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Author Topic: New KV-1E  (Read 27384 times)
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lockie
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« Reply #20 on: April 27, 2011, 02:01:13 PM »

The real challenge would be to take one of those Panzer II or 38(t) and emerge triumphant.  Smiley
OK, to resolve the truth (region SF), would be great to create those mission and have a look.
And there should be only one small path(where german tin-cans goes), near it suppose to be located the swamp/mire.
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Kyth
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« Reply #21 on: April 27, 2011, 02:15:15 PM »

OK, to resolve the truth (region SF), would be great to create those mission and have a look.
And there should be only one small path(where german tin-cans goes), near it suppose to be located the swamp/mire.

The w02_r_oskol map would be good for that  Smiley
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frinik
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« Reply #22 on: April 27, 2011, 02:33:01 PM »

  Or the W06_ Petrovka one it's got lots of river and quasi swamps, a village and a narrow road leading to the village
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lockie
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« Reply #23 on: April 27, 2011, 04:10:26 PM »

The w02_r_oskol map would be good for that  Smiley
This map is interesting! Think it'll suit to the aim of mission.

  Or the W06_ Petrovka one it's got lots of river and quasi swamps
Yes it does, but I don't see the mission over at this one.  w02_r_oskol map is more interested, imho.
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frinik
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« Reply #24 on: April 27, 2011, 06:26:30 PM »

  I bow to the majority Smiley
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lockie
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« Reply #25 on: May 06, 2011, 01:10:22 PM »

Finally, I've managed put KV-1e in the game Smiley
It's still needs to be adjusted, in particular the armor map.
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frinik
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« Reply #26 on: May 06, 2011, 01:23:25 PM »

  Oh lovely work Lockie!It's going to be our Lockie day!!!

Is it the Ekranye type with applique armour on the sides of the turret?
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lockie
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« Reply #27 on: May 06, 2011, 01:39:03 PM »

Is it the Ekranye type with applique armour on the sides of the turret?
No, as I've understood additional armor and the whole armor of turret will be the one part vs the same armor strength.
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frinik
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« Reply #28 on: May 06, 2011, 01:46:57 PM »

  Meaning the new KV1e model will not have a stronger armour thickness in the tech_cfg file?
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lockie
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« Reply #29 on: May 06, 2011, 02:43:20 PM »

Perhaps, *.cfg file will be slightly adjusted as for armor. Mainly it's provided by armor map.
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frinik
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« Reply #30 on: May 06, 2011, 04:24:37 PM »

  is this the surprise model they were talking about on the Avia forum a while ago?

Any idea when that new KV will be available?

The Avia forum has been eeringly quiet for a while now Huh?
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lockie
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« Reply #31 on: May 06, 2011, 08:51:22 PM »

Any idea when that new KV will be available?
Well, at this moment I don't know, because I got another glitch - AI doesn't want to shoot, actually he wants, but can't Cheesy
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frinik
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« Reply #32 on: May 07, 2011, 02:34:53 AM »

  Something missing in the common res file?  Did you check the " weapons " line of your model in the com res with the one for the KV in the game to see if they are similar?
« Last Edit: May 07, 2011, 02:44:32 AM by frinik » Logged
Kyth
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« Reply #33 on: May 08, 2011, 12:00:17 AM »

Any idea when that new KV will be available?
Well, at this moment I don't know, because I got another glitch - AI doesn't want to shoot, actually he wants, but can't Cheesy

I assume the gun works when the player uses it?

Sounds like something in the tech_cfg file - all the weapons have to be assigned to one of the 'workplaces' in the weapons() section, and they're grouped under 'firing positions' in the heads() section.

Also, if the tech_cfg file is copied from the existing KV1 file, all those 3D 'chunk' names should exist on the new model,

Just a suggestion  Grin
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lockie
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« Reply #34 on: May 08, 2011, 07:59:12 AM »

I resolved the problem partly. The point was in absence of modificator "Reset X-form" for the model in 3d max. Now, gunner and mgunner has an ability to shoot, but commander (I gave him PPSh) and loader (rear MG) still puzzled.
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norm
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« Reply #35 on: May 08, 2011, 01:29:27 PM »

wait, does the commander have firing ports, or will he fire from his hatch?
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lockie
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« Reply #36 on: May 08, 2011, 05:32:59 PM »

does the commander have firing ports
Yep, there are two holes in KV head, which provides shooting, in fact from revolver.(U may try at KV-1 and SU-85 in the game) So, now all members of crew, except commander, can shoot. The last thing is armor map.
One funny picture as for modificator "reset x-form" Smiley


Armor map is testing Wink
« Last Edit: May 09, 2011, 11:34:11 PM by lockie » Logged

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Kyth
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« Reply #37 on: May 10, 2011, 02:26:44 AM »

(Separate topic, as requested)
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frinik
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« Reply #38 on: May 10, 2011, 02:31:38 AM »

  Wow Lockie I love you KV"s psychadelic camo Grin

Would it be terribly difficult to create a KV85 using the KV's chassis?
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whukid
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« Reply #39 on: May 10, 2011, 06:40:54 AM »

  Wow Lockie I love you KV"s psychadelic camo Grin

Would it be terribly difficult to create a KV85 using the KV's chassis?

you mean THIS KV-85? http://goldenone.ru/?go=post&id=43
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