The creaking was driving me insane.... and every time we
hit a bump my stomach would be in my mouth again. Still, a
Tiger on the move is better than a Tiger sitting still...
Unless, that is, you have excellent cover!
Cover is JUST what Wings Simulations will give you, in the
most amazing armor simulation I have yet seen. You want
trees and bushes? Try about two dozen types, each
meticulously modeled. You want to cross the river and see
the water splash? Done! You want wind and weather in WWII?
You got it. You want ten score infantry in action? (Geez,
you are HARD to please).. ok, done. Now you want ballistics
and physics accuracy that is obsessive.. alright, its
yours.
That's not enough, you want object modeling equal or beyond
M1 Tank Platoon II, and you want two score different
buildings, each with their own damage model. You want the
ability to poke your main gun through a wall, or to drive
through one wall, leaving the others intact as a way to
hide. And you want damage modeling in your vehicle that
rivals the best flight sims out there.
GUI. Click for larger image.
Still not satisfied, you want a logical and intuitive
interface that allows you to access a lot of information
quickly and make adjustments easily. And you want accuracy
in object and damage modeling that will surpass any armor
sim to date, because the designers have stood beside a real
Tiger and heard it growl (there are only a handful of
people worldwide who have heard the engines run). These
guys have taken measurements in person, and have reams of
photos and actual German design docs IN HAND. In short, you
want it all!
Where you are going to HAVE it all is in Panzer Elite. Good
grief, I thought flight sim designers were obsessive! Teut
Weidemann and Heiko Schroeder, the founders of wings
Simulations GmbH in 1996, won't be surpassed in their
attention to detail any time soon. Factor in Teut's love of
strategy and tactics, and you have the makings of a match
made in heaven. Panzer Elite has a state of the art
graphics engine not just because Italy or France look so
good, but because they want to give you the ability to
interact with terrain and objects tactically.
To that end you'll find at least thirty different trees,
bushes and hedgerows in Normancy, and an entirely different
set for Italy and Africa. Buildings and objects in Normandy
run about three hundred. The terrain texture varies
incredibly also and is generated on the fly by your CPU.
As I was viewing an engagement with Teut at the controls,
he astonished me by informing me that I was viewing the
software only mode! The simulation looks very, very good in
this mode, but will also run in D3d at 1280x1024 if you
prefer, and in Glide up to 1024x768. If you have AGP you'll
be able to run in the highest detail levels with no loss of
frame rate.
And with a solid grasp and love for tactics, you can
imagine that the AI in Panzer Elite will also rival the
best out there. In fact, the campaign is deep enough that
resource management is important, and this includes your
crew, who grow in their abilities over time. But enough for
introductions. Here is an interview I fielded some weeks
ago. I'll follow this up in a few days with more
information gleaned first hand in San Francisco.
CSIM: Information on Panzer Elite has been hard to come by.
Could you help set the stage by briefly describing a little
about the character of Wings Simulations and Panzer Elite?
WINGS: Teut Weidemann and Heiko Schroeder founded wings
Simulations GmbH in 1996. Both have worked in various
fields of the gaming industry for 11 years until the
opportunity arose to gather the creative talent needed for
work on high-level PC simulations.
Panzer Elite follows the initial skirmishes between the
German and American forces through North Africa, moving on
to Sicily, Italy and Normandy. As a Platoon Commander, your
primary objective is assuring your own and your crew's
battle performance. You must fulfil your mission goals
using guile and tactics -- not by taking foolhardy risks to
the detriment of your crew. You must also strategically
limit the risks posed to your wingmen. Survival of the war
is your primary objective. During all these battles, you
will also receive news updates on events happening on other
fronts to allow you to relate to events happening
elsewhere.
CSIM: How would you describe the level of simulation in
Panzer Elite? Is it going to be more along the lines of a
typical Psygnosis game in being very action-oriented, or
skewed more towards the realism end of the scale like
Nations: Fighter Command?
