WWII Battle Tanks, T34 vs Tiger - Manual

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WWII BATTLE TANKS: T-34 VS. TIGER 3 TABLE OF CONTENTS 1 Welcome 4 1.1 About WWII Battle Tanks: T-34 vs Tiger 4 1.2 About Operation Bagration 4 2 About the T-34 and Tiger Tanks 5 2.1 The Russian T-34 5 2.2 The German ‘Tiger’ 5 3 Realism 6 4 Getting started 6 4.1 Game Features 6 4.2 Installing the game 6 4.3 Uninstalling the game 7 4.4 System requirements 7 5 Game Menu structure 8 5.1 Singleplayer 8 5.1.1 Russian Campaign 8 5.1.2 German Campaign 8 5.2 Multiplayer 8 5.2.1 Skirmish (free for all) 9 5.2.2 Team Mode (red team against blue team) 9 5.2.3 Joining a Game 10 5.2.4 GameSpy Arcade 10 5.3 Settings 10 5.3.1 Audio Settings 10 5.3.2 Video Settings 10 5.3.3 Game Settings 11 5.3.4 Keyboard Layout Settings 11 5.4 Credits 11 5.5 Quit 11 6 Crew Positions 11 6.1 The Driver’s Position 11 6.2 The Gunner’s position 12 6.3 The Commander’s position 13 6.4 Multi Function Displays (MFDs) 14 6.4.1 Additional HUDs 14 7 View Controls 14 7.1 Optics/other views 15 7.2 Fullscreen view 15 7.3 External view 16 7.4 TrackIR 16 8 Keyboard Controls Summary 16 8.1 Crew positions 16 8.2 General view controls 16 8.3 MFD controls: 21 8.4 Auto-Crew toggles 21 8.5 Gunner-specific controls 21 8.6 Commander-specific controls 21 8.7 Driver-specific controls 21 8.8 External Views 22 8.9 Miscellaneous 23 9 Gameplay Tips and Hints 23 9.1 Automated Crew Positions 24 9.2 Playing as the Driver T-34/Tiger 25 9.3 Playing as the Gunner 25 9.4 Playing as the Commander 25 10 Tiger Gunnery 26 10.1 The TZF 9b Gun-layer Optics 26 10.2 About ticks and strich 26 10.2.1 What is a strich and how do I use them? 26 10.3 T.Z.F. 9b Ranging Formula 26 10.3.1 Examples: 27 10.4 Hitting the target RIGHT 27 10.4.1 Examples: 28 10.4.2 What if the target size is unknown? 28 10.5 Leading a target 29 10.5.1 Aiming with the TZF 9b 29 10.5.2 A practical example 30 11 T-34 Gunnery 31 11.1 Range estimation with the TSH-15 31 11.2 Aiming with the TSH-15 31 12 Technical Support 32 13 Epilepsy Warning 32 14 Credits 33 15 Limited Software Warranty And License Agreement 34 T34_manual.indd 3 26-09-2008 15:24:34

Transcript of WWII Battle Tanks, T34 vs Tiger - Manual

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TABLE OF CONTENTS1 Welcome 41.1 About WWII Battle Tanks: T-34 vs Tiger 41.2 About Operation Bagration 4

2 About the T-34 and Tiger Tanks 52.1 The Russian T-34 52.2 The German ‘Tiger’ 5

3 Realism 64 Getting started 64.1 Game Features 64.2 Installing the game 64.3 Uninstalling the game 74.4 System requirements 7

5 Game Menu structure 85.1 Singleplayer 8

5.1.1 Russian Campaign 85.1.2 German Campaign 8

5.2 Multiplayer 85.2.1 Skirmish (free for all) 95.2.2 Team Mode (red team against blue team) 95.2.3 Joining a Game 105.2.4 GameSpy Arcade 10

5.3 Settings 105.3.1 Audio Settings 105.3.2 Video Settings 105.3.3 Game Settings 115.3.4 Keyboard Layout Settings 11

5.4 Credits 115.5 Quit 11

6 Crew Positions 116.1 The Driver’s Position 116.2 The Gunner’s position 126.3 The Commander’s position 136.4 Multi Function Displays (MFDs) 146.4.1 Additional HUDs 14

7 View Controls 147.1 Optics/other views 157.2 Fullscreen view 157.3 External view 167.4 TrackIR 16

8 Keyboard Controls Summary 168.1 Crew positions 168.2 General view controls 168.3 MFD controls: 218.4 Auto-Crew toggles 218.5 Gunner-specifi c controls 21 8.6 Commander-specifi c controls 218.7 Driver-specifi c controls 218.8 External Views 228.9 Miscellaneous 23

9 Gameplay Tips and Hints 239.1 Automated Crew Positions 249.2 Playing as the Driver T-34/Tiger 259.3 Playing as the Gunner 259.4 Playing as the Commander 25

10 Tiger Gunnery 2610.1 The TZF 9b Gun-layer Optics 2610.2 About ticks and strich 26

10.2.1 What is a strich and how do I use them? 26

10.3 T.Z.F. 9b Ranging Formula 2610.3.1 Examples: 2710.4 Hitting the target RIGHT 2710.4.1 Examples: 28 10.4.2 What if the target size is unknown? 28

10.5 Leading a target 2910.5.1 Aiming with the TZF 9b 2910.5.2 A practical example 3011 T-34 Gunnery 3111.1 Range estimation with the TSH-15 31

11.2 Aiming with the TSH-15 3112 Technical Support 3213 Epilepsy Warning 32 14 Credits 3315 Limited Software Warranty And License Agreement 34

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1. WELCOME1.1 About WWII Battle Tanks: T-34 vs Tiger

WWII Battle Tanks: T-34 vs. Tiger (hereafter referred to as TvsT) is a WWII tank simulation set during Op-eration Bagration in 1944. The game features two mission-based single-player campaigns and two multiplayer modes (Skirmish and TeamMode) for up to 16 players. Both the Russian T-34/85 and the German PzKpfw VI Ausf. E Tiger are playable and can be controlled from the commander’s, gunner’s and driver’s positions. The game supports Joysticks, TrackIR and GameSpy Arcade technologies.

Based on historical references, the tanks’ interiors were carefully recon-

structed with fully animated 3D environment for driver, gunner and commander positions. The vast Belorussian landscape, with its villages, forests and streams is based on historical maps and pho-tos of the era. The vehicles are represented in painstaking detail, featuring high quality textures, historical markings and realistic physics and ballistics models.

For the fi rst time in any simulation, an accurate, fully working Tiger I Turmzielfernrohr (TZF) 9b gun-sight optics was created. You can calculate target distances using the Strichplatte’s triangles and set range-scale for target distance and also accurately lead targets just like the real gun crew did in WWII.

1.2 About Operation BagrationOperation Bagration was the codename for the Soviet Belorussian Strategic Offensive Operation during World War II, which cleared German forces from the Belorussian SSR and eastern Poland between 22 June, 1944 and 19 August, 1944.

This action resulted in the almost complete destruction of the German Army Group Centre and three of its component armies: Fourth Army, Third Panzer Army and Ninth Army. The op-eration “was the most calamitous de-feat of all the German armed forces in World War II”.

1.1 About WWII Battle Tanks: T-34 vs Tiger

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2. ABOUT THE T-34 AND TIGER TANKS2.1 The Russian T-34

The T-34 was a Soviet medium tank produced from 1941 to 1958. It is widely regarded to have been the world’s best tank when the Soviet Union entered World War II, and although its armor and armament were surpassed by later tanks of the era, it is credited as the war’s most effective, ef-fi cient and infl uential design.

First produced at the KhPZ factory in Kharkov, Ukraine, it was the mainstay of Soviet armoured forces throughout World War II, and widely ex-ported afterward.

It was the most-produced tank of the war, and the second most-produced tank of all time, after its successor, the T-54/55 series.

