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English-speaking community => Steel Fury: Kharkov 1942 => Topic started by: lockie on May 14, 2011, 12:15:02 PM



Title: SPM1.5 necessary update discussion.
Post by: lockie on May 14, 2011, 12:15:02 PM
SPM1.5 necessary update discussion.

Download (http://www.4shared.com/file/fMyFS7pY/SPM15_NTA_13.html) SPM1.5 NTA v1.3

English translation (http://www.4shared.com/file/ymCpWKid/english_version_NTA13.html) by Txema.

Mission Pack 1.0с (http://www.4shared.com/file/wpMpk9Ni/Missions_pack_10c.html?) vs 29 missions.
See (http://graviteam.com/forum/index.php?topic=9591.0) for more details.


I’d like to suggest to discuss all necessary updates, which should be included into SPM1.5 mod.
I don’t know when the final version of SPM1.5 will be released, so the idea is - to create a new update and include all adjustments. I think for the base we can take the mod by POW “SP15 new tanks addon”, of course if he has nothing against it.
So, here’re my current necessary adjustments:
Add:
1.new tactical symbol for the new techniques (DOT, bike)
2.new insignias (guardia, skull, lightning…), numbers (be pleased at Kyth attention)
3.new gunsight 10t-15 for the SU-85
4.binoculars to commander/loader of Jagdpanther
5.texture for Stug III F
6.new airplanes
- flying/stationary:  IL-2, La-5, Ju-87, Me-BF109G, Mosquito
- only stationary: DB-3, Lancaster Mk.I, He-111
7.new tank/spg at the current moment: Marder II(131/132), T-35a, T-70M, KB-1e, SU-100
Fixes:
8.Hetzer caterpillar (i.e “stug_400_hetzer”)
9.MG-34 and decreased the quantity of crew to four soldiers
10.VW-82 + add a new mixed units on the base of this car
11.armor tex and cfg files for T-38, T34-42, IS-2(be pleased at Mistwalker attention)
12.gunsight T-35a (PT-1 45 mm gun)
13.SU-85/IS-2 commander interface(be pleased at Mistwalker attention)

PS
Additional:
14. add gunsight (http://www.sukhoi.ru/forum/attachment.php?attachmentid=124632&d=1294550117) "drum" for the StugIII C/D and Ferdinand/Brumbar, and Stug IIIG gunsight (http://www.sukhoi.ru/forum/attachment.php?attachmentid=123562&d=1292587086) as my preference
15. decrease parameter armor_str=2200 for sug III F/G to armor_str=2100
16. add regpoly.engcfg (10 maps available)
17. fix Brumbar texture (cockpit config)
18. add DOT rkka
19. add chanks for insignia to Hetzer model
20. fix “efficiency weight” for:
- T-34-85 from “900” to “600”.
- SU-122 from “900” to “350”.
- T-34-85(desant) from “900” to “700”
21. fix sdkfz 251 (passengers)
22. fix incorrect name T-28 in editor(now u may pick one T-28), transparency holes inside tank.
23. fix flying airplanes (prevent pilots tendency to leave the cockpit).
And personally I’d like to add MG to the bike, but it’s not the current request.

NOTE:
Red color  - what's already compiled.

SPM1.5_ultimate_update_v1.1(ENG).rar (http://www.gamefront.com/files/21331726/SPM1.5_ultimate_update_v1.1(ENG).rar)


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 14, 2011, 12:57:16 PM
  I would add:

1) the gunsight fix.I think a lot of people will approve!

2)the fix for the Marder III and the Ferdinand,

3) the SP 1.5 tanks addon( Marder II x 2).

4)The 10 Fall Blau maps

5) Your test firing maps and missions for the Stug and T35a


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 14, 2011, 01:33:09 PM
  I would add:
1) the gunsight fix.I think a lot of people will approve!
Could u explain what it does and du u know which way to fix it?

Quote
2)the fix for the Marder III and the Ferdinand,
What the fix exactly? As I know they already included into SPM1.5_beta_fix (http://www.sukhoi.ru/forum/showthread.php?t=64599&p=1469302&viewfull=1#post1469302).

Quote
3) the SP 1.5 tanks addon( Marder II x 2).
Marders 131/132 and T-35a are already included in mod SP15 new tanks addon (http://www.mediafire.com/?3f21x19exvtlreb) by POW, which I suggested to take as a base.

Quote
4)The 10 Fall Blau maps
Users who has eng version doesn't need it, isn't it? Or u mean file regpoly.engcfg?

Quote
5) Your test firing maps and missions for the Stug and T35a
It's too much for update to include missions, as my point. There're stock missions and SPM1.5 original ones. I think that's quite OK and enough.


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 14, 2011, 02:10:40 PM
  the gunsight fix allows the player to be able to continue shooting without having to deal with a shattered gunsightOnly the edges of the gunsight are broken while 80% of the gun sight remains intact.Very useful considering how often the gunsight get broken and make it all but impossibme to aim especially during night missions.

I know the Marder and Ferdinand are include din the beta fix but I meant to say the Beta fix needs to be included in the Alpha release!

Not the regpoly files but really having trhose maps as part of the full game.I have the English version of Sf and the maps were not enabled.That would be ncie if everybody had them and perhaps missions could be made with the new vehilces that came with Beta 1.5.

Sorry missed the part about the SP 1.5 addon in your list!

I haven't got the Hetzer -Stug caterlpillar tracks fix or swap but anything that can prevent the Hetzers from flipping over the slighest branch or bump on the ground is welcome!

I wonder if the free cam mod is included in Beta 1.5?What about the optic fix made by Tanx or Hemul I believe?Is it needed ? 

Finally I would suggest the TigerVIe pack from ShocK3Wave which adds a new sound to the MG34 and a three colour camo to the Tiger I.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 14, 2011, 02:54:58 PM
SPM1.5 necessary update discussion.

I’d like to suggest to discuss all necessary updates, which should be included into SPM1.5 mod.
So, here’re my current necessary adjustments:
Add:
1.new tactical symbol for the new techniques (DOT, bike)
2.new insignias (guardia, skull, lightning…)

I'd suggest adding the New Numbering also, since it has an impact on the common_res file and the tech_cfg files.
By the way, I'm coming up with an update to that, soon  ;)

(https://lh5.googleusercontent.com/_Hbtk24rNEPw/Tc6dPn3gEXI/AAAAAAAAAUI/SooOzecPswY/s800/newnums.jpg)


Title: Re: SPM1.5 necessary update discussion.
Post by: norm on May 14, 2011, 03:24:59 PM
I don't know if the gun site in the elephant is accurate or not, but could we get one that can be ranged?


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 14, 2011, 03:36:27 PM
the gunsight fix allows the player to be able to continue shooting without having to deal with a shattered gunsigh
OK, I see, but er sugestion is not mistakes fixing - this is improvement. Original effect of gunsight damage was organized by SF authors. So, as my point no need.
(I may suggest u to put the chank wich is responsible for the gunsight, as closer to the turret as it possible ;)

Quote
I know the Marder and Ferdinand are include din the beta fix but I meant to say the Beta fix needs to be included in the Alpha release!
To avoid mistakes I'd give a preference to release a separate mod.  I mean installation order:
1. Any Sound Mod
2. SPM1.5
3. SPM1.5 beta fix
4. SP15 new tanks addon v1.1 (or the short name 1.5 NTA 1.1)
5. other improvement mods

Quote
Not the regpoly files but really having those maps as part of the full game.
Exactly the file regpoly content  is responsible for the maps availability. There's no problem to add this file. And if someone is out of the mentioned maps there're packs by Kyth: pack1 (http://www.4shared.com/file/b5VxzoYC/w123.html), pack2 (http://www.4shared.com/file/QQsPKQMF/w456.html), pack3 (http://www.4shared.com/file/tonLRKvb/w78910.html).

Quote
I wonder if the free cam mod is included in Beta 1.5?
Nope and there's no need it's improvement.
Quote
What about the optic fix made by Tanx or Hemul I believe?Is it needed?
It's improvement also, no need.

Quote
Finally I would suggest the TigerVIe pack from ShocK3Wave which adds a new sound to the MG34 and a three colour camo to the Tiger I.
It's improvements to the sound and textures.

I'd suggest adding the New Numbering also, since it has an impact on the common_res file and the tech_cfg files.
That would be nice. It'd fix mistakes with numbers and add better abilities to the historical mission creation. I think, that part of mod could be completely at er responsibility ;)

I don't know if the gun site in the elephant is accurate or not
Could u be, please, more detailed?


Title: Re: SPM1.5 necessary update discussion.
Post by: whukid on May 14, 2011, 03:45:56 PM

I don't know if the gun site in the elephant is accurate or not
Could u be, please, more detailed?

