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English-speaking community => Steel Fury: Kharkov 1942 => Topic started by: Mistwalker on December 30, 2012, 05:33:26 PM



Title: Steel Panzer Mod 2.0
Post by: Mistwalker on December 30, 2012, 05:33:26 PM
A link for anyone who wish to be a tester of this mod. SPM 1.5 + Ultimate Update + December 2012 UU patch - all in one.
As the name implies, this is not the final version. Suggestions about what should be added and what should be removed in the final version will be appreciated.

You may encounter some bugs for now so be aware.

Download Steel Panzer Mod 2.0 (test version) (http://tanksim.tk/modules/wfdownloads/singlefile.php?cid=15&lid=197)

Will not work with any Ultimate Update patches and fixes and Ultimate Update itself (not needed).
Will work with sound mods, weather mods and mission packs.

A few things from ‘November Update 2012’ (English version) v.1.1(NTA) are missing:

1.Non-drum sights for German SPGs, wide-open hatches on tiger and KV-1S (features were not available on the real vehicles).
2.Updated texture for the early Tiger (texture messed up).
3.Hit effects textures (practically no different from the original. Glithes exist).
4.Armor_str for all Panther-based units is set to 2000 (Panther armor did not have cementation or strong face-hardening).


A few more features added:

-ISU-122
-KV-1 mod. 42 with 90 mm turret armor and ZIS-5
-Mission "Millerovo pocket" on the existing polygon for KV-1 mod. 42
-One more camo variant for King Tiger (random camo will be selected for each vehicle)
-whukid's camo variant for Pz. IV  (random camo will be selected for each vehicle)
-whukid's camo variant for Sdkfz. 251  (random camo will be selected for each vehicle)
-Minor changes on some models to make them more historically correct
-The old King Tiger texture is more sharp and clear
-Sights for Stug 3 modifications changed to real ones with adjusting cylinder
-Gear ratios for the vehicles on the same base are unified
-Corrected gun horisontal traverse angle for some soviet SPGs
-Fixed nonexistent superstructure front armor for Marder II
-Added some new units
-Turn speed for heavy tanks decreased
-Updated shot sounds for D-25T, KwK42, 85 mm, 152 mm guns (sounds different for each gun)
-Added new dirve sound for the soviet heavy and medium tanks (temporarily)
-Updated (all triangles move) dual sight with 2.5x and 5x magnification for Panther A and G
-Some minor corrections in configs and texts
- (in the near future) Will be compatible with Aces' mods

(http://www.imageup.ru/img206/thumb/shot_2012_09_07_16_48_19_00011118362.jpg) (http://www.imageup.ru/img206/1118362/shot_2012_09_07_16_48_19_0001.jpg.html) (http://www.imageup.ru/img206/thumb/shot_2012_11_21_21_29_32_00021118360.jpg) (http://www.imageup.ru/img206/1118360/shot_2012_11_21_21_29_32_0002.jpg.html) (http://www.imageup.ru/img206/thumb/shot_2012_11_23_18_14_31_00001118358.jpg) (http://www.imageup.ru/img206/1118358/shot_2012_11_23_18_14_31_0000.jpg.html) (http://www.imageup.ru/img206/thumb/shot_2012_11_23_18_18_02_00011118355.jpg) (http://www.imageup.ru/img206/1118355/shot_2012_11_23_18_18_02_0001.jpg.html) (http://www.imageup.ru/img206/thumb/shot_2012_11_23_18_16_51_00001118357.jpg) (http://www.imageup.ru/img206/1118357/shot_2012_11_23_18_16_51_0000.jpg.html)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on December 31, 2012, 02:09:58 AM
Wow! Excellent initiative Mistwalker! I think this combo is great because it will reduce the number of crashes and incompatibilities. I am going to download it and test it on a fresh installation! Thanks!Will report any bug or problems. :D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: murkz on December 31, 2012, 02:06:28 PM
Thank you mistwalker installed and working. Looking forward to playing it :)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 01, 2013, 04:55:26 PM
Hi Mistwalker,

Thank you very much for this mod !!

I have downloaded it and I am testing it. Everything is working fine so far.

I also want to thank Lockie for all his work in the Steel Panzer Mod. He has also done and is doing a superb work.

Thank you very much to both of you for keeping Steel Fury alive. I really appreciate your work on this truly unique WWII tank sim  :D


Txema





Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 02, 2013, 03:56:23 AM
Quote
-Sights for Stug 3 modifications changed to real ones with adjusting cylinder

How can you go to the adjusting cylinder view in the Stug 3G ?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: heidelbergensis on January 02, 2013, 06:38:37 PM
 A most excellent compilation is this, real simulated optics, very polished graphics, and everythink in a single pack....

 It seems that all works without flaws.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 03, 2013, 02:11:23 AM
Txema for the Jagdpanther , which has fairly similar optics, I just use the + and - keys to adjust the reticle.I suspect that for the Stug it's the same.

And the fps are excellent too. Probably most of the models have 3 LODs now.

Excellent mod!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 03, 2013, 02:14:01 PM
But there must be some way to see the adjusting cylinder to know the DISTANCE you are aiming at...

Any clue?

Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Donken on January 03, 2013, 03:19:03 PM
But there must be some way to see the adjusting cylinder to know the DISTANCE you are aiming at...

Any clue?

Txema

Now im gonna tell and show it so its fixed once and for all!

http://www.youtube.com/watch?v=ovMNZiR9HM8&feature=youtube_gdata (http://www.youtube.com/watch?v=ovMNZiR9HM8&feature=youtube_gdata)

Im sorry for my uber video skillz, bad as always but you should get the idea behind the mechanics :D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 03, 2013, 04:23:45 PM
Thank you very much, Donken !!

But that does not work for the Stug III G... When I press the Ins or Del keys in the Gunner gunsight view, I don't get the adjusting cylinder view... I get a not valid view instead...

Could you please check it with the StuG III G?


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Donken on January 03, 2013, 05:03:55 PM
You are correct Txema, another bugg for Mistwalker to fix :D

EDIT: problem is stug3 doesnt get a valid interior go file in the coc_stug3g and also the interior for it doesnt have a texture on it.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 03, 2013, 05:49:21 PM
One bug I have is with the Hetzer.I cannot fire AP/HE shells at all.The 1 and 2 key don't work.I partly solved th eproblem by pasting the Hetzer Tech_cfg file from another install but I can only fire AP shells and from the 2 key???? I checked the text and common res files and everything seems OK.Has anybody else experienced the same?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 03, 2013, 06:41:54 PM
One little bug with the Mk II Matilda.

One of the AP shells of the Matilda (the AP MK II 40 mm) has its description as ? ? ?.

Please, check it !!


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Mistwalker on January 03, 2013, 08:56:27 PM
Reported (and not reported) bugs are in the process of fixing. A fix wil be available soon, then the entire mod will be reuploaded. Thanks for testing!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: heidelbergensis on January 03, 2013, 11:20:54 PM
Hi, Mistwalker...

A couple of suggestions for having a couple more of models with interiors; First, probably the interiors of the Pzkpfw IV G fit for the Pzkpfw IV H , with maybe a pair of minor inaccuracies (some loader opening port  that  should not be here  ;))..Second, the "captured" Tiger I surely could receive also the same interiors that the others have...¿Is it possible for the patch?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Donken on January 04, 2013, 12:45:51 AM
Hi, Mistwalker...

A couple of suggestions for having a couple more of models with interiors; First, probably the interiors of the Pzkpfw IV G fit for the Pzkpfw IV H , with maybe a pair of minor inaccuracies (some loader opening port  that  should not be here  ;))..Second, the "captured" Tiger I surely could receive also the same interiors that the others have...¿Is it possible for the patch?

I can not answer about the Panzer IV but im working on adding interiors to all the Tigers as we speak (and lods) =) Im also fixing all errors with the tiger interior. So those buggs are reported!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on January 08, 2013, 02:54:10 AM
Hi, Mistwalker...

A couple of suggestions for having a couple more of models with interiors; First, probably the interiors of the Pzkpfw IV G fit for the Pzkpfw IV H , with maybe a pair of minor inaccuracies (some loader opening port  that  should not be here  ;))..Second, the "captured" Tiger I surely could receive also the same interiors that the others have...¿Is it possible for the patch?

I can not answer about the Panzer IV but im working on adding interiors to all the Tigers as we speak (and lods) =) Im also fixing all errors with the tiger interior. So those buggs are reported!

I might try to "retrofit" the existing cockpits to the Panzer IVH and T-34 model 1942,
unless someone else would like to step up and do it,


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: heidelbergensis on January 08, 2013, 05:09:03 PM
 Hi,

 I´ve tried to put the pzkpfw IV G in the pzkpfw IV H carcass, this is easy...but the current G cockpit has integrated on it the commander´s hatch and also the two frontal vision ports for the gunner and the loader. So, all of them "protrude" out of the externals of the panzer H and that means that the substitution is not as easy as I presumed.

  Since  those animated hatches are already present on the externals for the panzer H, maybe it would suffice simply deleting them from the cockpit model of the G (and then  copy and rename it for the "h" model, in order to preserve the hatches on the "G" model).

 I would try to find my way into the cockpit model myself...


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 09, 2013, 01:14:21 PM
Another possible bug in SPM 2.0:

The missions including the KV1e tank in the Mission_pack2.0 crash to desktop with SPM 2.0


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 09, 2013, 01:38:14 PM
I had the same problem.I solved it by installing and enabling the mission pack 2.0 .Kyth's missions work well though..


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Tanker on January 09, 2013, 04:54:25 PM
Is this to be a replacement for SPM 1.5?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 09, 2013, 05:18:25 PM
It combines and replaces both Beta 1.5 and the Ultimate mod.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 10, 2013, 12:44:35 AM
I had the same problem.I solved it by installing and enabling the mission pack 2.0 .Kyth's missions work well though..

Hi Frinik,

I can not understand your answer well... I have already installed and enabled the Mission_pack 2.0 and the missions that include the KV1e tank crash to desktop... How can I solve the problem?


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 10, 2013, 01:39:58 AM
AH OK I didn't understand I thought all the missions in the Mission pack 2.0 were crashing.Only the KV-1e? I also have the same problem.There's probably an entry missing in the Common Units folder.I haven't checked yet.

For the Hetzer's missing shells and inability to shoot I already found the solution on the Avia forum.
'


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 11, 2013, 04:02:06 PM
Hi Mistwalker,

I have noticed that in SPM 2.0 you have eliminated some of the phrases said by the tank commander, such as "Forward", "Left", "Right", and so on.

I have also noticed that some of the shoutings of the infantry have been also eliminated.

