Sunday, 16 March 2014

Know Your Tank (Basic Role)

For a long time I didn't update this blog because I still study TT and till now i need to do a lot of assignment and final project.... so lastly i got some time to update this blog XD

This thing is really important for newbie those who didn't know which role their tank can do either from the battle start till the end or in such critical situation where how to defend yourself if u facing 4vs7 or something else.

Victory in a battle can only be achieved through the combined efforts of every member of the team, each playing their own role on the battlefield. This is the basic of the basics. You need to know which tank you drive in battlefield and what role u need to do in some situation.

Protect your SPGs, preventing your opponents from penetrating your lines. Destroy opposing artillery, detect enemy vehicles, and capture bases. Attack cooperatively, devise strategies, and keep your base safe at all times!

See below for basic scenarios for various vehicle models.

Heavy Tanks
Move forward, shooting targets and eliminating medium and light enemy tanks. Protect friendly SPGs or remain in the background to cover your comrades in an emergency.

Medium Tanks
Attack the enemy heavy tanks and Tank Destroyers by aiming at their sides and rear, or eliminate light tanks. Punch deep into enemy lines and destroy opposing SPGs or protect friendly artillery.

Light Tanks
Light tanks are the eyes and ears of the team. Use them to detect and neutralize opposing artillery and tanks and deliver their coordinates to friendly SPGs. The main advantage of light tanks is their maneuverability. Exhaust your foes in close-range combats. If you are lucky, you can even capture the enemy base.

Tank Destroyers
Tank Destroyers are intended for ambush operations. Hide in the bushes, switch to sniper mode and wait for easy targets. But do not drop guard! Move to find a new position at the slightest scent of danger. Tank Destroyers are also perfect for protecting other vehicles. Their guns are powerful and the front armor is very thick, which makes them hard to destroy.

SPGs (Artillery)
SPGs are slow and clumsy but have immense firepower and it is a precious cargo for your team. Use their unique artillery shooting mode to destroy targets in any square of the map. SPGs send shells in parabolic arcs which allow you to fire from behind cover. Seek out a good position and hope that enemy vehicles do not detect you. Timely use of direct fire may provide artillery a good chance of survival even in close combats.


Terrain
  • Various types of terrain featured in the game influence your vehicle speed:
  • Vehicles move at a full speed on asphalt and roads.
  • Vehicles move at a medium speed on grass, level ground, and plough fields.
  • Vehicles move at a low speed on swamps and marshes.


Ramming Trees
  • The success of ramming a tree is determined by the weight of your vehicle.
  • Vehicles do not sustain any damage from ramming trees (nor from colliding with destroyed vehicles).
  • Vehicles cannot ram bushes.
  • Fallen trees do not affect vehicle view range or movement
*plzz take note if u driving a SPG, try not to ram trees because it will reveal your position to enemy arty 

For the next time we meet I will guide you all in team tactics and strategy..... 



Tuesday, 7 January 2014

World of Tanks (Tactics: Hull Down & Peek-A-Boom)

Hello tankers, I have decided to write a guide about a maneuver that could come in extremely very useful in many battles when used proper. Whether it means protecting a flank or making it extremely difficult for the enemy tank to take you out, going hull down or playing peek-a-boom is a maneuver that should never be underestimated.

Hull down 
Going hull down means that you hide the hull of your tank whether it is behind a object (try to find one that isn't destructible such as a rock that could hide your hull but you could shoot over) or even having it that if you’re fighting on a hill your turret is the only thing peaking over the ledge. Tank destroyer can hull down but you can only hide your lower armor.

This is how you achieve hull down in the game...
As you approach a crest or rising undulation in the ground, go to maximum zoom with your sights. Next, pull forward slowly, until your inner sight ring just clears the crest-line or rise behind which you are going to go hull-down (as you level your reticle on the horizon beyond or on the enemy avenue of approach). You may adjust as you see fit, but the closer your reticle is to the crest line in your sight-picture, the lower your turret profile is, making your tank a much smaller target. 

For those of you who may need to achieve hull down on a steeper slope with a rear-mounted turret, like the T1-Cunningham or LTraktor, try backing into position, so that your lower bow-plate and forward belly is not exposed above the crest-line or crater-lip due to the length of your vehicle...

