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Author Topic: NTA Mod (English version)  (Read 519733 times)
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lockie
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« Reply #740 on: April 28, 2014, 09:44:08 PM »

I was eliminated in 97% sdkfz234 / 2 "Puma" and SdKfz 251/9 + MG-34 (late). Undecided
Unfortunately, it's almost impossible to provide 100% reliability for the new techniks without personal missions. I've a plan to include SdKfz 251/9 and Puma in the new mission "Last roar of the panther", where all units will be detailed check out. Meanwhile, current bugs subject to be fixed in the next update.
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Txema
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« Reply #741 on: April 28, 2014, 10:49:21 PM »

Hi Lockie,

I think that to make "SF_Fix_Widescreen_Bug_v1.1.rar" truly effective we should install it after the April Update. If we do not install it last in the list, then one of its files is overwritten by NTA 1.8 and by the April Update... Can you confirm this, please?

And thank you very much for the new update !!


Txema
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« Reply #742 on: April 29, 2014, 12:43:31 AM »

dkfz234 / 2 "Puma" and SdKfz 251/9 + MG-34 (late) are not spelled out in the common units.
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lockie
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« Reply #743 on: April 29, 2014, 09:57:36 AM »

I think that to make "SF_Fix_Widescreen_Bug_v1.1.rar" truly effective we should install it after the April Update. If we do not install it last in the list, then one of its files is overwritten by NTA 1.8 and by the April Update... Can you confirm this, please?
Yes, u're right. At this moment SF_Fix_Widescreen_Bug is compatible with April update, but there is aways risk to get error. There are three choices how to organized it:
1. Include SF_Fix_Widescreen_Bug in the next update. I think most users have widescreen monitor to compare with old ones 4:3.
2. Make new version of the SF_Fix_Widescreen_Bug in parallel with new update. But in this case, users must watch on when new fix will appear.
3. Give user ability to make fix by himself (manually make all necessary changes)
As my point, first variant is more preferable, coz will be decreased the number of additional mods, which subject to be installed, second user automatically receive the cure how to fix widescreen bug.

dkfz234 / 2 "Puma" and SdKfz 251/9 + MG-34 (late) are not spelled out in the common units.
Here's a quick fix, install it the last in line:
http://www.4shared.com/rar/Z3bvfqm6ba/01_April_fix.html
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« Reply #744 on: April 29, 2014, 11:58:02 AM »

Thanks comrade Locke. Cheesy
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Txema
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« Reply #745 on: April 29, 2014, 12:20:26 PM »

Hi Lockie,

Let me comment on other little thing:

In the first post of this thread it seems that you have updated the Winter mod:

4. Winter v3.42 by Maleshkin (28.04.2014)

but if I click on that link to download the updated mod, then I download the previous Winter mod, not the updated one. Could you please check it?


Txema
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lockie
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« Reply #746 on: April 29, 2014, 01:17:13 PM »

In the first post of this thread it seems that you have updated the Winter mod:
4. Winter v3.42 by Maleshkin (28.04.2014)
but if I click on that link to download the updated mod, then I download the previous Winter mod, not the updated one. Could you please check it?
My bad. It's already fixed!
And I'd like to know er opinion how to organize "SF_Fix_Widescreen_Bug". Also, I think would be good idea to include unofficial patch in the next update.
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Txema
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« Reply #747 on: April 29, 2014, 05:39:02 PM »

Hi Lockie,

In my opinion the best option would be number 1:

1. Include SF_Fix_Widescreen_Bug in the next update. I think most users have widescreen monitor to compare with old ones 4:3.

Then you should include instructions to manually un-do the fix for the few users that have 4:3 monitors.

I would also include the unofficial patch in the next update. As you say, it is much better to decrease the number of additional mods to install.

