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Offline Asid

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Point Of Attack 2
« on: July 21, 2016, 12:32:00 PM »
Point Of Attack 2

Part of the TACTICAL STUDIES SERIES



"Ultra-Realistic" Modeling

HPS Simulations, working with the United States Air Force Office of Scientific Research, is proud to announce the  release of Point of Attack 2, a Scott Hamilton simulation.

POA2 is a modern tactical level simulation that depicts combat over a wide range of circumstances and levels, from platoons and individual vehicles to company or higher sized units.   It features complete depiction of supporting artillery, air strikes, electronic warfare, engineer, chemical warfare, helicopter, naval, and psyop units, network communications, and satellites. 

Units are depicted with official NATO symbology. Scenarios include Germany, Korea, Southwest Asia, and the US Army's National Training Center, along with hypothetical terrorist attacks on US soil.



Details
POA-2  is not a “beer-and-pretzels” type of game, though it does include user-settable modes that allow it to be played in a more relaxed manner. Instead, POA-2 is:

    Exactingly realistic, using rigorous physics and empirical material properties in firing, damage, sighting, communications, and weather modeling.
   
Profoundly detailed, including individual round calculations, positions to the nearest meters for each weapon system (tank, soldier, gun, etc.), exact communications transmissions (including radio, visual, smoke, and runners), dust trails, forest fires, and urban warfare among many other things.
   
•   Comprehensive, encompassing land, naval, and air combat systems, along with a myriad of combat support types such as combat/construction engineers, spotters, command and control units, mines, obstacles, improved positions, airborne drops, naval landings, special operations, tunnels, rail units, and much more.
•   Military-based. It incorporates many types of military command and control measures such as SOP's, DF/IF targeting points, and communication messages.
•   Supremely customizable, as players can change fog of war levels, command/control delay, unit values, force structures, weather, map scale, time scale, and a host of other factors. It also uses “geo-morphic” maps which allow players to quickly create playing areas of their choice in terms of terrain and size.


Official site: http://www.hpssims.com/pages/products/poa2/poa2b.html
Official Updates: http://www.hpssims.com/pages/updates/up_TSS/Up_TSS.ASP
Tactical Studies Series Manual:


Capable AI
The AI in POA-2 can do almost everything a human player can, including force selection and placement, placement of obstacles and engineering works, formulating and issuing unit orders, targeting, calling for artillery and air support, and managing information. In fact, the AI Adjutant is always at the player's side to help him with these functions as well

Price
•   $59.95 (CD + Download)
•   $49.95 (Download Only)

POA-2 Play Options       
•   Single player vs. the AI
•   Play by email (PBEM)
•   Two player hot-seat
•   AI vs. AI
•   Note: There is no direct Internet/LAN play option.      

System Requirements       
•   2.5 GHz Pentium/equivalent
•   Windows 98/ME/NT/2000 / XP / VISTA / 7 / 8
•   1 GB MB of RAM
•   1.2 GB free space on hard drive
•   Modem/LAN for PBEM.


Astonishing Simulation
   
Continuing, and expanding upon, the tradition of the critically-acclaimed
Point of Attack, Tigers on the Prowl, and Panthers in the Shadows,
Point of Attack 2 is an astonishingly comprehensive and detailed modern combat simulator. The weapons database includes hundreds of systems from circa 1960 into those the might be fielded the near future, all modeled in amazing detail. The ammunition types include cluster munitions, missiles, bombs, rockets, kinetic energy rounds, and even hypothetical energy weapons.   Systems that are modeled include:

•   Point Missile Defense
•   Radar
•   Laser
•   Decoy systems
•   Jamming systems
•   NBC defense
•   Mines
•   Remote sensors
•   Naval units
•   Air forces
•   Terrorists
•   Civilians
•   Satellites
•   Communications Networks
•   and much more. http://www.hpssims.com/pages/products/poa2/POA2.htm






No mere "Shooter" game

Point of Attack 2 is a "game" unlike any other ever available for the civilian market.  It is not for everyone--it is a product designed to accurately model the minute intricacies of modern weapons systems to a degree which casual gamers may find cumbersome, even excessive.  POA2 values 'brutal' realism above all else.




Want to see more?