WINGS: Panzer Elite is a high-end simulation with all the
essential elements that enthusiasts rightfully expect, and
hopefully more. To make the game more accessible to the
casual user, there are several options available to
configure the realism settings and adjustable gameplay
settings. For example, three ballistics settings are
available for the gun:
§ "doom" mode (straight shots only)
§ ballistics (only gravity applied)
§ realistic (gravity, spin, air friction etc.
applied)
CSIM: How much detail is going into systems and weapons
modeling?
WINGS: Weapons are simulated according to historical data
we thoroughly researched. This includes all aspects of the
tanks included and the individual attributes of the guns
and machine guns carried. The physical formulas are as
accurate as current CPU processing speeds would sensibly
allow.
The driving model takes individual suspension of the road
wheels into account but uses an abstract model for the
calculation of the max speed over different terrain types.
The resulting simulation model follows the data gathered as
closely as possible. This is not to the detriment of
gameplay.
We model muzzle velocity, spin derivation, gravity, AP, HE,
Hollow charge ammo, smoke, smoke pods, smoke mortars, AP-T,
APCBC-T, APCR-T, HE-T, HEAT, and APBC-T types of ammo,
along with all ammo types for small weapons like machine
guns, hand grenades, Panzerfausts, Bazookas, Panzerschrecks
amongst many others.
CSIM: From the descriptions available so far, it would
seem that Panzer Elite has you play the career of a single
commander, trying to stay alive throughout various
campaigns of WWII. If this is correct, it would beg a
couple more questions: Does this mean you cannot jump from
tank to tank as in a number of previous tank sims? Also, is
keeping a single commander and his crew a realistic goal
for players who choose American tanks, where attrition was
really extreme?
WINGS: To restate, you are the commander trying to stay
alive through the war. You cannot jump around tanks, as
this would compromise gameplay and realism. In World War
II, tank warfare was constrained by visibility and Panzer
Elite convincingly emulates this using its detailed terrain
engine. Allowing the player to change tanks dynamically
runs completely against this design intention. We transmit
spottings from wingman to player via voiced radio messages.
There is however a realism setting, allowing you to switch
your external camera view to the turret camera of your
wingman if this is desired. We would recommend playing the
German side when you play Panzer Elite the first time. In
keeping with WWII, --keeping your commander alive in an
American tanks is tough. However, any crewmember lost
during the battle can be replaced at the base camp, even
the commander of wingmen. If you the player die, you cannot
continue. You must restart the scenario.
If you adopt the fighting style of the American forces,
your survival rate increases. At your disposal are:
§ more artillery strikes to use against heavy
German positions
§ smoke for you or your accompanying platoon
members to use against heavy tanks
§ a superior number of tanks and infantry to
encircle heavy German tanks.
Historically large numbers of German heavy tanks were
rare later in the war. German forces lost over 60% of them
due to artillery or air strikes.
CSIM: From the screen shots at E3 it would appear that the
graphics engine supports sophisticated 3d hardware and
special effects. Tell us about the graphics engine. What
resolutions will be available? Will there be support for
particular cards?
Italy. Click for larger image.
WINGS: The software renderer supports any high-color
resolution your graphic card allows, everything from
640x480 up to 1280x1024 or more. We support 3Dfx and 3Dfx2
(Voodoo and Voodoo2) boards directly via Glide, while other
cards will be supported via Direct3D. There will be more
direct customization to some graphic boards, but those are
to be decided later. AGP support is in place and our
textures can be as large as 16 megabytes.
The engine is customized to push as many polygons as
possible and configurable to lower the CPU speed needed to
calculate the complex terrain we show. We also support
alpha effects for smoke, dust and explosions with our
particle system. The screenshots you saw at E3 were from
the software renderer. Keep in mind that the game still
looks great even without 3D acceleration.
Buildings. Click for larger image.
CSIM: Depth of field in ground sims is closely related to
mesh detail levels, and this becomes terribly important in
sighting and targeting and reading terrain in order to
maneuver and hide. How much depth of field will we have in
Panzer Elite and how is mesh detail handled?
WINGS: Panzer Elite supports mip-mapping and LOD (Level of
Detail) rendering for the landscape. This provides us the
ability to display terrain at large distances. The renderer
is designed to increase the detail close to your vision. In
gameplay terms, this permits you to hide in gullies or
depressions.
