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Author Topic: Mission - Hurry up kubelwagen! v1.0  (Read 10518 times)
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lockie
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« on: November 08, 2010, 07:36:41 AM »

Hi, friends!
This is a new one of unexpected one. Let me introduce: KUBELWAGEN – VW-82 as a military unit.
Try to check it out!
Well, the main purpose was to get the unit and see how it does. That's all.
Short mission order:
1. Visit s. Chonkino
2. Visit s. Chmarovka
3. Get back to the start position.
The whole column is for trifle. I don't want to explore as for all details, just play and have a look Smiley
There's a readme where u get all details.
Features:
- mission created on the base of the polygon w06_petrovka
- bike bmw can’t sink
- kubelwagen armor is increased to 5mm
- you can’t control the whole column

Installation (by JSGME.exe):
1. SPM 1.5+fix.
2. "Hurry up kubelwagen!_v1.0".
3. Start „Create new mission” -> Hurry up kubelwagen.datapack -> „Unpack”.
4. Optional. If you want to see the new picture and notes during mission loading.
Open  ...Kharkov 1942\data\k42\loc_rus\levels\levels\camp\user_camp.engcfg
Make a change:
Kubelwagen hurry up!, Kubelwagen hurry up!, 1, 0, back_t01.tga, txt_cit_01, 30, txt_hist_intro, hist_map_teach, levels\levels\cm_users\ Kubelwagen hurry up!.level;
on
Kubelwagen hurry up!, txt_name_mission_vw-82, 1, 0, kubel_82.jpg, txt_ldm_hurry_up_cit_01, 7, txt_history_vw-82, hist_map_teach, levels\levels\cm_users\Kubelwagen hurry up!.level;
5. Play the game,  user mission “Kubelwagen hurry up!”.


Credits: SPM 1.5 developers, Игорь123(test, suggestions, russian localization)
Download.
~35 Mb.
« Last Edit: March 08, 2011, 10:15:45 AM by lockie » Logged

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Kyth
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« Reply #1 on: November 08, 2010, 08:02:49 AM »

Hi Lockie,

Looks interesting, I'll try it out

 Smiley
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lockie
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Posts: 2348



« Reply #2 on: November 08, 2010, 10:14:35 PM »

This mission - kinda testing, cause vw-82 needs to be adjusted.
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Kyth
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« Reply #3 on: November 10, 2010, 09:39:28 AM »

Hi Lockie,

Did you do the new unit emblems for the Tiger & Panther in SPM 1.5?  Smiley

I have been doing a little fiddling with the panzer turret numbers and divisional markings lately. The information posted at the Sukhoi.ru site proved very useful!
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lockie
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Posts: 2348



« Reply #4 on: November 10, 2010, 01:19:34 PM »

Hi Lockie,
Did you do the new unit emblems for the Tiger & Panther in SPM 1.5?  Smiley
And for the soviet tanks also Wink
At this moment I made 4 additional emblems for the SS divisions.
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Kyth
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« Reply #5 on: November 10, 2010, 03:18:04 PM »


And I've redone the turret numbers for some of the panzers. Is there a demand for a numbers mod?

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lockie
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« Reply #6 on: November 11, 2010, 12:26:01 PM »

And I've redone the turret numbers for some of the panzers. Is there a demand for a numbers mod?
It looks interesting. Where I may d/l your mod to have a look?
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Kyth
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« Reply #7 on: November 11, 2010, 01:39:43 PM »

Let me pull it all together and I'll post the link. It's still a work in progress  Smiley
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Kyth
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Posts: 2044


« Reply #8 on: November 13, 2010, 01:33:11 AM »

Hello Lockie (and everyone who's interested),

Here's the link to the updated Turret Numbers and Divisional Markings. It's still a work in progress. (v0.1)

It should work, with varying degrees of success, for these vehicles:

Pz II
Pz 38(t) C
Pz III
Pz IV
Panther
StuG III C/D
PzJg I
Sk251
Sk250
Sk232

But you could try them on other tanks as well,

Let me know if there are any problems.  Undecided

Thanks,

Edit:
Updated to version 0.2 here:

http://www.4shared.com/file/bqc54h32/KMarkingsv02.html
« Last Edit: January 28, 2011, 02:59:40 PM by Kyth » Logged

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norm
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« Reply #9 on: November 14, 2010, 01:10:00 PM »

Will you be doing anything more with the roots of the AI trucks and half tracks? They seem to have trouble agreeing on which way to go. And the motor cycles keep drowning them selves at the first ford.
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lockie
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Posts: 2348



« Reply #10 on: November 14, 2010, 05:18:02 PM »

Hello Lockie (and everyone who's interested),
Here's the link to the updated Turret Numbers and Divisional Markings. It's still a work in progress. (v0.1)
Thx for the mod, I'll test as soon as possible.
Will you be doing anything more with the roots of the AI trucks and half tracks? They seem to have trouble agreeing on which way to go.
Kubelwagen cfg will be updated.
Quote
And the motor cycles keep drowning them selves at the first ford.
It's impossible, means u didn't install mission properly. Bikes can't drown - it's a mission feature.
File bmv.engcfg
//water_line=s_water_line;
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SemenOV
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« Reply #11 on: November 22, 2010, 02:06:00 PM »

Need a few volunteers for a mission Im testing on my server.
From this point in time - and 1-2 hours onwards.
Please
 
Look for this server in the ingame Server-browser.
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lockie
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Posts: 2348



« Reply #12 on: November 22, 2010, 06:43:14 PM »

Here's the link to the updated Turret Numbers and Divisional Markings. It's still a work in progress. (v0.1)
OK, I've tested your mod. There are some differences:
- the place of your marks are more accurate
- there are no place for emblems
As my point there's no a big difference to compare vs SPM 1.5. Just wonder, er textures looks much better, but I didn't see it in the game Sad
Some pictures:
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Kyth
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Posts: 2044


« Reply #13 on: November 23, 2010, 02:20:44 AM »

Hi Lockie,

The new numbers are visible with "wer_comp" 1 to 10 (I only changed those, the others are still linked to the standard SPM1.5 numbers)

Thanks,
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