I don't know if I am the only one, but I did like hearing all those voices... Is it possible to get them back? Perhaps you could even release an optional mod to get those voices back in Steel Fury...


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: starnon on January 12, 2013, 06:36:51 PM
This is a great update!
My bug reports so far:
severe graphical glitch when playing the Sherman mission in the mission pack
I'd also agree with the above regarding speech sounds, I like the full speech package
CTD on the PzIVH mission

ISU122 is great, I hope they do a 152 soon as it's only a barrel difference between the models.


I had to re-register after my previous username was inexplicably banned  ???


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: starnon on January 14, 2013, 12:27:35 PM
Hmm, PZIV missions seem fine now!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 14, 2013, 01:56:19 PM
Hmm, PZIV missions seem fine now!

May be because you re-registered under a new name.The Panzer IVs didn't know it was you! ;)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Mistwalker on January 15, 2013, 04:18:45 PM
Sooo...As there seems to be no more bug reports, I'm uploading the fix (hopefully by tomorrow). And if it'll work well, I'll reupload the entire mod combined with fix.

A couple of suggestions for having a couple more of models with interiors; First, probably the interiors of the Pzkpfw IV G fit for the Pzkpfw IV H , with maybe a pair of minor inaccuracies (some loader opening port  that  should not be here  ;)).
No, unfortunatelly it won't because the both Pz IV models are slightly different in terms of external proportions of some elements.

Quote
Second, the "captured" Tiger I surely could receive also the same interiors that the others have...¿Is it possible for the patch?
Not in the current state of the captured Tiger. It needs the model of the early (yellow) Tiger for that.

I have noticed that in SPM 2.0 you have eliminated some of the phrases said by the tank commander, such as "Forward", "Left", "Right", and so on.
Yeah, afair some of that was removed even before in NTA patch and nobody complained about this. Personally I'm finding those voices quite annoying when I'm driving and need to turn a few degrees left or right for example. But if people don't like silence, it sure can be returned and the current files released in a separate mod.

Quote
I have also noticed that some of the shoutings of the infantry have been also eliminated.
Hmm. I didn't touch that.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 15, 2013, 05:41:04 PM
Mistwalker, considering the scope of the work involved in making this excellent Steel panzer Mod 2.0 the few bugs are really minor and the result is really impressive.Kudos for a work well done!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 16, 2013, 03:19:41 AM
Sooo...As there seems to be no more bug reports, I'm uploading the fix (hopefully by tomorrow). And if it'll work well, I'll reupload the entire mod combined with fix.

I have noticed that in SPM 2.0 you have eliminated some of the phrases said by the tank commander, such as "Forward", "Left", "Right", and so on.
Yeah, afair some of that was removed even before in NTA patch and nobody complained about this. Personally I'm finding those voices quite annoying when I'm driving and need to turn a few degrees left or right for example. But if people don't like silence, it sure can be returned and the current files released in a separate mod.

Excellent news !!!  Thank you very much !!!  :)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 16, 2013, 03:26:02 AM

Quote
I have also noticed that some of the shoutings of the infantry have been also eliminated.
Hmm. I didn't touch that.

I have reviewed quickly the files in SPM 2.0 and I have noticed that in the \data\k42\loc_rus\sounds\speech\rus folder some of the russian voices have been muted:

- some of the danger_X.wav files

- some of the officer_rnd_X.wav files

that probably explains why I was hearing less shoutings from the russian soldiers, but I was also under the impression that the german soldiers were also shouting less...

Is there any config file where it is defined in which situations the infantry solidiers shout?


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 16, 2013, 04:33:11 AM
Hi again Mistwalker,

Are you going to include the KV-1 cockpit recently released by Kyth in SPM 2.0 ?

I think it would be very good to have it included in the mod !!


Txema



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Mistwalker on January 17, 2013, 01:43:30 AM
Fix released. Check the first post for download link.
The link to the mod itself is also updated.

Are you going to include the KV-1 cockpit recently released by Kyth in SPM 2.0 ?

Yeah, I did that.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 17, 2013, 03:24:47 PM
Mistwalker,

Thank you very much for the fix !!


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: jerryb on January 18, 2013, 11:11:26 AM
Hi, downloaded the MOD, unpacked it and put it in the MODS folder, disabled all the other MODS but when I tried to activate the new MOD nothing happens until I get a message saying the JSGME is not responding and windows wants to shut it down, tried it three times so far, any clues??? Thanks.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: woofiedog on January 18, 2013, 12:07:37 PM
frinik... quote "For the Hetzer's missing shells and inability to shoot I already found the solution on the Avia forum."

Can not find this solution for the Hetzer's missing shells at the Avia forum... could you post it here? Thank's

Correction.... found the answer.


jerryb... you just have to wait a bit as the mod takes some time to load. 


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Tanker on January 18, 2013, 04:19:20 PM
frinik... quote "For the Hetzer's missing shells and inability to shoot I already found the solution on the Avia forum."

Can not find this solution for the Hetzer's missing shells at the Avia forum... could you post it here? Thank's

Correction.... found the answer.


jerryb... you just have to wait a bit as the mod takes some time to load. 

Woofie, perhaps you could post a link to the solution?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 18, 2013, 05:11:57 PM
Re the Hetzer it's simple.This is what the incorrect version of the shell complement looks like in the Hetzer's tech_cfg file:
   //ammunition (in common_res.engcfg)
   shells()
   {
      //shell name, quantity
      PZGR39_75, 20, 0, 0;   
      SPRGR38_75, 20, 0, 1;
      
      BUL_792, 1200;

This is what the correct version looks like:


//ammunition (in common_res.engcfg)
   shells()
   {
      //shell name, quantity

      PZGR39_75L48, 30, 0, 0;
      SPRGR37_75L48, 40, 0, 1;
      
      BUL_792, 1200;

The reason being that the Hetzer's shells are connected to the Panzer IVH text file.

Jerryb; the mod is very big thus depending on your pcs' processor speed it can take up to 10 minutes before it's enabled.



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: jerryb on January 21, 2013, 03:39:13 PM
Sorry about the untimely cry for help, impatient as usual, working fine now, thanks.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: StFran on January 22, 2013, 09:48:35 PM
Hi!
Thanks for all improvements in game. Marvellous!!!!!
When I apply the fix to SPM2.0 I can´t move the gun up and down in some TigerI models( Sand and striped camo) . Only traverse movement. Tested in Combat Episodes: West of Kharkov and Koltov Corridor
If I disable the fix, the bug disappears. This is my mods list( without the fix)

(http://i1189.photobucket.com/albums/z429/franju/Sintiacutetulo_zps83ef7e9b.jpg)


P.D.: Sorry for my english. I´m trying to write without using translator  :P


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 23, 2013, 01:57:13 AM
I had that issue which I fixed by simply swapping the tech_cfg file in SP mod 2.0 with th eone form the ultimatw Update.

Have you tried applying the fix last rather in the middle of the mods enabled in your JSGME .


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on January 23, 2013, 02:05:01 AM

Quote
(http://i1189.photobucket.com/albums/z429/franju/Sintiacutetulo_zps83ef7e9b.jpg)

 ???
What the devil is the 'KV1Cockpit_fix05comp' mod?
 ???


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: StFran on January 23, 2013, 03:14:01 AM
I had that issue which I fixed by simply swapping the tech_cfg file in SP mod 2.0 with th eone form the ultimatw Update.

Have you tried applying the fix last rather in the middle of the mods enabled in your JSGME .

I apply the fix just behind SPM 2.0. I forgot to capture the screen with it enabled
I will try with that tech_cfg file. Thanks


What the devil is the 'KV1Cockpit_fix05comp' mod?

 ;D ;D It´s your fantastic KV1 cockpit. I added lines to matlib file from fix_05_Upd_Nov_2012(NTA). I usually do that for install and uninstall easily without modifying data files with other mods activated. I just have changed the name to remember that I used that matlib file


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on January 23, 2013, 10:02:13 AM

What the devil is the 'KV1Cockpit_fix05comp' mod?

 ;D ;D It´s your fantastic KV1 cockpit. I added lines to matlib file from fix_05_Upd_Nov_2012(NTA). I usually do that for install and uninstall easily without modifying data files with other mods activated. I just have changed the name to remember that I used that matlib file


Okay then  ;)

If there's anything that needs fixing about the cockpits do let me know; I'll try to make it right.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 25, 2013, 11:58:54 PM
Mistwalker,

I have been testing SPM 2.0 and its fix. I have the following mods installed:

- Unofficial_patch_SF_v0.1_eng
- Steel_Panzer_Mod_v2.0
- Steel_Panzer_Mod_v2.0_fix
- Missions_pack_2.0

I have noticed the following bugs:

1) In the Panzer VI ausf H Tiger, when you are in the gunner position, when you move the main gun UP or DOWN, the main gun moves but the gunsight view does not move. (You can check it at the first and third mission of the Tiger campaign).

The Panzer VI ausf H Tiger "SS", on the other hand, works properly. (you can check it at the second mission of the Tiger campaign).

2) The Hetzer (Jagdpanzer 38t) has only HE rounds. It has no AP rounds. (you can check it in the Hetzer (Jagdpanzer 38t) mission of the Mission pack 2.0).

3) One little bug with the Mk II Matilda: when playing as the gunner, the second of the AP shells of the Matilda has its description as ? ? ?. (you can check it at the missions of the Group North campaign).

Mistwalker, could you please check this bugs? Can you reproduce them?

Thank you very much for all your work on the mod !!


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 26, 2013, 12:40:16 AM
Mistwalker,

I think that I have also noticed that the number of soldiers in the infantry units has been notably increased... Am I right?

This is a probem in some missions for me because the "Frames Per Second" diminish also noticeably.

Is it possible to implement this as an optional mod ??

Or to release an optional mod where the number of soldiers in the infantry units goes back to the original smaller number ? where can I change it ?


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Mistwalker on January 27, 2013, 01:31:31 AM
I think that I have also noticed that the number of soldiers in the infantry units has been notably increased... Am I right?

Only in "Combat Episodes" missions. They always had larger platoons of historically correct sizes.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Mistwalker on January 27, 2013, 01:33:21 AM
Here's updated fix:

Steel_Panzer_Mod_2.0_fix_V2 (http://files.mail.ru/12BE0B7F3CF848B9A44BF2930F3AC518)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on January 27, 2013, 10:36:20 PM
Mistwalker,

Thank you very much for the new fix !!

The three bugs that I reported above are fixed now.  :)

Thanks again !!


Txema



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: bidounegger on February 06, 2013, 12:57:41 PM
no problem  for me !

this kind of mod is very important for people like we  who aren't very hard about the game !!! (sorry for my english)  I hope you understand what I want to say  !


