Graviteam

English-speaking community => Steel Fury: Kharkov 1942 => Topic started by: frinik on May 15, 2011, 05:09:05 PM



Title: Deviator's Missions
Post by: frinik on May 15, 2011, 05:09:05 PM
There's a new series of 6 missions made by Deviator( who already made few good maps and missions for the Panther, KV1 and T 34/85) along with a new map(BSSR2) available for download on the Sukhoi.ru Avia forum.There are 6 missions; 3 for each sides and basically pitting SPGs only.On the German side one with the Stug III F ( a toughiee to play with a balance of 10 ::) I lasted 9 minutes taking out 5 tanksand a SU 85 before being killed by a horde of tanks and infantry.You only get 1 Stug ,3 mgs and a couple of mortars and some Grenadiere not even a PaK!), one with the Brummbaer and one wothe Marder III.I wonder why he didn't make one for the Hetzer as well????On the Soviet side there's one for the SU85, 122 and 152.Here 's the link:

http://depositfiles.com/files/gun1etnsz


(you need to unpack the BSSR2 map which is a datapack file and generate it trhough the map_gen, copy some text files into the Text folder and the lines for the 6 missions into the user_camp folder.There's a read me which come with the doznload and explains what to do.

Enjoy!
 :)


Title: Deviator's Missions
Post by: lockie on May 15, 2011, 05:19:41 PM
On the German side one with the Stug III F ( a toughiee to play with a balance of 10 ::)
I've made my variant of that mission vs KV-1e included and still can't win at balance "6", inspite of 4guns added, 1 sdkfz 132 and shells store ;) I'm about to add 5 soldiers(recognition div) to the store department as a small reinforcement.


Title: Deviator's Missions
Post by: frinik on May 15, 2011, 06:21:55 PM
 I also made some chnages but so no succes.I replaced the lone Stug IIIF with 3 Stug ausf G, 2 of the MGs by a PaK 38 and PaK 40and one of the moratrs bya leig105 and also no success.I was killed by a side shot.On the other hand I played the Brummbaer mission and it's impossible to win or even survive with a vehicle like just by itself.I left it in the game but put 3 Hetzers as player's tank and I got a mission successful the first try(still at a balance of 10)!Woof!I can't wait to play the SU 122 and 152????? ::)

Yes I saw your post about the KV1e included!Lucky Lockie! ;)


Title: Deviator's Missions
Post by: lockie on May 15, 2011, 07:32:01 PM
(http://xmages.net/storage/10/1/0/c/0/thumb/thumb_2bc424ac.jpg) (http://xmages.net/view.php/84891_hold-kovalkovo-jpg.html)
Finally, I've managed to get it over :) It took me, suppose ~20 times at balance "6". I still had 3AP, 9HE and even one sdkfz 251, but vs broken gun :)
It's a script (http://www.4shared.com/file/kvSfS4vc/script_mis_ger2.html) of my mission variant.


Title: Deviator's Missions
Post by: Kyth on May 16, 2011, 01:50:33 AM
On the German side one with the Stug III F ( a toughiee to play with a balance of 10 ::)
I've made my variant of that mission vs KV-1e included and still can't win at balance "6", inspite of 4guns added, 1 sdkfz 132 and shells store ;) I'm about to add 5 soldiers(recognition div) to the store department as a small reinforcement.

I also made some chnages but so no succes.I replaced the lone Stug IIIF with 3 Stug ausf G, 2 of the MGs by a PaK 38 and PaK 40and one of the moratrs bya leig105 and also no success.I was killed by a side shot.On the other hand I played the Brummbaer mission and it's impossible to win or even survive with a vehicle like just by itself.I left it in the game but put 3 Hetzers as player's tank and I got a mission successful the first try(still at a balance of 10)!Woof!I can't wait to play the SU 122 and 152????? ::)

Yes I saw your post about the KV1e included!Lucky Lockie! ;)

 ???

You know, you all might try setting the difficulty to a lower level, to get exactly the same result  :)

To explain myself: Isn't the scenario's force balance and order of battle already variable, according to difficulty level?  ???
 


Title: Re: Deviator's Missions
Post by: frinik on May 16, 2011, 02:35:26 AM
  No way I refuse to have it easy! I like fighting against the odds  :D

That's why I don't hunt!I would want the game to have a weapon and shoot back at me ;D


Title: Re: Deviator's Missions
Post by: Kyth on May 16, 2011, 03:30:01 AM
  No way I refuse to have it easy! I like fighting against the odds  :D

That's why I don't hunt!I would want the game to have a weapon and shoot back at me ;D

True, but by editing the mission's force balance, it may have the effect of lowering the difficulty anyway.


