a newer experience for me, and so I'm busier with it at the moment. I guess when the pretty graphics wear off, there's really not much game there, since the sole advantage gameplay wise was supposed to be the dynamic campaigns, but the predictable and passive AI all but negates this advantage. As aws mentioned above, this game is best for that firing from the hip urge we get from time to time.
Anti-Plato Member Member # 6481 The infantry are abstracted and resemble the infantry in Panzer Commander. True, there are individual soldiers per se, but they behave like a clustered unit that just sits there as one entire body, like the infantry gun crews and light pillboxes in Panzer Commander or in Gunship 2000. The infantry "fences" in M1TP2 look and act like cutout targets taken from a shooting range except that they occasionally fire an ATGM at the player.
I find that there really are no mission profiles other than hasty attacks. Even on the defense, you have no real choice other than to scrimmage forward. Driving in reverse or retreating to a better firing position or defensive line just exposes the rear armor of your platoon to the enemy. Your platoon mates aren't too smart not to do this. And how does the enemy know where your starting position is at the beginning of each battle? Immediately you have to go on the defensive, or move your units in some obscure location because a huge artillery barrage awaits you at the start of every mission. See my next comment.
Because of the limited mission profiles, this game seems to play out exactly the same in every mission, no matter what (except that terrain features sometimes shake things up a bit enough to keep them refreshing and interesting). The incredibly short artillery times cements the game to a very narrow formula and scope. You must constantly stay on the move because artillery is called in on your position every thirty seconds if you sit still. So you must move forward, essentially putting you on the attack, because to take a stand or move backward is suicidal. The AI drivers in the platoon constantly get hug upon each other and bang around when a change of formation is ordered (they are also very good at getting stuck in bogs. They always reverse with their rear areas facing the enemy. On the other hand, this constantly charging forward with guns blazing can be interesting if taken for what it is. It is certainly very frantic, if not altogether action-packed; however, as a serious treatment of armored warfare, it can't be taken too seriously, because very few battlefield tactics actually seem to hold much water in this game.
It's essentially your platoon (and if you are fortunate enough to get assigned a supporting M1 platoon, so much the better) against the armies that any dictator can muster; your few supporting platoons will get wiped out immediately if you try to use them. You have to perpetually stay on the map screen moving them around so they don't stay in place long enough (about 10-30 seconds)to get an arty strike called in on them. On the other hand, if you micromanage them in this matter, you are neglecting your own platoon's situation. Support aircraft are best used as expendable scouts; they WILL get shot down on regular intervals as the rule rather than the exception. Enemy aircraft are just as useless. Their SU25's shoot green laser bolts using really awful Kentucky Windage, and even if they connect, I have never been so much as scratched by one. Shooting them down is nothing more than a minor inconvenience. Weapons effects are strange. Whether using the .50 cal or main gun, I feel like I am shooting slow-moving suns and stars at everything. Only the coax tracers in Panzer Commander looked worse. However, that isn't to say they don't look bad in M1 either.
Actually, yes, so to answer the question I do play it, but only in the desert theaters. This avoids the clunky forest blocks and ridiculous advantage in material that the old Warsaw Pact Forces get in the European scenarios. Also, the desert terrain looks much better here than in Steel Beasts, which I play for every other reason.
You can try ProPE by using a short timed license if you don't want to go straight for a persistent one on dongle and paid upgrades on a 24ish month cycle. (The 5-6 year cost works out about the same either way, but with a residual product at a fixed 'obsolescent' upgrade point with a persistent licence - or a permanently up to date product which you can subscribe to in any period which suits you - but which is unavailable in the intervals between the licensing periods if you don't keep it permanently - but no ridiculous 'can't terminate subscription' nonsense.
Licenses can also be network shared - including across the internet, so you might be able to pick up a seat to test it if you can find someone with the familiarity with the requirements and the spare license.
I rate M1TP2 below SB Gold, and ProPE significantly above it, but the latter really shines in MP games - I am a little out of date though, as I don't currently have SB Gold or Pro installed, so some of the newer additions I haven't seen.
In my experience, Anti-plato's observations are spot on as regards a description of the many frustrating limitations of individual missions in M1TP2, but somewhat one-sided, in that they don't cover M1TP2's (admittedly secondary) strong points like the included variety of (sort of) dynamic campaigns, complete with 'MPS News' intros and out-tros, and the crew management facility. I hated in particular the near-instant Red arty deluges and the resultant need to hide or micro-manage non-MBT units who would otherwise get wiped out.