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on February 27, 2013, 03:20:09 AM
Hi Mistwalker,

I have seen that you have released a new patch for SPM 2.0 in the russian forums...

Could you please release an english version of that patch?

Thank you very much for all your work on Steel Fury !!


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: demy1942 on March 02, 2013, 01:02:12 PM
Yes, before I install all the older patches since I have the English version is there a version of us noobs to download?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 03, 2013, 01:08:12 AM
demy there's no noobs playing SF we're all ex Battlefield vets ;D

You don't need any old patch the Steel Panzer mod 2.0 is self-contained and  has all that was made since 2008.You need the basic game create a mods folder unzip the SP mod  2.0 in it enable it through the jsgme and start the game.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: tonyuk on March 12, 2013, 07:35:11 PM
Cant install the Fix- it is all in Russian. Which button do I click. Is there an English
Version of the mod.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on March 13, 2013, 03:55:42 PM
Hi guys.

It appears that until the English version is released, you could try installing Fix No.3 over Fix No. 2.

It won't overwrite the text translations in Fix No. 2.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on March 15, 2013, 07:34:55 AM
Hi guys.

Just to let you know, Fix 4 has been released,

http://www.sukhoi.ru/forum/showthread.php?t=78756 (http://www.sukhoi.ru/forum/showthread.php?t=78756)

So if you want to try it out, you need to install it over Fix 2.  :)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 15, 2013, 11:10:37 AM
Stone 2009 is about to release a steel bridge into the game. No more crummy bridge crashing whenever a tank goes on it.Looks quite impressive....


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on March 19, 2013, 01:28:15 AM

Hi,
As a public service, here's the list of fixes for v3 and v4, which was originally posted in the thread below.


v3:

-added cockpit for KV-1 (not included in SPM 2.0)
-shooting the back of the truck will now damage the transmission
-sights for Pz III from 19will73
-PzIV H and SU-122 - fixed bug when small-caliber projectile enters the joint in the bow, causing significant damage without armor penetration.

v4:

-edited the parameters of resistance to movement by tillage and added a new version of the arable land in the map editor
-increased thickness of heavy tanks' tracks
-fixed a couple of minor errors in the texture and model of the "Ferdinand"
-cleaned up voice commands for loading and firing in light tanks, where the commander is also the loader
-added new armor maps for fences
-modified the tactical mark of 505 sPzAbt

The 'Return of Panzergrau' mod has also been revised, fixing a bug with the APC texture.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: bidounegger on March 20, 2013, 06:53:28 AM
Hi guys.

Just to let you know, Fix 4 has been released,

http://www.sukhoi.ru/forum/showthread.php?t=78756 (http://www.sukhoi.ru/forum/showthread.php?t=78756)

So if you want to try it out, you need to install it over Fix 2.  :)

good morning everybody !

I don't find " fix v4," I 've only found fix v2 full on the link here ! (and I don't understand russian language !)

can somebody tell me where is "fix v4" on this sukhoi page "

thanks !


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on March 20, 2013, 08:26:00 AM
Hi guys.

Just to let you know, Fix 4 has been released,

http://www.sukhoi.ru/forum/showthread.php?t=78756 (http://www.sukhoi.ru/forum/showthread.php?t=78756)

So if you want to try it out, you need to install it over Fix 2.  :)

good morning everybody !

I don't find " fix v4," I 've only found fix v2 full on the link here ! (and I don't understand russian language !)

can somebody tell me where is "fix v4" on this sukhoi page "

thanks !


Yes indeed, it's gone now.

 ??? Strange. Strange.

However, we still have a link to fix v3!  ;)

http://www.sukhoi.ru/forum/showthread.php?t=52890&page=101&p=1976969&viewfull=1#post1976969 (http://www.sukhoi.ru/forum/showthread.php?t=52890&page=101&p=1976969&viewfull=1#post1976969)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: bidounegger on March 20, 2013, 03:03:54 PM
Thanks KYTH !

I found and kept the V3 on the link you gave !!

Will you be able to tell us when and where we 'll can find the "V4" ?

Many thanks !


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on March 21, 2013, 12:47:59 AM
Sad to say, I have no idea.
 ???
I suppose it was pulled, to correct some errors.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 21, 2013, 01:32:11 AM
Right now fix v.3 is the last version available. On the Russian-language forum they are discussing other fixes and new models( including a cool steel bridge made by Stone 2009) they want to make in fix v.4.My guess V.4 should be released in April.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on March 21, 2013, 02:46:24 AM

Right now fix v.3 is the last version available. On the Russian-language forum they are discussing other fixes and new models( including a cool steel bridge made by Stone 2009) they want to make in fix v.4.My guess V.4 should be released in April.

That would be a re-release.

Some of the forumers at Sukhoi were caught equally off-guard when v4 was pulled:

http://www.sukhoi.ru/forum/showthread.php?t=52890&page=104&p=1979454&viewfull=1#post1979454


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 21, 2013, 11:00:54 AM
That wouldn't be the first time they release something too fast and then have to pull it out because of the bugs...

BTW what happened to Comrade Lockie? We haven't heard from him for quite a bit????


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on March 22, 2013, 09:10:43 AM
And Comrade Mistwalker also.

They have both gone into hibernation. ???


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on April 10, 2013, 05:16:21 AM
Hi everyone,

I'd like to report a problem, evidently a long-standing one, so listen to my tale of woe.  :D

As you may know, I'm currently on a sort of 'nostalgia trip' revisiting the stock campaigns as well as the ones included with SPM 1.5 Beta. Memory served me correctly and once again I experienced the wonders of the StuG III C/D campaign (the one with the short gun).

And also the disconcerting tendency of your aimed shots to fly off the edge of the gun scope! i.e. anywhere except where you put your aiming triangles!

By the way, I do know how to work the drum controls and I was pretty sure I had the range correct because all the targets were rumbling about nearby - in the confines of a small village! I had to adapt quickly - point the bottom edge of the circle at the target when the gun is lowered, and point the upper edge when the gun is raised.  :o And despite everything I emerged triumphant!

But something just didn't smell right and I popped out to the exterior view to see what was going on. Imagine my horror when I realised, the periscope thingy was tilting up and down in sync with the main gun! And the gun sight, which is supposed to have separate controls, was tilting up and down with it! :o Hey thats not supposed to happen, heh-heh-heh. Wasn't this thing... 'tested'?

This story does have a happy conclusion, however, because I figured out how to fix it. If anyone is still interested, I can post more details later,


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on April 10, 2013, 12:21:10 PM
Hi Kyth,

Of course we are interested !!!

Please post the details of the fix   :)


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on April 10, 2013, 12:25:38 PM
Steel Panzer Mod 2.0 fix (version 5) has been released in the russian forums.

You can get it here:

http://www.sukhoi.ru/forum/showthread.php?t=78756

In principle it could be installed after the latest english version fix posted in the first page of this thread: Steel Panzer Mod 2.0 fix V2

I hope they will release an english version of that patch soon.


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on April 17, 2013, 11:40:12 AM
The most up to date version for the English players (as of today  :)) is:

- Unofficial patch for Steel Fury v0.1 (eng)
http://www.mediafire.com/?nlmzzwmzytx

- SPM 2.0 beta (eng)
http://files.mail.ru/AFE972C6F94C498CBDA2A3BBF48DBB1E

- SPM 2.0 fix v.2 (eng)
http://files.mail.ru/3DE01433400E4AB493225291F420D072

- Steel_Panzer_Mod_2.0_fix_V5.1 (rus)
http://www.sukhoi.ru/forum/showthread.php?t=78756

- Text (eng)
http://rghost.ru/45325863


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: woofiedog on April 17, 2013, 11:35:23 PM
Thank's for the links.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on April 18, 2013, 02:29:03 PM
And thank you very much to will1973 for providing the text translations necessary to use the latest patch (Steel_Panzer_Mod_2.0_fix_V5.1 (rus)) with the English version of Steel Fury !!!

 :)

Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Tanker on April 18, 2013, 04:46:34 PM
You're right.  Thanks to all involved.
All these go into the mod folder and get activated by jsgme correct?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Txema on April 18, 2013, 07:04:35 PM
All of them go into the mod folder except for "Text.rar". The content of "Text.rar" must be placed inside the folder "Steel_Panzer_Mod_2.0_fix_V5.1" prior to activating it with jsgme, to replace the Russian texts with English texts.


Txema


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Pulstar on June 25, 2013, 12:15:23 AM
With all these mods Kharkov 1942 has become the definitive WWII tank sim. It's unfortunate that there's no instant action mode in the base game but you can't have everything. ;D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on June 25, 2013, 01:59:07 AM
I agree with you. Having an instant battle or mission editor would have been perfect. That and much bigger maps....


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 04, 2013, 05:29:14 PM
I am very interested in trying the Steel Panzer Mod 2.0. Would someone mind giving an American a tutorial in how to use the Russian download site?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Lord_Haw-Haw on September 04, 2013, 09:58:45 PM
I am very interested in trying the Steel Panzer Mod 2.0. Would someone mind giving an American a tutorial in how to use the Russian download site?

A couple of seconds a green bar and red bar will appear, click the red.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 05, 2013, 04:17:46 PM
Many thanks!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 05, 2013, 07:25:41 PM
Oh, this is no good. I encountered this before. It will install the Mail.ru browser on Firefox and and Explorer. I was able to get it completely off of Firefox but it can't be gotten off of Explorer. only disabled. Is this even a download of the mod?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 06, 2013, 04:19:14 AM
Oh, this is no good. I encountered this before. It will install the Mail.ru browser on Firefox and and Explorer. I was able to get it completely off of Firefox but it can't be gotten off of Explorer. only disabled. Is this even a download of the mod?

It'd be a good idea to get a browser like Google Chrome that offers an instant translation.
Like other download sites, there're a lot of bright shiny links - taking you where you dont want to go.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Oberst_Steiner on September 06, 2013, 07:10:20 AM
Hey guys,

I am pretty new to SF and completly new to this forum and have the following problem. I would really appreciate your help !

I play Steel Fury on OS X with Wine and the vanilla version works completly fine for me. Yesterday I tried to get Steel Panzer Mod 2.0, as described in this thread, to work. Everything went smooth, but some (rather most) of the missions don´t really work, sometimes i get the "001 error initialization program" error while loading or while already playing a mission, some work fine though. More seldom i get the "006 shader.." error, while just shortly in the game. As stated above, i did the installation as told in this thread supposedly in the right order and the Vanilla version works fine in the highest graphic settings. I installed the unofficial SF 0.1 Patch as well as SPM 2.0, the V2 and the V5.1 fixes and all activated them in JGSME.