Title: Re: Deviator's Missions
Post by: frinik on May 16, 2011, 06:08:11 AM
Kyth it doesn't believe me .Playing tDeviator's missions at using my balance is mission impossible.Which why I made changes to the vehicles while keeping th spirit of the missions intact.Lockie did the same too!


Title: Re: Deviator's Missions
Post by: Kyth on May 16, 2011, 06:24:28 AM
Okay then,

It just seems to be a lot of tinkering, to get a fair shake  :P


Title: Re: Deviator's Missions
Post by: lockie on May 16, 2011, 07:38:47 AM
A may say that mission for Brumbar is completely out of real conditions. U've to defend the village, but Brumbar wasn't organize for close combat (same vs SU-152). I see a good sample of such mission if Brumbar will take a part in attack action against i.e. soviet DOT's.


Title: Re: Deviator's Missions
Post by: frinik on May 16, 2011, 01:11:07 PM
  I totally agree! The Brummbaer, SU 122 and 152 were made to bust bunkers, MG nests, AT and artillery positions, fortifications and blast at infantry.They were not meant to take on tanks or lead offensive attacks against armour ! The rate of reload is too slow and the the amount of ordnance they carried was too low.It's only through sheer luck or badluck that they found themselves fighting tanks or other SPGs.Likewise the JS-2 was not meant to fight German heavy armour unless circumstances allowed( ambush or under attack).


Title: Re: Deviator's Missions
Post by: lockie on May 16, 2011, 01:53:52 PM
The rate of reload is too slow
In fact the time reloading was about 60sec. So, now 25sec - is a way much better than in reality :)


Title: Re: Deviator's Missions
Post by: frinik on May 16, 2011, 03:12:55 PM
 Likewise the 1944 JS-2 had in reality a rate of fire of 1.5 to 2 shots a minute.In the game it shoots closer to 3 shots a minute ???

My suspicion is that the SU 122 and 152 also reload faster than in reality????

I can understand why.They would be unplayable otherwise....


Title: Re: Deviator's Missions
Post by: lockie on May 16, 2011, 03:42:29 PM
Likewise the 1944 JS-2 had in reality a rate of fire of 1.5 to 2 shots a minute.
Well, at the total point of view, u're right. I may say only that first three shot(shells) were located near loader and it enabled to reload the gun approximately for 20sec.


Title: Re: Deviator's Missions
Post by: hemisent on May 16, 2011, 10:23:55 PM
I've been reading this thread about Deviator's missions and just DL'd them. I got everything I think but the read me is a text file in cryllic.

How do you go about translating a text file?

Thanks Guys
H


Title: Re: Deviator's Missions
Post by: Kyth on May 17, 2011, 12:26:34 AM
I've been reading this thread about Deviator's missions and just DL'd them. I got everything I think but the read me is a text file in cryllic.

How do you go about translating a text file?

Thanks Guys
H

1. My text file doesn't display cyrillic by default; what I get is something that looks like:
Quote
2.Ïóñê-Buka-ðåäàêòîð è óëèòû-ñîçäàòü íîâûé ïîëèãîí.
Ðàñïàêîâàòü-BSSR2-ãåíåðèðîâàòü.

2. I use 'SC Unipad' to convert the mess above into unicode cyrillic:
Quote
2.Пуск-Buka-редактор и улиты-создать новый полигон.
Распаковать-BSSR2-генерировать.

3. I use Google Language Tools to do the translation  ;D
Quote
2. Start-Buka-editor and utilities, create a new polygon.
 Unzip-BSSR2-generate.

I think 'Buka' is/was the publisher of SF, similar to 'Lighthouse Interactive'.


Title: Re: Deviator's Missions
Post by: frinik on May 17, 2011, 02:38:49 AM
 I thought it was Discus who published the game in the East???They are the nice guys holding on to Fall Blau like Scrooge >:(

hemi are you trying to play Deviator's 6 missions on his new BSSR2 map?They are tough and essentially it's the same mission to play over again with impossible vehicles like the Brummbaer.My advice to you is chnage the Sug IIIF for a G model amd put 3 instead of one.Change the SU122 for a JS-2.At least you get a turret and a better vehicle for the mission.Replace a couple of the MG34s by Pak40.


Title: Re: Deviator's Missions
Post by: hemisent on May 17, 2011, 03:13:14 AM
Frinik
  Yes, I thought that they sounded interesting and already decided that changing/adding vehicle would be wise as I'm nowhere near what could be considered competent. ;D

 Kyth
  Thanks, once I saw the gobbledygook I just assumed it was cryllic coming from the Russian forums. I never heard of SC unipad, what is it? I'll try googling it.