I believe he meant how you don't use the crosshairs to aim the Ferdinand gun. You have to aim abit higher than the target.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 14, 2011, 03:59:24 PM
I'd suggest adding the New Numbering also, since it has an impact on the common_res file and the tech_cfg files.
That would be nice. It'd fix mistakes with numbers and add better abilities to the historical mission creation. I think, that part of mod could be completely at er responsibility ;)

Well, yes.  :-X

My point being, that the 'markings mod' common_res.engcfg and tech_cfg files might overwrite many of the other fixes above, so it might be better to include it together with the other fixes  :)


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 14, 2011, 04:02:20 PM
I believe he meant how you don't use the crosshairs to aim the Ferdinand gun. You have to aim abit higher than the target.
OK, I see. Actually, I didn't test Ferdi under combat conditions neither the way of aiming. What about as for such kind of gunsight "drum" by Mishel_new. Will it suit?
Gunsight (http://www.sukhoi.ru/forum/attachment.php?attachmentid=124911&d=1294890640) "drum" for Brumbar and Ferdinand.

so it might be better to include it together with the other fixes :)
OK, accepted :)


Title: Re: SPM1.5 necessary update discussion.
Post by: norm on May 14, 2011, 04:23:51 PM
Yes, the elephant has the same gun site as the stug, which can not be adjusted to account for range, which is a pitty with a machine with a reach like the Ferdinand.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 14, 2011, 04:36:26 PM
Yes, the elephant has the same gun site as the stug, which can not be adjusted to account for range
Did u try a new "drum" gunsight by Mishel_new for Ferdi? As my point, I may adjust Ferdi gunsight on the base of mine gunsite StugIIIG (http://www.sukhoi.ru/forum/attachment.php?attachmentid=123562&d=1292587086) (or give u a source file to adjust as er point), like this:
(http://xmages.net/storage/10/1/0/8/4/thumb/thumb_862ef1c2.jpg) (http://xmages.net/view.php/84863_stugiiig-aiming-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: whukid on May 14, 2011, 06:41:42 PM
Yes, the elephant has the same gun site as the stug, which can not be adjusted to account for range
Did u try a new "drum" gunsight by Mishel_new for Ferdi? As my point, I may adjust Ferdi gunsight on the base of mine(or give u a source file to adjust as er point), like this:
(http://xmages.net/storage/10/1/0/8/4/thumb/thumb_862ef1c2.jpg) (http://xmages.net/view.php/84863_stugiiig-aiming-jpg.html)



very nice :D


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 14, 2011, 07:08:47 PM
very nice :D
:)
Means, will it suit as an alternative gunsight to the Stug IIIG? Because it's not originally has to be as it is. The original one has to be as a gunsight kinda "drum":
German Optical Instruments of the World Wars (http://germanmilitaryoptics.wordpress.com/iii-the-zielfernrohr-3-x-8°-vereinfacht-fur-zieleinrichtung-38/).
(http://xmages.net/storage/10/1/0/9/e/thumb/thumb_5a4bb0b3.jpg) (http://xmages.net/view.php/84877_drum-jpg.html)   (http://xmages.net/storage/10/1/0/8/a/thumb/thumb_fd35121a.jpg) (http://xmages.net/view.php/84878_drum2-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 15, 2011, 02:17:38 AM
  In reality did the Elefant in fact share the gunsight of the Stug?


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 15, 2011, 09:14:38 AM
  did the Elefant share the gunsight of the Stug?
Yes, it has the same reticle Sfl.ZF 1a / Rblf 36 as
Jagdpanzer 38(t) "Hetzer"
Jagdpanzer IV / 48
Jagdpanzer IV / 70 (A)
Jagdpanzer IV / 70 (V)
Nashorn
StuG III Ausf. F
StuG III Ausf. G
StuG IV
http://www.tarrif.net/cgi/production/vs_optics.php
http://s13.directupload.net/images/101102/vi9hyz3d.jpg


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 15, 2011, 09:20:38 AM
  Thanks Lockie!


Title: Re: SPM1.5 necessary update discussion.
Post by: Panzerfaust on May 15, 2011, 12:51:15 PM
Somethings I would like addressed but they are pretty low priority stuff and are probably improvements rather then fixes.
1). Ambient sounds: like hearing birds chirping when theres a armored slug fest is going on, plus would you even hear this buttoned up in a tank?
2). Localization: it would be great to have the option of the voice overlays in the game spoken in english (accented of course). I know that the purist might disagree and it would be a slightly less immersive but I would like to see it at least as an option selectable in the GUI.
3). Infantry riding on tanks: I know this feature was being discussed at sukhoi.ru but it never seemed to materialized.
5). Target Ranges: would really like to see these included standard in an SPM, one for each side with the ability to use any player controlled tank at the range.
6). Seasons: Although I understand SFK42 was made with a small slice of history in mind, SFK42 has expanded well beyound this. It would be a nice feature to be able to select a season from the GUI rather then through JSGME.
7). Driver AI: Kyth addressed this issue with some success and it would be great if the driver AI was improved. Far to many times I would draw a bead on an enemy tank and just about to hit the "halt" button and the driver AI would do a 180 turn for no darn good reason  >:(  ;)
I know some of these items I mentioned might be hardcoded and cannot be done, but it does not hurt to ask.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 15, 2011, 01:22:36 PM
Some things necessary for SPM 1.5 - regarding the Pz38(t).

  • Optimize the Pz38t 3-D models - they're all way over the polygon / triangle limit.
  • Trim down the number of menu items for the Pz38t in the Mission Editor - they can be reduced to just 5 selections
    (And I think the last 2 are a stretch):
    1 x Pz38t (Variants)
    3 x Pz38t (Variants)
    3 x Pz38t (Variants) + Grenadier Platoon
    1 x Pz38t Command vehicle + 2 Pz38t (Variants)
    1 x Pz38t Command vehicle + 2 Pz38t (Variants) + Grenadier Platoon

Just my 2 cents worth  :)



Title: Re: SPM1.5 necessary update discussion.
Post by: norm on May 15, 2011, 02:39:50 PM

3). Infantry riding on tanks: I know this feature was being discussed at sukhoi.ru but it never seemed to materialized.

In the T-34/85, if you give the mount up order, infantry will ride on your tanks. As far as I know this only works for the T-34/85, but I haven't tested it with any others. Also, only six infantry soldiers climb on, I hope that they will squeeze more on in a future patch.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 15, 2011, 04:11:19 PM
1). Ambient sounds: like hearing birds chirping when theres a armored slug fest is going on, plus would you even hear this buttoned up in a tank?
It's possible to fix that, the way is simple - just replace the content of appropriate sound file(birds) on the silence. Will it suit? All other suggestions are improvements and some completely at the SF developers decision.

ps
There're some skins by Maleshkin, which weren't included into SPM1.5.
(http://xmages.net/storage/10/1/0/1/7/thumb/thumb_62e8d265.jpg) (http://xmages.net/view.php/84883_panther-jpg.html)   (http://xmages.net/storage/10/1/0/6/4/thumb/thumb_15ec8448.jpg) (http://xmages.net/view.php/84884_panther-1-jpg.html)   (http://xmages.net/storage/10/1/0/1/4/thumb/thumb_b76b6ee7.jpg) (http://xmages.net/view.php/84885_panther-2-jpg.html)   (http://xmages.net/storage/10/1/0/e/4/thumb/thumb_7fdc7165.jpg) (http://xmages.net/view.php/84886_panther-3-jpg.html)   (http://xmages.net/storage/10/1/0/6/f/thumb/thumb_8747de47.jpg) (http://xmages.net/view.php/84887_panther-4-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 15, 2011, 04:48:42 PM
[ps
There're some skins by Maleshkin, which weren't included into SPM1.5.
(http://xmages.net/storage/10/1/0/1/7/thumb/thumb_62e8d265.jpg) (http://xmages.net/view.php/84883_panther-jpg.html)   (http://xmages.net/storage/10/1/0/6/4/thumb/thumb_15ec8448.jpg) (http://xmages.net/view.php/84884_panther-1-jpg.html)   (http://xmages.net/storage/10/1/0/1/4/thumb/thumb_b76b6ee7.jpg) (http://xmages.net/view.php/84885_panther-2-jpg.html)   (http://xmages.net/storage/10/1/0/e/4/thumb/thumb_7fdc7165.jpg) (http://xmages.net/view.php/84886_panther-3-jpg.html)   (http://xmages.net/storage/10/1/0/6/f/thumb/thumb_8747de47.jpg) (http://xmages.net/view.php/84887_panther-4-jpg.html)

Actually, the in-game Panther skin is one of the better ones.
I'm sad to say, all the other German dark-yellow and camouflage skins in SPM 1.5 aren't very good  :(
With the exception of the Panther and Jagdpanther.  :)


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 15, 2011, 04:56:27 PM
  Try ShoCK3waVe Panzer VI enhancement pack the camo for the Tiger is really nice.If you want I can send you the mod through a zip file.Just paste it into your mods folder and enable through the JSGME.It only overwrites the striped black and grey stock skin of the Tiger I and the stock sound of the MG34 gives it a better sound.