Click here for additional screen shots.
   http://www.hpssims.com/pages/products/poa2/scrShots3/poa2-ScreenShots.html

Click here for a list of included weapons systems (~1085 Total) Updated 22 Oct 07
   http://www.hpssims.com/pages/products/poa2/Wpn%20Sys%20Name%20List.TXT

Click here to download the series manual in .PDF format  (41 MB) Updated 23 May 07
   

Click here for the latest Program Update and FAQ.
http://www.hpssims.com/pages/updates/up_TSS/Up_TSS.ASP

NOTE:  Per our agreement with the US Government, the civilian release version allows users to customize and edit many of the data tables including TO&E's and force structures, leaders, nationality values, weather, and the TEC (terrain effects).  However, it does not support editing of the weapons or ammunition related tables, although they may be viewed.

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Offline Asid

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Re: Point Of Attack 2
« Reply #1 on: July 21, 2016, 12:40:00 PM »
POA-2 Update July 21 2016

The update will be hosted here when it is cleared
=====================

* = Corrections
+ = Additions/Improvements


* Adjusted dust creation for round impacts and explosions - wasn't always being added.  Rubble creation now also automatically adds dust outside of the action that caused it.
* Fixed an FOW issue where friendly units were not being properly shown on the map even though they were known.
* Corrected issue that sometimes prevented existing arty missions having their ammo values changed.
* Corrected crater "overspill" into adjacent hexes/locs.  Was sometimes being artificially truncated.
* Fixed a major movement path/command error when detachments were created by combat actions and the AI subsequently gave them (or their parent) orders in reaction to perceived enemy threats.  Also sometimes affected other units.
* When selecting to fire DF at an an area target, the check routines now only verify the LOS - not sighted/known values.
* Human vs. Human games now always return to player control after the combat phase (auto-run settings ignored).
* Updated the AI to rotate the hull when firing a turret-mounted gun when the turret can't be rotated.
* Fixed an error where sometimes the correct time and conditions were not being displayed in the Setup Phase.
* Updated the WpnSys Data Table Editor Form - was showing double first columns, and can now set name of new system when adding.
* Fixed an intermittent c++ access error when an artillery impact detonated multiple mines without any other units nearby.
* Fixed a number of incorrect size values in the IP Data Table.
* Corrected C++ error in Composite Units Form
* Fixed access error when selecting "Specialized Engr Op" from Engineering Operations Form.
* Added a "Water Placement OK" flag to IP's; IP's and obstacles placed in prohibited terrain from previous saves are now automatically removed.
* VP's weren't being added back when player-placed objects (IP's, mines, etc.) were removed from the map.
* Limited situational auto-unloading to ground units.
* Stopped the Main Form Pop-up menu
* Fixed "Cut/Copy/Paste" pop-up menu functions from Force Selection Form; now also highlight updated units on tree.
* 'Done' button now always enabled after force selection on low Expert Levels.
* Fixed an intermittent c++ access error in the AI force auto-selection process.
* Corrected issues with New Game Checklist form:
 - was showing incorrect steps completed
 - was not completely resetting after closing
 - was not displaying correct Personnel VP totals.
* Fixed "Div by zero" floating point error in Shoot & Scoot determination routines.
* Corrected an issue with sighting under low light conditions - was "overflowing" and acting as if in full light.
* Lowered mechanical breakdown probabilities (for movement).
* LOS wasn't being displayed in replay (at Level 6) for units that were destroyed during the turn.
* TO&E Form was resizing properly below a certain size.
* Fixed intermittent error showing nation force, mission, and control (AI vs. Human) on Loading Form.
+ Updated Turn Combat/Action Reporting to better preserve FOW and also show more results info.
+ Adjusted force auto-selection routines; now more heavily weighted towards combat arms over support type formations.
+ Added new options to speed up sighting (Preferences | Performance):
 - "Aggregate Units of Same Type": all units of the same general type (Infantry, AFV, etc.)in a loc are considered a single 'unit' for sighting purposes (as spotter or tgt) and use avg values for unit values and equipment.
 - Min Visible Target Size: A random determination is made to skip checking to the LOS to targets of this apparent size (in Min of Arc) or smaller.
 - Quick LOS Blocking check:  The blocking points (as %) in the spot and tgt locs are totaled, and a random determination made to see if the LOS should be skipped (60% blocked, 60% chance of being skipped).
+ Arty Missions Form now shows message while processing.
+ Mouse Wheel now zooms in/out on map.  Zoom-in centers on mouse position.
+ Optimized LOS sighting routines
+ Added options to use multi-core processors/threading: Set in Preferences | Performance.  Currently only used for Turn Detection Phase.
+ Updated AI to better unload units when they get into locs threatened by enemy fire.
+ Added automatic checks for visible display layers when new game loaded, or player logs in.
