McGuba wrote:By the way, I found this site really useful to re-calculate GD for some tanks and other armoured units in the game:
http://tanks.gg/tank/t-34/model?l=101113&vm=visual
Some guy here drew my attention to this site and it is really useful to get an average GD for a tank based on average armour thickness at horizontal angles. This can be useful for PzC as well as most tanks had different armour thicknesses sloped at different angles at different parts, but with this site it is possible to come up with an average armour thickness at normal firing angles which might help to calculate the GD.
Yes, it's a good resource.
Now we do not need to use the armor calculator to calculate the effective armor and tank armor schemes with angles

But it is a little strange that the side armor of the turret at KV-1 m1942 - 110 mm, it will be necessary to study this question.
Maybe it's by reason of the game or error.
I know that there were versions with screens of 75 +25= 100 mm. But these were screens. And there were only a few of them built.
A not bad source about Penetration and Armor.
Maybe even the developers of the WOT used it too

Returning to our discussion about 30 + 30mm, there is some information about it.
https://ru.scribd.com/doc/219173969/WWI ... nd-Gunnery
After reading the discussion of spotting range in the BFE topic, I also increased the spotting range for German artillery, AT. Perhaps this will reduce the loss of AI in these classes of units.
McGuba wrote: I would only suggest you to make the upgrade area a bit less off - I do not really like the idea to have hexes in the tactical map which look way too different from the normal terrain. I think these orange and dark shaded stripes are not necessary to mark this upgrade area. It would be enough to have only the tent and maybe some sign post with cyrillic letters or a guard tower or something like that. I think there was the same problem with the original yellow square border markers and that's why I suggested to use the border poles instead. The best practise should be to have something which fits in well with the terrain but also easy to spot
Without help, I can only draw simple images.

But I can make the background more transparent.
It is assumed that this hex will only appear during the upgrade period. And it should be easy to spot in the ZOOM-OUT mode.
Yrfin wrote:What if make a lower Ini for low training crews ?
T34 already has a lowered initiative.
I think that the INI should take into account the properties of the sight devices, command cupola, radio and the tactical advantages of command.
The question is where to relate the 3-man turret crew.
I think that this affects the rate of fire and initiative.
But change rate of fire is not very good.
Therefore, we can add initiative and attack.
Or for 2-man turret crew or 1-man turret crew, we can reduce these values.
As for the lowly trained crew, then of course the unit's experience = 0.
But if the experience of using tanks in practice took 3-5 hours. As it was in 41y. Maybe we need an extra penalty to reduce defense or attack.
And of course it's not just the crews. But about command and interaction at higher levels. Levels of battalions and above.
So far I'm at the beginning of the road, and I think the balance will be found