I'm sad to say, all the other German dark-yellow and camouflage skins in SPM 1.5 aren't very good  Quote "

The skin of the Tiger II ain't too bad ....


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 15, 2011, 05:11:21 PM
Perhaps, we may see a new LUCHS(2).  The model is ready and has config file, but armor map is absent and there're some texture glitches.
(http://xmages.net/storage/10/1/0/c/e/thumb/thumb_03b768a5.jpg) (http://xmages.net/view.php/84888_luchs2-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 15, 2011, 05:14:09 PM
  What's wrong with the one already in the game( except for its Hem  ;D exceptional robustness...)?.It's really a lovely small tank and a real improvement over the Panzer IIC.They found too many mistakes in the current model?


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 15, 2011, 06:23:00 PM
  What's wrong with the one already in the game? They found too many mistakes in the current model?
The current model is OK, imo. As I told - perhaps it'd be included.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 16, 2011, 03:42:01 AM
  What's wrong with the one already in the game? They found too many mistakes in the current model?
The current model is OK, imo. As I told - perhaps it'd be included.

Regarding the Luchs' current model in SPM 1.5, the skin is awful, because they copied and pasted some image from a picture-book as the .dds file.  ::)


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 16, 2011, 07:31:44 AM
Regarding the Luchs' current model in SPM 1.5, the skin is awful
And what's er suggestion? :)

Also I'd like to know how many soldiers were in crew of MG-34? As my point there're only two, but no four or five.
And what about to create a DOT for the soviet troops?


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 16, 2011, 07:40:50 AM
Regarding the Luchs' current model in SPM 1.5, the skin is awful
And what's er suggestion? :)

My suggestion (hopefully a constructive one) is for the makers of any 3-D tank model to release the UV-unwrapped graphic file as a skin template.
This is a common thing for flight-sims, and will gain the services of many talented people whose expertise is in skinning.

Quote
Also I'd like to know how many soldiers were in crew of MG-34? As my point there're only two, but no four or five.

I think 3 or 4 seems likely, just my guess,  :)


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 16, 2011, 07:55:59 AM
   The MG42s were manned by teams of 2 men, gunner and ammo loader.While the MG34s were heavier and were usually manned by 3 men whenever possible( it weighed 49 kgs without the ammo


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 16, 2011, 10:25:27 AM
OK, four soldiers for MG-34 is enough :)
And I think there should be a job for the Brumbar - soviet DOT, which will be armed vs MG-34 and four soviet soldiers(kinda a trophy).
(http://xmages.net/storage/10/1/0/a/f/thumb/thumb_b13ae595.jpg) (http://xmages.net/view.php/84896_dot-r-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 16, 2011, 01:05:06 PM
  What about adding to the short list of German trophy tanks? The T60, T26, T34/85(admittedly few were captured),KV1 .Since we have Finnish captured tanks we could use them as German ones by changing the skins?







Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 16, 2011, 01:43:37 PM
  What about adding to the short list of German trophy tanks?
Well, it's possible, but some1 should create an appropriate textures for the tanks.


Title: Re: SPM1.5 necessary update discussion.
Post by: norm on May 16, 2011, 02:19:22 PM
I realy like the new three-color skin for the t-34R.


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 16, 2011, 03:09:56 PM
  The Finnish one?Yes it's cool! 8)


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 16, 2011, 03:36:53 PM
Т34 already included as a trophy.


Title: Re: SPM1.5 necessary update discussion.
Post by: norm on May 16, 2011, 06:22:54 PM
  The Finnish one?Yes it's cool! 8)
no, the german one, it was updated in the last steel panzer. were not done with the Finnish t-34/85 and we are going to release three skins for it.
also, would it be posible to make a version of the house and shed with infantry at the windows? That could be a good brumbar job, its fun to blast houses away with it in the test mission.


Title: Re: SPM1.5 necessary update discussion.
Post by: Panzerfaust on May 17, 2011, 01:05:54 AM
1). Ambient sounds: like hearing birds chirping when theres a armored slug fest is going on, plus would you even hear this buttoned up in a tank?
It's possible to fix that, the way is simple - just replace the content of appropriate sound file(birds) on the silence. Will it suit? All other suggestions are improvements and some completely at the SF developers decision.

ps
There're some skins by Maleshkin, which weren't included into SPM1.5.
(http://xmages.net/storage/10/1/0/1/7/thumb/thumb_62e8d265.jpg) (http://xmages.net/view.php/84883_panther-jpg.html)   (http://xmages.net/storage/10/1/0/6/4/thumb/thumb_15ec8448.jpg) (http://xmages.net/view.php/84884_panther-1-jpg.html)   (http://xmages.net/storage/10/1/0/1/4/thumb/thumb_b76b6ee7.jpg) (http://xmages.net/view.php/84885_panther-2-jpg.html)   (http://xmages.net/storage/10/1/0/e/4/thumb/thumb_7fdc7165.jpg) (http://xmages.net/view.php/84886_panther-3-jpg.html)   (http://xmages.net/storage/10/1/0/6/f/thumb/thumb_8747de47.jpg) (http://xmages.net/view.php/84887_panther-4-jpg.html)


Well thats kind of the problem lockie I don't want to eliminate the ambient sounds totally. I do like the immersion of hearing birds chirping and such before the battle starts. I was wondering if it was somehow possible to have these sounds start/stop on an event trigger?


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 17, 2011, 02:31:45 AM
You don't find the bird noises calming and relaxing?  :o

Or do you just want to shoot them  ;D


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 17, 2011, 02:34:15 AM
 I just love it when they chirp at night.Too bad we don't have crickets too  ;D

Guys be a little romantic .This feature was made to attract ladies to play this sim ;)


Title: Re: SPM1.5 necessary update discussion.
Post by: Panzerfaust on May 17, 2011, 02:38:19 AM
You don't find the bird noises calming and relaxing?  :o

Or do you just want to shoot them  ;D

 :D I remember when I first noticed this during a battle. I thought my PzIV transmission was about to frag  ;)


Title: Re: SPM1.5 necessary update discussion.
Post by: Panzerfaust on May 17, 2011, 02:41:09 AM
I just love it when they chirp at night.Too bad we don't have crickets too  ;D

Guys be a little romantic .This feature was made to attract ladies to play this sim ;)

Humm forgot Soviet women fought along side the men...birds singing to woo your comradette  :D


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 17, 2011, 02:44:39 AM
Humm forgot Soviet women fought along side the men...birds singing to woo your comradette 

MMMMMM I just need a Balalaika! Those Russian-Ukrainian ladies are quite gorgeous :-*


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 17, 2011, 08:25:59 AM
I don't want to eliminate the ambient sounds totally.I was wondering if it was somehow possible to have these sounds start/stop on an event trigger?

I think no, at least I'm out of skill to do that.
I think texture (inside cockpit) of Brumbar also should be fixed. There're some white spots, which looks completely ridiculous. And as my point there's mistake vs armor map, 'cause front and turret has 90mm, but should be 100mm for the early variant.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 17, 2011, 09:28:23 AM
You don't find the bird noises calming and relaxing?  :o

Or do you just want to shoot them  ;D

 :D I remember when I first noticed this during a battle. I thought my PzIV transmission was about to frag  ;)

 ;D

"Why don't you Knock it off with them Negative Waves...? Why don't you dig, how beautiful it is out there...?"

 ;D


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 17, 2011, 11:03:11 AM
also, would it be posible to make a version of the house and shed with infantry at the windows?
As I know the works at this project started ~1 year ago, but wasn't completed 'cause of the terribly complicate adjustments and lack of time. I may ask from author stone2009 to give me his unfinished work and we can try together to finish it. As I remember there were a couple of ready buildings models: church, western type house, but they weren't adjusted.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 18, 2011, 10:26:10 AM
As I remember somth wrong was vs sdkfz 251. Kyth found a bug and fixed. Kyth, could u remind what was that?


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 18, 2011, 12:40:37 PM
As I remember somth wrong was vs sdkfz 251. Kyth found a bug and fixed. Kyth, could u remind what was that?

The Sk251/10 was not able to take on passengers.