2.2 The German ‘Tiger’

The Tiger I was in use from late 1942 until the Ger-man surrender in 1945 and represented a new ap-proach that emphasized fi repower and armour at the expense of mobility. Design studies for a new heavy tank had been started in the late 1930s, without any production planning.

The real impetus for the Tiger was provided by the quality of the Soviet T-34. Although the gen-eral design and layout were broadly similar to the previous medium tank, the Panzer IV, the Tiger weighed more than twice as much. This was due to its substantially thicker armour, the larger main

gun, and the consequently greater volume of fuel and ammunition storage, larger engine, and more solidly-built transmission and suspension.

Although the Tiger I was one of the most heavily armed and armoured tanks of WWII, and a for-midable opponent of Allied tanks, the design was conservative and had some serious drawbacks. The fl at armour plates were unsophisticated in comparison to the sloped armour of the Soviet T-34, requiring a massive increase in weight to provide for suffi cient protection.

The tank’s weight put severe stress on the suspension, whose complexity made maintenance dif-fi cult. The sophisticated transmission system was also prone to breakdowns.

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3. REALISMBallistics are accurately calculated on reliable historical data and correctly modeled into the physics engine, with muzzle velocity, shell weight, gyroscopic spin, arc, drift, time of fl ight with pen-etration values for armour thickness and angle.The game’s damage model considers the various vulnerabilities of the vehicles modeled, which can be immobilized or knocked out depending on where and with what ammo selection they were engaged with.

Gunlayer optics are true to their historical coun-terparts and allow the judging of distance to a target, dialing in the estimated range and engage the target with various types of ammunition. Historical engagement ranges and hit probabilities for both T-34 and Tiger were researched and implemented.

The tanks’ damage model allows for various lev-els of damage of components that make up a tank. Tanks can be immobilized by damaging tracks or hitting the engine. Tanks can be knocked out by hitting and destroying critical components in tur-ret or hull, sometimes setting off stored ammo, leading to secondary explosions which might blow off the turret. TvsT’s physics model consid-ers engine RPMs, gear selection and terrain as-pects, as well as running down objects, such as trees, buildings and vehicles, with the suspension reacting accordingly.

4. GETTING STARTED 4.1 Game Features• Realistic vehicle physics and ballistics• 2 Multiplayer modes for up to 16 players via DirectPlay or GameSpy Arcade• 2 Singleplayer campaigns (Russian and German)• Highly detailed 3D engine supporting SpeedTree technology• Playable tanks feature detailed 3D interiors• Play in fi rst or third person views• TrackIR is supported

4.2 Installation InstructionsIt is strongly recommended that you close all non-essential programs before beginning the in-stallation of any software on your computer. This includes screensavers and anti-virus software, which may interfere with the installation process. Please note this game requires that you have DirectX® 9.0c installed on your computer. During the installation process you will be prompted to install DirectX® 9.0c if this version is not currently installed on your computer.

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1. Insert the ‘WWII Battle Tanks: T-34 vs. Tiger’ DVD-ROM into your DVD-ROM drive.2. If ‘auto-run’ mode is enabled on your computer the ‘Setup Wizard’ will automatically appear. 3. Read and accept the ‘End User License Agreement’ and follow the on-screen instructions. You

will be prompted to insert discs 2 and 3 during the installation.

If ‘auto-run’ mode is disabled on your computer…

a) At the Windows® desktop, click on ‘Start’. b) Select ‘Run…’ and type the letter of your DVD-ROM drive and ‘Setup.exe’ (i.e. D:\Setup.

exe)OR a) Double-click the ‘My Computer’ icon on your Windows® desktop. b) Right-click on the drive with the ‘WWII Battle Tanks: T-34 vs. Tiger’ DVD-ROM and select

‘Open’ to access the contents of the DVD-ROM. c) Double-click on the ‘Setup.exe’ fi le to launch the installer. d) Read and accept the ‘End User License Agreement’ and follow the on-screen instructions.

4. This game requires that you have DirectX® 9.0c installed on your computer. If this software is already installed, please continue to Step #5. If DirectX® 9.0c is not installed on your computer, please check the ‘Install DirectX’ box at the end of the installation process and click ‘Finish’. Read and accept the ‘End User License Agreement’ and continue to follow the on-screen in-structions.

5. During installation a program icon group and a quick start icon will automatically be created in your Windows® ‘Start’ menu.

6. To launch the game from the Windows® ‘Start’ menu, select: Start Programs Lighthouse Interactive WWII Battle Tanks: T-34 vs. Tiger WWII Bat-

tle Tanks: T-34 vs. Tiger

4.3 Uninstall InstructionsTo uninstall the game select:Start Programs Lighthouse Interactive WWII Battle Tanks: T-34 vs. Tiger Uninstall WWII Battle Tanks: T-34 vs. Tiger

4.4 System requirementsMinimum System Requirements:OS: Windows® XP / Vista™CPU: 3,0 GHz Intel® Pentium® 4 or equivalent AMD® Athlon™ processorRAM: 1 GB (2 GB Recommended for Windows Vista™)Video: Direct X 9.0c compliant video card with 128MB RAM (NVIDIA GeForce 6600 or better/ATI Radeon 9600 or betterDrive: PC DVD-ROMSound: DirectX® 9.0 compatible sound cardHard Disk Space: 2 GBDirectX®: 9.0cOther: Mouse, Keyboard and Sound Speakers

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Recommended System Requirements:OS: Windows® XP / Vista™CPU: 3,0 GHz Intel® Pentium® 4 or equivalent AMD® Athlon™ processorRAM: 1 GB (2 GB Recommended for Windows Vista™)Video: Direct X 9.0c compliant video card with 128MB RAM (NVIDIA GeForce 6600 or better/ATI Radeon 9600 or betterDrive: PC DVD-ROM)Sound: DirectX® 9.0 compatible sound cardHard Disk Space: 2 GBDirectX®: 9.0cOther: Mouse, Keyboard and Sound Speakers

5. GAME MENU STRUCTURENote: In any subsequent menu, the ‘’Back’’ button goes back one screen until the main-menu (see fi gure above) is reached. The ‘’Accept’’ button saves changes made to game-settings. If ‘’Ac-cept’’ is not pressed, changes are not saved!

5.1 SingleplayerThere are two mission-based campaigns - a Rus-sian one, and and a German one.

When you choose either campaign, you will be presented with a list of available campaign missions. Subsequent missions will be revealed when completing the previous mission successfully. After you chose an available mission, the mission briefi ng is displayed, detailing the mission goals, showing a map with general direction towards the objective(s) and presumed location of the enemy.

5.1.1 Russian CampaignPlay the campaign from the Russian side, controlling your T-34/85

5.1.2 German CampaignPlay the campaign from the German side, controlling your Tiger

5.2 Multiplayer

Note: To be able to host and join games, TCP and UDP port 25857 should be opened for incoming and outgoing traffi c on the host and client machines

From the initial multiplayer screen, you can start hosting multiplayer sessions or join an existing game of either Skirmish or Team Modes, enter a player’s name, choose a tank and assign it a turret number. TvsT supports up to 16 players via Direct-Play or GameSpy Arcade.

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5.2.1 Skirmish (free for all)

From the initial MP screen, you can change the Session name to a more descriptive one, as well as changing the Frag limit and Time limit settings. Using zero (0) for either of those enables unlimited frags and/or unlimited session time, respectively.

The available number of ‘’Slots’’ depends on the map-size: 4-player maps thus have 4 slots avail-able, 8-player maps 8 slots, and so forth. Slot op-tions include ‘’Open’’, ‘’Bot’’ or ‘’Closed’’, allowing you to add AI controlled tanks (Bots), close them

to limit the amount of players joining, or open them to allow players to join.

Expert Mode allows you to host a session forcing all clients to not have external views available.Bot Diffi culty allows you to set how challenging your AI opponents in Skirmish mode will be.

Clicking ‘’Create’’ will start a Skirmish sessions that others can join by browsing for it.