Order:
0.1 unofficial SF Patch
SPM 2.0
SPM 2.0 V2 Fix
SPM 2.0 V 5.1 Fix

Altough i noticed that for example the StuG IIIG don´t have a proper cockpit, just a slightly flickering screen and the HUD. Is that on purpose because it is not implemented yet or something gone wrong on install ? Maybe this is a reason for some of the crashes !

Best regards and thanks a lot for your help,

Oberst_Steiner

P.S.

I am testing SPM ultimate 1.5 (http://graviteam.com/forum/index.php?topic=10117.0) right now and see if I encounter the issues there too !


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 06, 2013, 07:21:44 AM
Welcome Oberst Steiner! -- are you related to the other Steiner?  ;D

Regarding the StuGIIIG, indeed it does not have a proper cockpit. The flickering screen is as good as it gets. Use the Ins / Del key to access the default gunsight or viewport. 

As for the other CTD problems, I can't really advise.  But I know that every new mod version increases the load on the GPU!

Good luck!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Oberst_Steiner on September 06, 2013, 07:30:15 AM
Thanks for the quick and warm welcome ;) !

Well, Oberst_Steiner used to be my WW2 gaming name forever now and of course I have it because of all the memorable "Steiners" from movies and so on !

Regarding the crashes: i don´t think this is a GPU problem, as some missions do run very smooth and the issue is just adhered to some (all Tiger II missions e.g.). Isn´t there anything i could have done wrong with installing/patching/activating the mods ?

Best regards,

Steiner


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 06, 2013, 07:39:02 AM
The mod installation order is not an issue; one thing to watch out for is the double-folder problem.
Take a look inside the MODS folder. Each mod is supposed to mimic the folder structure of the game files but sometimes things go haywire.
Check that none of the mods have another mod folder nested within - for example, 'XXXMod' shouldn't have another 'XXXMod' folder inside.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 06, 2013, 07:56:06 AM
Ahh Steiner as in the Steiner of Cross of Iron beautifully played by James Coburn???? One of my favourites war films along with Apocalypse now, Full Metal Jacket, When Trumpets Fade( the battle for the Huertgen Forest) etc. Featuring real T34/85s( Yugoslav ones, and MG42s( Still used in the Balkans from captured Wehrmacht stocks) and MP40s....


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Oberst_Steiner on September 06, 2013, 08:11:08 AM
Yes, him for example, great movie indeed ! Though he was a "Unteroffizier" wich is more like a corporal and not an "Oberst" (Colonel). Only thing about the T34/85 in the movie: the Soviets didn´t issue that tank at that time in 1943 fighting on the Kuban Bridgehead/Taman Peninsula, simply because it wasn´t available yet ;)

But back to topic: Any other suggestions on how to solve the CTDs ? One more thing: i always get errors in JGSME while activating the mods, that the different versions already altered data, but it´s supposed to be like that, right ?

Best Regards,

Oberst_Steiner


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 06, 2013, 08:22:13 AM
That's right, anytime you get the prompt, just click okay - that's the way JSGME works, by overwriting files. The beauty of this tool is, this process is reversible! Everything is tracked with a backup in JSGME.

About the movies, 90% of viewers wouldnt know the difference - its got tracks and a big gun therefore its a tank.  ;D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 06, 2013, 08:29:10 AM
Yeah I know they only became available in January 1944.The same about the German film "Stalingrad". They used T34/85s even though they did not appear on the East Front until one year later. The problem is that there are no running T34/43s nor T34/76 1941 model available....

Re the JSGME yes it's a warning that some mod may alter some other file.99% of the time it's no big deal but sometimes yes it can cause issues.

In my opinion the only real way to solve ctds would be to release a single mod incorporating all the various mods; Beta1.5, the Ultimate last version, SP 2.0 and NTA 1.7. Once all the mods are combined you'll have no duplication and no conflict. That's what I have been doing with my installs.  It's painstaking work and you have to be very meticulous to avoid missing files but ultimately it's rewarding. I would have loved to post for downloading but my fileshare account was hacked a few months ago and ever since I have been unable to upload anything. >:(

When I see screens on the forum of some JSGMEs with up to 10 different mods and missions pack enabled in a pyramid fashion, one of top of the other, my hair stand up!!!!  I am told that an all inclusive NTA1.7 might be in he works


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 06, 2013, 08:33:37 AM
And thats why the sequence of activation is all-important; having an old file overwrite a newer one is generally a bad move,

I remember that Rends had a setup like the one you describe, but it couldn't handle the larger battles without an occassional crash,

Hardware setup I mean,


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 06, 2013, 09:12:12 AM
And thats why the sequence of activation is all-important; having an old file overwrite a newer one is generally a bad move,

I remember that Rends had a setup like the one you describe, but it couldn't handle the larger battles without an occassional crash,

Hardware setup I mean,

Okay I found something that's relevant to your case, it helps to detect any driver problems:

http://graviteam.com/forum/index.php?topic=10126.0 (http://graviteam.com/forum/index.php?topic=10126.0)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Oberst_Steiner on September 06, 2013, 10:02:43 AM
Thanks a lot ! Now I am almost sure it is a hardware/OSX port related problem and doesn´t have to do with the game itself !


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 06, 2013, 10:56:03 AM
Does anybody know of a reliable, current link to the Steel Panzer 2.0 mod? I and one other person are very interested to know the answer.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: wodin on September 06, 2013, 01:08:52 PM
I'm uploading it now to 4shared...will take awhile though.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 06, 2013, 04:23:37 PM
Many thanks! We are both old Steel Fury fans but our version of Steel Panzer is 1.4. Looking forward to all the new equipment! I was badly burned by Mail.ru, and did not want to deal with it again.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 06, 2013, 07:53:25 PM
SP 1.4????Wow that's 4 years old! Welcome to the future! ;D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 07, 2013, 04:24:32 AM
I know, but it beats the other stuff for accuracy and sheer immersion. Where else can you find a 1941 Model T-34 which can drive you crazy like the SF one? Trying to direct a tank platoon through a periscope is a heroic undertaking. Battling T-34s in a PzIVF L/24---a million laughs!






Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 07, 2013, 06:31:44 AM
Well, Antipov with the variety of equipment that the current NTA 1.7 mod offers not to mention the almost 100 different maps ( many you have to generate before you can use them) that you have available in the game you can have an unbelievable variety of scenarios. My advice I to start using the Mission Editor and make your own stuff. It's half the fun of this game.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 07, 2013, 10:01:35 AM
Just started learning to use the other day. Quite a remarkable device. Comprehensive.

Just doing doing weapon's tests on all those tanks should keep me busy for a few months. I had to be away from my game computer for three years. Was good to get back to Steel Fury. Chepel is still a hard one for the T-34.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 07, 2013, 11:20:05 AM
In the upcoming beta NTA 1.7  there are fixes for many of then guns including adjusting the penetration values of some which are understated, tweaking some of the explosions( the HE particularly), correcting some values and the shells & bullets complements which are incorrect for many of the tanks/spgs. You'll have lots new testing to do!So how do you find the game after 3 years of absence???


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: wodin on September 07, 2013, 05:18:12 PM
damn thing timed out sorry..uploading again now..takes forever...yawn.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 07, 2013, 05:23:38 PM
What do I think of it? The other day I played one of the PzJgrI missions, the one where the platoon is supporting L/24 PzIVs and Hanomags on an advance. Suddenly, a single T-34 shot out of the mist. It blasted one IV. Chaos! The other IVs, Hanomags, and a PzJgrI were circling it at point-blank range firing away. I got off three rounds at its frontal armor. All of this happened so fast I wasn't thinking. The The T-34 was knocked out, the crew jumped out. I think they got away. All I can say is that I wish the game supported video because I would have really liked to have had a video of that action. It played out exactly like accounts from 1941 of German units confronting the T-34. The way the short barrel IVs circled the T-34 shooting it---it was like having been there before but you hadn't. Somebody really did their homework. The other thing I like is the the way the infantry works with the tanks. If you use the system right, the infantry is right along with you, watching your flanks. The other things I like are snipers killing you if you stay exposed too long, AT rifle kills (they really ruin my day), and giving and receiving smashed optics. The detail in Steel Fury is superb. Who else but Russians can do tanks so well?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 07, 2013, 05:27:43 PM
We are patient, wodin. Thanks for doing this for us.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 07, 2013, 07:21:33 PM
I know which mission you're talking about. :)

There' a way to take videos in game but I have never understood how it works nor have I been able to make it work.

One thing I like is after you're killed or disabled you can still tab and see how the surviving units are doing in battle. I like following the tank that killed mine or took me out of action until he's killed and then following what the victorious tank will do and how it will survive etc. Sometimes it's fun watching how the AI goofs...


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 07, 2013, 07:54:55 PM
I should do that and see how it goes. How do you do it?

The situations are usually pretty interesting. Chepel---man, is it nasty. Germans lurking and waiting all over. If you can get across the river, you can dish it out to them. The early T-34 does all right if it can stand on defense, but having to move against strong defenders it really takes a pounding.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 07, 2013, 07:59:24 PM
You mean how do I tab??? It's easy once you are taken out of the game and you get the statistics just press the right of left arrow key or the tab key and they'll take you from unit to until including those already destroyed.

The newest missions with the mid to late war tanks are very good but if you prefer early war tanks I strongly recommend that you play Kyth's Panzer 38(t) and Panzer III campaign a well a Rends Barbarossa campaign. Nobody is wilier than Kyth when it comes to mission making ;D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 08, 2013, 05:51:12 AM
Thanks for the Tab info.

Yes, I would  be very interested in 1941 campaigns and missions (PzIII, great). Where do I find them?








Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 08, 2013, 06:59:55 AM
They are included in both Steel Panzer Mod 2.0 and NTA 1.6 .Start your game and check the campaigns and missions menu you will see them just above the user-made missions line.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 08, 2013, 10:00:44 AM
Right, great, do you know where we can download Steel Panzer 2.0 without getting our browsers corrupted by the Mail.ru browser? We came to this site looking to download Steel Panzer 2.0 without being poisoned!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 08, 2013, 10:47:55 AM
The only Steel panzer Mod 2.0 download link that I have and which worked well for me is:

https://disk.yandex.com/public/?hash=I/fpfTZcfE%2BWTipsgCMZpYxXrAqBrEpHlJqX15i6xms%3D&locale=ru

I have been downloading stuff from the Sukhoi.ru/Avia Steel Fury forum and from the tanksim.org.ru webpages sicne 2009 and I have never had any issues.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 08, 2013, 11:30:59 AM
Many thanks! I don't read Russian. How do I use the page?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 08, 2013, 01:50:51 PM
Neither do I but I simply sort of figured out how to download it. You can translate the page using Babelfish or Google translate. Or do like me : I clicked on what appeared to be the download button and then right clicked to have the file open in a new window and simply got it done.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: wodin on September 08, 2013, 01:53:03 PM
https://skydrive.live.com/redir?resid=C4BFD59463A5DFCE!186&authkey=!APZSopFPO3FmYTM (https://skydrive.live.com/redir?resid=C4BFD59463A5DFCE!186&authkey=!APZSopFPO3FmYTM)

Here you go!!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 08, 2013, 03:24:38 PM
I GOT IT. Thanks everybody, and the guy in the UK thanks you, too!