Here's the original 'apcg_places' file:

Quote
   wp_driver,    0x99,   0.10, driver, , driver, sig_driver, door,
         s_driver, s_driver_out,  p_driver, p_driver_out, s_driver_exit, sdkfz_driver, %ROLE_DRIVER%;
   wp_commander,    0x99,   0.03, commander, , commander, sig_commander, commander,
         s_commander, s_commander_out,  p_commander, p_commander_out, s_pass_exit, sdkfz_gunner, %ROLE_COMMANDER%;
   wp_gunner,    0x99,   0.05, gunner, head1, gunner, sig_gunner, ,
//         s_gunner, s_gunner_out,  p_gunner, p_gunner_out, s_pass_exit, pak38_gunner, %ROLE_GUNNER%;
         s_gunner, s_gunner_out,  p_gunner, p_gunner_out, s_pass_exit, sdkfz_gunner, %ROLE_GUNNER%;
   wp_loader,    0x99,   0.04, loader, , loader, sig_loader, ,
         s_loader, s_loader_out,  p_loader, p_loader_out, s_pass_exit, pak38_loader, %ROLE_LOADER%;
   wp_radist,    0x99,   0.02, loader, , loader, sig_radist, door,
         s_radist, s_radist_out,  p_radist, p_radist_out, s_pass_exit, sdkfz_driver, %ROLE_RADIST%;


//   wp_pass4,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass4, s_pass4_out,  p_pass4, p_pass4_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass5,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass5, s_pass5_out,  p_pass5, p_pass5_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass6,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass6, s_pass6_out,  p_pass6, p_pass6_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass7,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass7, s_pass7_out,  p_pass7, p_pass7_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass8,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass8, s_pass8_out,  p_pass8, p_pass8_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass9,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass9, s_pass9_out,  p_pass9, p_pass9_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;


I took out all the "//" marks for the passenger places, to get them activated again.

http://www.4shared.com/file/_w2YamU4/Sk250c10fix.html (http://www.4shared.com/file/_w2YamU4/Sk250c10fix.html)



Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 18, 2011, 01:06:54 PM
The Sk251/10 was not able to take on passengers.
OK, it's fixed and included.

PS
What about to add a fake reloading sound to Brumbar? At this moment the default sound duration is "7"sec, but according to config it's "25"sec. Same situation vs IS-2 reloading time.
This is a sample (http://www.4shared.com/file/I5tLamB3/reload5.html).



Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on May 18, 2011, 03:31:35 PM
Lockie,

Thank you very much for all your work on this update !

Let me suggest something: I think that in the russian forums there was also an update for the gunsights of the Brumbar and Ferdinand.

Could you include them in this update ?

Thanks again !


Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 18, 2011, 08:13:39 PM
Lockie,
Thank you very much for all your work on this update !
That's OK, we shall see when it'll be finished :)

Quote
Let me suggest something: I think that in the russian forums there was also an update for the gunsights of the Brumbar and Ferdinand. Could you include them in this update ?
I told about that "drum" gunsight in "replay №9". Of course, it's possible for Ferdinand(accepted to include in fix), but as for Brumbar, though my point the current one is quite OK. I tested it vs mission "Firing ground" and it worked well at distance to 700m. If we take more than 800m it becomes unstable. It's no wonder, 'cause shell velocity is less than 300m per sec. Would u be pleased to tell me what the reason u'd like to replace it?

(http://xmages.net/storage/10/1/0/7/5/thumb/thumb_79a63075.jpg) (http://xmages.net/view.php/84994_brumb-gnst-01-jpg.html)   (http://xmages.net/storage/10/1/0/4/2/thumb/thumb_d48ca2f9.jpg) (http://xmages.net/view.php/84995_brumb-gnst-02-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on May 18, 2011, 11:29:50 PM
The brummbar employed the Sfl.Z.F.1a gunsight (the same gunsight used by the StuG III). See for example this link:

http://www.achtungpanzer.com/sturmpanzer-iv-brummbar-sd-kfz-166.htm

Therefore it would be better to use the "drum" gunsight for it in Steel Fury for reasons of historical accuracy...

Don't you think so?


Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 19, 2011, 12:06:14 PM
The brummbar employed the Sfl.Z.F.1a gunsight (the same gunsight used by the StuG III).
Therefore it would be better to use the "drum" gunsight for it in Steel Fury for reasons of historical accuracy...
OK, er arguments are quite reasonable and accepted:
- original Sfl.Z.F.1a gunsight
- historical correspondence
I'll add this "drum" gunsight to Brumbar, but the question will be opened, 'cause I'd like to see other opinions.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 22, 2011, 11:01:03 AM
With new numbers from Kyth, the game became more beautiful! Excellent work!

(http://xmages.net/storage/10/1/0/7/6/thumb/thumb_8c7c99cb.jpg) (http://xmages.net/view.php/85274_s11-jpg.html)   (http://xmages.net/storage/10/1/0/c/b/thumb/thumb_3fb72901.jpg) (http://xmages.net/view.php/85150_pzj-numb-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 30, 2011, 08:32:38 AM
I hope that in the next update we'll see a soldiers vs armor shield.

(http://xmages.net/storage/10/1/0/d/5/thumb/thumb_34e4d990.jpg) (http://xmages.net/view.php/85315_inf-02-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 30, 2011, 08:49:35 AM
That should make them last 5 more minutes...  :)


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 30, 2011, 09:21:54 AM
yes, but at this moment I'm out of the shield model and soldiers looks ugly.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 30, 2011, 10:06:34 AM
yes, but at this moment I'm out of the shield model and soldiers looks ugly.

Well, I'm quite sure they weren't trying to make a fashion statement.  :P


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 30, 2011, 10:24:17 AM
 Wouldn't it make more sense to get practical things like soldiers equipped with a Panzerfaust for example? Or Stalin's organs(Katyushas)/Nebelwerfer in the game?????


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 30, 2011, 11:28:03 AM
Wouldn't it make more sense to get practical things like soldiers equipped with a Panzerfaust
Panzerfaust has a german soldiers. U may see example in mission jagdpanther.

Quote
Or Stalin's organs(Katyushas)/Nebelwerfer in the game?????
There's a model "Katyusha" BM-13, but I don't think it needs badly and how can u imagine a combat vs BM-13 on the square 2x2km?

ps
What I really like to see in the next update!

(http://xmages.net/storage/10/1/0/6/2/thumb/thumb_a3037b0d.jpg) (http://xmages.net/view.php/85325_general-lee-jpg.html)   (http://xmages.net/storage/10/1/0/5/1/thumb/thumb_d8fafda0.jpg) (http://xmages.net/view.php/85326_pziiil-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 30, 2011, 03:03:55 PM
  There's the panzerschreck in the game not the panzerfaust!

The Panzer III L with the short 75 mm gun?Good choice.It was used in Kursk.

I'd like also to see the Panzer IIIJ with Schuerzen and please another Panzer IV G/J or H.The Stug IV and one of the Jagdpanzers IV(Panzer IV) would be nice.

A Churchill for the Soviets, a M3Lee, A Sherman, the SU76 and 176 would ne ncie too but it's lots of work and these guys have already done a lot for SF. :)


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 30, 2011, 03:15:41 PM
 The Panzer III L with the short 75 mm gun?Good choice.It was used in Kursk.

More quibbling from me - that looks like the Panzer IIIN, which had the short 75mm L/24.

I'd like also to see the Panzer IIIJ with Schuerzen and please another Panzer IV G/J or H.The Stug IV and one of the Jagdpanzers IV(Panzer IV) would be nice.

Agreed - Panzer III L or M, and Panzer IVG or H; with the schuerzen, would be more representative of the Kursk battles.


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 30, 2011, 05:04:34 PM
Kyth you are right it's the Panzer IIIN( always been bad with the alphabet ever since kindergarten...


Title: Re: SPM1.5 necessary update discussion.
Post by: norm on May 30, 2011, 08:15:48 PM
would it be posible to make the schuerzen panels be randomly missing? They fell off all the time, and it would look best to have different ones damaged or missing.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 30, 2011, 08:36:39 PM
would it be posible to make the schuerzen panels be randomly missing?
Well, it's possible to randomize - will stug has a schuerzen or not, at the very beginning of mission.
But if stug'll be initialized by the game vs schuerzen, they will stay to the mission end. As I know, it's impossible to take off schuerzen upon shell influence at the current moment.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on May 31, 2011, 11:50:47 AM
It would be good to have the schuerzen, which was quite a prominent feature for that period,


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on May 31, 2011, 03:07:15 PM
  Not to mention they gave Stugs, Panzer IIIs and IVs a nice, distinctive looks ;D


Title: Re: SPM1.5 necessary update discussion.
Post by: norm on May 31, 2011, 07:52:27 PM
Hey, I have a bit of problem with the marder II 313, I can put in range, but I cant seem to find a gun-site view.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on May 31, 2011, 08:49:31 PM
There's English translation (http://www.4shared.com/file/ymCpWKid/english_version_NTA13.html) by Txema, how to use Marder II gunsight.


Title: Re: SPM1.5 necessary update discussion.
Post by: norm on May 31, 2011, 11:56:43 PM
hum, I don't have a gunsite view in the early version, but I do in the late, any ideas? re-download and install this pack?


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on June 01, 2011, 09:13:00 AM
hum, I don't have a gunsite view in the early version...
Just checked it out and early version had gunsight.