5.2.2 Team Mode (red team against blue team)

From the Team Mode screen you can set up and launch team multiplayer sessions.Options regarding Player name, Vehicle selection and turret numbering, Session name, Frag and Time limits, as well as managing available ‘’Slots’’ are the same as in Skirmish mode, however, there are no ‘bots’ in Team Mode!

Upon creating a Team Mode game, you are moved into the Team Mode’s lobby.

The lobby is for players to join Team Mode sessions. Here they can select their team (red or blue), and tanks, and assign turret numbers independently from Skirmish mode.

There is also a chat window for players to communicate prior to launching the session.

Note: A team game can only be launched when all open slots are occupied with human players. You can always go back one screen and adjust slot availability according to available players joining your game.

Note: Since players are able to choose either the T-34 or the Tiger for any team, it essential to know each team member’s tactics and the location of their tanks to avoid killing teammates. Good com-munication within the team is the key!

Clicking ‘’Start’’ will launch the Team game when all players have joined, placing all team mem-bers’ tanks near the rally point.

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5.2.3 Joining a GameWhen clicking ‘’Join’’, you are presented with the in-game browser, scanning the LAN for avail-able MP games. Click ‘’Refresh’’ if you want to re-initialise the search. In this menu you have the chance to change your Player Name, Vehicle Type and Turret Number. You can also select what type of games to browse for: ALL, Skirmish or Team. For Internet hosted games you can enter the host’s IP address into the ‘’Specify IP’’ fi eld, press Enter and wait for the game to be found.

Once the hosted game was found, the following information is displayed: Session: Name of the hosted session Game type: Whether the hosted session is a Skirmish or Team Mode game Map: What map is hosted IP address: The hosts’ IP address Ping: Latency information on the host Status: Whether the game is open or closed for joining

To join the game, click the ‘’Join’’ button. When joining a Skirmish game you are moved to your tank, ready to fi ght. When joining a Team Mode game, you are moved into the game lobby, where the host can start the game once all players have connected.

5.2.4 GameSpy ArcadeYou can use GameSpy Arcade to host and join TvsT multiplayer sessions. For help as to how to use GameSpy Arcade refer to GameSpy’s support page: [http://www.gamespyarcade.com/support/]

5.3 SettingsIn the Settings menu you can change the game’s diffi culty, video settings, audio settings and key-board layout.

5.3.1 Audio SettingsHere you can adjust the volume for music and sound effects.

5.3.2 Video SettingsYou can adjust video settings, such as: • Video Device: Select from detected DirectX devices • Resolution: Select from available resolution modes • Texture Detail: Adjust the quality of the textures displayed • Model Detail: Adjust the quality of the 3D models • Landscape Detail: Adjust the quality of the 3D environment • Forest Detail: Adjust the level of quality of trees displayed • Grass Detail: Adjust the drawing distance of the grass • Water Detail: Adjust the level of quality of the water textures displayed • Shadow Detail: Adjust the level of quality of the shadows displayed • Anti Aliasing: Adjust the level of anti aliasing for ATI video cards • Forest Animation: Adjust the level of wind forest animation • 3D forest distance: Adjust the drawing distance of trees displayed

Additionally, you can choose whether TvsT runs in full screen or windowed mode, as well as whether to use low quality textures.

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Note: For nVidia cards, Anti Aliasing is not available from within the game settings, as nVidia cards feature their own Anti Aliasing options under the Windows display properties settings.

5.3.3 Game SettingsIn this menu you can customize the game’s complexity • Unlimited ammo: No limits for main gun and MG rounds • Immortality: Player’s tank is invincible • Show targets on map: Shows the location of enemy vehicles in green • Engine overheating: Engine can get damaged when over-revving • AI aiming accuracy: Allows to adjust how well AI controlled vehicles aim

5.3.4 Keyboard Layout SettingsHere you can customize the game’s keyboard layout. The keys can be assigned to primary and secondary key groups.

To change the keyboard layout, 1. click the left mouse button to choose the key you would like to change for either the primary

or secondary key group. 2. press the respective key you wish to enable for that slot 3. click ‘’Apply’’ to save the changes madeThe new keys are now available when playing TvsT.

5.4 CreditsFind out who was involved in making ‘’WWII Battle Tanks: T-34 vs Tiger’’

5.5 QuitExit to Windows

6. CREW POSITIONS6.1 The Driver’s PositionDriver’s positions. Left: T-34, right: Tiger.

From this position you can drive the tank in fi rst person view. The driver’s hatch can be opened with the F2 key. F1 returns to the closed hatch view.

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The animated gauges in the dashboard display the following info: • Speed • RPMs • Oil Temperature • Water Temperature • Oil Pressure

In addition to these gauges, the most useful information for driving the tank is displayed in the driver’s HUD. This HUD is also visible from the driver’s external view, as well as the tank’s unbut-toned driver position:

• Selected Gear• Speed• Engine RPMs• Mountain Brake

6.2 The Gunner’s positionThe T-34’s gunner position is shown on the left, the Tiger’s gunner position on the right:

This is the gunner’s fi ghting compartment. From here, you control the main gun and the coax MG of your tank.

You can switch between views with F3 (gunsight) and F5 (fullscreen gunsight). Turning the turret to the left or right is done by pressing the Num4 and Num6 keys respectively.

Fine control is achieved by pressing and hold-ing Shift together with aforementioned keys, or, alternatively, using the mouse. You can illuminate the gunsight’s scale by pressing Num9. To fi re the main gun press DEL, or click LMB (left mouse but-ton). To fi re the coax MG, press END or click RMB (right mouse button).

You can dial-in the estimated target range with the mousewheel by rolling it up or down. Addi-tionally, you can order the loader to load specifi c

types of ammunition by pressing PgDown, which cycles through the available ammo for the main gun. Press Backspace to load the selected round.

The ammunition choice is displayed in the ammo HUD, with green representing the currently selected and loaded round, yellow the round to be loaded, and red spent ammo which is no longer available.

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The Ammunitions HUD

6.3 The Commander’s positionLeft: T-34’s commander’s position, right: Tiger’s commander’s position.

This is the buttoned commander’s position. From here, you can control the movements of the auto-driver (enable auto-driver with ‘’F’’, control his direction with ‘’W’’, ‘’A’’, ‘’S’’, ‘’D’’ respectively and order him to stop by pressing ‘’Space’’) and command the auto-gunner (enable auto-gunner with ‘’G’’, assign targets by clicking on them from unbuttoned ‘’F2’’ or binocular view ‘’F3’’).

You can assign targets to the auto-gunner by clicking on them. This is done best from the com-mander’s binocular view (F3), using its crosshairs to click on the target. Above screenshots show the commander’s unbuttoned position (F2) for T-34 and Tiger. Press F2 again to close the hatch.

Playing as commander, you have the same MFDs options available as the driver, however, in ad-dition to the driver’s HUDs, the commander also has the ammunitions HUD of the gunner at his disposal.

the commander’s unbuttoned position ( ) for T-34 and Tiger. Press

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6.4 Multi Function Displays Each crew position has MFDs available for you to use. You can cycle the left and right MFDs by pressing ‘,’ and ‘.’ respectively. The left MFD is a symbolic representation of your tank inside a circle, with: • a wedge shaped marker representing the viewpoint of of the commander • markers representing 360 degrees of azimuthNote: The symbolic representation of your tank also displays damageable areas (damaged parts will be displayed in yellow, destroyed parts in red)

The right MFD displays the map, with: • your tank represented by a red symbol • your objectives marked in yellowNote: You can press ‘’N’’ to toggle various zoom levels for the map.Note: Additionally, when playing as the gunner or the commander, you also have a toggable am-munitions HUD available.

6.4.1 Additional HUDsIn addition to MFDs, you also have HUDs that display crew positions information and driving in-formation.

Those HUDs can be toggled on and off with Y and U respectively.