Similarly, when you're playing peek-a-boom around building corners (with a rear-mounted turret), you may want to "back into action" so that your gun gets into play just a half-second sooner - otherwise with the front of your vehicle leading the move, you would have to expose the entire vehicle before your gun unmasks from the building ...

This is the how to you to position your tank for hull down position. It give
a big advantage to hull downer.

Advantages
  1. The first advantage is you provide a smaller target to the enemy. This advantage is something that is more useful than it sounds. Just by hiding your Hull you will reduce your tanks profile for the enemy to shoot at by quite a bit.
  2. If you got a strong turret you will bounce a lot more shots meaning that you will be alive much longer in a fight. Although some tanks have weaker turrets that are much easier to pen they will still get the first advantage.
  3. This also brings in a psychological factor on some players. a tank that has gone hull down in a great position is a daunting task. It can be quite intimidating to enemies.
  4. You hide your tanks weak spots on its hull. If your tank has weak spots on its hull by going hull down the enemy can't really get a shot at it meaning they will have more difficult penetrating your tank if their gun doesn't have that great of a pen and your armor is strong.

Disadvantages
  1. It can only really be used to hold a spot, going hull down and staying there is obviously not really good if you plan on attacking. It’s much more effective just to hold a flank from the enemies.
  2. Just because enemy tanks can't hit you doesn't mean that their arty can't hit you as well. If your a strong tank and your hull downed but your lit up on the enemies mini map. If arty can hit you expect a few shells to come flying your way.
  3. Going hull down is not effective for all tanks. As a light tank (with a few exceptions) in a higher tier match you shouldn't be going hull down as your role isn't really to fight enemy tanks that much.

Tips
  1. Hold the right mouse button and look at your tank from the front. Make sure its as hidden as could be and that you could still shoot. Just because you think your hull is hidden doesn't mean it is.
  2. Don't rely on this tactic all the time. There is a time and place for going hull down its not useful in every situation but it sure is useful in many!
Peek-boom 
Playing peak-a-boom is when you come out of cover take your shot at the enemy and go back into cover to reload.

Advantages
  1. Great for tanks with a long reload but great alpha (meaning the damage of a single round). If you’re driving a tank with a big gun with along reload its always good to have cover to wait behind to wait for your gun to reload. If your facing a tank with a faster firing gun and a good dpm you don't want to have them blasting away as you reload because your pretty much an easy target.
  2. Makes you tough to hit. Only time you could be hit in peak-a-boom is when you peek out meaning if you’re taking heavy fire you could make the enemies come to you instead. Great for urban maps as you could do it in tons of places.

Disadvantage
  1. If you’re trying to peak out at the enemy they may just track you and then while you’re stuck inflict heavy damage on your tank if their teammates are nearby.
  2. Some houses can be destroyed. Make sure your cover won't disappear.
  3. You’re much more vulnerable to flanking. If you’re hiding behind a wall enemies might come in from many sides and overwhelm you be careful!
Tips
  1. Just like going hull down there is a time and place for peak-a-boom.
  2. Careful when you pop out. Chances are when you have done your reload and the enemy is reloading.
  3. Keep aware to the mini map you don't want to be outflanked.



Thursday, 26 December 2013

World of Tanks Guide (Aiming)

Mechanics – why we can’t penetrated and damage enemy armor? Certainly you heard a tank commander shouting these words, while the shells were just ricocheting on the enemy armor, inflicting no damage at all. After this chapter you’ll learn the basic, how to shoot in World of Tanks, how the damage is calculated plus some additional useful info to all tank commanders

Aiming

There are two methods of aiming at the enemy in World of Tanks: manual and automatic. Automatic aiming is activated by pressing RMB by default after pointing your sight at enemy tank. It is disabled by pressing E key. After enabling auto-aiming our tank will be following the enemy, aiming at its middle – just pull the trigger to shoot at the current position of enemy tank. Unfortunately auto-aiming has many disadvantages: it doesn't take into account opponent’s movement, so shots fired at the moving enemy almost always miss. In addition it tracks the target as long as it is visible – even if it hides behind the terrain obstacle. For this reason it is worth seeing where your opponent really is, before you waste ammo by shooting at hills or ruins on the way. Thirdly, shells are often fired at the most heavily armored part of the enemy vehicle. Despite above flaws, auto-aiming is sometimes used in shooting at still, poorly armed targets at long distance or during the circular fight, when you’re mostly focused on driving than on firing accurate shots.