I had the original SB (haven't been able to get it to play on my PC due to having a very low screen res, even by the standards of the time) and as I told Ssnake at the time, I thought it could have done a better job by focusing gameplay on the role of the platoon commander. As it stood, it was a bit like SABOW, a map-based wargame in which you played the force commander or drop into the gunner's or TC's seat of any playable AFV. there were (and AFAIK are, in SB Pro PE) no campaigns in SB, apart from non-dynamic, user-made scripted mission sets. Original SB's environments were primitive apart from forests you could drive through, with no field defences or battlefield airpower and 'cookie-cutter' infantry. The representation of actual tanking was excellent, including individual tanks 'watching their arcs' in the different formations and automatically 'jockeying' back and forward (but not to the side IIRC) when in a hull-down fire position. IIRC like in M1TP2 the SB player had to plot their own arty shoots, instead of designating targets for an accompanying forward observer, the default method.
I would doubtless have bought the one-time planned but not proceeded with 'consumer' version of what became SB Pro - provided it ditched the expensive licensing and DRM models. SABOW ( https://combatace.com/forums/topic/85814-steel-armor-blaze-of-war/ , see also Slippery_Rat's tutorials in this very forum) reminds me a lot of original SB in terms of gameplay except with vastly better graphics and environments, and seems to be to be (in its different way, and unfortunately without a NATO-WARPC theatre) an equally realistic tank sim compared to SB Pro PE, also rolled up inside a force-commander-level wargame (but with the advantage of including several dynamic campaigns).
Don´t know why, or maybe I do, I guess because It´s a Soviet tank but Iron Warriors: T-72 Tank Command (T-72 Balkans On Fire) never gets mentioned when a tank sim arises In a forum. I always found it to be quite a complete tank sim, at times even better then some In the market.
In one sentence each of the modern tank simulations:
* M1TP2 is where all really started 20+ years ago, very promising (AI and Gunship!->M1TP3 saga) never really finished (the market was not big enough for both M1TP2 and SB so MPS VIPs decided to fold).
* SBGold has great single and multi gameplay and indeed poor graphics detracting from the overall positive experience.
* Iron Warriors: T-72 Tank Command - sorry, but that is not something I would risk my time on (the price is <5 bucks on Steam now which is kind of warning!)
* SBProPE is positively the greatest of them all and yet unappealing maybe because is so real! (?)
* SABOW was so far totally overlooked by me and Graviteam's reputation should be recommendation enough. I will follow and research this title more closely while waiting for the Steam spring sale. Thank you 33lima for the heads up here!
In one sentence each of the modern tank simulations:
* M1TP2 is where all really started 20+ years ago, very promising (AI and Gunship!->M1TP3 saga) never really finished (the market was not big enough for both M1TP2 and SB so MPS VIPs decided to fold).
* SBGold has great single and multi gameplay and indeed poor graphics detracting from the overall positive experience.
* Iron Warriors: T-72 Tank Command - sorry, but that is not something I would risk my time on (the price is <5 bucks on Steam now which is kind of warning!)
* SBProPE is positively the greatest of them all and yet unappealing maybe because is so real! (?)
* SABOW was so far totally overlooked by me and Graviteam's reputation should be recommendation enough. I will follow and research this title more closely while waiting for the Steam spring sale. Thank you 33lima for the heads up here!
I don´t judge a game by It´s price or graphics.
These are not expensive but still very good...
- Panzer Elite
- Steel Fury
To say SBPRoPE Is unappealing because maybe It´s to realistic depends on what your looking for In a tank sim.
But hey, we all have our own opinions don´t we.
Red
Win10 Pro(x64), i7 8700k @ 4.7Ghz, 32GB ram DDR4, Sapphire Pulse AMD RX 6700 12GB, M.2 PCIe NVMe (x2) 480GB + 960GB, 447GB SSD´s, Samsung G6 32" , Logitech G13, G502, Warthog HOTAS, CH Pedals, Simagic Alpha Mini, and Formula Extreme FX, DC Simracing DC1 pedals, GT Omega ART cockpit, TrackIR 5.0. AUDIO: Aiyima A07 Max, Topping E50 and L50 stack, Polk Audio Signature Elite ES20 , and Shennheiser HD 560s. DAP: Hiby R3, Hiby Seeds, and iBasso IT01, Sharp MD-MT 80H Minidisc.
Forgot to say that personally I don´t understand or know what language they speak In the mod forum, but you can always use Google Translator, that´s what I do In cases like this.