Can't wait to dig into all this stuff.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 08, 2013, 03:49:18 PM
My advice is to take downers cause I am afraid that once you see all the changes in the past4 years from Steel Panzer 1.4 to Steel Panzer Mod 2.0 you might have an epileptic shock! ;D ;D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Steiner on September 08, 2013, 07:24:08 PM
Frinik ,Have Spm 2.0 the same stability than the Spm 1.5 beta old sequence of mods? 8)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 08, 2013, 08:37:59 PM
As far as I know yes. There have been no issues with mods being enabled on top of SP Mod 2.0.I personally don't use any mods other than the weather mods as I merge all various mods ( beta 1.5, Ultimate, SP 2.0 and NTA 1.6) into one.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 09, 2013, 09:09:50 PM
Pretty amazing. Steel  Fury is a whole new ballgame. The Tiger II is Murder Inc the way they cut through all those Soviet SUs.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 09, 2013, 09:34:30 PM
Wait until you have the final release of NTA 1.7 , new sounds and other improvements...


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 10, 2013, 02:38:36 AM
The KVs, JS-2, SU-152, and SU-85 have a tendency to shed their tracks for seemingly no reason while on a straight routine move. What's the reasoning here? I'm having to abort many missions four minutes into them due to double track breaks.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 10, 2013, 02:57:38 AM
Have you activated Unofficial Patch 0.1?

It fixes a bug, where T = 'throw a track'.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 10, 2013, 09:36:55 AM
Where can we find this?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 10, 2013, 09:42:08 AM
My SU-152 did not throw its tracks this time but received a bomb. Am aggrieved at the impertinence. I am being killed in a wide variety of vehicles.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 10, 2013, 10:11:23 AM
Where can we find this?

Try these links:

http://www.4shared.com/rar/ZtNqWFVp/Unofficial_patch_SF_v01_eng.html (http://www.4shared.com/rar/ZtNqWFVp/Unofficial_patch_SF_v01_eng.html)

http://tanksim.org.ru/modules/wfdownloads/viewcat.php?cid=17 (http://tanksim.org.ru/modules/wfdownloads/viewcat.php?cid=17)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 10, 2013, 10:14:04 AM
My SU-152 did not throw its tracks this time but received a bomb. Am aggrieved at the impertinence. I am being killed in a wide variety of vehicles.

Par for the course,  ;D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 10, 2013, 10:48:54 AM
Just survived a PzII mission; unusual for me. The last time I played it I was long-ranged sniped by a BT-7. If you don't get operational paranoia playing this sim, you are crazy.

Many thanks for the links.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 10, 2013, 11:10:25 AM
Oh, I didn't know the sight patch also fixed the tracks. I have this.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 10, 2013, 03:56:06 PM
The sight patch???Do you mean the Broken Sight Fix made by Scotty??? If yes then it definitely does not fix the broken tracks....


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 13, 2013, 11:41:28 AM
I have this on an unofficial patch with the PzIV sight fix. Was from the first release of the game in 2008. Both the sight fix and the track fix are on same patch. This was offered on the Lighthouse forum before it went under.

Didn't somebody concoct a way to make the L42 (short barrel) PzIII and the BT-7 playable?

WELL, 2.0 STEEL PANZER IS AMAZING.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 13, 2013, 11:59:11 AM
Oh I see what you mean. The lack of reticle and grading in the Panzer IV.... What I was talking about was the broken Sights fix which eliminates almost completely the annoying broken sights which turn your gunsight into patchwork or mosaic...


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Lord_Haw-Haw on September 13, 2013, 11:55:22 PM
Oh I see what you mean. The lack of reticle and grading in the Panzer IV.... What I was talking about was the broken Sights fix which eliminates almost completely the annoying broken sights which turn your gunsight into patchwork or mosaic...

Hate when that happens, then you have too aim like a shotgun from external veiw:
(https://i.chzbgr.com/maxW500/4508001536/hE8E82D46/)




Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 14, 2013, 05:03:45 AM
there's a fix for that. I think it's now included in SP 2.0 and NTA 1.6.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 15, 2013, 12:54:49 AM
How about the playable PzIII L/42 and BT-7 fix? Ever see that?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 15, 2013, 01:30:18 AM

The Panzer III with the L/42 is playable.

As for the BT-7, are you actually referring to the BT-5? That's playable.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 15, 2013, 08:03:57 AM
The Panzer III L/42 is only playable through the Mission Editor. As far as I know there's no mission made for it. However you can always use the Panzer III campaign and replace the Panzer III L/60 with the L/42  using the ME.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 15, 2013, 08:13:11 AM

I eventually plan to make many missions for the Panzer III kz, if things go well,  ;)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 15, 2013, 09:32:18 AM
That'd be cool! 8)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Millertime704 on September 15, 2013, 09:42:21 PM
Hey guys, I just downloaded the SPM 2.0 mod.  What order should the mods be in on the mod enabler?  I've got a lot of stuff up there.  What order do you guys use with 2.0?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 16, 2013, 01:59:05 AM

This is the recommended order:

0.1 unofficial SF Patch
SPM 2.0
SPM 2.0 V2 Fix
SPM 2.0 V 5.1 Fix

Just remember, the above is your lodestone. Of course, feel free to experiment if you're up to it,   ;D




Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: fabianfred on September 16, 2013, 08:02:02 AM
oops! ... I missed out the v.2 fix...I thought it would be included in the v.5.1 fix :P


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: RodrigoCompai on September 17, 2013, 02:21:45 AM
Im having a problem,im using the JSGME to install the mods 0.1 unofficial SF Patch
SPM 2.0
SPM 2.0 V2 Fix
SPM 2.0 V 5.1 Fix
 but all my tanks are all Black,all of them,how can i fix it?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 17, 2013, 04:55:50 AM
Textures missing most likely. Disenable them one by one and re-enable them. It should work.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 17, 2013, 05:30:08 AM
One thing to look out for when using JSGME - the double-folder error.
Simply put, if you look in the MODS folder, each mod should be a faithful replication of the game's folder structure.
You should not see any nested folders within - for example, 'Supermegamod' should not have another 'Supermegamod' folder inside.



Another thing to look out for, if you're running Windows7 or later - do not install the game in the 'Program Files' folder. Strange stuff happens if you try modding with that.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 20, 2013, 06:52:07 PM
Thanks for the help on the L/42 PzIII, frinik. Sorry I didn't get back earlier. I lost my forum password and the forum's "send you a new password system" didn't work for a couple days.

I have played many of the 2.0 missions. Whew. Quite a tour of the Eastern Front from 1941 to 1944. Extraordinary is the word.

Is there a fix for the backwards JS-2 turret position indicator?

I think the most unnerving mission is the one where the player has a dug-in JS-2. The unit he is with is supposed to slow a German attack so the Sov infantry can withdraw. Depending on variables, this can be bad, or unbelievably bad---like Tiger IIs charging around in a village and the JS-2s are shooting at them at grenade range! This is insane!
It is on my Top Ten list of classic virtual tank fights. I clobbered two once---one at about ten meters---and I consider this a miracle. Usually all the cats team fire on the dug-in guy, me, and I'm gone in the first second.

The other is the winter night battle for the L/60 PzIII. That can get pretty crazy depending how the variables go. Once my three reinforcing PzIIIs with headlights blazing turned out to be T-34s, and I was instantly blown to bits. Never take anything for granted in SF!

Really great stuff.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 20, 2013, 07:23:34 PM
Is there a fix for the backwards JS-2 turret position indicator?

I am not sure what you mean? Are you talking about the fact that when you switch positions in the tank your gun-sight is not longer aligned with the gun? If it's what you are talking about just press the "O " key and you'll be realigned with the gun.

Yeah SF has great moments of pure immersion which is why that modest and somewhat obscure sim has managed to stay afloat and even thrived when others just faded into obscurity.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 21, 2013, 12:13:08 AM
On my install the JS-2 has a turret position indicator which shows the reverse of the actual turret position. In other words, if the turret is at 12 o'clock (0 degrees) the indicator shows it at 6 0'clock (180 degrees), etc. This is really confusing in a brawl.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Lord_Haw-Haw on September 21, 2013, 01:13:32 AM
On my install the JS-2 has a turret position indicator which shows the reverse of the actual turret position. In other words, if the turret is at 12 o'clock (0 degrees) the indicator shows it at 6 0'clock (180 degrees), etc. This is really confusing in a brawl.


compass in the upper right corner??? that's the error I'm getting


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 21, 2013, 06:00:26 AM
Ok that s a new one. Try enabling the compass mod last in the. Jsgme. If you don t have it you can get it at the tanksim.org.ru website.It s a good place to get mods.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Lord_Haw-Haw on September 21, 2013, 06:03:44 AM
Ok that s a new one. Try enabling the compass mod last in the. Jsgme. If you don t have it you can get it at the tanksim.org.ru website.It s a good place to get mods.

I was mistaken, it's working correct for me.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 21, 2013, 07:23:19 AM
Here's the download link to the Compass Mod version 3.0: http://tanksim.org.ru/modules/wfdownloads/singlefile.php?cid=15&lid=85


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 21, 2013, 04:09:28 PM
Thanks, frinik.

Missions for the PzIII keep popping up in the "Not Quiet on the Eastern Front" series. Just had "Over the River & Through the Woods" pop up. Promptly played. Avalanche of Sov armor came crashing down on my five German tanks. Annihilation! I was doing OK until my gunner, loader, and driver copped it---then I. These PzIII missions are tough. The one right before it is wild. Big arena. Crazy things happened.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 21, 2013, 04:16:39 PM
Is there a playable T-34-76 Model 1943 somewhere in 2.0? Or in the mission builder?


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 21, 2013, 05:20:18 PM
Yes in the ME you have the 1943 T-34/76 available in units of 1 , 2 or 3 and even in the mixed units you have that model available with infantry.