7. VIEW CONTROLSTo reach the fi rst person view of any crew position, press F1. You can also cycle the available crew positions by pressing M, or switch directly to them: Insert ................ Driver Home ................ Gunner PageUp ............ CommanderTo look around, use the mouse, or alternatively press ‘’O’’, ‘’K’’, ‘’L’’ and ‘’;’’. To zoom in, use the mouse-wheel.

Note: When the mini-map is visible, aforementioned keys pertain to moving around the map, and not your actual view.

formation.

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7.1 Optics/other views Press F3 to get to your current crew position’s optics. Use the mouse or the arrow keys to look around in this view (shown are the T-34’s gunsight on the left, and the Tiger’s gunsight on the right).

Press F4 to reach the periscope view or vision slit (where available) of your current position. From the periscope, you can view your surroundings from a buttoned position, allowing you to scan for targets without being exposed to enemy fi re. The periscope view does not offer any magnifi cation. You can pan left and right by using the mouse. Available vision-slits are static views that don’t offer any magnifi cation.

7.2 Fullscreen viewUsing the default keyboard layout, press F5 for a full screen view of your current crew position. Example screens show Tiger gunner and T-34 driver fullscreens views.

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7.3 External viewPress F6 to switch to external view from your current position. You can move the camera around by pressing ‘’O’’, ‘’K’’, ‘’L’’ and ‘’;’’. Alternatively, you can use the mouse as well, and the mouse wheel to zoom in and out.

Note: When the mini-map is visible, aforementioned keys pertain to moving around the map, not your actual view.

7.4 TrackIR Launch TrackIR prior to starting TvsT to have it track your head movements in the game. Yaw and pitch are supported.

8 KEYBOARD CONTROLS SUMMARY8.1 Crew positionsTvsT allows to control the tanks from three playable positions: Driver, Gunner and Commander. Use the following keys to reach either position: Insert ................ Driver Home ................ Gunner PageUp ............ Commander

8.2 General view controlsThese controls pertain to all crew positions and switch to the respective views that are available in the respective player controlled position currently occupied: F1 ....................... First Person cockpit view F2 ....................... First Person open hatch view F3 ....................... First Person optics/binocular view F4 ....................... First Person periscope/vision slit view F5 ....................... First Person fullscreen optics/binocular view F6 ....................... Third Person external camera Num9 ................ Toggles optics/binos illumination Mouse .............. Moves camera around Mousewheel .. Zooms camera in and out

your actual view.

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8.3 MFD controls:These controls pertain to all crew positions and toggle the available MFD screens based on the occupied player position: , .......................... Cycles left MFD functions . .......................... Cycles right MFD functions T ........................ Toggles onscreen messages Y ........................ Toggles crew station display U ........................ Toggles driver’s panel N ........................ Cycles MFD map zoom levels Num5 ................ Centers map on tank

8.4 Auto-Crew togglesThese controls toggle available AI positions on or off: F ......................... Toggles auto-driver G ........................ Toggles auto-gunner H ........................ Toggles auto-commander

8.5 Gunner-specifi c controlsThese controls pertain to the gunner’s position: Mouse .................. Moves gun up/down, turret left/right LMB ...................... Fires gun RMB ..................... Fires coax MG Mouse Scroll ...... Increases/decreases gunsight range Num4 .................... Moves turret left (Shift+Num4 moves slowly) Num6 .................... Moves turret right (Shift+Num6 moves slowly) Num8 .................... Moves gun up Num7 .................... Increases gunsight range Num1 .................... Decreases gunsight range Num2 .................... Moves gun down Num9 .................... Toggles gunsight illumination PageDown .......... Selects ammo type Backspace .......... Loads selected round

8.6 Commander-specifi c controlsThese controls pertain to the commander’s position: LMB .................. Assigns targets to the auto-gunner to be attacked immediately RMB ................. Assigns targets to the auto-gunner to be tracked only. Clicking LMB on such

tracked target will make the auto-gunner engage that target. Num5 ................ Cancels auto-gunner tracking/engaging and returns the turret to the 12 o’clock

position (if auto-gunner is enabled)

8.7 Driver-specifi c controlsThese control pertain to the driver’s position: ArrowUp ........... Increase engine RPM ArrowDown ..... Decrease engine RPM W ........................ Accelerate/Shift Up S ......................... Decelerate/Shift Down A ......................... Turn left D ......................... Turn right E ......................... Engine on/off Space ................ Emergency brake Num* ................ Max RPM

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8.8 External ViewsThese controls are specifi c to the external camera: F6 ........................External View Num6 .................Pans camera right Num4 .................Pans camera left Num8 .................Pans camera up Num2 .................Pans camera down Num5 .................Centers camera Mouse ...............Pans camera around Mousewheel ...Zooms camera in and out

8.9 MiscellaneousAdditional controls for some aspects of the game: F7 ............... Game console. Press ‘ESC’ to leave console mode. F8 ............... Take screenshot (screenshots are saved in the game’s root directory as *.bmp fi les) F9 ............... Info screen (overlays the screen with additional info, including frames per second) F11 ............. Selfdestruct (useful during MP when the player tank is disabled, but not destroyed.

Forces respawn.) PAUSE ...... Pauses the game

9. GAMEPLAY TIPS AND HINTSAfter selecting a singleplayer mission, you are presented with the briefi ng and mission goals. Read carefully through the provided information and start the mission.

By default, every TvsT missions starts with an ex-ternal camera view, looking at your tank, with the default position being that of the driver. You can assume any desired position by using the respec-tive keyboard controls.

Upon changing the crew position, the location of the symbol for player controlled position, an up-percase ‘’P’’ within the crew position HUD, will change accordingly.

When ready to go, check the right MFD’s mini-map for your objectives (represented in yellow) and move towards them. The red tank icon repre-sents your vehicle and points in the direction you are facing. Use the available options that each crew position offers to scan the area for enemies,

engage and command your tank successfully. Refer to the relevant sections in this manual for descriptions of available commands and controls.

Press ESC to look at the current mission’s status. Mission goals, the mission map and some statis-tics are available there. Only when all goals are fulfi lled, the mission is won.

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When the mission has ended, you can cycle through all participating vehicles and objects by pressing TAB, or exit to the mission summary. From there, you can re-launch the mission or return to the g ame’s main menu.

9.1 Automated Crew Positions Crew AI toggle switches F ..........................AI-driver on/off G .........................AI-gunner on/off H .........................AI-commander on/off

Let’s say the player assumes the commander’s position and wishes to control the tank from there, the two remaining positions are still accessible and controllable by the player, however, the player may decide to turn on crew-AI for those positions, thus issuing orders to the AI crew rather then controlling those positions himself.

The HUD screenshots below show the player position highlighted with a ‘’P’’, and AI positions cur-rently turned on are indicated by an ‘’A’’. Crew positions with neither ‘’P’’ or ‘’A’’ are not currently occupied. A crew position that is marked with an “X” indicates a fatally wounded crew member.

For example, using the same controls that would be used from the driver’s view to control the tank directly, pressing ‘’W’’ now issues the order ‘’Go!’’ to the AI controlled auto-driver. Pressing ‘’W’’ multiple times orders the auto-driver to go faster. The auto-driver will shift through the gears, acceler-ate and stop the tank as ordered. Furthermore, when the commander orders the auto-driver to turn either left or right, he is actually telling the auto-driver to turn the tank incrementally either left or right; ordering the auto-driver to turn 90 degrees right requires the ‘’D’’ key to be pressed multiple times.

If the commander wishes to have the AI gunner attack a target by himself, he can assign the target to the gunner by spotting it from either binocular view or un-zoomed fi rst person view and clicking on it. If the gunner ‘’sees’’ the target within his line of sight, he will engage it. The loader will automatically reload spent shells and the gunner will attack that target until it is destroyed. Furthermore, the gunner will attempt to attack targets he spotted nearby as well. When the player issues orders to the auto-gunner, the choice of round to be fi red, depending on the target spotted, will be automatically ordered to the gunner as well.