The smallest surface polygon we have is 2x2 meters. The
landscape of a 5x7-kilometer battlefield consists of 11.2
million polygons. Add the ground detail and we manage
nearly 16 million polygons per battlefield. The normal
visual range in high detail is 500 meters, 1000 meters with
binoculars (high detail) and 3.6 kilometers in low detail.
Considering the average fighting distance in World War II
of tanks was 800 meters, this is more than adequate.
Infantry. Click for larger image.
CSIM: Compiling enough detailed statistics to merit
simulating so many variants of a single tank must require
some excellent source information. How did you collect the
necessary data to properly represent these variants?
WINGS: Our main source of information was the Panzer Museum
in Munster. This institute has most common World War II
tanks still in working order. Our secondary source was the
original blue prints and data sheets of the German and
American manufacturers of the armaments. Additionally
interviews were conducted with veterans, providing us with
supplementary supporting data.
Some information was difficult to establish, but Internet
contacts provided us with this. The best source we found
were the original manuals used by the tank crew. Not only
did they describe how the systems functioned; the technical
data included was invaluable.
Shermans. Click for larger image.
CSIM: What factors will go into resolving damage modeling?
WINGS: 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.
Two of the three layers. Colors represent areas of
modeling for damage.
CSIM: Can you describe how the campaign system will work?
WINGS: The campaign is a sequential order of scenarios you
have to finish in order to advance to the next. In
preserving your original platoon from scenario to scenario,
they gather experience and keep equipment from their
battles.
CSIM: How will infantry and anti-tank guns figure in the
game, if at all?
WINGS: We have infantry platoons in the game as well as
small infantry guns and AT-Guns. Infantry are modeled as 2D
sprites to permit many to be placed in a scenario. Infantry
have their own specific AI and can use half-trucks or
trucks as transport. The AI handles infantry vs. infantry
tactics as well as infantry vs. tank tactics. Behavior
exhibited in the game includes:
§ Infantry throw smoke before crossing open ground
§ Infantry can and will engage in close combat
with tanks to attempt to immobilize them
§ Infantry have (if available) Panzerfausts,
Bazookas or Panzerschrecks at their disposal
§ Infantry wisely stick to cover and limit open
ground exposure
§ Infantry have modes like panic (run to closest
cover and cower) and pinned (cover, don't fire)
Infantry. Click for larger image.
CSIM: With regards to the scale of the battle, will we
see small-unit skirmishes or large epic fights?
WINGS: Depending on where the line is. In Panzer Elite a
large scenario has over 35 tanks, 15 misc. units (trucks,
half trucks, AT-Gunsetc.) and over 200 soldiers as
infantry. The maximum number of vehicles is limited to 64.
CSIM: Will there be any form of resource management in the
campaign?
WINGS: Depending on historical availability, the player can
modify the tank types of his platoon in the campaign menu.
He also can exchange crewmembers with others, or replace
the wounded or dead. Modifications can be applied to some
tanks (welded armor plates, Schuerzen, smoke mortar or pods
etc.) and fuel levels can be adjusted. All variations of
ammunition available can be distributed among the tanks.
From scenario to scenario, the supply level can change the
availability of a specific item. For example, if you lose
the Tiger of a wingman, it may take 1 or 2 scenarios before
you are allowed access to another. Your wingman would have
to fight with a Panzer IV instead. For players with less
management skills, your adjutant can assume these tasks and
automatically refuel, re-arm and replace lost tanks or
crewmembers.
CSIM: The Panzer Elite web site describes a typical
scenario, taking place over a 5km square battleground. That
seems an awfully small area to maneuver in?
WINGS: Panzer Elite supports any battlefield under 40
square kilometers. A Tiger has a cross-country speed of 15
km/h (kilometers per hour), entailing a 20 minutes
real-time drive for one end-to-end journey across an
average playing field. This does not account for physical
hindrances or enemy engagements.