Kyth's missions are excellent training. I always play them at balance 10; the toughtest! 8) I hate having it easy.In  fact in the last 4 years I 've never played under balance 10.In the ME I always set experience and morale at max to have more kick.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 21, 2013, 09:50:06 PM
Man, you are the heavy cavalry. I get pulverized routinely at 5, though I have returned from a long leave of absence.

I hope Kyth does those L/42 missions. I might do some Barbarossa 1941 missions. Mtensk, October 1941, would definitely test the German to the limit. I just found a book which covers Mtensk very well from the German perspective. Think staring down the muzzles of very aggressive KV-1 1941s.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 22, 2013, 05:25:57 AM
Well, I am a rather competitive guy. Never had it too easy in life so I like it tough games, sports, etc...I like testing myself. I am the kind of guy who if I have the choice between walking 5 kilometres to go to a place or taking my car or any means of transportation I'll take the walk even if it raining or cold...

BTW one of Kyth's missions took me 21 tries before I was able to win it at balance 10...Some missions I have never been able to win but I'll try until I succeed... ;D

Rend's Barbarossa campaign is a good one too. The most difficult missions ( not Rend's but in general) are those with the early stugs C/D or the Panzerjaeger I as you can't shoot long-range, their guns are not very effective against Soviet armour and they are vulnerable so you need to conceal and use tactics.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 22, 2013, 10:25:07 AM
Yeah, I'll take a beating at a mission until I learn the tactics to win. I am still too much of a novice to set it at 10. Most of the time I use 2-2-5, which I understand is default. I will use 10 now and then. Sometimes I adjust the tactical skill rating depending on the period of the war. The T-34 Model 1941 is such a handful I don't need 10 on top of it, though that is what the real crews were often dealing with.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 22, 2013, 10:43:50 AM
The T34 1040 or 41 models have high arm_frail value. I like to fight them with Panzer III L/60 at long range. The Panzer III has good optics and 2 or 3 well placed shells can disable/knock out a T34..... One of the toughest tanks in this game is the Sherman MA1/76.Hard to kill. :o


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 22, 2013, 08:46:07 PM
Whoops!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 23, 2013, 05:23:47 AM
Yeah, I'll take a beating at a mission until I learn the tactics to win. I am still too much of a novice to set it at 10. Most of the time I use 2-2-5, which I understand is default. I will use 10 now and then. Sometimes I adjust the tactical skill rating depending on the period of the war. The T-34 Model 1941 is such a handful I don't need 10 on top of it, though that is what the real crews were often dealing with.

Some general advice on tactics! I vaguely remember something similar in Guderian's writings  :D

- Assume a hull-down position vs enemy threats,
- Coordinate yr movements and those of yr platoon with the rest of your friendlies. It's always good to have massed firepower.
- Maneuver into flanking positions against enemy heavy armour, take side and rear shots whenever possible.
- Take out the main enemy threats first, mop up the others later
- Keep moving! Your mobility is as great an asset as your firepower and protection.

One additional piece of advice when playing my missions: The briefing and in-game messages generally give some hint on how to proceed - do not disable the in-game console messages!

Good luck!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 24, 2013, 08:40:59 PM
Thanks, Kyth. I was using SF in 2008-10, but had to store my game computer while traveling until this year, and have returned to SF. I am rusty. My tactics have been like Rommel's in France in 1940---the "bull in the china shop" school. I never learned how to use the map in SF, and I am doing so now. I am having to learn how SF relates to real tank tactics. All very interesting.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 25, 2013, 06:05:26 AM
Antipov; buy yourself a laptop, they're so performing and affordable nowadays that you can play SF or anything else while on travel or away from home. You can get a decent , game-friendly laptop for less than $ 750.00.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 25, 2013, 04:24:40 PM
I have a 2006 MacBook Pro. No more laptops! I am cash poor as hell right now.

I have found getting the maximum performance out of the opposition depends the most on putting them on 4 proficiency. This put the zip in my 1942 Germans. Giving the opposition 4-10 makes for quite a party, especially if you put the Sovs on 2 for 1942. 4 Opposition no longer sit there like dummies and let you shoot at them.



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 25, 2013, 06:01:07 PM
I have a 2006 MacBook Pro.

Is this a desktop? What kind of specs does it have? From what I heard Apple products have high prices and low specs at least from a gaming standpoint!

The Ai is unpredictable in SF. At times they are very aggressive and at other times dumb and passive... But compared to the AI in TvsT they are one step above and they don't have X ray eyes. Apparently the Ai in Graviteam RTS is very good. I wish we could upgrade the game to get the map sizes and AI proficiency that Graviteam has put into Steel Armor Blaze of War and their Graviteam Tactics RTS. That'd be bliss! ::)

Sometimes the AI abandon their vehicles even though they were not hit nor damaged. I have no clue why? May be the morale factor? I have seen that quite a few times. Perfectly functioning JS-2s or Tiger I s abandoned by their crew without any reason. This infuriates ME... Deserters, Traitors, Cowards! :o


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: fabianfred on September 25, 2013, 06:57:42 PM
excuse my ignorance....but how does this whole balance thing work? Is it set by the mission maker or in our start settings...I don't understand it at all. ???


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 25, 2013, 08:21:39 PM
when you start your game go to game options and chose difficulty settings (the icon at the bottom of your screen with a huge exclamation mark! You can then set the experience level of each side using a slider. Supposedly it makes the AI more or less proficient depending on the side you set the slider rule to.(to the left maximum, to the right minimum)The balance slider from 0 to 10 increases the balance of enemy forces 10 being the maximum .the higher you set the slider the more likely you are going to face the maximum number of enemies on the battlefield. It's based on probabilities/randomness. If you set the balance at 5 it means the forces in presence should be even.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 27, 2013, 12:07:16 AM
The 0 through 10 balancer sets the weight of equipment given to one side or the other. As I understand it, set to 0 the Germans get the advantage in numbers and weapons. Set to 10 the Sovs get the advantage. Set to 5, nobody, but this is the setting recommended by the designers because it is supposed to generate the most interesting types of vehicles.

My old MacBook Pro is a flop with games. It overheats, and the fans can't deal with the temperature. I had to retire it from gaming.

Hey fabianfred, I'm leitmotiv!

I have to admit there are things which are just ridiculous about SF, which are probably curable, unlike the older AFV "sims." The maps are clumsy. Too many times formations deviate from a set route. I can never get a tank to stay on a road. In my game F does not work too well. SF did make a heroic attempt to make the commander and gunner communicate. I appreciate this. Nobody has ever modeled the T-34 Model 1941 turret like they have. I have learned tactics just for this tank, including crowding my other two tanks next to me as extra eyes! I see why they moved in packs! If I get annoyed, I remember the plusses.



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 27, 2013, 01:27:06 AM
The 0 through 10 balancer sets the weight of equipment given to one side or the other. As I understand it, set to 0 the Germans get the advantage in numbers and weapons. Set to 10 the Sovs get the advantage. Set to 5, nobody, but this is the setting recommended by the designers because it is supposed to generate the most interesting types of vehicles.


If you're playing as the Germans, yes.

The conventional explanation for the difficulty levels:
0 - lowest difficulty
10 - highest.
However, they'll only work if the mission designer has actually linked the appearance of units to the level of difficulty. There's a slider bar in the mission editor for this,

And the mission editor settings are pretty specific about which unit will go with which difficulty level -
so if you edit the mission further, to switch the player's side, you would find the difficulty levels behaving the opposite way!



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 27, 2013, 04:32:54 PM
Ah, I see. My information was based on somebody's rough translation on the Lighthouse forum years ago.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 29, 2013, 09:53:59 PM
I think the biggest weakness of the design of SF is the sometimes poor communication between player-commander and his AI gunner. Sometimes he swings the gun right on target and nails the threat. Sometimes you are futilely red flagging with your F as a JS-2 levels its gun at you and that's the end. It can be so bad I'll leap into the gunner's seat---which is no good because the commander is needed to spot threats. Some of the SF controls can be very troublesome---especially when you need them to work perfectly!

Another thing, SF is a spring 1942 situation sim. When all these late-war goodies are added, are the superior late-war infantry anti-tank weapons added as well?

Do any of the smoke devices on the vehicles work or the roof top smoke grenade launcher/anti-personnel grenade launcher on the late-war German tanks? Weren't most of the late-war Sov tanks fitted with smoke generators?

I know the Matilda gunner can fire smoke.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 30, 2013, 01:36:31 AM
I think the biggest weakness of the design of SF is the sometimes poor communication between player-commander and his AI gunner. Sometimes he swings the gun right on target and nails the threat. Sometimes you are futilely red flagging with your F as a JS-2 levels its gun at you and that's the end. It can be so bad I'll leap into the gunner's seat---which is no good because the commander is needed to spot threats. Some of the SF controls can be very troublesome---especially when you need them to work perfectly!

The AI gunner can't see everything that you can. Since his POV is slightly lower, the line of sight may be blocked by the ground or vegetation.

A subtle hint when assigning targets - there's a red dot underneath the ones he can see.

Also, you can directly take over the gunner's station (Ctrl-F2) and start blasting away full-time.  ;D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 30, 2013, 04:53:40 AM
Thanks for the tips, Kyth. I was in a Tiger II and thought for once we weren't going to get blasted to pieces. I liked the way that JS-2 coolly took our measure and sent us on our way. Completely unimpressed.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 30, 2013, 06:02:31 AM
I think the biggest weakness of the design of SF is the sometimes poor communication between player-commander and his AI gunner. Sometimes he swings the gun right on target and nails the threat. Sometimes you are futilely red flagging with your F as a JS-2 levels its gun at you and that's the end. It can be so bad I'll leap into the gunner's seat---which is no good because the commander is needed to spot threats. Some of the SF controls can be very troublesome---especially when you need them to work perfectly!


I always use the gunner position by default.I don't trust the AI to be able to identify and priorize targets based on the seriousness of the threat.I can't count the number of times I see AI-manned tanks being blasted to pieces while they blissfully ignore their own death and go about machine-gunning infantry.

Positions like loader and driver you can entrust to the AI but the more important ones; commander and gunner you should keep for yourself to increase your chances of survival.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on September 30, 2013, 08:08:41 AM
I remember a couple years back, 1_m (Iceman?) had something to say about the AI gunner performance which I found rather interesting - it's possible for crew to gain proficiency:

Quote
Crew management system... maybe something like M1 Tank Platoon II where your crewmen gain skill with each battle survived. Or even like Steel Beasts where your personal gunnery score is reflected in the gunnery skill of your fellow tanks. This would probably tie in with an expanded campaign system.

From this you have something even right now in campaigns of SF: Kharkov 42.  Though it is not displayed anywhere.