The same concept applies if the player wants to manually control the gun, and have auto-driver and auto-commander enabled: The driver will be ordered to drive the tank, the commander will spot targets for the player. When the player hears the commander announcing a target, he can manually engage it accordingly. The spotted target’s relative position is shown by the wedge shape within the left MFD.

If the player wants to control the driver’s position manually, he could engage auto-gunner and auto-commander, allowing the AI to spot and engage available targets.

Note: If, by chance, one of the crew-members was fatally wounded, the player has to always as-sume this position manually and cannot enable AI control to for that particular slot.

occupied. A crew position that is marked with an “ ” indicates a fatally wounded crew member.

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9.2 Playing as the DriverPress Insert to get to the the driver’s position. From here, using the default keyboard layout, press E to start the engine. To be able to start the engine, the gear has to be in neutral (check for the ‘’N’’ readout of the driver’s HUD. Shifting up is done by pressing W, shifting down by pressing S. Use the up-arrow and down-arrow keys to increase and decrease engine RPMs. Pressing the * (asterisk) key sets the engine to maximum RPMs. If you try to drive with low RPMs, you might stall the tank’s engine. To restart the engine, hit space to engage the mountain brake, shift into neutral and press E to start the engine again. If you drive with high RPMs for too long, you might overheat the engine. If you continue with an overheated engine for too long, the engine might develop a fi re which might results in a disabled tank. To turn the tank, use the A and D keys respectively. One of the Tiger’s interesting features is the ability to turn on the spot with gears in neutral. This is not pos-sible with the T-34 - you will have to be in gear to turn the T-34 on the spot. The Tiger has 8 forward and 4 reverse gears. The T-34 has 5 forward and 1 reverse gears. Use the mini-map to navigate to your objectives. Use G and H to enable auto-gunner and auto-commander respectively. Stop the tank by shifting to neutral gear, engaging the mountain brake, and lowering the RPMs by pressing down-arrow. To help protect your tank from damage and to support the gunner, try to turn the tank towards the direction where the enemy was spotted, presenting him with your thickest armour.

9.3 Playing as the GunnerPress Home to reach the gunner’s position. Use the available view options to observe the bat-tlefi eld before you. Press F3 to go to your gunsight optics. Use the mouse (or NumPad 4,6,8 and 9) to traverse the turret left and right, and the gun up and down to scan the area for enemies. Press F4 to look through the gunner’s periscope. Press F5 to go to your gunsight’s full screen view. Press F1 to return to the fi ghting compartment. To control the auto-driver from the gunner’s position, press F. Using the tank directional controls W, S, A, D issue commands to the driver to navigate the area. Press H to enable the auto-commander, who will scan the area for targets and announce spotted targets for you to engage. Observe the left MFD’s wedge-shaped commander’s view point as references as to where the target was spotted. Scan the area in that direction to engage the target. Use the mouse wheel to change the gun-sights range-scale. Press Num9 to illuminate the gunsight’s scale. Fire by pressing LMB (left mouse button). Order the driver to stop the tank by pressing Space before you shoot. Press PageDown to choose your ammunition for the respective target. Press Backspace to load the selected round. Observe the right MFD for the current ammo selection. A ammo slot highlighted red indicates that this type of ammo was spent. Choose from remaining ammunition to reload the main-gun. Press RMB (right mouse button) to engage targets with the coax MG. The remaining MG ammunition is displayed in the right MFD as well. Order the driver to continue towards your objectives using the directional controls W, S, A, D.

9.4 Playing as the Commander Press PageUp to reach the commander’s position. Use the available views to scan the area for targets. Press F2 to go unbuttoned, press F3 to use binoculars. You can pan your view 360 degrees with your mouse. Press F1 to return to un-zoomed view. Press F4 to go to the buttoned periscope view and F5 to go to your binocular fullscreen view. To engage the auto-driver from the com-mander’s position press F. Use the tank’s directional controls W, S, A, D to issue commands to the driver to go towards your objectives. Refer to your right MFD’s mini-map to reference your objec-tives. Press G to enable to the auto-gunner to engage your targets. From any commander’s view, you can LMB click on a spotted target, thus assigning it to the auto-gunner. If the auto-gunner has a clear line of sight, he will engage the target accordingly. Clicking RMB, you assign that target to the auto-gunner for him to track, but not engage. This is useful when the target is obscured behind objects but keeps moving. The gunner will track the target until you issue another LMB click, which orders the gunner to attack the target immediately. You can order the auto-gunner to return the turret to the 12 o’clock position by pressing Num5. This also disengages the auto-gunner

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from tracking and/or engaging targets. In order to engage targets yourself, simply switch to the gunner’s position by pressing Home.

10. TIGER GUNNERYThis section of the manual is dedicated to gunnery with the Tiger’s TZF 9b gun-layer optics. TvsT features an accurate, fully working Tiger1 gun-sight optics (which also includes reticule illumina-tion), with which you can calculate target distances using the Strichplatte’s triangles and range-scale for target distance, and also accurately lead targets just like the real Tiger crews did in WWII. This section should help enable the player to master this accurate aiming system to be able to engage targets intuitively and effi ciently.

10.1 The TZF 9b Gun-layer Optics

The TZF 9b scale consists of two range scales. The right one is intended for the 88mm main-gun, the left one for the coax MG.

A black, elongated triangle is used as distance marker for the main-gun when fi ring anti-tank rounds. The distance scale can be rotated counter-clockwise to increase the target distance, and clockwise to decrease the distance. An additional distance marker, represented by a smaller line located adjacent to number 13 (when the gun-sight is set to zero), is used as a re-calibration marker for fi ring HE rounds, which have a different trajectory than AP rounds (even though aiming with the HE marker is not simulated in TvsT, it is mentioned here for the sake of completeness).

The coax MG scale works similarly, but the target distance marker is represented by a small line in the lower left corner of the sight. The MG range scale is controlled by the same mechanism as that of the main-gun.

Note: The range scale is represented in ‘’tens’’, rather than ‘’hundreds’’ or ‘’thousands’’. To be able to interpret it correctly, simply add two zeros (00) to the numbers displayed. Example: ‘’2’’ displayed in the range scale represents ‘’200metres’’, ‘’8’’ represents ‘’800metres’’, ‘’12’’ represents ‘’ 1200metres’’, and so forth. Odd numbers are not displayed, but are represented by smaller circles in between even numbers.

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10.2 About ticks and strich

To estimate any target’s range, the central, larger triangle, as well as the adjacent smaller ‘tick-marks’ can be used. The tip of the larger triangle in the center can also be considered a tick. Ticks are subdivided by strich.

Each tick is 4 strich away from the other. It is suf-fi cient to know that there are 4 strich between each tick, and that the larger triangle is 4 strich wide, and 4 strich tall. All smaller ticks are 2 strich wide and 2 strich tall. This ‘strich/tick’ system allows you to estimate the target range quite accurately.

10.2.1 What are strich and how do I use them?

The above fi gure shows the larger center triangle as well as its adjacent smaller ticks from our TZF 9b scale. Resting on top of the ticks is a drawn row of strich, which nicely shows how the ‘tick/strich’ scale is subdivided.

A strich is an imaginary line, or subdivision. There are four subdivisions between each triangle’s tips or ticks (in fact, the large triangle is 4 strich high by 4 strich wide, and the smaller triangles are 2 strich high by 2 strich wide).

With the known target size and the amount of strich it occupies within your gun-sight, you can easily determine its distance from your tank. A T-34 is 5.92m long and 3m wide. We round its length to 6m for all following examples.

Note: One can also use the commander’s binoculars to estimate target distances, as the subdivi-sion in strich is the same as that of the TZF. The only difference is that vertical lines instead of triangles were used.

