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Saturday, October 22, 2016
By: JC
Russia Doesn't Love my Grenadiers - Graviteam Tactics: Drive on Voronezh

Scorching sun, the densest fog and cross fires. Boy, the new DLC for Graviteam Tactics had a rude awakening for me!



Retreating after a tactical defeat, west of Shilovo. The noon sun falls hard on my soldiers.


July 4th, 1942. It's not exactly early morning, actually is around 10 AM and the fog is so thick that I did manage to advance an entire platoon of German infantry through open terrain. It was an all out gamble. And it didn't play well for my soldiers.



First contact was a barely manned trenchline. My soldiers pushed through it bravely ...



... Just to be welcomed by Russian positions within Shilovo and the woods surrounding it.


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VBS3 The Art of VBS: HD ASLAV 25


ASLAV 25 side view

BISim Senior Artist Allan Campbell recently created a new, high-detail version of VBS3's ASLAV 25 model which was demonstrated at Australian Simulation Congress in Melbourne. Allan, who is based in BISim's Australia office, created the model with Modo. It was initially textured in Modo and then finished in Substance Painter and Photoshop. The model uses normal, specular and ambient occlusion texture maps, and has a total polygon count of 89000 triangles in the 1st resolution LOD. Intricate detail was captured and baked down to the VBS3 model by first creating a very high detail version of the ASLAV, with a polygon count of 724531.

For the new model, Allan developed a new method for simulating reflective periscope glass, which can be seen in various shades of red to pink in the images shown here. Allan achieved this by using a specifically created environment texture, which is referenced by an Rvmat material file with specific settings.

"The hardest part of the modeling was making sense of the very complex interior from reference imagery, especially in areas not well represented in the reference imagery, but also in gauging dimensions...

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Graviteam Tactics: Drive on Voronezh

Requires Mius Front



http://store.steampowered.com/app/540820/

Price: £3.99

15% off at launch = £3.39

About This Content

On the morning of July 4, 1942, forward units of the German 24 TD reached the Don river in Yunyevka area, overrunning forward covering forces of the Soviet 232 RD. By 10.00 motorized infantry with forces of up to two battalions, having smashed 498 RR defenses, rushed towards the south-western outskirts of Voronezh. 498 RR was assigned a combat mission: restore defensive lines and throw the enemy back to Malyshevo village. 110 TBde took initial position in the south-western outskirts of Voronezh with a mission to destroy the enemy in Malyshevo area.

• Two operations of 13 turns for each of the parties (Shilovo, July 4-6, 1942).
• Precisely recreated area of over 80 sq. km south-west of Voronezh, Shilovo village.
• Historical organizational structure of units at the time of the offensive.














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Hi All,

We're about to commence a closed beta of the 1.02 patch for Panzer Battles Kursk – Southern Flank.

We want to limit the number of testers to 100 so that if anything unforeseen happens we're not overrun with technical issues. That said, we have run the patch through significant testing to date and are happy to release it to you.

We have an email address beta.wargamedesignstudio@gmail.com that we ask that you write to if you want to be one of the testers. We will do this first in until we hit our 100 tester target.

The 1.02 beta patch will be the first official release from WDS and we're excited to be close to releasing it to the public.

The current 1.02 Beta Patch changelog is as follows;

Bug Fixes
- Adjusted reporting for air attacks.
- Corrected hex stack reporting when a wreck is in the hex
- Corrected a crash bug when the last man/gun/vehicle is destroyed by defensive fire
- Corrected a fog of war bug when right clicking
- Included a check that all off board artillery is not placed on the map.
- Any fixed unit that is fired on will now instantly un-fix
- Units could use a bridge while in travel mode to enter an obstacle and then exit the hex, rather than lose their whole...

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