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WWII Battle Tanks - T34 Vs Tiger - Manual - PC
WWII Battle Tanks - T34 Vs Tiger - Manual - PC
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WWII BATTLE TANKS: T-34 VS. TIGER
TABLE OF CONTENTS
1 Welcome 4 8 Keyboard Controls Summary 16
1.1 About WWII Battle Tanks: T-34 vs Tiger 4 8.1 Crew positions 16
1.2 About Operation Bagration 4 8.2 General view controls 16
2 About the T-34 and Tiger Tanks 5 8.3 MFD controls: 21
2.1 The Russian T-34 5 8.4 Auto-Crew toggles 21
2.2 The German ‘Tiger’ 5 8.5 Gunner-specific controls 21
3 Realism 6 8.6 Commander-specific controls 21
4 Getting started 6 8.7 Driver-specific controls 21
4.1 Game Features 6 8.8 External Views 22
4.2 Installing the game 6 8.9 Miscellaneous 23
4.3 Uninstalling the game 7 9 Gameplay Tips and Hints 23
4.4 System requirements 7 9.1 Automated Crew Positions 24
5 Game Menu structure 8 9.2 Playing as the Driver T-34/Tiger 25
5.1 Singleplayer 8 9.3 Playing as the Gunner 25
5.1.1 Russian Campaign 8 9.4 Playing as the Commander 25
5.1.2 German Campaign 8 10 Tiger Gunnery 26
5.2 Multiplayer 8 10.1 The TZF 9b Gun-layer Optics 26
5.2.1 Skirmish (free for all) 9 10.2 About ticks and strich 26
5.2.2 Team Mode 10.2.1 What is a strich and how
(red team against blue team) 9 do I use them? 26
5.2.3 Joining a Game 10 10.3 T.Z.F. 9b Ranging Formula 26
5.2.4 GameSpy Arcade 10 10.3.1 Examples: 27
5.3 Settings 10 10.4 Hitting the target RIGHT 27
5.3.1 Audio Settings 10 10.4.1 Examples: 28
5.3.2 Video Settings 10 10.4.2 What if the target size is unknown? 28
5.3.3 Game Settings 11 10.5 Leading a target 29
5.3.4 Keyboard Layout Settings 11 10.5.1 Aiming with the TZF 9b 29
5.4 Credits 11 10.5.2 A practical example 30
5.5 Quit 11 11 T-34 Gunnery 31
6 Crew Positions 11 11.1 Range estimation with the TSH-15 31
6.1 The Driver’s Position 11 11.2 Aiming with the TSH-15 31
6.2 The Gunner’s position 12 12 Technical Support 32
6.3 The Commander’s position 13 13 Epilepsy Warning 32
6.4 Multi Function Displays (MFDs) 14 14 Credits 33
6.4.1 Additional HUDs 14 15 Limited Software Warranty And License
7 View Controls 14 Agreement 34
7.1 Optics/other views 15
7.2 Fullscreen view 15
7.3 External view 16
7.4 TrackIR 16
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1. WELCOME
1.1 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.
For the first 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.
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WWII BATTLE TANKS: T-34 VS. TIGER
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.
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 flat armour plates were unsophisticated in comparison to the sloped armour of the Soviet T-34,
requiring a massive increase in weight to provide for sufficient protection.
The tank’s weight put severe stress on the suspension, whose complexity made maintenance dif-
ficult. The sophisticated transmission system was also prone to breakdowns.
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3. REALISM
Ballistics 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 flight 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.
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 first or third person views
• TrackIR is supported
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WWII BATTLE TANKS: T-34 VS. TIGER
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.
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
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Recommended System Requirements:
OS: Windows® XP / Vista™
CPU: 3,0 GHz Intel® Pentium® 4 or equivalent AMD® Athlon™ processor
RAM: 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 better
Drive: PC DVD-ROM)
Sound: DirectX® 9.0 compatible sound card
Hard Disk Space: 2 GB
DirectX®: 9.0c
Other: Mouse, Keyboard and Sound Speakers
5.1 Singleplayer
There 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 briefing is displayed, detailing the mission goals, showing a
map with general direction towards the objective(s) and presumed location of the enemy.
5.2 Multiplayer
Note: To be able to host and join games, TCP and
UDP port 25857 should be opened for incoming and
outgoing traffic on the host and client machines
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WWII BATTLE TANKS: T-34 VS. TIGER
Expert Mode allows you to host a session forcing all clients to not have external views available.
Bot Difficulty 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.
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.
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 Game
When 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’’ field, 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 fight. 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.
5.3 Settings
In the Settings menu you can change the game’s
difficulty, video settings, audio settings and key-
board layout.
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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WWII BATTLE TANKS: T-34 VS. TIGER
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.
5.4 Credits
Find out who was involved in making ‘’WWII Battle Tanks: T-34 vs Tiger’’
5.5 Quit
Exit to Windows
6. CREW POSITIONS
6.1 The Driver’s Position
Driver’s positions. Left: T-34, right: Tiger.
From this position you can drive the tank in first 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
This is the gunner’s fighting 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.
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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WWII BATTLE TANKS: T-34 VS. TIGER
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.
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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 azimuth
Note: The symbolic representation of your tank also displays damageable areas (damaged parts
will be displayed in yellow, destroyed parts in red)
7. VIEW CONTROLS
To reach the first 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 ............ Commander
To 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.
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WWII BATTLE TANKS: T-34 VS. TIGER
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 fire. The periscope view does not offer any magnification.
You can pan left and right by using the mouse. Available vision-slits are static views that don’t
offer any magnification.
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7.3 External view
Press 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.
16
T34_manual.indd 16 26-09-2008 15:25:04
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T34_manual.indd 18 26-09-2008 15:25:20
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WWII BATTLE TANKS: T-34 VS. TIGER
21
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8.8 External Views
These controls are specific 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 Miscellaneous
Additional 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 files)
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
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 fulfilled, the mission is won.
22
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WWII BATTLE TANKS: T-34 VS. TIGER
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.
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 first 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 fired, 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.
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9.2 Playing as the Driver
Press 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 fire
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.
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WWII BATTLE TANKS: T-34 VS. TIGER
from tracking and/or engaging targets. In order to engage targets yourself, simply switch to the
gunner’s position by pressing Home.
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.
The above figure 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.
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WWII BATTLE TANKS: T-34 VS. TIGER
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.
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 firing, 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 find 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 figure ‘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 figures 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.
If the target size is unknown, you can still find 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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WWII BATTLE TANKS: T-34 VS. TIGER
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.
Shots fired 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 firing the main-gun, ALWAYS aim about 50cm to the right of the center
• When firing the coax MG, ALWAYS aim about 100cm to the right of the center
Note: When firing 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 example
Here 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 figures 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.
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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WWII BATTLE TANKS: T-34 VS. TIGER
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.
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12. TECHNICAL SUPPORT
If 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 specific 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:
support@lighthouse-interactive.com.
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WWII BATTLE TANKS: T-34 VS. TIGER
14. CREDITS
This Game is entirely a work of fiction. 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.
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15. LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENT
This 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)
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when it is loaded into temporary memory (i.e., RAM) or installed into the permanent memory (e.g., hard disk, CDROM, or other stor-
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