Edit: It´s In Russian. Any how, here´s the first and second post translated with Google...
What's new in the game:
According to the chart: -Landscape mesh made using Geometry Clipmaps technology. -Made the generation of the overlay mask of detailed landscape textures based on the array of materials. -Completely redesigned lighting system. - Rendering of almost all objects in the game (with the exception of the interface and fonts) has been moved to the native system. -Added directional light sources (headlights, night vision lights). - Changed z-buffer recording to linear (objects far from the camera flickered strongly), the scene display range became a little more than 8 km. -Added cascading shadows. -Restriction on the size of textures in 1024x1024 has been removed. -Made grass rendering using geometric instancing. -For vehicles, the ability to display translucent surfaces (glass) has been introduced, a material map has been added (the degree of light reflection). -Most vehicle models have been changed.
For physics: -Changed positions at the centers of mass of vehicles. -Changed the ballistics of shells, selected aerodynamics (not everything has been completed yet), penetration has become closer to real.
Miscellanea: -I made my own sights manager, range input by mouse scroll rotation. -The multiplicity of sights now correspond to the real ones. -Sight markings in "thousandths" can now be used to determine the range. -Implemented the work of TPD-K1 with the possibility of manual adjustment. -The T-55 removed the laser rangefinder and automatic input of corrections. -The horizontal stabilizer T-55 is now forced to turn on when the vertical stabilizer is turned on. -Visual and collision models are now separated (allowed to remove attachments that give unpredictable results and the booking map now cannot "leave" due to editing the visual model).
Well, and a lot of something else that I don't remember Smiley
Installing the mod.
You can download it from the link: https://drive.google.com/file/d/0B_iUNF_FWABWanVlYUxocE9uY00/view?usp=sharing. Create a copy of the game. The archive contains the "T-72" folder, and it already contains what needs to be copied to the root directory of the game, replacing the original files. For normal operation, you need to install the Microsoft Visual C++ 2008 Redistributable Package (x86): https://www.microsoft.com/en-us/download/details.aspx?id=29 and DirectX 9 (June 2010): https://www.microsoft.com/en-us/download/details.aspx?id=8109 If under Windows 10 there are problems with launching the menu, there is a menu.ca file in the archive, they need to replace the file in the CACHE folder. Since in the mod instead of the T-34 the Leopard became controlled, the first two levels will not work, so you need to unpack the archive into the game folder, which can be downloaded from the link: goo.gl/dh7G6W. These are the level files, where the T-34 is replaced by the T-55, everything will work. Do not forget to set the actual screen resolution for your system by running the cfg.bat file.
Features of the Steam version.
The Steam version is installed first. Then you can install the crack: https://steamcommunity.com/sharedfiles/filedetails/?id=943199973, since the version is supplied in English. Then you need to delete the tga file from the DATA\textures\interf folder, otherwise the interface will not display correctly.
There is a problem with some video cards in the mod. The game loads up to 100% and crashes. The problem is related to the fact that not all video cards support rendering to an L8 texture format. You can check if your video card will work with the mod as follows: find the OUT folder in the root directory (if the folder does not exist, you need to create it and start the game again). The folder should contain the render_caps.log file, it contains the Formats section, where there is an L8 field. If there is no rentrg opposite L8, then the mod, unfortunately, will not start. For Intel video cards, the manufacturer has added the ability to render to the L8 texture in the drivers, so the mod will be launched after they are updated from the official website.
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Just in case, I will transfer the message on level generation from "Dry", maybe it will come in handy.
How to create your own cards based on ready-made ones, it will be easier this way: 1. Initially, you will need a height map that can be created in an editor, such as Terragen 2. The texture must be 256 colors, resolution no higher than 1024x1024, a multiple of a power of two. 2. In the Data folder (at the root of the game) create a textures folder, in it a lands folder. Place the heightmap there and rename it to su1polygons.bmp. 3. Copy the finished level (file with *.ca extension), rename (let's say my_level.ca). In the Levels folder, create the my_level folder. 4. Open mission editor (ME), load my_level.ca. 5. In ME level->environment, find the level directory item, enter our path - levels\my_level 6. Next level->land generator. The initial height map name must be polygons. Height map X - 0, Height map Z - 0, Height map size - selects the texture size corresponding to the size of su1polygons.bmp. 7. level->Load Map image load su1polygons.bmp and use it to draw zones, roads and trenches (everything that affects the landscape). 8. Save my_level.ca and run it with a bat file (should be in the root of the program) containing the line bin\core.exe i_startmode:startmode, bin, -p:cache\my_level.ca In half an hour - an hour the level will be generated (files levpack.cd, back.bmp, brief.bmp will appear in the levels\my_level folder).
