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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.

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 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.

1.2 About Operation Bagration


Operation 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”.

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WWII BATTLE TANKS: T-34 VS. TIGER

2. ABOUT THE T-34 AND TIGER TANKS


2.1 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-
ficient and influential 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 firepower 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 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.

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 first or third person views
• TrackIR is supported

4.2 Installation Instructions


It 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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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.

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’ file 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 Instructions


To 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 requirements


Minimum 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

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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. GAME MENU STRUCTURE


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

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.

5.1.1 Russian Campaign


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

5.1.2 German Campaign


Play 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 traffic 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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WWII BATTLE TANKS: T-34 VS. TIGER

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 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.

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 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.

5.2.4 GameSpy Arcade


You 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 Settings
In the Settings menu you can change the game’s
difficulty, video settings, audio settings and key-
board layout.

5.3.1 Audio Settings


Here you can adjust the volume for music and
sound effects.

5.3.2 Video Settings


You 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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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.

5.3.3 Game Settings


In 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 Settings


Here 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 made
The new keys are now available when playing TvsT.

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

6.2 The Gunner’s position


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

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.

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 fire the
main gun press DEL, or click LMB (left mouse but-
ton). To fire 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 specific
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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WWII BATTLE TANKS: T-34 VS. TIGER

The Ammunitions HUD

6.3 The Commander’s position


Left: 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.

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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)

The right MFD displays the map, with:


• your tank represented by a red symbol
• your objectives marked in yellow
Note: 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 HUDs


In 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 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

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 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.

7.2 Fullscreen view


Using 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 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.

8 KEYBOARD CONTROLS SUMMARY


8.1 Crew positions
TvsT 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 controls


These 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

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WWII BATTLE TANKS: T-34 VS. TIGER

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 toggles


These controls toggle available AI positions on or off:
F ......................... Toggles auto-driver
G ........................ Toggles auto-gunner
H ........................ Toggles auto-commander

8.5 Gunner-specific controls


These 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-specific controls


These 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-specific controls


These 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 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

9. GAMEPLAY TIPS AND HINTS


After selecting a singleplayer mission, you are
presented with the briefing 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 fulfilled, the mission is won.

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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.

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 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.

9.3 Playing as the Gunner


Press Home to reach the gunner’s position. Use the available view options to observe the bat-
tlefield 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 fighting 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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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.

10. TIGER GUNNERY


This 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 efficiently.

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 firing 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 firing 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-


ficient 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 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.

10.3 T.Z.F. 9b Ranging Formula


When 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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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.

10.4 Hitting the target RIGHT


With 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 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.

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 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

10.5 Leading a target


All 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 fired 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,
find 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 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.

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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WWII BATTLE TANKS: T-34 VS. TIGER

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 find 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 first 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.

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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.

When contacting us, please be sure to include:


• A brief description of the problem
• The hardware configuration of you computer
• Information on the circumstances under which the error occurred

13. EPILEPSY WARNING


Please 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
flashing 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 difficulties. If you or a member of your
family has ever had symptoms related to epilepsy (seizures or loss of awareness) when exposed
to flashing 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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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.

G5 Software Sound Lighthouse PR & Marketing Assistant


Pavel Stebakov Stefanie Tokur
Producer Andrey Tsukanov Interactive
Vlad Suglobov PR & Marketing Assistant
Voices President Kimara Rouwit
Artyom Kolpakov Erik Schreuder
Development director
Alik Tabunov Denis Nekrasov Localisation Manager
Vadim Maksimov Vice President Rainer Rohde
Kirill Radzig Business
Programming Development
Andrey Davydov External Test Lead
Music Steve Wall Olaf Binder
Ivan Spogreev
Alexandr Shirokov Andrey Fedorenko
Retail Sales Director External Testers
Alexandr Skolunov Howard Newmark
Sergey Nenakhov Testing Steffen Weidemann
Alexey Smirnov Alexey Sobolev Pascal Daguenet
Leonid Scheglov Director of Operations Frederic Daguenet
Vladimir Ivchenkov Hans José
Renat Khairutdinov Denis Trepalin Thomas Hochastadt
Nikolay ‘Nick’ Thomas Woldt
Alexandrovitch Global Marketing Andreas Lehmann
Models / Animations Director
Sergey Kapitsyn Urs Klimmeck
Lorraine Lue Jens Richter
Nikolay Makarov
Roman Davydov Thomas Schmiedeke
Senior Development
Vladimir Ivanov IDDK - Manager Special thanks to:
Dmitry Davydov
TrueGames Raymond Snippe Jack ”Barkmann” Bell
Art for providing valuable
Producer Art Director information and reference
Eugene Bunin Michael van Zijl
Maxim Ryumin Dmitry Demenchook about using the TZF 9b.
Anton Odegov Junior PR Manager
Tatyana Mikryukova Art director Olaf ”NSU” Binder for
Alexandr Karetnikov Tamara Robeer writing the ”Spielerfibel”,
Vsevolod Chernushevich
Igor Shepelev and whose input was
Historical Research and Associate Producer greatly appreciated.
Artur Smeliy Allison Skerl
Reference
Level design Boris Yulin
Olaf ‘NSU’ Binder Q&A & Testing
Sergey Chuprakov Twan Mul
Alexey Boiko Jack ‘Barkmann’ Bell
Nikita Gerasimov Q&A & Design
Leonid Scheglov Tim Reuijl
Ivan Tyaglov
Sergey Kozlov
Gleb Schukin

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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)
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 specifically 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 profit 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 specifically 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
find 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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