(http://xmages.net/storage/10/1/0/a/d/thumb/thumb_7dd8839f.jpg) (http://xmages.net/view.php/85368_m2-early-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: norm on June 01, 2011, 08:10:43 PM
sorry, got them mixed up then, its the other, taller one, the 312? I think, with the gun on a pillar above the middle of the vehicle, and the loader's machine gun. I cant look through the gun-sight in that vehicle.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on June 01, 2011, 08:46:00 PM
sorry, got them mixed up then, its the other, taller one, the 312?
312!? There's NO such one.
There're:
- Sd.Kfz 132 "Marder II" - in editor: marder_2_132
- Sd.Kfz 131 "Marder II"(early) - in editor: marder_2_131_early
- Sd.Kfz 131 "Marder II"(late) - marder_2_131_late
and
Sd.Kfz.138 Ausf. H "Marder III" - in editor: mspn7

To be more detailed, just've a look vs a file "SPM1.5 NTA 1.1_units.text" and "SPM1.5_units.text".



Title: Re: SPM1.5 necessary update discussion.
Post by: norm on June 01, 2011, 11:07:10 PM
yes, the 132, there we go, mis typed.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on June 01, 2011, 11:30:20 PM
yes, the 132, there we go, mis typed.
If u've read English translation (http://www.4shared.com/file/ymCpWKid/english_version_NTA13.html) and still have a bug vs gunsight out. I'd suppose, that smth wrong vs installation NTA1.3.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on June 04, 2011, 06:47:54 PM
I've a problem vs "top" gunsight T-70. Don't know how to aiming. That's why I changed it on the "pt1_t35", which was adjusted by me to T-35. Now, there's no problem to shoot aim at the distance up to 1km.

To do that, u've to make the next changes. Open file:
...Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\levels\tech_cfg\t70.engcfg
 block sights()

{
sig_driver, s_camera_driver_01, mk4g, 0.0, sig_driver, d_sight_01;
sig_gunner, s_camera_gunner_01, top, 0.0, sig_gunner,;
sig_gunner, s_camera_comhead, mk4_t70, 0.0, sig_gunner, d_sight_02;
}


change the line


{
sig_driver, s_camera_driver_01, mk4g, 0.0, sig_driver, d_sight_01;
sig_gunner, s_camera_gunner_01, pt1_t35, 0.0, sig_gunner,;
sig_gunner, s_camera_comhead, mk4_t70, 0.0, sig_gunner, d_sight_02;
}



Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on June 26, 2011, 11:18:16 AM
I'd like to release a fix vs the next features:
1.   fixed some errors after new numbers applied
2.   bb_round got back
3.   added new LUCHSII vs slightly different characteristics and new camo.
4.   fixed Pz38(t) to become more comfortable and playable
5.   some models(brumbar, T-35, Pz38(t)) fixed with key “G” issue, coz AI almost always keeps driver hatches open
6.   fixed DOT vs bb_round = 10 to avoid bumping
7.   fixed gunsight T-60
8.   fixed gunsight T-70
9.   kv-1e, now commander can shoot from personal weapon
10.   added third member of crew to sdkfz251c
11.   added 5 updated jagdpanters vs different camo and 1 destroyed
12.   added some mixed units
13.   red color decreased in “king tiger” texture
14.   added insignia to “king tiger”
15.   fixed AP MK2T shell
16.   fixed commander sdkfz 251, where passangers are always out
May be there should be fixed smth. else:
17. armor map of jagdpanther


Title: Re: SPM1.5 necessary update discussion.
Post by: sarah5baker on June 28, 2011, 10:23:26 AM
IS there any optional for these?


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on June 28, 2011, 09:13:55 PM
IS there any optional for these?
Pardon, what  du u mean "optional"? All mods are optional, it depends only the user desire - install them or not, imho.


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on June 28, 2011, 10:57:02 PM
I'd like to release a fix vs the next features:
1.   fixed some errors after new numbers applied
2.   bb_round got back
3.   added new LUCHSII vs slightly different characteristics and new camo.
4.   fixed Pz38(t) to become more comfortable and playable
5.   some models(brumbar, T-35, Pz38(t)) fixed with key “G” issue, coz AI almost always keeps driver hatches open
6.   fixed DOT vs bb_round = 10 to avoid bumping
7.   fixed gunsight T-60
8.   fixed gunsight T-70
9.   kv-1e, now commander can shoot from personal weapon
10.   added third member of crew to sdkfz251c
11.   added 5 updated jagdpanters vs different camo and 1 destroyed
12.   added some mixed units
13.   red color decreased in “king tiger” texture
14.   added insignia to “king tiger”
15.   fixed AP MK2T shell
16.   fixed commander sdkfz 251, where passangers are always out
May be there should be fixed smth. else:
17. armor map of jagdpanther


Lockie,

Thank you very much.
Looking forward to the update !!


Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: Mistwalker on June 29, 2011, 05:09:27 PM
1.4.1 SPM NTA English version update.

http://www.mediafire.com/?gslyk9bh2hdz3xi (http://www.mediafire.com/?gslyk9bh2hdz3xi)

It has some additional fixes (not included in readme) if compared to Russian 1.4 released earlier. As following:

- corrected missing dot in AP_MK2T shell config
- corrected jagdpanther armor
- front hull of JS-2 model tweaked a little
- fixed passenger places for T-34-85
- fixed sight glitch for Panther loader
- bb_round of some vehicles set to lower value

Here included some fixes from the future update which lockie will release and some of my own.
In case you install this version  SPM NTA 1.3 is not needed.



List of changes in 1.4 if compared to SPM 1.5 beta:

-historically correct models of JS-2, T-34 (43 mod.), T-34-85, T-34-85d, SU-85 (43 mod.)
-sharper texture of Wehrmacht infantry uniform
-fixed color of Soviet infantry uniform
-fixed some technical issues for the following models: Ferdinand, Panther, Tiger I & II
-new tracks and sight config for Ferdinand
-fixed (decreased) penetration ability of 88mm AP shell of Tiger's I gun to 0.91
-fixed (increased) penetration ability of 76-mm shells BR350B and BR350SP for T-34 (43 mod.)
-fixed penetration ability for some APSC rounds
-armor_str for Tiger I, Ferdinand and IS-2 set to 2050 as those vehicles had cemented or high hardness armor
-penetration ability of 85-mm BR365K increased by 4%, as it was more powerful than in game now 
-fixed armor map and armor config for IS-2
-fixed some new vehicles' gearbox configurations
-fixed collisions and moments of inertia for some new vehicles
-new move sound for Tiger and Tiger II
-reloading speed for F-34 gun (T-34) returned to old SPM 1.4 value of 10.5
-reloading speed of D-25 gun (IS-2) increased to 21 seconds
-reloading speed of KwK36 gun (Tiger I) increased from 9 to 8 seconds
-reloading speed of C-53 gun (T-34-85) decreased from 8 to 9 seconds
-reloading speed of StuK43 gun (Ferdinand) increased from 9 to 7 seconds
-reloading speed of M10 gun (KV-2) decreased from 20 to 25 seconds
-increased accuracy of bombs and missiles. Planes a little more dangerous now


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on June 29, 2011, 05:54:38 PM
Sounds good! But I'm still puzzled as for armor map vs:
- updated models of  jagpanther
- new model LUCHS II

ps
I've already prepared mission for LUCHS II plus mentioned fixes. Current state: testing.
(http://xmages.net/storage/10/1/0/1/7/thumb/thumb_d5631adf.jpg) (http://xmages.net/view.php/86528_luchs-find-frd-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on June 30, 2011, 12:03:32 AM
1.4.1 SPM NTA English version update.

List of changes in 1.4 if compared to SPM 1.5 beta:

-historically correct models of JS-2, T-34 (43 mod.), T-34-85, T-34-85d, SU-85 (43 mod.)
-sharper texture of Wehrmacht infantry uniform
-fixed color of Soviet infantry uniform
-fixed some technical issues for the following models: Ferdinand, Panther, Tiger I & II
-new tracks and sight config for Ferdinand
-fixed (decreased) penetration ability of 88mm AP shell of Tiger's I gun to 0.91
-fixed (increased) penetration ability of 76-mm shells BR350B and BR350SP for T-34 (43 mod.)
-fixed penetration ability for some APSC rounds
-armor_str for Tiger I, Ferdinand and IS-2 set to 2050 as those vehicles had cemented or high hardness armor
-penetration ability of 85-mm BR365K increased by 4%, as it was more powerful than in game now 
-fixed armor map and armor config for IS-2
-fixed some new vehicles' gearbox configurations
-fixed collisions and moments of inertia for some new vehicles
-new move sound for Tiger and Tiger II
-reloading speed for F-34 gun (T-34) returned to old SPM 1.4 value of 10.5
-reloading speed of D-25 gun (IS-2) increased to 21 seconds
-reloading speed of KwK36 gun (Tiger I) increased from 9 to 8 seconds
-reloading speed of C-53 gun (T-34-85) decreased from 8 to 9 seconds
-reloading speed of StuK43 gun (Ferdinand) increased from 9 to 7 seconds
-reloading speed of M10 gun (KV-2) decreased from 20 to 25 seconds
-increased accuracy of bombs and missiles. Planes a little more dangerous now


Mistwalker,

Is this the list of changes in NTA 1.4 with respect to NTA 1.3, or with respect to SPM 1.5 beta?