Most scenarios don't show the "drive to the engagement"
area. As the scenario starts, you are aware the enemy is
near, sometimes even within battle distance. Some scenarios
are 3x10 kilometers and you have to reach the end or
protect a convoy for the entire journey. Driving for 40
minutes straight while fighting or guarding in-between is a
long scenario to play. Road speed was much improved on most
tanks. This makes roads tactically very important in the
game.
Some historic cross-country speeds:
§ Shermans: 22-26 km/h depending on model
§ Panzer IV: 11 km/h
§ Tiger: 15-17 km/h
§ Panther: 30 km/h
CSIM: Please describe how trees and cities will be
modeled in gameplay. Will there be a combination of
tree blocks and single trees on the battlefield? Can we
expect a proper representation of urban combat in the
game?
WINGS: Trees are modeled singularly. Even dense woods
are modeled from individual trees. They can be run over
and provide excellent visibility cover. A unit behind
the 2nd or 3rd tree line can see out of woods well,
whereas spotting that particular unit is very hard.
Bocage (Normandy hedgerows) have their unique
simulation aspect to allow the application of the same
tactics used by the Americans and Germans forces during
the war.
Buildings are individual constructions in a variety of
sizes, and can be collapsed wall by wall. They are not
replaced by a "destroyed sprite", but collapse
convincingly and can even provide cover depending on
their level of destruction. With this feature, you can
enter a soft building with your tank and stick the
cannon out of the other side to get better protection
from its walls. This surface engine aims to provide and
authentic impression of real tank combat, including
city fights. Infantry assumes great power against tanks
in cities as the buildings allow exceptional cover.
Panther and Weather. Click for larger image.
CSIM: What multiplayer features will we see? What is
your goal for number of connected players in a
scenario?
WINGS: Besides the obligatory deathmatch, we support a
co-operative mode where you can play any historical
scenario provided in the game. In this mode a player
can:
§ Assume control of an entire tank platoon,
including computer-controlled wingmen.
§ Take individual control of one tank each,
but form an allegiance with one another to form a
human-controlled platoon.
Both options are also available in competitive play.
The number of players who can participate is heavily
dependent on network speed. The game will benchmark
this, and set the limit accordingly. We aim to support
in excess of 8 players in any mode.
On Patrol. Click for larger image.
CSIM: Tell us about the current plans for expansions.
Will there be an inter-operable expansion?
WINGS: We already have plans for a "Late War" expansion
which covers the Ardennes and the war in Germany until
March / April 1945. This expansion will introduce new
playable tanks and additional AI controlled tanks.
We have designed Panzer Elite as a product line and
will support the game accordingly. We aim to provide
different settings (Russians, British, Canadian,
modern...), either as mission disks or separate
products.
Ed. Note: In my San Franciso meeting Teut hinted at an
integrated battlefield direction that would also
include aircraft. Will we eventually see a Panzer Elite
II? If the first product is successful, most likely!
CSIM: One question that is almost required to ask of
any WWII tank sim: can we expect to see any SS units
during the game?
WINGS: There was nothing exceptional about SS units, as
they had the same tanks or weapons as others. They were
only better supplied during the course of the war and
usually had better training. Inclusion of SS units will
add nothing to the game, and could possibly detract
from the technology vs. resources aspects of WWII
armored battle we wish to represent. Panzer Elite is
designed purely as a tank simulation, not a historic
battle simulation. In areas requiring sensitivity, we
reserve the right to adapt the scenario design
accordingly.
CSIM: Tell us a little about your favorite aspect of
the game.
WINGS: I fell in love with the AI. It does things I
never seen in other games. I often wonder what the
tactics the CPU-controlled commander has adopted. On
one occasion, I had assembled a heavy tank section (4
Tiger tanks) and fought against 25 Shermans to watch
the result.
When I came within range, the first Shermans turned
around and fled. I continued my assault until another
Sherman platoon opened fire on me, but with smoke
shells! My visibility obscured, I didn't see the first
fleeing Sherman platoon encircling me from the side.
They may have lost 10 Shermans to my fire, but they
finally got me.
CSIM: We can't wait to see more of Panzer Elite. Best
of luck to your team!