Red
Win10 Pro(x64), i7 8700k @ 4.7Ghz, 32GB ram DDR4, Sapphire Pulse AMD RX 6700 12GB, M.2 PCIe NVMe (x2) 480GB + 960GB, 447GB SSD´s, Samsung G6 32" , Logitech G13, G502, Warthog HOTAS, CH Pedals, Simagic Alpha Mini, and Formula Extreme FX, DC Simracing DC1 pedals, GT Omega ART cockpit, TrackIR 5.0. AUDIO: Aiyima A07 Max, Topping E50 and L50 stack, Polk Audio Signature Elite ES20 , and Shennheiser HD 560s. DAP: Hiby R3, Hiby Seeds, and iBasso IT01, Sharp MD-MT 80H Minidisc.
Re installation, I just took a complete copy of my old install (not the Steam version) and re-named the root folder F:/T-72, so I could unzip the download into F:/, then downloaded the replacement missions/levels for the opening T-34 ones in the campaign and unzipped into the T-72 install (as the player T-34 is replaced by the T-55 in those missions). Seems fine. Haven't tried to find the Abrams yet!
I've found an FB page run by an enthusiast for the sim and as his missions aren't on Battlefront.com any more, I've asked about getting then, hopefully they will be compatible with this rather good mod!
I have the Steam version so I´ll have to follow the bit that deals with the Steam version too. From your pics (thanks) the models look real nice. Looking forward to trying it out.
Thanks for your help, much appreciated!
Is there a none Steam version anywhere? I haven´t found any aside from some second hand shops In CD/DVD format.
Red
Win10 Pro(x64), i7 8700k @ 4.7Ghz, 32GB ram DDR4, Sapphire Pulse AMD RX 6700 12GB, M.2 PCIe NVMe (x2) 480GB + 960GB, 447GB SSD´s, Samsung G6 32" , Logitech G13, G502, Warthog HOTAS, CH Pedals, Simagic Alpha Mini, and Formula Extreme FX, DC Simracing DC1 pedals, GT Omega ART cockpit, TrackIR 5.0. AUDIO: Aiyima A07 Max, Topping E50 and L50 stack, Polk Audio Signature Elite ES20 , and Shennheiser HD 560s. DAP: Hiby R3, Hiby Seeds, and iBasso IT01, Sharp MD-MT 80H Minidisc.
no sign of this on GOG, but Gamersgate have it: https://www.gamersgate.com/product/iron-warriors-t-72-tank-command/ Good luck getting the Steam version modded. The only issues I've found so far are that any mission where the player uses the T-34 CTD as the mod doesn't have this as playable (the extra 'level's download seems to fix this for the opening campaign missions) and the campaign diary and a few other nav options (not the main menu) are in Russian and I haven't yet found out how to restore the localisation to those. Otherwise, looking good.
Thanks, but the Gamersgate version Is also Steam activated. Sometimes Gamersgate has originals (none Steam) but not In this case. I´ll have to see how the Steam version works out and report back here. Again, thanks 33lima and for those nice looking pics too!
Red
Win10 Pro(x64), i7 8700k @ 4.7Ghz, 32GB ram DDR4, Sapphire Pulse AMD RX 6700 12GB, M.2 PCIe NVMe (x2) 480GB + 960GB, 447GB SSD´s, Samsung G6 32" , Logitech G13, G502, Warthog HOTAS, CH Pedals, Simagic Alpha Mini, and Formula Extreme FX, DC Simracing DC1 pedals, GT Omega ART cockpit, TrackIR 5.0. AUDIO: Aiyima A07 Max, Topping E50 and L50 stack, Polk Audio Signature Elite ES20 , and Shennheiser HD 560s. DAP: Hiby R3, Hiby Seeds, and iBasso IT01, Sharp MD-MT 80H Minidisc.
Looking at those shots it appears to be little doubt that the recent mod by Gastello added quite a lot to the looks of this game. But is there any more of the substance here in terms of the gameplay, mission planning and other bells and whistles which make the title whole? Graviteam SABOW in side-by-side comparison seems to be REALLY! checking off all the boxes except maybe of user interface and choice of the simulated wars and participating countries. Other than that it is a blast.