+ Adjusted LOS X-Section Form to be resizable.
+ Adjusted Main Form to make resizing smoother.
+ Modified hexside obstacles to be a single side (instead of N/S/E/W)
+ Updated FOW for obstacles to be more realistic.
+ Expanded set-up sequence and controls to give players more options and information on the steps and sequence.
+ Added check if primary map display layers enabled when game first shown.
+ Adjusted max possible known level for enemy personnel in IP's, based on IP blocking: 30%=Level 4 Max; 50+%: Level 3 Max.
+ Updated Engineering Operations Form to be more intuitive, and to show more information and feedback on actions.
+ Added option to remove unit FOW from combat reports in games with at least one AI player (use Arrow Control on Reporting Form).  It affects ONLY the text shown; normal FOW and limitation remains in effect for all purposes.
+ Added "Suppression to S-1 Staff Officer, and also as an option for 'mouse-over' text (Preferences | Map/Colors"
+ Changed "Move Timeouts" caption on Combat Reporting Form to "AI Move Timeouts", and added a descriptive mouse-over hint.
+ Added "additional Illum" level to mouse-over text (from flares, fires, etc.)
+ Added and option to "Zoom out for Air Movement" in the combat phase instead of just doing it by default.
+ Added option to stop the auto-close countdown for the LOS Form during the Combat Phase/Replay (Detail Level 6)
+ Updated the Set Initial Conditions Form (when creating new games) - Nation selection now on top, and country name shown in header.
+ Improved ammo selection AI to better account for "area" effects from HE, flame, incendiary, etc.
+ Leader casualty status now shown in S-1 screen, incl from all previous turns.
+ Additional unit symbols added.
+ FSO (arty) Staff Officer now shows a list of all IF units and allows player the option to see their existing missions & possible targeting locations.
+ Added checks for invalid weapons systems when creating/editing scenarios.
+ Updated Composite Units Editing Form to be more user-friendly & allow multi-selection.
+ Added option to remove a carrier from a Composite Unit Group after unloading passengers (if they are in the same group).  This creates a separate unit for the carrier.
+ Updated Unloading Form to be easier to use and provide more information on Composite Unit Group status and on how to keep them together.
+ "Added "TRP:" to the info text string for them in the Location Information Box.
+ Expanded range of Scenario/Day Part Dust and Foliage adjustment levels to 2000% (20x normal) from 200% (2x normal).
+ Changed TEC Dust Adjustment Value to be a straight percent instead of a relative value between 0 and 10.
+ Adjusted the Weather Periods Form - now easier to use, and more analytical when adjusting the number of periods per day. Also added a button to change the current time.
+ IP dimensions now in centimeters (cm) instead of decimeters (dm).
+ Added timed info-box showing max ammo ranges for firing unit when selecting DF targets.
+ Added ammo max range text to Weapons Systems Info form.
+ Added button on Unit Info Form to reset all unit symbols to the default values in the Weapon Systems Data Table.
+ The "Show Unit" and "Show Terrain" display toggles are automatically turned on at the start of a player's turn / combat phase.
+ Any "Currently Selected Locs" are reset when entering the Staff Officers Form to reduce confusion.
+ Added a display box that shows weapon system for selected FRIENDLY units. <Right-Click> for options and Main Menu | Preferences for On/OFF toggle.
+ All accy calcs are now based strictly on CEP/actual deviation of the round at range & tgt size.
+ Round CEP/deviation past the defined max range are now adaptively extrapolated from previous curve values instead of simple exponential/straight line.
+ IP combat routines updated to be more detailed and include aiming specifically at opening/ports, and over walls.
+ Updated to a newer compiler version.
+ Added and additional "set-up checklist control" after force selection to show what steps have been done, and which can (or must) be performed before the game can begin.
+ Improved and optimized the AI routines for selecting smoke arty targets.
+ Completely updated the AirDrops form to be more user friendly, to allow editing after missions initially saved, and also to show more information on each pass/stick.
+ The Arty Missions Form was updated to be clearer, and added icons to the Tree View to show the status of potential calling/spotting units: OK, no LOS and/or too long commo delay.
+ Arty/IF impacts now shown individually on the map & saved for the mission.  A slightly darker color is used for spotting rounds. The size will reflect the blast radius (within set minimum/maximum sizes based on zoom level).
+ Added ability for users to adjust and change the automatic unit name creation scheme when selecting units form the TO&E.
+ Added a new Preference for how unit info and name strings are displayed during the game.  Preferences | Display [Set Unit Name Format].
+ The combat report now shows estimated crater sizes.
+ Updated CAS Staff Officer display on the map - the mission heading, start point, strafing/weapon release points are now shown.
+ Made the CAS Missions form more user-friendly, added processing status messages and additional information instructions.
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Offline Beef