10.3 T.Z.F. 9b Ranging FormulaWhen aiming, let the target ‘’ride’’ on top if the ticks of your gun-sight, by letting it tracks or wheels touch the triangles’ tips. Next, use the known width or length of the target, divide it by the number of strich it occupies in the gun sight, then multiply by 1000. This results in the target-distance in meters. Here’s the general formula that applies to this concept; the resulting distance is to be dialed into the gun-sight:

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10.3.1 Examples:Example 1:We spot a T-34 facing us with its front. Looking through our TZF 9b gun-sight, we see that the T-34’s front occupies 4 strich in our reticule. We already know that a T-34’s front (or rear) is 3m wide.We calculate:

This calculation shows that the T-34 is 750 meters away. We thus dial 750 meters into our gun-sight.

Example 2:We spot a T-34 with its side exposed to us. Looking through our TZF 9b gun-sight, we see that the T-34’s length occupies 4 strich in our reticule. We already know that a T-34 is about 6m long. We calculate:

This calculation shows that the T-34 is 1500 meters away. We thus dial 1500 meters into our gun-sight.

Note: It is recommended to round the values to the next hundred for ease of use, if the distance is an odd number.

10.4 Hitting the target RIGHTWith our ranging formula in mind, we’re able to estimate a target’s distance to by using the TZF 9b’s Strichplatte. However, this estimated distance is not always the RIGHT one. ‘’Why is that?’’ you might ask.

Here’s why: • We estimate ranges by letting the target ‘’ride’’ on top of the ticks. This means that we are rang-

ing the distance to the spot where the target sits on the ground. • When fi ring, we are sending the shell to this exact spot. Due to the trajectory of the shell’s path,

however, the shell will, if our estimation was right, land at the ‘’feet’’ of the tank, thus probably not hitting the tank’s vital parts, such as turret or hull.

• To compensate for this effect, we could estimate the target’s height in addition to the target’s distance and add it somehow to the equation, thus being able to hit the target’s center mass. So how can we do this?

Here’s how:• Use the larger center triangle (4 strich by 4 strich) or the smaller, adjacent ticks (2 strich by 2) to

estimate the target’s height.• Knowing that reading the target’s height is as easy as reading it’s width or length using the ‘strich/

ticks’ concept, you can easily fi nd out how tall (in strich) a target is and apply this to our for-mula.

• Since we’re aiming for center mass, we simply divide the target’s height (in strich) by 2, multiply by 100, label this new fi gure ‘extra distance in meters’ and add it to our previously established target distance when dialing it into our gun-sight. Voila - we got the optimal distance for a shot at center mass!

General Formula considering distance and height. The resulting target range is to be dialed into the TZF 9b. We calculate:

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10.4.1 Examples: Using the same fi gures as in our previous examples, we now add target height to the equation, thus estimating the optimal attack-range for a center mass shot.

Example 1a: We spot a T-34 facing us with its front. Looking through our TZF 9b gun-sight, we see that the T-34’s front occupies 4 strich in our reticule. We already know that a T-34’s front/rear is 3m wide. We also see that the target’s height is 4 strich as well. We calculate:

The optimal distance to be dialed into the gun-sight is thus 950 meters!

Example 2b: We spot a T-34 with its side exposed. Looking through our TZF 9b gun-sight, we see that the T-34’s length occupies 4 strich in our reticule. We already know that a T-34 is about 6m long. We also see that the target’s height is 2 strich. We calculate:

The optimal distance to be dialed into the gun-sight is thus 1600 meters!

Note: It is recommended to round the values to the next hundred for ease of use, if the distance is an odd number.

10.4.2 What if the target size is unknown?To be able to use our previous formulas correctly, you have to know the target size beforehand. But what if you don’t have that information?

If the target size is unknown, you can still fi nd out all the information you need to engage the target by estimating its size with the help of the width of the strich by best-guessing its distance from your tank (use the environment as reference: trees, buildings, infantry, other known vehicles, and so forth), considering the following:

One strich equals 1/1000th of the estimated distance to your target. You can simply calculate each strich width for that distance with that in mind. Once you know the strich width for that distance, you can easily determine the target’s size.

Once you know the target’s size, you can engage it using the previous formulas.

Example: You spot an unknown target in an estimated distance (best guess) of 500m, the target occupies 8 strich in your gun-sight. We calculate:

Having estimated the target to be 4m in size, you are now able to engage it as previously discussed.

Since the strich width is always 1/1000th of the estimated distance from you to the target - any distance, that is - you can assume that: • one strich is 30cm wide at 300m distance• one strich is 50cm wide at 500m distance• one strich is 1m wide at 1000m distance• one strich is 2m wide at 2000m distance• and so on...

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10.5 Leading a targetAll previous examples were based on ranging (and aiming at) stationary targets. But what do we do if we need to engage a moving target? The answer is to lead the target! We will have to lead it by effectively aiming in front of the target, hoping that the round(s) we fi red and the target on the move will meet at that spot we aimed for.

So how do we lead a target? First, you need to estimate how fast the target is moving. Then, using the table below as reference, fi nd out with how many strich to lead the target with:

slow: average: fast: Target’s speed: 10km 20km 30km Lead for shooting AP rounds: 3 strich 6 strich 9 strich Lead for shooting HE rounds: 4 strich 8 strich 12 strich

Considerations when engaging moving targets:

Always consider the offset of the weapon that you’re using from the zero-axis of the gun-sight when leading.

Always use half the lead if the target does not move straight across, but comes to you at an angle.

Never engage when your target is more than 1200m away, as you will waste too much ammunition on moving targets.

10.5.1 Aiming with the TZF 9b

When aiming with the TZF 9b, be sure to understand the following facts: Considering the actual gun-sight to be the zero-axis, the main-gun will always shoot about 50cm (0.5m) to the right of the gun-sight’s center triangle, the coax MG will always shoot about 100cm (1m) to the right of said gun-sight center triangle.

Why these offsets? It’s simple - the main-gun is physically located 48cm to the right of the actual gun-sight, with the coax MG being physically located 93.5cm from the gun-sight’s axis.

Shots fi red will follow along these axes in a straight line and will not converge with the gun-sight’s zero-axis.

With this in mind, we can easily compensate for these offsets by considering the following: • When fi ring the main-gun, ALWAYS aim about 50cm to the right of the center • When fi ring the coax MG, ALWAYS aim about 100cm to the right of the center

Note: When fi ring sub-caliber rounds (such as the German Pz.Gr.40 or the Russian BR-365P), be sure to adjust your aim accordingly as the rounds, due to their higher muzzle velocity, have a dif-ferent trajectory than standard shells. Thus, after normal ranging, it is recommended to aim closer to the gunsight’s center instead of using the row of triangles as reference point.

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10.5.2 A practical exampleHere we’re going to look as to how to practice our theory on target-ranging in the TvsT’s 3D world by engaging a T-34/85.

Screenshot 1: We already know that a T-34 is about 6m long. We’re looking through the TZF 9b sight, with that T-34 ‘’rid-ing’’ on top of our ticks. We can clearly make out that the T-34 occupies 8 strich. Putting our formula to good use, we calculate 6m divided by 8 strich equals 0.75, multiplied by 1000 equals 750m.

Screenshot 2:Judging by our center triangle, we can easily see that the T-34 is about 4 strich tall. To add the desired ‘’extra-distance” to our equation, we calculate: 4 strich divided by 2, multiplied by 100 equals 200m. We add those extra 200m to our estimated range of 750m, resulting in 950m to be our optimal distance to the target. It is generally recommended to round odd numbers in the range fi gures to the nearest hundred for ease of use. We thus turn the dial counter-clock-wise until we can read 1000m distance to target.

Screenshot 3:As ranging the target has lifted the row of trian-gles, we compensate by lowering the gun and letting the target ‘’ride’’ the ticks again.

Note: When turning the range scale, the row of trian-gles moves up or down respectively. To compensate for this, the cannon has to be adjusted accordingly to be able to have the target ‘’ride’’ again on top of the ticks for aiming and engaging the target.

Screenshot 4:As we have learned, we aim 50cm to the right of the center triangle to compensate for the offset between the TZF 9b axis and the actual main-gun axis. All things considered and put to good use, we’re able to watch the aftermath of our well placed shot...

