Author Topic: Next CT Set up: 'Operation Citadel'  (Read 1002 times)

Offline Wotan

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Next CT Set up: 'Operation Citadel'
« on: June 05, 2002, 08:51:58 PM »
Operation Citadel:

July 1943 Kursk


Quote

The launch of 'Operation Citadel' was delayed until the arrival of new German tanks which could compete with the Russians' invincible T-34s. A massive build-up by both sides led to the engagement of 2,300,000 men, 6,300 tanks, 30,000 guns and 5,000 aircraft. The Germans attacked on 5 July 1943 with a pincer movement on the two flanks of the salient. This was exactly what German generals always did and the Russians had anticipated it. The southern thrust advanced25 miles but the northern hardly moved. On 12 July the Russians counter-attacked to the south of Kursk in the biggest tank battle in history. The same evening Hitler ordered a retreat and the next day to prevent a rout he called off the offensive. The Germans, who had invented and perfected mobile tank warfare, had been beaten at their own game - their first defeat in the field since the war began.

Within twelve hours both sides were furiously stoking the great glowing furnace of the battle for Kursk. The armour continued to mass and move on a scale unlike anything seen anywhere else in the war. Both commands watched this fiery escalation with grim, numbed satisfaction: German officers had never seen so many Soviet aircraft, while the Soviet commanders had never before seen such formidable massing of German tanks, all blotched in their green and yellow camouflage There were tank armadas on the move, coming on in great squadrons of 100 and 200 machines or more, a score of Tigers and Ferdinand assault guns in the first echelon, groups of 50-60 medium tanks in the second and then the infantry screened by the armour. Now that the Soviet tank armies were moving up into the main defensive fields, almost 4000 Soviet tanks and nearly 3000 German tanks and assault guns were being steadily drawn into this gigantic battle, which roared on hour after hour, leaving ever greater heaps of the dead and the dying, clumps of blazing or disabled armour, shattered personnel carriers and lorries, and thickening columns of smoke coiling over the steppe. Once at close range, with scores of machines churning about in individual engagements, front and side armour was more easily penetrated, when the tank ammunition would explode, hurling turrets yards away from the shattered hulls or sending up great spurts of fire....
From J Erickson, The Road to Berlin
[/i]


Axis

109f4
109g2
109g6
190a5  
 

110c4b

ju88

VVS
Spit V (fantasy lendlease addition)
Hurri IIc (fantasy lendlease addition)
Yak9t
Lavochkin La-5 (la5fn)

IL2
B26 as a replacement for Petlyakov Pe-2 and a20g

Both
all GVS

c47s

This is my plan tell what yas think. no yak 1 or yak 7 or yak 9d so 9t will carry the load.

No perks all planes and gvs available everywhere

Map
« Last Edit: June 07, 2002, 04:20:50 PM by Wotan »

Offline a_lazyman

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Next CT Set up: 'Operation Citadel'
« Reply #1 on: June 06, 2002, 06:42:21 AM »
It wil be really great!

Offline Wotan

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« Reply #2 on: June 07, 2002, 04:28:19 PM »
up and running hope you all enjoy it.......

Offline snafu

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One sided war??
« Reply #3 on: June 07, 2002, 06:56:23 PM »
Ermm, I can only fly as Knight, Rooks have flight disabled. And Bish have no planes ;)

TTFN
snafu

Offline Wotan

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« Reply #4 on: June 07, 2002, 08:27:22 PM »
fixed my screw up :(

Offline snafu

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« Reply #5 on: June 08, 2002, 10:01:38 AM »
Thanks :)

Offline Eagler

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« Reply #6 on: June 08, 2002, 11:07:52 AM »
tried a gv from the axis side from a vh close to allied vh but couldn't get there

real bad bouncing, slow/no travel


is it suppose to be that way?
"Masters of the Air" Scenario - JG27


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Offline Dennis

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« Reply #7 on: June 08, 2002, 01:55:05 PM »
I like the idea of grass/dirt fields, but when I landed at one I got a "ditched".
Came to a stop on what _looked_ like the runway portion -- it's quite wide and difficult to tell ... but I was about midway between two rearm pads ... ?

Maybe the runway runs north-south even though it graphically _appears_ to run east-west?

Neglected to jot down the number of the base.  It was a vvs field at the time, mid-map.

Splash1

Offline Wotan

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« Reply #8 on: June 08, 2002, 02:27:30 PM »
on dirt fields exit in the hanger on on rearm pad.

eagler what field?

Offline sling322

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« Reply #9 on: June 08, 2002, 02:30:42 PM »
Actually Wotan the whole Black Sea map has some issues as far as terrain roughness when you are in a ground vehicle.  Prepare to get bounced around mercilessly whenever you try to drive from one place to another.  I think this was reported to Sundog, but I dont know if he ever got a reply from HTC about what was causing that.

Offline Wotan

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« Reply #10 on: June 08, 2002, 02:43:05 PM »
thanks sling didnt know that

Offline CptTrips

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« Reply #11 on: June 08, 2002, 02:45:33 PM »
Without knowing the particulars about how he constructed the map I can't be sure, however we had to overcome some similar problems with the desert map.  There is a hard coded "roughness" associated with each texture type.  If you get the types mixed around you can run into this.  For instance,  "terr004.bmp" is intended to be a rock texture.  It has an extremely rough bumpyness when driven over.  Which is logical if it is a rock texture.  However, if the map design decided he didn't need a rock texture and wanted to reuse the texture number for say open field, then you still have the predefined "roughness" associated.  Eventually I believe HT intends to make the roughness assignable to the texture the way you can assign the clutter type to the texture.  Until then you have to be careful and anticipate which textures will get the most gv traffic and assign the best texture number for that.  If I remember correctly the order best to worst for gv traffic was:

Best:    terr0001.bmp (grass)
            terr0016.bmp (snow)
            terr0003.bmp (farm)
            terr0005.bmp (forest)
            terr0002.bmp (grassy rock)
Worst: terr0004.bmp (rock)

       
I'm not sure if this was what he was running into.  Hope it helps.


Regards,
Wab
« Last Edit: June 08, 2002, 03:56:00 PM by AKWabbit »
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Offline Wotan

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« Reply #12 on: June 08, 2002, 02:50:20 PM »
Thanks good to know Wab

Offline CptTrips

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« Reply #13 on: June 08, 2002, 03:54:51 PM »
>Best: terr006.bmp (grass)


DOH!  That should say:


Best: terr001.bmp (grass)
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Offline CptTrips

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« Reply #14 on: June 08, 2002, 04:03:54 PM »
BTW, if this IS what is the problem is you could re-number your textures and I could write a swapper program for you to change the *.typ file programatically.  Wouldn't even take an hour.  But you have to rebuild and redistrobute the map. :(

Edit:  Ah fek.  We had to do the same thing and I remember now we also have to redo the transition tiles (because the order changes).  But I do still have the code to the the swapping if you need it.


Wab
« Last Edit: June 08, 2002, 04:33:27 PM by AKWabbit »
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.