The second and also most commonly used method is manual aiming. In theory, just point your mouse cursor at the target, wait until the turret turns in that direction and press LMB. But in practice, during shooting, we have to consider several parameters. Tank guns available in the game differ between each other in the muzzle velocity of fired projectiles and their trajectories. For this reasons we have to learn when to fire to hit the opponent. If you shoot at the still target, it is enough to aim the tank and fire – the shell will hit the enemy directly. Unfortunately, it is more difficult with the moving target: we will have to predict the direction in which it will move and shoot with the lead. At this point the projectile speed is very important. German guns 8,8 cm PaK 43 L/71 have very high muzzle velocity, so you just aim in front of the enemy to hit him. On the other hand, projectiles fired from howitzers, like 152mm M-10, are much slower and require more corrections due to the speed of the target.



Shooting with the lead: 152mm howitzer (on the left) has to aim in front of the enemy, if it intends to hit the target.

Manual aiming can be supported by sniper mode. It is activated by appropriate key (SHIFT by default) and the mouse scroll is used to select one of three zoom levels. Thanks to the sniper mode we can easier hit enemies moving at long distances and aim at weak points of enemy’s armor. But sniper mode has also its drawbacks – eye shot is limited, so after each shot you might check your opponents’ positions on the map or switch it off and look around the area.

Friday, 20 December 2013



All about Computer
-The Introductions-

Computer Generations
Generation in computer terminology is a change in technology a computer is/was being used. Initially, the generation term was used to distinguish between varying hardware technologies. But nowadays, generation includes both hardware and software, which together make up an entire computer system.

There are totally five computer generations known till date. Each generation has been discussed in detail along with their time period, characteristics. We've used approximate dates against each generation which are normally accepted.

Following are the main five generations of computers:

First Generation
The period of first generation: 1946-1959. Vacuum tube based

Second Generation
The period of second generation: 1959-1965. Transistor based

Third Generation
The period of third generation: 1965-1971. Integrated Circuit based

Fourth Generation
The period of fourth generation: 1971-1980. VLSI microprocessor based

Fifth Generation
The period of fifth generation: 1980-onwards. ULSI microprocessor based



First Generation(The period of first generation was 1946-1959)

First generation of computers started with using vacuum tubes as the basic components for memory and circuitry for CPU (Central Processing Unit). These tubes like electric bulbs produced a lot of heat and were prone to frequent fusing of the installations, therefore, were very expensive and could be afforded only by very large organizations.

In this generation, mainly batch processing operating systems were used. In this generation, Punched cards, Paper tape, Magnetic tape Input & Output device were used.

There were machine codes and electric wired board languages used.

  • The main features of First Generation are: 
  • Vacuum tube technology 
  • Unreliable 
  • Supported Machine language only 
  • Very costly 
  • Generate lot of heat 
  • Slow Input/output device 
  • Huge size 
  • Need of A.C. 
  • Non-portable 
  • Consumed lot of electricity 

Some computers of this generation were:
  • ENIAC 
  • EDVAC 
  • UNIVAC 
  • IBM-701 
  • IBM-650 



Second Generation(The period of second generation was 1959-1965)

This generation using the transistor were cheaper, consumed less power, more compact in size, more reliable and faster than the first generation machines made of vacuum tubes. In this generation, magnetic cores were used as primary memory and magnetic tape and magnetic disks as secondary storage devices.

In this generation, assembly language and high-level programming language like FORTRAN, COBOL was used.

There was Batch processing and Multiprogramming Operating system used.

The main features of Second Generation are:
  • Use of transistors 
  • Reliable as compared to First generation computers 
  • Smaller size as compared to First generation computers 
  • Generate less heat as compared to First generation computers 
  • Consumed less electricity as compared to First generation computers 
  • Faster than first generation computers 
  • Still very costly 
  • A.C. needed 
  • Support machine and assembly languages 
Some computers of this generation were:
  • IBM 1620 
  • IBM 7094 
  • CDC 1604 
  • CDC 3600 
  • UNIVAC 1108 

Third Generation(The period of third generation was 1965-1971)

The third generation of computer is marked by the use of Integrated Circuits (IC's) in place of transistors. A single IC has many transistors, resistors and capacitors along with the associated circuitry. The IC was invented by Jack Kilby. This development made computers smaller in size, reliable and efficient.