Does NTA 1.4.1 include NTA 1.3 ?

Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on June 30, 2011, 07:59:27 AM
  Wow impressive list of changes! Kudos Mistwalker and Lockie!

A few questions:

1)The Elefant seems to me weak in the game.For such a strongly amroured vehicle in the game it seems prone to be easily taken out?

2) Have the arrmour_frail values for the JS-2 and T34 being adjusted?THey are currently set to 0.7 ( I personally lowered them to 0.4 for JS and 0.5 for the T34/85 in my game) and it seem a little high in my opinion?

3)What need fixed in the Jagdpanther armour?I hope you haven't weakened it????

Are the new JS and T34/85 models visulally different form the current or previous versions???Is it noticeable?

Cheeers


Title: Re: SPM1.5 necessary update discussion.
Post by: Mistwalker on June 30, 2011, 08:40:35 AM
Is this the list of changes in NTA 1.4 with respect to NTA 1.3, or with respect to SPM 1.5 beta?
The last one.
Quote
Does NTA 1.4.1 include NTA 1.3 ?
Sure.
1)The Elefant seems to me weak in the game.For such a strongly amroured vehicle in the game it seems prone to be easily taken out?
If you have any problems - post screenshots. ;)
Quote
2) Have the arrmour_frail values for the JS-2 and T34 being adjusted?THey are currently set to 0.7 ( I personally lowered them to 0.4 for JS and 0.5 for the T34/85 in my game) and it seem a little high in my opinion?
No. It wasn't adjusted, because it has to be high.
Quote
3)What need fixed in the Jagdpanther armour?
193 mm front armor and 100 mm side armor were fixed. :)
Quote
Are the new JS and T34/85 models visulally different form the current or previous versions???Is it noticeable?
Well, you tested the update. Yes, those models are a little different visually but most of incorrect elements were corrected. Now you can really say that for example it's T-34-85 produced by the factory №183 in the first half of 1944.


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on June 30, 2011, 01:22:04 PM
3)What need fixed in the Jagdpanther armour?
193 mm front armor and 100 mm side armor were fixed.

Quote

Wow compared to what values previously?????


Mistawalker I have quesitons later for you re the A.P. values set in the common res tanks because I am really not really sure on what parameters are they set?Example 0.97 for the Tiger II compared to 0.91 for the TIger I.When comparing the penetration table for both Pz gr 39/40 and Pzgr 39/43 one can see that the latter was almost 50% stronger  than the former.Logically one would assume thus the value for the Pzgr 39/43 should be at about 1.35 rather than 0.97 as is currently the case???Unless other factors are looked at that I am unaware of???


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on June 30, 2011, 11:38:19 PM
Mistwalker,

Sorry if I am being dumb here, but if NTA 1.4.1 includes NTA 1.3, then the List of changes in NTA 1.4 if compared to SPM 1.5 beta should include the list of changes in NTA 1.3 reported in the first post of this thread, and therefore the total list should be:

List of changes in NTA 1.4 if compared to SPM 1.5 beta:

-historically correct models of JS-2, T-34 (43 mod.), T-34-85, T-34-85d, SU-85 (43 mod.)
-sharper texture of Wehrmacht infantry uniform
-fixed color of Soviet infantry uniform
-fixed some technical issues for the following models: Ferdinand, Panther, Tiger I & II
-new tracks and sight config for Ferdinand
-fixed (decreased) penetration ability of 88mm AP shell of Tiger's I gun to 0.91
-fixed (increased) penetration ability of 76-mm shells BR350B and BR350SP for T-34 (43 mod.)
-fixed penetration ability for some APSC rounds
-armor_str for Tiger I, Ferdinand and IS-2 set to 2050 as those vehicles had cemented or high hardness armor
-penetration ability of 85-mm BR365K increased by 4%, as it was more powerful than in game now 
-fixed armor map and armor config for IS-2
-fixed some new vehicles' gearbox configurations
-fixed collisions and moments of inertia for some new vehicles
-new move sound for Tiger and Tiger II
-reloading speed for F-34 gun (T-34) returned to old SPM 1.4 value of 10.5
-reloading speed of D-25 gun (IS-2) increased to 21 seconds
-reloading speed of KwK36 gun (Tiger I) increased from 9 to 8 seconds
-reloading speed of C-53 gun (T-34-85) decreased from 8 to 9 seconds
-reloading speed of StuK43 gun (Ferdinand) increased from 9 to 7 seconds
-reloading speed of M10 gun (KV-2) decreased from 20 to 25 seconds
-increased accuracy of bombs and missiles. Planes a little more dangerous now

PLUS

Add:
1.new tactical symbol for the new techniques (DOT, bike)
2.new insignias (guardia, skull, lightning…), numbers (be pleased at Kyth attention)
3.new gunsight 10t-15 for the SU-85
4.binoculars to commander/loader of Jagdpanther
5.texture for Stug III F
6.new airplanes
- flying/stationary:  IL-2, La-5, Ju-87, Me-BF109G, Mosquito
- only stationary: DB-3, Lancaster Mk.I, He-111
7.new tank/spg at the current moment: Marder II(131/132), T-35a, T-70M, KB-1e, SU-100

Fixes:
8.Hetzer caterpillar (i.e “stug_400_hetzer”)
9.MG-34 and decreased the quantity of crew to four soldiers
10.VW-82 + add a new mixed units on the base of this car
11.armor tex and cfg files for T-38, T34-42, IS-2(be pleased at Mistwalker attention)
12.gunsight T-35a (PT-1 45 mm gun)
13.SU-85/IS-2 commander interface(be pleased at Mistwalker attention)

Additional:
14. add gunsight "drum" for the StugIII C/D and Ferdinand/Brumbar, and Stug IIIG gunsight as my preference
15. decrease parameter armor_str=2200 for sug III F/G to armor_str=2100
16. add regpoly.engcfg (10 maps available)
17. fix Brumbar texture (cockpit config)
18. add DOT rkka
19. add chanks for insignia to Hetzer model
20. fix “efficiency weight” for:
- T-34-85 from “900” to “600”.
- SU-122 from “900” to “350”.
- T-34-85(desant) from “900” to “700”
21. fix sdkfz 251 (passengers)
22. fix incorrect name T-28 in editor(now u may pick one T-28), transparency holes inside tank.
23. fix flying airplanes (prevent pilots tendency to leave the cockpit).


Could you please confirm it ??
 ???

Txema


Title: Re: Translated Readme docs.
Post by: Kyth on July 02, 2011, 05:09:45 AM
1.4.1 SPM NTA English version update.

http://www.mediafire.com/?gslyk9bh2hdz3xi (http://www.mediafire.com/?gslyk9bh2hdz3xi)

It has some additional fixes (not included in readme) if compared to Russian 1.4 released earlier. As following:

- corrected missing dot in AP_MK2T shell config
- corrected jagdpanther armor
- front hull of JS-2 model tweaked a little
- fixed passenger places for T-34-85
- fixed sight glitch for Panther loader
- bb_round of some vehicles set to lower value

Here included some fixes from the future update which lockie will release and some of my own.
In case you install this version  SPM NTA 1.3 is not needed.



Hi everyone,

Here's something I left out in error from the compilation; it's the translated versions of the SU-100 and SU-85 readme files. Useful information about using the sights in those deadly tank-destroyers!

Full credit to Txema for his translation, thanks!

Please get the translations here:

http://www.4shared.com/file/vNSxds7w/Txema_readme.html (http://www.4shared.com/file/vNSxds7w/Txema_readme.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: Mistwalker on July 02, 2011, 01:32:32 PM
193 mm front armor and 100 mm side armor were fixed.

Wow compared to what values previously?????
That was in NTA 1.3 and prolly even in 1.5 beta too. Now armor's good as it should be. 85 mm front, 45 mm sides.
Quote
When comparing the penetration table for both Pz gr 39/40 and Pzgr 39/43 one can see that the latter was almost 50% stronger  than the former.Logically one would assume thus the value for the Pzgr 39/43 should be at about 1.35 rather than 0.97 as is currently the case???Unless other factors are looked at that I am unaware of???
Of course, you're forgetting about mass and speed. :)

Could you please confirm it ??
Yes, all included. I didn't list 1.3 changes because I thought it's pretty much obvious.