Note: The same principles for estimating range, aiming and engaging apply to using the coax MG as well, but for range-dialing you will have to use the scale on the left of your TZF 9b labeled ‘’MG’’.

Note: For engaging targets in distances greater than 1000m it is recommended to raise the tip of the aiming-triangle to the center of the target in addition to having added the target’s height to the equation.

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11. T-34 GUNNERY The Russian gunsight is used in the same fashion as the German TZF 9b. You have ticks and tri-angles that allow you to determine the distance to your target. If you understood ranging with the Tiger’s TZF 9b, you should not have a problem ranging with the Russian TSH-15 sight either. Here we will be looking at the differences between both optics.

The most noticeable difference is that the distance from triangle tick to triangle tick is 8 strich.

The distance from a triangle to one of the smaller, vertical lines is 4 strich, and the

base of the smaller triangles measures 2 strich. Adding height to the distance estimation to be able to hit the enemy tank’s centre mass is as easy as with the German optics: the smaller triangles are 2 strich tall, and the larger centre triangle is 4 strich tall.

11.1 Range estimation with the TSH-15

The screenshot shows a view through the TSH-15 gun-sight, looking at the same tanks as shown in the example with the Tiger’s TZF 9b on the pre-vious page. You can clearly see that the TSH-15 does not have the same zoom level as the TZF 9b.

Notice how the nearby T-34 to the right occupies about 6 strich in the TSH-15 sight. As you can see, this concept is similar to ranging with the German optics, and the same formula applies (6m divided by 6 strich = 1, multiplied by 1000 = 1000m).

11.2 Aiming with the TSH-15

When aiming, use the TSH-15’s centre triangle’s tip. This is because the distance of the sight’s null axis to the actual main-gun axis is smaller than that of the Tiger, and thus generally doesn’t have to be compensated for. In close range combat, however, you still might fi nd yourself aiming a bit right off the centre axis.

Note: The same principles for estimating range, aiming and engaging apply to using the coax MG as well, but for range-dialing you will have to use

the scale on the right of your TSH-15. Aiming with the coax MG is one with the fi rst marker to the right of the centre triangle.

Note: For engaging targets in distances greater than 1000m it is recommended to raise the tip of the aim-ing triangle to the center of the target in addition to having added the target’s height to the equation.

we will be looking at the differences between both optics.

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12. TECHNICAL SUPPORTIf you encounter a software problem when installing or playing the game and the particular solution could not be found in this manual, or solved by updating your computer with the latest audio or video drivers, we strongly advise that you visit our website at http://www.lighthouse-interactive.com and browse the game Forum specifi c to the game with which you are experiencing technical issues. In most cases, known issues, patches, or updates are listed on our Forums.If the solution to the problem is not listed on the Forum at our website, please email us at: [email protected].

When contacting us, please be sure to include:• A brief description of the problem• The hardware confi guration of you computer• Information on the circumstances under which the error occurred

13. EPILEPSY WARNINGPlease read this caution before you or your child play a video game:Certain people are susceptible to epileptic seizures or lose consciousness after exposure to fl ashing lights or light patterns in our daily environment. Such people may have a seizure while watching particular televised images or when they play some video games. This phenomenon may appear even if the subject has no history of previous diffi culties. If you or a member of your family has ever had symptoms related to epilepsy (seizures or loss of awareness) when exposed to fl ashing lights, please consult your doctor prior to use. We advise that parents supervise the use of video games by their children. If you or your child experiences any of the following symptoms while playing a video game: dizziness, blurred vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement or convulsion, IMMEDIATELY discontinue use and con-sult your doctor.

Standard Precautions When Playing Video Games:• Do not stand or sit too close to the screen. Position yourself as far away from the screen as the

length of cable allows.• Play video games on a small screen (preferably).• Avoid playing if you are tired.• Make sure that the room in which you are playing is well lit.• Rest for a period of 10 to 15 minutes for every hour you play a video game.

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14. CREDITSThis Game is entirely a work of fi ction. The names, characters, and incidents portrayed in it are the work of the developers imaginations. Any resemblance to actual persons, living or dead, events, or localities is entirely coincidental.

WWII Battle Tanks: T34 vs.Tiger © 2007-2008 IDDK. Developed by G5 Entertainment. Licensed ex-clusively to and published by Lighthouse Interactive Game Publishing B.V. for Europe, Australia and New Zealand. Lighthouse Interactive design and mark are registered trademarks of Light-house Interactive Game Publishing B.V. G5 Entertainment and its logo are registered trademarks of G5 Entertainment. Package design © 2008 Lighthouse Interactive Game Publishing B.V. Micro-soft®, Windows® and DirectX® are registered trademarks of Microsoft Corporation. Portions of this software utilize SpeedTree®RT technology (©2007 Interactive Data Visualization, Inc.) SpeedTree® is a registered trademark of Interactive Data Visualization Inc. All rights reserved . This product contains software technology licensed from GameSpy Industries, Inc. © 1999-2007 GameSpy Industries, Inc. GameSpy and the “Powered by GameSpy” design are trademarks of GameSpy Industries, Inc. All rights reserved. All other brands, product names and logos are trade-marks of registered trademarks of their respective owners. All rights reserved. Made in the EU.

G5 SoftwareProducerVlad Suglobov

Development directorAlik Tabunov

ProgrammingAndrey DavydovIvan SpogreevAlexandr ShirokovAlexandr SkolunovSergey NenakhovAlexey SmirnovVladimir IvchenkovRenat Khairutdinov

Models / AnimationsSergey KapitsynNikolay MakarovRoman DavydovVladimir IvanovDmitry Davydov

ArtEugene BuninMaxim RyuminAnton OdegovTatyana MikryukovaVsevolod ChernushevichIgor ShepelevArtur Smeliy

Level designSergey ChuprakovAlexey BoikoNikita GerasimovLeonid ScheglovIvan TyaglovSergey KozlovGleb Schukin

SoundPavel StebakovAndrey Tsukanov

VoicesArtyom KolpakovDenis NekrasovVadim MaksimovKirill Radzig

MusicAndrey Fedorenko

TestingAlexey SobolevLeonid ScheglovDenis TrepalinNikolay ‘Nick’ Alexandrovitch

IDDK - TrueGamesProducerDmitry Demenchook

Art directorAlexandr Karetnikov

Historical Research and ReferenceBoris YulinOlaf ‘NSU’ BinderJack ‘Barkmann’ Bell

LighthouseInteractivePresidentErik Schreuder

Vice President Business DevelopmentSteve Wall

Retail Sales DirectorHoward Newmark

Director of OperationsHans José

Global Marketing Director Lorraine Lue

Senior Development ManagerRaymond Snippe

Art DirectorMichael van Zijl

Junior PR ManagerTamara Robeer

Associate Producer Allison Skerl

Q&A & TestingTwan Mul

Q&A & DesignTim Reuijl

PR & Marketing AssistantStefanie Tokur

PR & Marketing AssistantKimara Rouwit

Localisation ManagerRainer Rohde

External Test LeadOlaf Binder

External TestersSteffen WeidemannPascal DaguenetFrederic DaguenetThomas HochastadtThomas WoldtAndreas LehmannUrs KlimmeckJens RichterThomas Schmiedeke

Special thanks to:Jack ”Barkmann” Bell for providing valuable information and reference about using the TZF 9b.

Olaf ”NSU” Binder for writing the ”Spielerfi bel”, and whose input was greatly appreciated.

