#124904
Re: Forgotten Hope 2
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Last edited July 12, 2012 at 6:49 PM by blackbishop

QuoteHey guys! Welcome again for another little update on the eastern front firearms. Gonna switch gears here and show off the lovely tt33, and what a great sidearm it was. Take a look and enjoy. See you all on the battlefield! ;D
http://www.youtube.com/watch?v=88kIxvp2Gzo&feature=youtu.be


Ts4EVER wrote:
За Сталина!
Hello and welcome back to another Forgotten Hope 2 update.
Today we'd like to show off perhaps one of the most important armoured fighting vehicles of all time. But first, we'd like to extend a warm welcome to the talented Gurdy, who joins the development team as a static modeller.
The T-34 evolved out of a project to design a replacement for the BT series of tanks using information gained at the battles of Khalkhin Gol. Tests with increasingly armoured and armed prototypes lead to the initial design for the T-34. With the poor performance of existing Soviet tanks in the Winter War and with German successes in France, the T-34 was hurried into production.
At the time of the German invasion of the Soviet Union in June 1941, the T-34 was one of the best tanks in existence - though only on paper. In the initial invasion, serious problems with mechanical reliability, supply shortages and poor internal layout largely removed any advantage the T-34 had over the Panzers it faced. The tank commander was severely strained by the task of aiming the cannon and the lack of effective observation devices, and the Germans noted that T-34s were slow to find and engage targets.
The first T-34 variant on show is the model of 1943. This was an improvement with the addition of a new hexagonal turret, which earned it the nicknamed "Mickey Mouse" from the Germans due to the distinctive silhouette made by the two circular roof hatches when open. Our T-34 features the cupola that was added to this turret later in the production run to provide better all around vision to the commander.
The second variant on show today is the T-34-85. With the appearance of Tiger and Panther tanks, which were immune to the 76.2mm gun, it was decided that a more effective weapon was needed. The answer was the 85mm ZiS-S-53, which was mounted in a new 3 man turret. Although still not a match for the Panther, the new design greatly increased the combat effectiveness of the tank, whilst the minimal changes allowed production to remain high.
Nearly 56,000 T-34s were made in total, of which nearly 45,000 were lost. The ones in Forgotten Hope 2 were made by Pointblank.




Sommarkatze wrote:
The G41 looks sweet! :D I have a question! I have been playing FH2 alot in the last couple of days. However, everybody always tells you to join squads. The problem is, I dont seem to be able to join them?
I press the apply button on all the differant squads but nothing happen?














QuoteThe road to Prokhorovka Part 3: getting at it again
When building a map it is very likely that at one point your work is being halted for some time.
In this case due to several reasons I even did not work on the map for more than 3 months.
In mid December I slowly started to get into the project again and am hoping to be developing at full speed sometime soon.
Since the basic setup was more or less done, I decided to place some tanks on the map and as I'm sure some of you have witnessed, have a first playtest.
The goal of this playtest was to find out where exactly I have to do improvements in the maps composition to make tank combat as interesting as possible. As you can see on the minimap the map in the current state was rather plain, so there is plenty of room to do terrain modifications, place statics and overgrowth to ensure that tank fighting works.
One thing I realized pretty fast was that the routes to the flags needed to be altered.
With building new roads using the road and apply spline tool I try to make sure that important sections of those roads are better positioned on the map and also ensure that both teams have suitable routes to the flags.
Another thing to improve routes to the flag area is providing more cover, which can be done by changing the terrain, but in the rather flat river area of the map is mostly done with placing objects and overgrowth. For now all object and overgrowth placement is still makeshift and only has the role to be there and give me a better image of how the map is going to play out later.
While being at changing terrain features to a higher detail level I also for the first time started to think about on how to implemet my ideas of how the map is supposed to look. For now this is kept to a rather low level and is limited to creating flat terrain right next to the river that will later have a swampy look and is covered with reed or similar plants that grwow under such conditions.
That's it for today. Thanks for your patience and I'm hoping to be able to post here more frequently again.






