Title: Panzer Elite: Preview (L. Hjalmarson) By: Len 'Viking1' Hjalmarson Date: September 2nd, 1998 458 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Not long ago we gave you a first look at Panzer Elite in an interview with Teut
Weidemann. Teut's love of armor goes back a ways, beginning
with his love of model building. That dedication shows up at
every level of Panzer Elite, and was especially obvious in
the modeling of the armor and equipment you'll see in the
sim.
One of the interesting AI factors built into the game is
your ability to ask your Adjutant for help. If you want to
be involved in the nitty gritty decisions around tank crew
and armament, you can do it all yourself. If you prefer to
delegate that task, or to ask for some advice, you can do
that too.
The interface is one of the most intuitive I've seen. It
includes the ability to use your mouse exclusively for live
control of your tank. The graphic above appears top left on
your screen, and from here you can click and move your main
gun (elevation also, I believe), control direction and
speed of your tank, and switch to one of the other three
tanks in your control to command them.
As was obvious in our interview, after the raw facts of
physics, ballistics and armament, atmosphere is everything.
The beauty of landscape and the trees in the mist is
stunning. But when you've stopped noticing your
surroundings you will start noticing the voices: if you
want completely authentic, you can select German, American,
or British language and read the subtitles as they call out
the information. Or, you can have your German gunner
speaking English with a German accent.
Not long after we posted the interview someone asked a
question about the trees in the game. Teut responded:
The trees are cardboard 3D, ie. NOT sprites. They consist
of three rectangles, looking like a mercedes star from the
top. This is enough to make a tree believable and
functional in a visibility sense. Also the three sides are
enough to make movement besides trees believable, ie. they
turn properly etc.
Shermans. Click for larger image.
Viewing distance is 500 meters in high detail, ie. you see
everything up to that range, nothing will be hidden from
you, even tanks you didn't spot won't be hidden (that is,
they are there even though you may not have noticed them).
Its up to you or your crew to spot them.
Beyond that we drop objects and only show units you or your
crew spot up to 1000 meters, further in the flatplane (1.5
kilometers). The flatplane is the horizon in the
screenshots you see slowly shading to grey.
With the binoculars the high detail goes to 1000 meters,
the low detail to 3.6 kilometers. We are currently
considering adding level of detail to objects like trees
and tanks to increase high detail to 1000 meters, but we
need to benchmark that first, so nothing promised here.
Remember that shooting beyond 1500 meters for even the
Tiger was guessworking and only properly done in clear open
terrain. Average fighting distance was less than 500 meters
in Normandy, less than 800 meters in most areas, less than
3 kilometers in the desert.
I've also received many questions about the campaign
scenarios. Here is information from Psygnosis press
release:
North Africa
After the allied landing in North Africa (Operation Torch)
at the end of 1942, the Germans were threatened on two
fronts. With resources already scarce and over-stretched,
the Germans retreated to Tunisia. Playing for the American
side, the player is confronted with pitting inferior
technology against the German forces. Participating for the
Germans entails strategic management of limited resources
while preparing to retreat to Tunisia.
Sicily
Having survived the latter part of the Desert War, the
German player is again on the retreat after the landing of
further American forces. The mountain terrain proves a
different challenge to the tank platoons compared to the
endless regions of the desert.
Italy
After the landing of the Americans in Italy, the German
side finds itself on large defensive battles. Meanwhile the
American player will receive full support for the first
time. Large city battles also provide an additional
challenge to both sides.
Normandy
Using the latest technology on either side, the player
finds himself in the midst of The Battle of Normandy. The
initial landing of Operation Cobra commences with intense
artillery barrages. At The Falaise Gap, large contingents
of German forces are encircled as the player is confronted
with the difficult and dense terrain.
Landscape
The landscape simulated in the game is highly detailed and
covers terrain from North Africa, Sicily, Italy and
Normandy. Details include bushes, individual trees, houses,
ruins, fences and walls.
The terrain features are not just for decoration and serve
a real function. Trees can be run over and buildings or
walls collapse. Trees hinder visibility differently to
houses. Shells exploding leave craters behind (driving
becomes more difficult), whereas smoke and dust lessen
visibility.
The scale of the landscape goes down to 2.50 meters per
polygon. A medium-sized scenario consists of 4 million
polygons and represents an area of 5 kilometers squared.
With the ground detail and vehicles added, a scenario can
amount to over 8 million polygons.
Complete with weather...
Vehicles
The player starts with the basic technology tanks from late
1942 and through experience and success during the course
of the game more and more tanks are made available to the
player. Modifications become available over time to
fine-tune or modify the characteristics of the tanks. This
includes additional armor, special ammunition, wet tanks to
protect crew from ammo explosions, etc...
German Player Tanks (12, in order of appearance)
Panzer III H (wing man only)
Panzer III J (wing man only)
Panzer III N (wing man only)
Panzer IV E
Panzer IV F2
Panzer IV H
Panzer IV J
Panther D
Panther A
Panther G
Tiger I E
Tiger I E(late version)
American Player Tanks (11, In order of appearance)
M5A1 (wing man only)
M10GMC (wing man only)
M4
M4A1
M4A3 Mid
M4A3(75)W
M4A2 Late
M4A1(76)W
M4A2(76)W
M4A3(76)W
Jumbo
Additional German AI Controlled Units (39)
Panzer II F Tiger Ausf. B StuG IIIG(L) StuH 42G StuPz
IV Marder III H
Hornisse Hetzer JgdPz IV JagdPanther SPW 250/1 Elefant
Opel Blitz Kuebelwagen SdKfz 7 Infantry MG-Team AT-Team
Mortar Hvy-Mortar Pak 37 Pak 38 Pak 40 88 Pak 43
Additional American AI Controlled Units (22)
Priest Scott Jeep M3
M3A1 M3 MMG M3 HMG M3A1 GMC
M16 MGMC M3 Scout Car M20 Scout M8 Arm. Car
6 Ton 6x6 AT-Gun 37mm AT-Gun 57mm AT-Gun 3in
Infantry Parachutists MG-Team Bazooka Team
BAR Team Mortar Team
Damage Model
In our earlier interview we asked Teut what factors went
into resolving damage modeling. Here is his reply:
The collision algorithm provides the angle and penetration
values of the shell on the armor. After resolving those
formulae, we continue following the path of the bullet
through the inside of the tank.
We have a layered model of the interior, where all internal
systems of the tank is displayed. When the bullet/shell
hits a system, its kinetic energy is lowered and the
component is damaged. This continues until the kinetic
energy of the projectile reaches zero. This model is
adapted to certain ammo types (hollow charges etc.), but
fundamentally they all have a similar functionality.
The tanks in Panzer Elite are simulated down to even
internal detail. We had access to original tanks of World
War II in the Tank Museum in Munster. Their collection had
most of the tanks we feature in working order and they even
allowed us inside to make photographs and videofootage. We
used this knowledge we gathered to abstract the interior of
each tank into three layers:
Turret
Superstructure
Hull
Each of those layers is being color coded to represent the
interior functionality of the tank. We would then follow
the bullets path after initial armor penetration through
the interior and decide what is being damaged. This modell
actually allows the player to shoot at specific areas of
opposing tanks and have the correct results, ie. you can
shoot out the driver of a tank at any range, you only need
to hit it at the right spot.
At the Turrent level there are eight specific areas that
can take damage
At the Superstructure level there are seventeen areas
(including five humans) that can be damaged.
At the Hull level there are seventeen areas plus five
simulated humans (total 22).
Panzer Elite is being developed by Wings Simulations for
Psygnosis. You can also visit the WINGS SIMULATIONS
website.