------------
All
Check this out:  http://www.battlefront.com/community/showthread.php?t=96469&page=40 (http://www.battlefront.com/community/showthread.php?t=96469&page=40)
I want those models... No, not that - I WANT THOSE MODELS!!!


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on July 02, 2011, 02:00:04 PM
When comparing the penetration table for both Pz gr 39/40 and Pzgr 39/43 one can see that the latter was almost 50% stronger  than the former.Logically one would assume thus the value for the Pzgr 39/43 should be at about 1.35 rather than 0.97 as is currently the case???Unless other factors are looked at that I am unaware of???
Of course, you're forgetting about mass and speed.

No I am not! The Pzrgr 39/40 and 39/43 had basically the same weight both in total weight and in explosive content 0.059 gr. The 39/43 shell had a velocity of 1000 m/s versus 773 for the Pzgr propelled by the kwk36/L56 because of the length of the abrrel of the kwk43/ L71.The latter has a muzzle velocity roughly 40% faster and the penetration values are about on average 60% higher for the kwk43 at 30 degrees angles.Thus theoratically the value ascribed to the Tiger II shells in the common res files at  0.97 vs 0.91 for the Tiger I would seem to be understated no???


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on July 02, 2011, 02:07:15 PM
  Well if the Jagdpanther was found to be overarmoured I think you should take a look at the SU-100 and Kv1e armour maps becasuie these 2 tanks seem to be usually tough when compared to the stated armour thickness they have.The Su-85 was a bit tough and it's normal but if you find the Jagdpanther overly tough the SU-100 is one tough Mamma and a bit too tough it seems to me.Even for side shots 3 or 4 a at least are required using either kwk36,42 or 43at distances less thna 800 metres in my own experience.Likewise the Kv1e is tougher thaathe JS-2 in that game....


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on July 02, 2011, 03:07:21 PM
Actually, armor jagdpanther still doesn't fit, coz it was done simply by decreasing parameter armor_thick=45, previously it had armor_thick=100. Of course, this fix decreased twice all other armor jagdpanther.
According to this picture the armor sides were 52mm.
(http://xmages.net/storage/10/1/0/a/7/thumb/thumb_59250cad.jpg) (http://xmages.net/view.php/86597_armor-jagd-jpg.html)

ps
At this moment, I'm trying to get the best result as for jagdpanther armor. This will be included in the next fix NTA1.3.1



Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on July 02, 2011, 06:09:05 PM
 It seems to me that the Jagdpanther had 60 mm thickness side armour historically at least in some areas.


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on July 02, 2011, 10:45:16 PM
It's very interesting! The gun of STUG III G may kill jagdpanther vs UBER front armor(193mm) from the first shot at the distance 1500m! ~200mm armor for this gun(75mm) - it's a piece of cake :D


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on July 03, 2011, 03:26:45 PM
Hope, soon we'll see this "monster" armed vs MG ;)

(http://img191.imageshack.us/img191/3184/bikecn.th.jpg) (http://imageshack.us/photo/my-images/191/bikecn.jpg/)

And a bit tunning to LUCHS ;)

(http://xmages.net/storage/10/1/0/6/0/thumb/thumb_8f4ec523.jpg) (http://xmages.net/view.php/86634_luchs-shields-jpg.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: Mistwalker on July 26, 2011, 11:24:59 PM
Late spring - early summer 1943 production Tiger in something that (finally!) looks like "dunkelgelb" color. :) For the future update.

(http://img402.imageshack.us/img402/4515/shot201107262032010000.th.jpg) (http://imageshack.us/photo/my-images/402/shot201107262032010000.jpg/)(http://img718.imageshack.us/img718/5759/shot201107262204070001.th.jpg) (http://imageshack.us/photo/my-images/718/shot201107262204070001.jpg/)(http://img163.imageshack.us/img163/1681/shot201107262035300002.th.jpg) (http://imageshack.us/photo/my-images/163/shot201107262035300002.jpg/)



Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on July 27, 2011, 10:10:31 AM
Late spring - early summer 1943 production Tiger in something that (finally!) looks like "dunkelgelb" color. :) For the future update.

(http://img402.imageshack.us/img402/4515/shot201107262032010000.th.jpg) (http://imageshack.us/photo/my-images/402/shot201107262032010000.jpg/)(http://img718.imageshack.us/img718/5759/shot201107262204070001.th.jpg) (http://imageshack.us/photo/my-images/718/shot201107262204070001.jpg/)(http://img163.imageshack.us/img163/1681/shot201107262035300002.th.jpg) (http://imageshack.us/photo/my-images/163/shot201107262035300002.jpg/)



Thank you very much! Finally something that's easy on the old eyes  ;D


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on July 27, 2011, 10:25:37 AM
Yes, thank you very much.

Looking forward to the update !!

 :)

Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on July 27, 2011, 01:10:16 PM
 I also have to propose the green and yellow skin made by ShocK3Wave 2 years ago which unfortunately I cannot post here but  I can upload the skin on Kyth's webpage if people are interested to look at it.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on July 27, 2011, 01:25:12 PM
I also have to propose the green and yellow skin made by ShocK3Wave 2 years ago which unfortunately I cannot post here but  I can upload the skin on Kyth's webpage if people are interested to look at it.

Not to quibble or anything, that camo pattern is good, but be informed, that skin is more appropriate for the late-model Tiger I.
And its got the unit insignia of sPzAbt 506 specifically.  :-\


Title: Re: SPM1.5 necessary update discussion.
Post by: kapulA on July 27, 2011, 03:19:25 PM
Looking good - a Dunkelgelb or camo skin would also be a welcome addition to the existing Panzergrau tanks like the Pz IV F2 and Pz III J and other models that could be used in '43 scenarios. :)


Title: Re: SPM1.5 necessary update discussion.
Post by: kapulA on August 01, 2011, 01:43:42 PM
A quick question about the SPM South Campaign with the KV-1 - is it possible to unbutton as the commander in the KV-1?
I can't seem to do it, and commanding a tank without that ability isn't much fun. :/


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on August 01, 2011, 01:50:08 PM
  Yes you can press F3 then P.The commander should pop out of the turret hatch.Press F9 to see from his point of view.AS far as I remember...


Title: Re: SPM1.5 necessary update discussion.
Post by: kapulA on August 01, 2011, 04:25:39 PM
Yeah, that's how it is with all the other tanks, but the KV doesn't allow me to unbutton - I'm always stuck in gunsight or pistol port view. :(


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on August 01, 2011, 05:41:20 PM
 I just tried it now and it works fine for me???Are you talking about the stock KV-1 or the KV-1e????What mods are you using?Beta 1.5 or NTA 1.4???


Title: Re: SPM1.5 necessary update discussion.
Post by: kapulA on August 02, 2011, 11:19:18 AM
Stock KV-1 and 1.5 beta - should I mayhaps download NTA 1.4?


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on August 02, 2011, 04:28:16 PM
I have instalations with SP 1.4, Beta 1.5 NTA 1.3 and 1.4 and in all the KV-1 works normally.Seems like a bug.\\\\\\\\\\\\\\\open your tech_cfg for the KV-1 and countercheck your entries for the following under both heads and sight( if you see a line that starts with // like head or //sig commander etc then just remove the //(double backslash)before the line save and try the KV-1 commander in your game.:


   //áàøíè
   heads()
   {
      //íàçâàíèå, ÷àíê áàøíè, ÷àíê ïóøêè
      //óãîë ïîâîðîòà âëåâî - âïðàâî, óãîë ïîâîðîòà ââåðõ - âíèç,
      //ñêîðîñòü ïîâîðîòà ïî ãîðèçîíòàëè - âåðòèêàëè, -//- äëÿ ýëåêòðî ïðèâîäà (ãðàä/ñåê)
      head1, db_head, db_mask,       180, 180,  15,   5,      15, 15, 25, 15;
      head2, s_mghead_02,   d_mgun_02,   15, 15,  15,      5,      30, 10, 10, 10;
      head3, d_mghead_01,   d_mgun_01,   15, 15,  15,      5,      30, 10, 10, 10;
      
      head4, s_pp_head,   s_pp_gun,   12, 12,  10,      8,       40, 40,  0, 0;
   }

   //ðàáî÷èå ìåñòà
   work_places()
   {
      #include "misc\kv_places.engcfg"
   }