In this generation, Remote processing, Time-sharing, Real-time, Multi-programming Operating System were used.

High-level language (FORTRAN-II TO IV, COBOL, PASCAL PL/1, BASIC, ALGOL-68, etc.) were used during this generation.

The main features of Third Generation are:
  • IC used 
  • More reliable 
  • Smaller size 
  • Generate less heat 
  • Faster 
  • Lesser maintenance 
  • Still costly 
  • A.C. needed 
  • Consumed lesser electricity 
  • Support high-level language 
Some computers of this generation were:
  • IBM-360 series 
  • Honeywell-6000 series 
  • PDP(Personal Data Processor) 
  • IBM-370/168 
  • TDC-316 

Fourth Generation(The period of Fourth Generation was 1971-1980)

The fourth generation of computers is marked by the use of Very Large Scale Integrated (VLSI) circuits. VLSI circuits having about 5000 transistors and other circuit elements and their associated circuits on a single chip made it possible to have microcomputers of fourth generation. Fourth Generation computers became more powerful, compact, reliable, and affordable. As a result, it gave rise to personal computer (PC) revolution.

In this generation, Time sharing, Real time, Networks, Distributed Operating System were used.

All the higher level languages like C and C++, DBASE, etc., were used in this generation.

  • The main features of Fourth Generation are: 
  • VLSI technology used 
  • Very cheap 
  • Portable and reliable 
  • Use of PC's 
  • Very small size 
  • Pipeline processing 
  • No A.C. needed 
  • Concept of internet was introduced 
  • Great developments in the fields of networks 
  • Computers became easily available 
Some computers of this generation were:
  • DEC 10 
  • STAR 1000 
  • PDP 11 
  • CRAY-1 (Super Computer) 
  • CRAY-X-MP (Super Computer) 
Fifth Generation(The period of Fifth Generation is 1980-till date)

In the fifth generation, the VLSI technology became ULSI (Ultra Large Scale Integration) technology, resulting in the production of microprocessor chips having ten million electronic components.

This generation is based on parallel processing hardware and AI (Artificial Intelligence) software.

AI is an emerging branch in computer science which interprets means and methods of making computers think like human beings.

All the higher level languages like C and C++, Java, .Net, etc., are used in this generation.

AI includes:
  • Robotics 
  • Neural networks 
  • Game Playing 
  • Development of expert systems to make decisions in real life situations. 
  • Natural language understanding and generation. 
The main features of Fifth Generation are:
  • ULSI technology 
  • Development of true artificial intelligence 
  • Development of Natural language processing 
  • Advancement in Parallel Processing 
  • Advancement in Superconductor technology 
  • More user friendly interfaces with multimedia features 
  • Availability of very powerful and compact computers at cheaper rates 
Some computers types of this generation are:
  • Desktop 
  • Laptop 
  • NoteBook 
  • UltraBook 
  • ChromeBook 
Computer Components
All types of computers follow a same basic logical structure and perform the following five basic operations for converting raw input data into information useful to their users

1. Take Input: The process of entering data and instructions into the computer system.

2. Store Data: Saving data and instructions so that they are available for processing as and when required.

3. Processing Data: Performing arithmetic or logical operations on data in order to change them into useful information.

4. Output Information: Producing useful information or results for the user, such as a printed report or visual display.

5. Control the workflow: Direct the manner and sequence in which all of the above operations are performed.

Input Unit

This unit contains devices with the help of which we enter data into computer. This unit makes link between user and computer.

The input devices translate the human being information into the form understandable by computer.

CPU (Central Processing Unit)
CPU is considered as the brain of the computer. CPU performs all types of data processing operations. It stores data, intermediate results and instructions (program). It controls the operations of all parts of computer.

CPU itself has the following three components
  • ALU (Arithmetic Logic Unit) 
  • Memory Unit 
  • Control Unit 
Output Unit

Output unit consists of devices with the help of which we get the information from computer. This unit is a link between computer and users.

Output devices translate the computer's output into the form understandable by users