Thanks
H


Title: Re: Deviator's Missions
Post by: frinik on May 17, 2011, 06:12:25 AM
  SCunipad is probable one of those windows features that converts various alphabets character to a specific one which you can then have translated.Otherwise the default one gives you what you have gobbledigook.

Can't remeber how to get those unicode and ansci but if you open micrsoft works under tools you'll find language options with a variety of different langauges and alphabets.Pick say Russian cyrillic and have it translated using the same tool bar under translate.It should work.


Title: Re: Deviator's Missions
Post by: Kyth on May 17, 2011, 07:30:33 AM
I never heard of SC unipad, what is it? I'll try googling it.

Thanks
H

SC Unipad is a notepad tool (3rd party) that lets you type in any language with non-Roman alphabet.

Examples:

Arabic
Japanese
Sanskrit
Ancient Sumerian  :o


Title: Re: Deviator's Missions
Post by: lockie on May 17, 2011, 08:20:57 AM
It’s funny thing, but I managed to pass the mission for Brumbar at first attempt!(balance 6).
I got 9 hits, destroyed 1KV, 1SU-85 and only two members of crew were still alive.
Suppose, Brumbar should’ve been replaced on MarderII(131).
(http://xmages.net/storage/10/1/0/c/6/thumb/thumb_f19f3eb3.jpg) (http://xmages.net/view.php/84917_brumbar-missn-jpg.html)

And the mission for SU-85 I got over at first try also.
There’s funny picture – german tankman fly in space :)
(http://xmages.net/storage/10/1/0/d/0/thumb/thumb_329bb236.jpg) (http://xmages.net/view.php/84918_panth-fly-man-jpg.html)


Title: Re: Deviator's Missions
Post by: Kyth on May 17, 2011, 08:38:36 AM
There’s funny picture – german tankman fly in space :)
(http://xmages.net/storage/10/1/0/d/0/thumb/thumb_329bb236.jpg) (http://xmages.net/view.php/84918_panth-fly-man-jpg.html)


He's not flying, just planking...  ;D


Title: Re: Deviator's Missions
Post by: frinik on May 17, 2011, 02:07:26 PM
 The SU-85 makes sense .Good vehicle.You succeeded with the Brummbaer???Wow Kudos it's not an easy feat.

A Ritterkreuz sounds appropriate Lockie as member of Vlassov's  army of course ;D


Title: Re: Deviator's Missions
Post by: frinik on May 18, 2011, 08:38:40 AM
  I have to say that I ma very impressed with Deviator's maps.Very detailed, lots of areas to ambush or conceal tanks and AT guns.With the autumun mod one it's really great.Now if there was a way to enlarge the map size in SF.I'd rather have 20 large maps double the existing size than 40 smaller ones. It's probably impossible to change them since that's how they were created in the first place????


Title: Re: Deviator's Missions (some new ones)
Post by: Kyth on November 03, 2011, 04:39:11 AM
Hi everyone,

Heads-up! A new set of missions from Deviator:

http://www.sukhoi.ru/forum/showthread.php?t=49560&page=39 (http://www.sukhoi.ru/forum/showthread.php?t=49560&page=39)

For the T-26, BT-5, Pz38(t) and T-70.

Read all about it! (The translation, that is) :

http://translate.google.com.sg/translate?u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread.php%3Ft%3D49560%26page%3D39&sl=ru&tl=en&hl=en&ie=UTF-8 (http://translate.google.com.sg/translate?u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread.php%3Ft%3D49560%26page%3D39&sl=ru&tl=en&hl=en&ie=UTF-8)


Title: Re: Deviator's Missions
Post by: frinik on November 05, 2011, 03:10:58 AM
 This is amazing! There are so many new missions coming up that I am running frantically downloading new missions popping up everywhere.

Rends Barbarossa, Orel_01, Seelow Heights, Lockie's New Missions pack with missions made by several different people including himself, The Deviator's Ylla 4 missions, an soon to  be released the first Hemission ;D

We are being spoiled!

Thank, thank you very much to Rends, Lockie, Deviator, X Ream,Stone 2009, Mistwalker and SHYN for all the wonderful work you have created and selfflessly shared with all of us GUYS! Very Much Appreciated :)


Title: Re: Deviator's Missions
Post by: Bobosse on November 05, 2011, 07:39:08 AM
Don't forget you Frinick,Thank you very much...


Title: Re: Deviator's Missions
Post by: norty72 on November 05, 2011, 11:56:14 AM
Having a little trouble unpacking Deviators new mission, which includes the T26, BT5, Pz38 and the T70.
The Ylla file is a polypack file which does not seem to generate using the polygon generator. I then created new polygon and unpacked as advised to. I manage to generate the map, but there aren't any roads and buildings on it and some of the tanks are underwater after creating mission. Perhaps I am generating the wrong map for the missions. Should the Ylla polypack file have a datapack file with it aswell?