   //ïðèöåëû
   sights()
   {
      //íàçâàíèå ïðèöåëà, êàìåðà, îïèñàíèå ïðèöåëà, áîëòàíèå ãîëîâîé
      sig_driver, s_camera_driver,    hole,          0.0, sig_driver, ;
      sig_driver, s_camera_driver_02, hole,          0.0, sig_driver, ;

      sig_gunner, s_camera_gunner_01, pt4_kv_corr,          0.0, sig_gunner, d_comhead_01;
      sig_gunner, s_camera_gunner_02, tmfd_corr,         0.0, sig_gunner, ;
      sig_gunner, s_camera_gunner_03, hole,          0.0, sig_gunner, ;
      sig_gunner, s_camera_gunner_04, hole,          0.0, sig_gunner, ;

      sig_loader, s_camera_loader_01, hole,          0.0, sig_loader, ;
      sig_loader, s_camera_loader_02, hole,          0.0, sig_loader, ;
      sig_loader, s_camera_loader_03, hole_bow_t34,      0.0, sig_loader, ;

      sig_commander, s_camera_commander_01, pt4_kv_corr,    0.0, sig_commander, d_comhead_02;
      sig_commander, s_camera_commander_02, hole,      0.0, sig_commander, ;
      sig_commander, s_camera_commander_03, hole,      0.0, sig_commander, ;

      sig_mgunner,    s_camera_radist,    hole_bow_t34,   0.0, sig_mgunner, ;
   }


Title: Re: SPM1.5 necessary update discussion.
Post by: kapulA on August 02, 2011, 09:26:54 PM
Yeah, everything seems to match the settings you've posted, and I can even open the commander and driver hatches, and once I see them stick their heads out on the external camera, their first person position is still the one seen from the interior of the tank. :(


Title: Re: SPM1.5 necessary update discussion.
Post by: pecaboy on September 08, 2011, 01:28:19 PM
Hi All!

First of all, I want to mention that this sim is great, simply the best so far :) With the SPM it is even better.

But I have a problem. I think the PzIII is a little bit buggy in this mod.

I have tried to do the second original soviet campaign (with Matilda) and I noticed that I simply couldn't destroy the PzIII (or at least very rarely). So I made a test scenario with 1 PzIIIJ against me (and my mate, who is Matilda, too). What usually happened is that I shot it 30-40 times from <400m but the Panzer haven't been destroyed. I could easily destroy its tracks, its cannon and its optics but that's all. The crew then came out unharmed (all the 5!) or stayed in the tank.

Once I hit the immobilized, unable-to-fire PzIII from 10-20m many times - at least 10 times its front, 20-30 times its side and 20 times its rear, all in various places - but nothing happened  ??? I abandoned the mission, then looked at the PzIII: cannon damaged, optics damaged, tracks damaged and that's all! Even a single man of the crew haven't had any injuries although 90% of my shells penetrated its armor. The whole tank was full of holes like a cheese but didn't exploded, and the whole crew stayed unharmed...

But there aren't any problems with the PzIV. Although, of course, it can be hardly destroyed with a 40mm Matilda gun, but it is possible with several shots. And its crew is not immortal  :)

So please look at the models of PzIIIs and fix them. Thank you!

And KUTGW! ;)

Mods installed by me:

SP mod 1.5 beta
SPM 1.5 fix 1.4
SPM v1.5 beta English patch


- Pecaboy


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on September 08, 2011, 03:09:37 PM
 ???

Not sure how it affects you, but it looks like the hitboxes got un-hidden. Try this version, where they're hidden again:

http://www.4shared.com/file/CBt7U1mq/PzIIIgo.html (http://www.4shared.com/file/CBt7U1mq/PzIIIgo.html)


Title: Re: SPM1.5 necessary update discussion.
Post by: pecaboy on September 08, 2011, 10:07:15 PM
Thank you very much!

Although the file has the same size as the old one, so I was sceptic, but I copied it and now it works perfectly :)

Problem solved!  ;D


Title: Re: SPM1.5 necessary update discussion.
Post by: lockie on January 24, 2012, 09:02:49 PM
And now the Master of Disaster, the Child of the Universe - bike+MG-34 :)
(http://xmages.net/storage/10/1/0/8/f/thumb/thumb_ab10a424.jpg) (http://xmages.net/view.php/93800)
Thanks to Donken, I finally managed to put it in the game :)
But it was only a first step, bike needs a huge adjustments. So, if some1 has ability to help me, plz PM.


Title: Re: SPM1.5 necessary update discussion.
Post by: Mistwalker on February 02, 2012, 11:13:40 AM
Steel Panzer Mod 1.5 ultimate update (russian version) released:
http://www.sukhoi.ru/forum/showthread.php?t=52890&p=1783651&viewfull=1#post1783651 (http://www.sukhoi.ru/forum/showthread.php?t=52890&p=1783651&viewfull=1#post1783651)

If someone will help with translation, english version will be released as soon as possible.


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on February 02, 2012, 01:10:49 PM
Mitwalker I would be willing to help but it hinges on 2 conditions.Depending on the amount or text that requires translation I would need a reasonable amount of time to do it( a week) as I both have a full-time job work and a family.Also I can read Russian but not fluently so I would need you to provide me the text with a google translation or babelfish one.I would then edit and correct and draft it in intelligible English.This is how I work with Lockie with his translations and it works well.


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on February 02, 2012, 05:05:25 PM
Mistwalker,

Thank you very much for the new mod !!

Could you please give us a list of the fixes and additions included in the mod ?

Thanks again for this mod. It is much appreciated !!


Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on February 02, 2012, 05:41:22 PM
Mistwalker,

Let me ask an additional question:

Why have you included the file "SPM1.5 NTA1.4(ENG).rar" into the "SPM 1.5_ultimate_update.exe" file?

Following your instructions it seems that it is NOT necessary to install both of them... Or I am understanding something wrong?


Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: Mistwalker on February 02, 2012, 06:19:35 PM
Mitwalker I would be willing to help but it hinges on 2 conditions.Depending on the amount or text that requires translation I would need a reasonable amount of time to do it( a week) as I both have a full-time job work and a family.

I have large historical texts and briefings for the new missions, but i doubt that anybody would want to translate that.

So at start it'll be only readme, list of changes and a few (10 or so) entries for the new vehicles and platoons.


Title: Re: SPM1.5 necessary update discussion.
Post by: Mistwalker on February 02, 2012, 06:24:47 PM
Following your instructions it seems that it is NOT necessary to install both of them...

Yes, of course.

You need only:

1. SPM 1.5 beta
2. Ultimate update
3. Some sound mod or autumn mod
if you like

No need for anything else, except for missions. In this case installation order should be:


1. SPM 1.5 beta
1. <mission of your choise like Rends' Barbarossa>
2. Ultimate update
3. Some sound mod or autumn mod


The only issue is that update may not be fully compatible with Panzer 38(t) campaign  - you should edit camp_list file in the update folder manually.


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on February 02, 2012, 06:32:21 PM
OK Mistwalker I am in!Email me the stuff and I will do my very best!


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on February 03, 2012, 06:48:51 AM

The only issue is that update may not be fully compatible with Panzer 38(t) campaign  - you should edit camp_list file in the update folder manually.

Regarding the Panzer 38(t) stuff: Not really a problem about the camp_list file, I haven't released the campaign yet. It's all individual missions at the moment.


I have large historical texts and briefings for the new missions, but i doubt that anybody would want to translate that.


I might come to regret this, but I think I could give it a try,  ;D


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on February 03, 2012, 08:15:31 AM
I have large historical texts and briefings for the new missions, but i doubt that anybody would want to translate that.



I might come to regret this, but I think I could give it a try, 

Ok Kyth we could split the job if you want?


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on February 03, 2012, 09:28:00 AM
I would like to help also with the translation.

Unfortunately my English is not very good but I can help with the "easy parts"...

I think that if we divide the work between us the translation can be done quite fast :)

Please, count me in !


Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on February 03, 2012, 01:26:29 PM
I have large historical texts and briefings for the new missions, but i doubt that anybody would want to translate that.



I might come to regret this, but I think I could give it a try, 

Ok Kyth we could split the job if you want?

I've reconsidered this (sobered up actually) and won't be involved in the translation.


Title: Re: SPM1.5 necessary update discussion.
Post by: Mistwalker on February 03, 2012, 02:14:52 PM
I've reconsidered this (sobered up actually) and won't be involved in the translation.

Yeah, there's much work to do and I don't think it's worth it. Plus the missions are on existing polygons, so there won't be anything totally new.



Txema - you can help frinkik if you want, just ask if he needs any help.


Title: Re: SPM1.5 necessary update discussion.
Post by: Kyth on February 03, 2012, 02:36:20 PM
Furthermore, with all the changes made I'll need to go over my missions again, see whether the play-balance is still okay, or whether there's been a spanner thrown in the works.  >:(

No time to spare, I'm sad to say,


Title: Re: SPM1.5 necessary update discussion.
Post by: Txema on February 03, 2012, 03:43:20 PM

Txema - you can help frinkik if you want, just ask if he needs any help.

OK, I will contact him using a PM.

Txema


Title: Re: SPM1.5 necessary update discussion.
Post by: frinik on February 03, 2012, 04:59:14 PM
Ok Kyth I undertsand don´t worry between Txema and I we will get it done!