If you have been playing Panzer Commander and execute the
patch it will overwrite your current control.ini
configuration file. There are instructions in the readme that
will tell you how to edit your control file manually if you
first save your current.ini file. READ the readme first!
Mindscape/SSI are committed to providing customers with top
support. They've recently announced a patch schedule in
response to customer requests via newsgroups and email. New
dates and or information will be posted as they become
available.
Update v1.1
Issues Addressed: Availability: Early July '98 (Approx.)
Formation orders problems.
Brake key (will eliminate need for multiple taps for
full stop) function.
AI engagement range. (Increased to 1500 meters).
Targeting reticle absence in Multiplayer Melee.
Lack of MG tracer rounds.
Lack of ground and wall (stone wall, hedgerow) hit
particle effects.
Lack of non-penetrating (AP and HE) hit particle
effects.
Target assignment keys (Shift 1 and 2) function.
Caps Lock key function.
Physics optimization.
Vehicular "bounce".
AI gunners attempting to shoot through forests.
New Vehicle Definition Files (VDF's) information.
Scenario balance - Recon in Force. (Victory
Conditions).
This patch updates the 1.1 version to 1.2. If you need to
move from v.1 to 1.2 directly download the patch from
Panzer
Commander
Issues Addressed:
Improved: Vehicle collision recovery (Tactical
Pathfinding improvement part 2).
Improved: Target selection AI
Improved: Line Of Sight AI performance
Improved: AI use of AP and HE ammo.
Improved: Panzerschreck, PIAT, and Bazooka performance.
Improved: Vehicular "bounce".
Modified: Level of Detail setting - The "Maximum View
Distance" slider is now a "Range of Visibility" slider.
Allows a range of engagement band of 800-1600 meters, in 40
meter increments.
Modified: Multiplayer settings set to host machine.
Modified: "E" and "T" command keys - main gun will now
remain sighted on last target acquired and destroyed in AI
sequence.
Modified: Platoon members no longer "drift" when
halted.
Fixed: High Explosive shell effectiveness versus
trucks.
Fixed: The "Missing turret" phenomena.
Fixed: New VoodooII 3Dfx driver startup crash.
Fixed: Scenario Editor feature - Road, River, Wall and
Hedgerow sections can be deleted.
Fixed: Multiplayer Scenario Briefing display.
Fixed: Scroll bar presence in the multiplayer scenario
selection interface.
New: Stuart Light Tank.
New: F4 view toggle that zooms the tactical map to full
screen size. (Tap once to enter standard F4 view, tap F4
again to zoom map. Tap F4 again to shrink map).
New: Realism setting - Gunnery AI on or off.
New: Realism setting - Target Reticle on or off.
New: Scenario Editor feature - up to four tanks per
platoon.
New: Targeting aid - tracking pointer that appears when
an enemy vehicle is spotted, but is unable to be seen by
the naked eye.
New: Ability to change vehicle textures.
New: A Panzer Commander FAQ.
Regarding added support vehicles in Campaign Scenarios:
We will not include these files in the V1.2 file. Because
of the possible impact on users with slower machines, these
files will be available as a separate package.
Posted by Karim on our armor forum:
I haven't had time to play a lot with 1.2, just a dozen
scenarios, so it might be that I have overlooked a lot. Yet
it seems 1.2 is much better.
So far I haven't seen a tank (friendly or enemy) get stuck,
behind another vehicle or difficult terrain. It was very
interesting watching them when asked to climb a ledge I
myself found very difficult to climb (~2km/h at full
throttle): after some hesitation, they did it, slowly, but
they did it.
With 1.2 when I order my formation to stop, they do it (so
far). Before they sometimes (too often imho) slowly
drifted, usually towards an ambush:)
My gunners 'E'ngage and 'H'old fire when told to, and use
the right ammo for a target, as I've seen so far. There is
still pretty much banging around between platoon tanks when
changing formations and driving in weird patterns, but I
don't know how this could be successfully delt with since
the AI has no way to predict my tank's next bearing.
The friendly tanks _seem_ better in turning their hulls to
face threats, though I have seen them statically engaging
the enemy from a side many times (not fully copying mu
engaging pattern).
Enemy tanks, if they were moving when they spotted us, face
my with their hulls. If they were static and I engage them
from a side, merely swing their turrets. I cannot comment
on how well AI tanks find hull-down positions, since
'hull-down' in PzC seems to also include
'hidden-to-turret-top' positions.
There's a problem with targetting. When an enemy vehicle is
behind the top of a ridge, I get a yellow target marker
which means that such a target can be seen from the
commander's unbuttoned position but the gunner cannot get a
clear shot. Well, my gunner effectively cannot shoot at it,
yet the other tank can (and does, and hits). I do not think
my Panther is _that_ much higher than the opposing T-34.
Editor: The yellow reticle doesn't mean you can't hit; I
have found it simply means that you are on the "edge" when
it comes to LOS, and can actually be an opportunity to hit
the weak top armor of your opponent. Your best bet is to
override your AI gunner and take the "edge" shot manually.
This only seems to be an issue when you are really close to
the target.
Another problem: enemy tanks that are hidden behind a wall
at about 300m, with the wall merely covering their turrets.
I can usually kill such tanks, as if armor-piercing shells
travelled in an arced pattern over those distances.
Besides, the hidden enemy responds. Hehe, they don't shoot
through forests now, they shoot through walls :) The first
German scenario, Barkmann's Corner, seems a good example of
this behaviour.
Editor: With AP rounds at close range, you are not arcing
them; you are usually going straight over the top of the
crest and popping the tank right behind it on the turret
top.
Overall, I like PzC much better, now that I _seem_ to have
more control over my platoon. I do not even think about
reinstalling M1TP2 as of v1.2.