Player may correct AI gunner's shooting. Experienced AI gunner shot better than newbe AI gunner. Look previous shoot results and say Far (Num +), Near (Num-) or Hit (Num 0 or Enter) - if do it's in correct way AI gunner shooting more accuracy.
Protect our crew form mission to mission...


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 30, 2013, 08:29:28 AM
Now that you mention it I have noticed that playing the same mission over and over again the AI seems indeed to be more aggressive and accurate .I always thought it was my imagination or wishful thinking but if Iceman says the Ai can improve with experience then it's a good thing.But based on over 4 1/2 years of playing the game regularly the AI is not consistent in its improvements. The game coding is 6 years old and based on comments made by people playing Graviteam's subsequent RTS the AI has improved markedly. I just wish there was a way to rejuvenate/refresh the coding for the AI in SF to bring it up to Graviteam's current standards... :(


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on September 30, 2013, 06:41:06 PM
The problem with dropping into the gunner's seat is that you have instantly reduced your situational awareness to that of a T-34 1941 commander, which is to say, a tunnel, the gun sight. I know, it can't be helped. As you say, your idiot AI gunner is killing infantry when a tank is shooting at you. Sometimes the AI gunner just hums---he is a killing machine nailing one tank after another, in total control. If you give him a target, he nails it. Those are great battles, but usually you are destroyed because the gunner is off in dreamland, or you are shooting instead of watching for ambushes.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on September 30, 2013, 08:02:42 PM
It depends what tank you like to play with. For example whenever I use a German tank even a humble panzer IV F2 or H I switch quickly from the gunner's position (F2) to the commander one(F3).As the gunner you can use you gun sight to scan the battlefield and use magnification to better find hidden targets. One thing missing in SF there's no proper periscope modeled for the commander. In Panzer Elite, for example, I found that function very useful. In SF you have to use the portholes pressing the pgup and pgdn keys which is not as efficient. Soviet tank commanders are definitely disadvantaged in game as they were in reality.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 01, 2013, 12:29:17 AM
My absolute favorite SF mission is the Chepel one for the T-34. When the Axis are on the ball it turns into a deadly cat and mouse or mouse and cat game between your T-34 and the German tanks up in the hills. I just played the best one I've ever played. One German tank hunted one of my tanks (and must have killed him---the fool roared off to fight the Germans at close range), and he was hiding waiting for me. I saw him because the boob had his lights burning (this really needs to be fixed!). Hit him, but didn't kill him. I had to hit him about six times with two AP and four HE before he burned (sparks flew with each impact). It was a tough flank of PzIII or PzIV. The thing was, it was 600 meters and I was shooting through a bush at night and he was moving! I guessed with about four of the shots. It was a great shoot out. And, just as I suspected, no sooner was I enjoying my conquest than a shot went right by us. Reversed like mad---and we bogged.

Game needs a bail out toggle so your virtual crew doesn't have to sit and get wasted!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on October 01, 2013, 06:03:13 AM
Game needs a bail out toggle so your virtual crew doesn't have to sit and get wasted!

Sometimes after you are killed as commander your crew will bail out.But you're right once you're out of the game your crerw should be able to take over and keep fighting or at least bail out before the tank is destroyed. I don't understand why as human player once the commander is dead you're out of the game whereas the AI manned tanks keep playing even after their commander is taken out???? ::)



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on October 01, 2013, 09:10:11 AM
Because that's your avatar. The commander is your avatar, so try to keep him alive.  ;D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 01, 2013, 09:28:04 PM
When a tank was bogged, like my T-34 was, and somebody we could not see had us zeroed-in, we were dead. There was only one solution---BAIL! The game needs a bail toggle. No need for a perfectly good crew to be turned to hamburger for no reason. There ought to be a penalty for losing a crew needlessly (Commissar shoots you instantly?!). I probably would have been shot for bogging my tank with mitigating circumstances, maybe, for blasting a few panzers.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on October 02, 2013, 03:56:11 AM
 ;D

As a tactical alternative, you could try trading shots with your adversary. Your chances are even.  :D


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on October 02, 2013, 06:12:30 AM
Don't worry Antipov in the Stalinist scheme of thinking there are 4 options:

- You bail out and they'll shoot you for being a petit-bourgeois defeatist

- you get your tank mired in mud they'll shoot you for being a capitalist saboteur

- you kill a few panzers and win the battle they'll shoot you because surely you must be a fascist spy to be able to win so easily

- you don't do any of the above then they'll shoot you for being a trotskiite opportunist and an enemy of the people.
 ;D

I can see your point but frankly even if your crew bails out it's game over for you.Then once your crew bails out it will likely be mowed down by enemy tanks since the AI often tends to stupidly kneel and stand by their destroyed vehicle for a long time before taking off....  That being said in an fps like Arma , R.O. or BF2 I can see the usefulness of bailing out as you can keep fighting but in SF?????


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 02, 2013, 03:50:29 PM
I just hate to see the poor buggers get blown to smithereens!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on October 02, 2013, 05:15:27 PM
Teary Eyes sentimentalist! ;D  SF is not for you; try a Farming simulator instead! 8)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 03, 2013, 02:33:05 AM
I am reading the complete works of Lenin to obliterate bourgeois sentimentality.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 03, 2013, 02:46:19 AM
Trading shots? No, I just shot that Panzer to pieces. The "fascists" got their revenge, though, I couldn't see who was shooting at me---just like that unlucky Panzer with me. Chepel is a dirty mission. Hit and run.

I just had a good time with Rents Prochorovka for the SU-122. I was hiding behind a rise, probably the last Sov left, waiting in ambush. Earlier it sounded like Jurassic Park: BOOOOM BOOOOOOM BOOOOOOOOM BOOOOOOOOM!!!!!! Tigers everywhere. Sov wrecks everywhere. I was in a turretless. I could not even pop up in this thing. The only thing to do was stay in a good hiding spot and wait. And wait. Thunderous growling. Would it come into my firing arc? A Panther rolled over the hill, gun down, seemed to look at my SU, and say "whoops." I gave him 122 AP at point-blank, and he slowly slinked away in reverse over the rise. My mistake was in pursuing. As soon as I crested the rise somebody blasted me.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on October 03, 2013, 06:12:54 AM
If I didn't know any better I'd say that Rends' SU-122 mission is an attempt at recreating a kamikaze flight. Trying to take out loads of better armoured tanks, with better optics, a better field of view and twice the amount of shells with a thing that can only shoot low-velocity shells with reload times long enough for you to take a nap... ::). ;D My own tactic ; I changed the player's tank to a KV-1S to have at least a decent fighting chance.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 03, 2013, 07:32:55 PM
Well, his OB is dead wrong for Prochrovka---no Panthers in the SS Panzerkorps. I don't even know if there were KV-1Ss there. All the heavies might have been Churchills. And, being stuck with T-34 Model 1941s! Still, it is a good romp. I drastically changed my usual T-34 tactics after a wild charging AI T-34 got so close to my Panther he was under the barrel length. We couldn't shoot him---I was backing up and he hit our flank with a shot and we were toast, literally---and he repeated the feat on the Panther with me, dumb, blind beasts that we are. So I charged with a T-34---I ended up charging the length of the Prochorovka map! A track was finally destroyed. I was fortunately sited amidst a bunch of wrecked PzIVs. I played dead until a PzIV and Panther called my bluff. Fortunately not at the same moment. Got both of them. Six HE to the mantelet spalled the crew to death on the Panther, I suppose. We lived. What a day.

The ideal Sov solution at Kursk is to have one of the 80 or so SU-152s "Animal Killers."


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on October 03, 2013, 08:22:34 PM
MMMM the so called " Beast Killer" ; just 20 shells and at least 20 seconds to reload....

Re the Panthers remember it's game and the guys take some liberty with history so the newly introduced models( I think the Ausf. D had just been introduced into SF when Rends made his missions) can be played. I remember being very excited when they finally modeled a Panther in game as it's my fav tank. Prior to that we only briefly had the "Forbidden" Panther Ausf G modelled for another game and not compatible with any Steel panzer Mod.... ::)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 03, 2013, 10:18:40 PM
True. The SU is like hunting lions with a blunderbuss. I like the mod Panther but Grossdeutschland had the independent Panther reg attached to it, the D had a binocular sight (as did the early Tigs), and the turret training was slow on the D. I can live with it. It is my favorite German tank, too. I just broke through all the Sov defenses with my platoon mate Panther. Road was clear to Prochorovka---"Mission Failed." Agggghhh.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on October 04, 2013, 05:39:48 AM
Here's something to comfort you ! The link to NTA 1.7:

http://www.gamefront.com/files/upload

If you are requested to give a user name and password just PM me.


I wish the Germans had had time to manufacture the Panther II. So we could have in it in SF. 
....Imagine; the speed of a Panther with the power of the KwK43.... :o
In real life though it would have amounted to nothing, shortages of fuel, Allies jabos everywhere, no logistical support left.

That being said I detest playing the Sov tanks except the KV-1s and KV-85. Some of the early tanks were not bad though and the T-70 also.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Kyth on October 04, 2013, 05:45:22 AM
Well, his OB is dead wrong for Prochrovka---no Panthers in the SS Panzerkorps. I don't even know if there were KV-1Ss there. All the heavies might have been Churchills. And, being stuck with T-34 Model 1941s! Still, it is a good romp.

One mission with something more representative of the time period is 'Tiger01' by yl9961027.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 04, 2013, 04:59:47 PM
Will try, Kyth!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 06, 2013, 12:27:53 AM
Apologies for the lateness of this. Congratulations to everybody responsible for Steel Panzer 2.0. I think it is a magnificent addition to Steel Fury, which I think remains the finest WWII tank simulator. With Steel Panzer 2.0 it is even better.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on October 06, 2013, 06:10:14 AM
Great new mod indeed with SP mod 2.0 and NTA 1.6/1.7 .I think NTA is now the best of the 2 and this is in large part to Lockie's unending hard work and dedication! :)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Antipov on October 07, 2013, 10:17:18 PM
Great work, Lockie!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: jokash on November 03, 2013, 09:44:36 AM
Just disovered these mods and IM LOVING THEM

so whats the difference between this and SPM(NTA) 1.7.

 ...encoutered just one crashing bug for now on mission hold v Kolavkovo on mission pack 1.1.
The error comes at 98-99% loading and it reads

Exception core:
001: Error initialization program.