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15. LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENTThis LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENT (this Agreement), including the Limited Warranty and other spe-cial provisions, is a legal agreement between You (either an individual or an entity) and Lighthouse Interactive B.V., (collectively, the Owner) regarding this software product and the materials contained therein and related thereto. Your act of installing and/or otherwise using the software constitutes Your agreement to be bound by the terms of this Agreement. If You do not agree to the terms of this Agreement, promptly return the software packaging and the accompanying materials (including any hardware, manuals, other written materials and packaging) to the place You obtained them, along with your receipt, for a full refund.Grant of Limited Non-Exclusive License. This Agreement permits You to use one (1) copy of the software program(s) (the SOFTWARE) included in this package for your personal use on a single home or portable computer. The SOFTWARE is in use on a computer when it is loaded into temporary memory (i.e., RAM) or installed into the permanent memory (e.g., hard disk, CDROM, or other stor-age device) of that computer. Installation on a network server is strictly prohibited, except under a special and separate network license obtained from Owner. This Agreement shall not serve as such necessary special network license. Installation on a network server constitutes use that must comply with the terms of this Agreement. This license is not a sale of the original SOFTWARE or any copy thereof. You may not sell, rent, lend or otherwise transfer the SOFTWARE and/or ACCOMPANYING MATERIALS to any other individual or entity.Intellectual Property Ownership. Owner and/or our Licensors retain all right, title and interest to this SOFTWARE and the accompany-ing manual(s), packaging and other written materials (collectively, the ACCOMPANYING MATERIALS), including, but not limited to, all copyrights, trademarks, trade secrets, trade names, proprietary rights, patents, titles, computer codes, audiovisual effects, themes, characters, character names, stories, dialog, settings, artwork, sound effects, musical works, and moral rights. The SOFTWARE and ACCOMPANYING MATERIALS are protected by EU copyright law and applicable copyright laws and treaties throughout the World including the USA. All rights are reserved. Restrictions. Other than as provided specifi cally in this Agreement, You are not permitted to copy or otherwise reproduce the SOFT-WARE or ACCOMPANYING MATERIALS; modify or prepare derivative copies based on the SOFTWARE or ACCOMPANYING MATERI-ALS; distribute copies of the SOFTWARE or ACCOMPANYING MATERIALS by sale or other transfer of ownership; rent, lease, or lend the SOFTWARE or ACCOMPANYING MATERIALS; or to display the SOFTWARE or ACCOMPANYING MATERIALS publicly. You are expressly prohibited from transmitting and or sharing the SOFTWARE or ACCOMPANYING MATERIALS electronically or otherwise over the Internet or through any other media or to any other party. You are expressly prohibited from selling or otherwise using for profi t any scenery, maps, levels, level packs, add-on packs, sequels, characters or other components or items based upon or related to the SOFTWARE or ACCOMPANYING MATERIALS. YOU ARE NOT PERMITTED TO REVERSE ENGINEER, DECOMPILE OR DISASSEMBLE THE SOFTWARE IN ANY WAY. Any copying of the SOFTWARE or ACCOMPANYING MATERIALS not specifi cally allowed in this Agreement is a violation of this Agreement.LIMITED WARRANTY AND WARRANTY DISCLAIMERS. Owner warrants that the original Storage Media holding the SOFTWARE is free from defects in materials and workmanship under normal use and service for a period of ninety (90) days from the date of purchase as evidenced by Your receipt. If for any reason You fi nd defects in the Storage Media, or if you are unable to install the SOFTWARE on your home or portable computer, You may return the SOFTWARE and all ACCOMPANYING MATERIALS to the place You obtained it for a full refund. This limited warranty does not apply if You have damaged the SOFTWARE by accident or abuse. Your exclusive remedies, and the entire liability of Owner, shall be (i) replacement of any original Storage Media with the SOFTWARE or (ii) full refund of the price paid for this SOFTWARE. By opening the sealed software packaging, installing and/or otherwise using the SOFTWARE and all ACCOMPANYING MATERIALS, you hereby agree to waive any and all other remedies you may have at law or in equity. Any such remedies you may not waive as a matter of public policy, you hereby assign, or shall assign as they become available, over to Owner.WARRANTY DISCLAIMERS.EXCEPT FOR THE EXPRESS LIMITED WARRANTY SET FORTH ABOVE, OWNER MAKES NO WARRANTIES, EXPRESS OR IMPLIED, ORAL OR WRITTEN, CONCERNING THE PRODUCTS ORANY COMPONENT PART THEREOF. ANY IMPLIED WARRANTIES THAT MAY BE IMPOSED BY APPLICABLE LAW ARE LIMITED IN ALL RESPECTS TO THE FULLEST EXTENT ALLOWED AND TO THE DURATION OF THE LIMITED WARRANTY. OWNER DOES NOT REPRESENT, WARRANT OR GUARANTEE THE QUALITY OR THE PERFORMANCE OF THE SOFTWARE OR ACCOMPANYING MATERIALS OTHER THAN AS SET FORTH IN THE ABOVE LIMITED WARRANTY. OWNER ALSO DOES NOT REPRESENT, WARRANT OR GUARANTEE THAT THE SOFTWARE OR ACCOMPANYING MATERIALS CAPABILITIES WILL MEET YOUR NEEDS OR THAT THE SOFTWARE WILL CONTINUOUSLY OPERATE, BE ERROR FREE, OR THAT PROBLEMS WILL BE CORRECTED. OWNER DOES NOT REPRESENT THAT THE SOFTWARE WILL OPERATE IN A MULTI-USER ENVIRONMENT. NO ORAL OR WRITTEN INFORMATION OR ADVICE GIVEN BY OWNER, ITS DEALERS, DISTRIBUTORS, DIRECTORS, OFFICERS, EMPLOYEES, AGENTS, CONTRACTORS OR AFFILIATES SHALL CREATE ANY OTHER WARRANTY OR EXTEND OR EXPAND THE SCOPE OF THIS WARRANTY. YOU MAY NOT RELY ON ANY SUCH INFORMATION OR ADVICE. SOME COUNTRIES DO NOT ALLOW LwwwIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER STATUTORY RIGHTS WHICH MAY VARY FROM COUNTRY TO COUNTRY.LIABILITY LIMITATION.To the maximum extent permitted by applicable law, and regardless of whether any remedy set forth herein fails of its essential pur-pose, IN NO EVENT WILL OWNER, ITS DIRECTORS, OFFICERS, EMPLOYEES, AGENTS OR AFFILIATES NOR ANYONE ELSE INVOLVED IN THE DEVELOPMENT, MANUFACTURE OR DISTRIBUTION OF THE SOFTWARE OR THE ACCOMPANYING MATERIALS BE LIABLE FOR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, DIRECT OR INDIRECT, INCIDENTAL; OR CONSEQUENTIAL DAMAGES FOR PERSONAL INJURY, PERSONAL PROPERTY, LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, LOSS OF TEXT OR DATA STORED IN OR USED WITH THE SOFTWARE INCLUDING THE COST OF RE-COVERING OR REPRODUCING THE TEXT OR DATA, OR ANY OTHER PECUNIARY LOSS, ARISING FROM OR OUT OF THE USE OR IN-ABILITY TO USE THIS SOFTWARE. THIS LIABILITY LIMITATION APPLIES EVEN IF YOU OR ANYONE ELSE HAS ADVISED OWNER OR ANY OF ITS AUTHORIZED REPRESENTATIVES OF THE POSSIBILITY OF SUCH DAMAGES. EVEN IF SUCH IS CAUSED BY, ARISES OUT OF OR RESULTS FROM THE ORDINARY, STRICT, SOLE OR CONTRIBUTORY NEGLIGENCE OF OWNER OR ITS DIRECTORS, OFFICERS, EMPLOYEES, AGENTS, CONTRACTORS OR AFFILIATES. SOME COUNTRIES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.JURISDICTION: This agreement is governed by the laws of THE NETHERLANDS. In the event that any provision of this Agreement shall be held to be unenforceable, it shall be severed from, and in no way shall effect the validity or enforceability of the remaining provisions of this agreement. TERMINATION: This Agreement is valid until terminated. This Agreement ceases automatically (without any form of notice) if You do not comply with any Agreement provision. You can also end this Agreement by destroying the SOFTWARE and ACCOMPANYING MATERIALS and all copies and reproductions of the SOFTWARE and ACCOMPANYING MATERIALS and deleting and permanently purging the SOFTWARE from any client server or computer on which it has been installed.

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