Thanks you !!  Smiley


Txema
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henrik
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« Reply #748 on: April 30, 2014, 05:41:46 PM »

I have non-widescreen monitor, and can surmise quite a few have too. it is rather questionable decision. I don't know, may be i'm doing something wrong, but under march update I had not very much crashes.

if widescreencrash is such critical problem i think it could be rationally to make patch archive with core folder as usual, and widescreenpatch that can be activated in JSGME after the main patch, in other words by common way. or something like.
« Last Edit: April 30, 2014, 06:02:57 PM by henrik » Logged
lockie
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« Reply #749 on: April 30, 2014, 06:15:49 PM »

I received some messages abt widescreen monitors and according to this information, I'll make patch for the users who has non-widescreen monitors(I'll write instruction in readme). Default NTA will be based on the widescreen monitors. Today is 2014 year and monitors with dimensions 4:3 are obsolete.
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henrik
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« Reply #750 on: April 30, 2014, 08:16:57 PM »

really? ok, you know it better. if you said this is true.  anyway you are the master of the mod.
« Last Edit: April 30, 2014, 08:24:41 PM by lockie » Logged
will1973
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« Reply #751 on: May 04, 2014, 09:30:55 PM »

Guess what is the tank where driver look through? Wink
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lockie
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« Reply #752 on: May 05, 2014, 06:52:15 AM »

IS-85? Wink
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Donken
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« Reply #753 on: May 05, 2014, 10:10:29 AM »

Guess what is the tank where driver look through? Wink


My bet is Is-3? Cheesy
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lockie
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« Reply #754 on: May 05, 2014, 06:09:23 PM »

First try to equip IS-3 with armor. Now tank will go to the "firing ground" to test their armor strength under fire.

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Donken
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« Reply #755 on: May 05, 2014, 06:32:27 PM »

First try to equip IS-3 with armor. Now tank will go to the "firing ground" to test their armor strength under fire.



Only turret is 220mm thick, the front plates, both upper and lower are 110mm thick.
Just google "is3 armor" and you get zillions of armor schematics Cheesy

Edit:
Oh btw, use viewport canvas in max to paint directly on model instead of doing like this Tongue Save as .tga and you have a finished armormap!
« Last Edit: May 05, 2014, 06:34:10 PM by Donken » Logged

The real heroes are those that never came back.
lockie
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« Reply #756 on: May 05, 2014, 06:44:52 PM »

Fixed!


And here's a new technology implemented. IS-33 has object "p_cradle"(located inside turret) and to this object attached gunsight. It does, when shell hit turret or gun mask there will be a chance to produce fragments, which can damage "p_cradle", thus it'll damage gunsight. Of course, if shell will go through the gunsight hole there will be 100% the gunsight will be damaged Cheesy Suppose, this technology will provide gunsight damaging, but in a very very rare case. Theoretically, it's almost impossible to damage gunsight. Firstly, this method was implemented for the M3 "Lee".
« Last Edit: May 05, 2014, 06:54:16 PM by lockie » Logged

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will1973
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« Reply #757 on: May 06, 2014, 08:49:45 AM »

News from the "Firing ground"


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frinik
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« Reply #758 on: May 06, 2014, 09:45:10 AM »

You can clearly see the shape of the T -54/55 to come... I wonder what evolution German tanks would have followed had the war not ended... Nice model Will1973!
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will1973
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« Reply #759 on: May 06, 2014, 10:15:00 AM »


News from the "Firing ground"


1. Added tank IS-3 with and without MG DShK (randomly)
2. Added new texture for the tracks IS-3
3. Added new units: 1x IS-3, 2x IS-3, 3x IS-3 + infantry
4. Added MG DShK with a new cartridge 12.7mm BZT-41, new shot sound.
5. Added new visibility and physics of the large-calibre bullet hits up to 1000m
6. Added two accumulators in the damaged objects, parking lights.

Features how to use MG DShK:
1. Take place as loader(Ctr+F4)
2. It is necessary to open the loader hatch to place MG in the fire position
3. The next steps are:
a) take a place at the MG DShK (Ctrl+F5) ( to enable targeting with arrows/mouse)
b) to load the main gun user must again take a seat as loader (Ctrl + F4). Quick transfer with key F4(without Ctr) won't act, because there is only one crew member(loader) for the two places (loader+gunner MG DShK)
« Last Edit: May 06, 2014, 10:16:51 AM by will1973 » Logged
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