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Re: Point Of Attack 2
« Reply #2 on: July 21, 2016, 05:10:02 PM »
This looks very interesting. Is there a demo? Do they need beta testers? (cough, cough, Me! cough...)?
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Offline Stardog765

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Re: Point Of Attack 2
« Reply #3 on: July 21, 2016, 08:21:52 PM »
Haha I hear that.

I dont think there is a demo unfortunately which is really something that should be required for any war game over $30.
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Offline chrisreb

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Re: Point Of Attack 2
« Reply #4 on: July 23, 2016, 06:19:56 AM »
Looked at this before . One for the future I think when I actually play the stack of games I already have!
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Offline Asid

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Re: Point Of Attack 2
« Reply #5 on: August 01, 2016, 11:58:55 PM »
There were some "issues" found and they are being dealt with...Hang in there.

I will release info and a link to the DL here.

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Offline Asid

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Re: Point Of Attack 2
« Reply #6 on: August 06, 2016, 11:18:11 PM »
The Beta update is in it's final release stage.

I am hoping a few days. I will upload here.
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Offline rvseydlitz

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Re: Point Of Attack 2
« Reply #7 on: September 13, 2016, 08:54:29 AM »
Is any news from this? Or will the Tigers Unleashed patch also update this game?
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Offline Asid

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Re: Point Of Attack 2
« Reply #8 on: September 13, 2016, 02:35:46 PM »
Is any news from this? Or will the Tigers Unleashed patch also update this game?
Hi

The only news is here. The TU patch will NOT update POA-2. A patch for POA-2 is coming out but you know how it is.

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Offline rvseydlitz

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Re: Point Of Attack 2
« Reply #9 on: September 13, 2016, 06:58:29 PM »
Thank you!
Do you know also if-since the same system, maps from TU will supported in POA?
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Offline Asid

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Re: Point Of Attack 2
« Reply #10 on: September 14, 2016, 08:32:28 PM »
Thank you!
Do you know also if-since the same system, maps from TU will supported in POA?
POA-2 & TU share the same basic engine.
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Offline rvseydlitz

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Re: Point Of Attack 2
« Reply #11 on: November 29, 2016, 04:06:32 AM »
Is there any more news on this patch? Thank you.
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Offline Red2112

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Re: Point Of Attack 2
« Reply #12 on: November 29, 2016, 11:20:29 AM »
Me like this too  ;D

 

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Offline Asid

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Re: Point Of Attack 2
« Reply #13 on: November 29, 2016, 04:58:24 PM »
Is there any more news on this patch? Thank you.

Still waiting on the Tigers Unleashed patch getting finalised first. I will post here when I get the info. Keep an eye on this post.

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Offline Asid

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Re: Point Of Attack 2
« Reply #14 on: January 04, 2017, 03:14:27 PM »
Update as of 04/01/17

Work on Tigers Unleashed is still on going. This has delayed a release for POA2. However both games share the same engine so work on one is added to the other.

I will update when I have more....Someone has to  ::)

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