Also which mission contains the pz 4 h (the one with the side skirts i cant seem to find it)
I instaled all three mission packs



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on November 03, 2013, 09:19:50 PM
There' no mission with the Panzer Iv Ausf. H in the Mission Pack 1.0. Only in the 2.0c


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: mteuling on January 12, 2014, 09:49:36 AM
Hello Friends,

I am new to this forum, i am playing steel fury for a couple of years now , also installed a few mods, but i'm a little lost regarding the mods , i recently installed a mod called NTA 1.8 allong with 3 mission packs , so now here is this mod SPM 2.0 ,so now what? my question is : can you have both NTA and Steel panzer mod enabeled , or is it SPM instead of NTA ?

I hope somone can carify this
Thanks.

Michel.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 12, 2014, 12:40:56 PM
NTA 1.8, which is the last of a series of mods that started with NTA 1.1, then 1.3, 1.4, Ultimate 1.5 , 1.6 and , 1.7, is not compatible with Steel Panzer Mod 2.0. Thus you should neither have them in the same installation nor enable them them one on top of the other.They are in a way competing mods.SPM 2.0 came out in November 2012 whereas  NTA 1.8 came out in December 2013 thus the latter is more complete and contains more models and missions.SPM 2.0 is also not compatible with Mission pack 3.0/3.3. That beign said I have both on separate installaitons( in fact I still have versions of NTA 1.4, the Ultimate 1.5, and NTA 1.6 and 1.7). You cna do the same or simply stick to the latest mod whcih is NTA 1.8.Up to you.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: mteuling on January 12, 2014, 06:11:51 PM
Tanks Frinik for this clear explanation, now i know what to do , i will install steel fury twice , one with the NTA mod and one with the SPM mod.

thanks a lot

Michel


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on January 13, 2014, 05:50:43 AM
Wise choice! I'll expose later what both mods have to offer so people can clearly see that NTA1.8 offers on top of SPM 2.0....


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Tsohg76 on March 09, 2014, 09:36:32 PM
Just came back from long break from SF42 So NTA is a "new" mod? does it include all the campaigns? or is it  new stuff?  I love campaign play.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 10, 2014, 06:38:30 AM
Hi Tsogh , I recommend reading the sticky just below Steel Panzer Mod 2.0 for an answer to your questions:

http://graviteam.com/forum/index.php?topic=10944.0


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 10, 2014, 07:31:20 PM
Man these D/L sux!

Ok if you Russian and love pop up everywhere..
Why cant I just have a link that D/L right away instead of jumping through hoops to gert it done ?

And still no joy in D/L  I cant get my head around on which button to click

Pleas help is english guys to work our way thourgh the mine field that is your guys links

Thanks

O_Smiladon


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 10, 2014, 08:29:41 PM
I think you primarily need help with expressing yourself in clear and coherent English! ::)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 10, 2014, 08:43:30 PM
Yes I do..But I do need help.

Was is a rush when i did that post ..sorry about my gramma

Just need help in getting past the mine field on the Russian links

Thanks
O_smiladon


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 11, 2014, 06:41:27 AM
Ok are you trying to download Russian language mods???? Which ones?

I have experience using Russian language download pages since in the early days (2009/2010)the Russians/Ukrainians were the only ones modding SF and I had no choice but to get my mods from links posted on the Sukhoi.org.ru forum.

Arent' you from new Zealand? I seem to remember seeing your handle on other fora and it says you are from New Zealand? ???


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 11, 2014, 08:50:43 AM
Why yes I am ;D

I am trying to get the mods for the Tiger and the KV well hell all of them...lol

I am just a lover for a good tank sim WW2 style.

I play Steel Beasts with a bunch of guys on a Thurs night and one of the guys is a Lt Col in the Australian Army and I love it. Alas nothing like that for a WW2 sim,  but for single play this is it by the looks of things.

I played Tiger/T34 and enjoyed that but it is a shame how that sim went, such huge potential.  I still have the MMP 7 that was done for the MP. But that dream died along with its maker may he RIP.

I would really appreciate any help and suggestions.

Thanks

O_Smiladon

 


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 11, 2014, 11:06:03 AM
Yeah a pity about TvsT I also have the MMP7 that Murkz kindly donated to me although I seem to have misplaced the file...

Ok Smiladon re the Tiger and KV mods; are you  talking about very old mods like the Tiger 0.95, 0.97,0,98 and 1.0 mods from 2009/2010?They were part of Steel panzer mod 1.4? Because these have been many times superseded by Beta 1.5( releaased in Sept 2010), the Ultimate/various versions (2011), SPM 2.0( Nov 2012) and the various NTA mods all the way to NTA 1.8 released late last year?????

The mods you mention are available for downloading from the tanksim-org.ru webpage. They are usually found on yandex.ru or some other Russian language download site. I have these mods (still) and if you really need them I could upload them on my file4share download page? The KV mod you are talking about I am not familiar with....I have the Hetzer mod, the JS-2 mod and all the oldies but as I said they are superfluous as everything and much more is not integrated in NTA 1.8 which has almost as mode tank models as Panzer Elite...just to say.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 13, 2014, 07:01:12 PM
Hi frinik,

What mods would you suggest??

Just would love to have some heavys to drive one being the Tiger.. and some missions to go along with them all.

And is there a mod that brings the std game's look into the 2011's ?

Once again frinik thanks for your help.

O_Smiladon   8)


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 14, 2014, 05:16:07 AM
  In order to bring yourself up-to-date you need to install the NTA 1.8 mod. Check the Sticky entitled NTA Mod ( English Version) ( here's the link:http://graviteam.com/forum/index.php?topic=10944.0)  will bring your game right up to date March 2014.It' the latest version of SF and will give you so many new missions and models that it will make your head or your tank perhaps ;D spin!


You need to install NTA 1.8 and the latest update Feb 2014 soon to be replaced by the March one.

You also have the Mission pack 3.4 which includes dozens of very good missions some with the Tiger I or II, The Panther, Jagdpanther, JS-2, KV-85 and many more.... Try it out and you'll be 5 year ahead! ;)

Cheers!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 14, 2014, 07:14:18 AM
Very nice mate cheers.  :)

Will give it a go and  let you know how I get on

O_Smiladon


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 14, 2014, 09:11:27 AM
 >:(   sad face

Having issues with part 1

got part 2 ok

(http://i756.photobucket.com/albums/xx204/Smiladon/not_zpsbb2199ae.jpg) (http://s756.photobucket.com/user/Smiladon/media/not_zpsbb2199ae.jpg.html)

Any help

Sorry to be a pain

O_Smiladon


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 14, 2014, 09:16:27 AM
Had the same problem the first time had to redo it. Try using the"   open in a new window " option( right click the download) to see if it helps!


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 14, 2014, 10:34:28 AM
Had the same problem the first time had to redo it. Try using the"   open in a new window " option( right click the download) to see if it helps!

Na no go... still flashing up with the same error... :( >:( :(


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 15, 2014, 05:54:34 AM
I am also getting this error message as well   :'( :'(

(http://i756.photobucket.com/albums/xx204/Smiladon/not2_zpsfad4d246.jpg) (http://s756.photobucket.com/user/Smiladon/media/not2_zpsfad4d246.jpg.html)

any ideas?

O_Smiladon



Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on March 15, 2014, 06:15:38 AM
MMMM the error message you are getting seem not to be connected to the download but to your OS????? Microsoft Visual is part of Direct X. That what allows us partly to play games..... Have you tried scanning your pc to see if you have a virus or something???Your problems don't seem connected to the download but rather to your pc.... Check to see also if Microsoft defender is not blocking you from downloading stuff. Open your Control panel. go to System and Security and then Windows Firewall.

Finally PM Lockie to see of he has an alternative download website to offer.

That's the best I can do since I cannot tinker with your pc...


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: O_Smiladon on March 15, 2014, 07:30:50 AM
Thanks frinik


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Philip Von Webber on May 18, 2014, 02:23:01 PM
Hello all;
First I would like to thank all of the modders for all of their hard work. I bought the game two weeks ago and started adding mods, I have been looking for a good tank sim for a long time.
I am testing this 2.0 mod. The first two mission packs are installed through JSGME v. 2.60.157, however the 3.X doesn't register at this time.
Another strange thing is in the graphics-when in the external view there are "clear" gaps through the haze and smoke.
I'll try to get some pics of this.
As for the battles fought they are intense, I lose more than I win. In a few of the mission the 40-MM AP rounds are very effective vs the Mk.IV from the front at long range.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on May 19, 2014, 04:48:00 AM
Welcome to the forum Philip! The Steel panzer Mod 2.0 is 15months old and obsolete. It has not been updated since at least January 2013 and its main proponent has not given any sign of life for over a year.The current , up-to-date, mod is the NTA 1.8( came out in Jan 2014). with the April 2014 update.Just look at the sticky above the one of the SP mod 2.0.


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: Philip Von Webber on May 19, 2014, 10:00:08 PM
Thanks frinik on the info about Ver 2.0. I shall stop testing. I do have the latest mod that you said and have installed.  It's a great game. I miss the laser rangefinder and thermal sights that M1 Tank Platoon II had, but there are some quick and dirty ways around the use of the range finder on both Russian and German tanks to get first round "kills".
Thanks again...


Title: Re: Steel Panzer Mod 2.0 (open testing)
Post by: frinik on May 20, 2014, 04:52:18 AM
The SPM 2.0 was a great mod and it's unfortunate its development was not followed through.You can still use it ( I have an installation with it)but it's not compatible with the current Mission Pack although Mission Pack 1.0c and 2.0 might be compatible.

Funny I don't miss that rangefinder and thermal sights that I use with Steel Beasts. For me using your eyes and MG tracer bursts to estimate distance to the target is more challenging. ;D



Title: Re: Steel Panzer Mod 2.0
Post by: Muley on January 26, 2016, 07:23:44 PM
Has anyone got an alternitive link to download this mod?

My country (uk) is blocked. It says it's a virus etc etc


Title: Re: Steel Panzer Mod 2.0
Post by: 33lima on January 27, 2016, 07:32:27 PM
If it's SPM you're after, try here:

http://tanksim.org.ru/modules/wfdownloads/viewcat.php?cid=15

Links to 4Shared (same site as used by STA) - the correct d/l button is the one on the left of the row (Download - Share - Add to my account'..

Like Frinik, I have stopped playing SPM since STA became available, didn't see much point. STA's the one to go for, expecially with more NW European AFVs and missions becoming available.

(http://combatace.com/index.php?app=gallery&module=images&section=img_ctrl&img=31645&file=medium)

(http://combatace.com/index.php?app=gallery&module=images&section=img_ctrl&img=31793&file=medium)

(http://combatace.com/index.php?app=gallery&module=images&section=img_ctrl&img=31966&file=medium)


Title: Re: Steel Panzer Mod 2.0
Post by: Krabb on January 28, 2016, 01:03:52 PM
I've added mirror links.