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Author Topic: SPM1.5 necessary update discussion.  (Read 79749 times)
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kapulA
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Posts: 202



« Reply #100 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. Smiley
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kapulA
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Posts: 202



« Reply #101 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. :/
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frinik
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« Reply #102 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...
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kapulA
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Posts: 202



« Reply #103 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. Sad
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frinik
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Posts: 3145


« Reply #104 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???
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kapulA
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Posts: 202



« Reply #105 on: August 02, 2011, 11:19:18 AM »

Stock KV-1 and 1.5 beta - should I mayhaps download NTA 1.4?
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frinik
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Posts: 3145


« Reply #106 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, ;
   }
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kapulA
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Posts: 202



« Reply #107 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. Sad
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pecaboy
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Posts: 6


« Reply #108 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 Smiley 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  Huh? 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  Smiley

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

And KUTGW! Wink

Mods installed by me:

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


- Pecaboy
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Kyth
Generalfeldmarschall
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Posts: 2044


« Reply #109 on: September 08, 2011, 03:09:37 PM »

 Huh?

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
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"What am I, chopped liver..?"

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pecaboy
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Posts: 6


« Reply #110 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 Smiley

Problem solved!  Grin
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lockie
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Posts: 2348



« Reply #111 on: January 24, 2012, 09:02:49 PM »

And now the Master of Disaster, the Child of the Universe - bike+MG-34 Smiley

Thanks to Donken, I finally managed to put it in the game Smiley
But it was only a first step, bike needs a huge adjustments. So, if some1 has ability to help me, plz PM.
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Mistwalker
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Posts: 266


« Reply #112 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

If someone will help with translation, english version will be released as soon as possible.
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frinik
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Posts: 3145


« Reply #113 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.
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Txema
Generalmajor
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Posts: 371


« Reply #114 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
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Txema
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Posts: 371


« Reply #115 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
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Mistwalker
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Posts: 266


« Reply #116 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.
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Mistwalker
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Posts: 266


« Reply #117 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.
« Last Edit: February 02, 2012, 06:30:20 PM by Mistwalker » Logged
frinik
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Posts: 3145


« Reply #118 on: February 02, 2012, 06:32:21 PM »

OK Mistwalker I am in!Email me the stuff and I will do my very best!
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Kyth
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Posts: 2044


« Reply #119 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,  Grin
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"What am I, chopped liver..?"

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