Norty  :(


Title: Re: Deviator's Missions
Post by: Kyth on November 05, 2011, 12:47:23 PM
Having a little trouble unpacking Deviators new mission, which includes the T26, BT5, Pz38 and the T70.
The Ylla file is a polypack file which does not seem to generate using the polygon generator. I then created new polygon and unpacked as advised to. I manage to generate the map, but there aren't any roads and buildings on it and some of the tanks are underwater after creating mission. Perhaps I am generating the wrong map for the missions. Should the Ylla polypack file have a datapack file with it aswell?

Norty  :(

The polypack file is the map. No further generation needed.
Put the Ylla folder in with the other maps in the data\loc_rus\k42\envs\folder.


Title: Re: Deviator's Missions
Post by: lockie on November 05, 2011, 04:04:54 PM
I manage to generate the map
It's impossible. Deviator didn't enclosed a source files for polygon. Just make a copy(through JSGME) already prepared by Deviator polygon to the folder "envs".


Title: Re: Deviator's Missions
Post by: frinik on November 05, 2011, 05:42:20 PM
Sorry Lockie but I also managed to generate Deviator's Ylla map not once but twice.It's a fantastic map with the large river(The Dnieper???) and solid defensive positions on both sides of the river.

Mine's normal; all the buildings are on the scene including the row of barracks on the right side of the first village.

What I did is copy his levels files into my user made missions menu before generating his map.I was able to modify the German mission by putting a P38t with a gun rather than the damned BefehlPanzer.


Title: Re: Deviator's Missions
Post by: lockie on November 05, 2011, 07:11:30 PM
Sorry Lockie but I also managed to generate Deviator's Ylla map not once but twice.
I don't know which way u did get a source files of polygon :)
I got ones, but I promised do not share and I did, that's why I wonder, how did u manage to get a source ;)

Quote
It's a fantastic map with the large river(The Dnieper???) and solid defensive positions on both sides of the river.
Comrade Iceman helped us to create a bridge over the river ;)

Quote
Mine's normal; all the buildings are on the scene including the row of barracks on the right side of the first village. What I did is copy his levels files into my user made missions menu before generating his map.I was able to modify the German mission by putting a P38t with a gun rather than the damned BefehlPanzer.
No need, just put it in(polygon) through JSGME.


Title: Re: Deviator's Missions
Post by: Rends on November 05, 2011, 09:05:26 PM
What make russian maps so special that i have most times problem to install them?
same with the new deviator maps.

I put the YILLA folder into the envs directory but what todo with the misXXX.datapack files?

Could need some help here!

But again, why do they look so different to mine for example? I don´t have misXXX.datapack files. Hey i even have no idea how he made them. The only datapack stuff i can create are the ones in the LEVELS/envs folder???


Title: Re: Deviator's Missions
Post by: lockie on November 05, 2011, 09:52:03 PM
I put the YILLA folder into the envs directory but what todo with the misXXX.datapack files?
U've to unpack them :) It's a mission script files.


Title: Re: Deviator's Missions
Post by: Rends on November 06, 2011, 12:09:41 AM
I put the YILLA folder into the envs directory but what todo with the misXXX.datapack files?
U've to unpack them :) It's a mission script files.

ah ok. But why isn´t it put together in an easier way so everyone can use it right out of the box? Does it have something todo with the Russian version? Is it somewhat different than the western one?


Title: Re: Deviator's Missions
Post by: lockie on November 06, 2011, 12:16:07 AM
Is it somewhat different than the western one?
I don't know. The game gives a possibility to do kinda that of and ... it's done :)
Well, as my point it's a problem of user  - how to install mission correctly. There`s no a standard, imho.


Title: Re: Deviator's Missions
Post by: norty72 on November 06, 2011, 06:03:48 AM
Thanks Kyth. I managed to installl eventually. Pays to keep things simple. Don't need to generate the Ylla map. It's already done for you.

Thanks, Norty :)


Title: Re: Deviator's Missions
Post by: frinik on November 06, 2011, 06:09:09 AM
I don't know which way u did get a source files of polygon :)
I got ones, but I promised do not share and I did, that's why I wonder, how did u manage to get a source ;)

Lockie I had no source other than sheer doggedness and ingenuity ;)

What I did was to neable the mod into the JSGME but before I had manually pasted the mission files into my user made folders user_camp etc.

Then  I just generated the map .It took me a lot of attempts because it didn't work at first but eventually I succeeded.As always Deviator's maps are a delight!i have them all! :)

Re the bridge; I remember seeing Iceman's posts on the Avia forum about making the bridge.



Title: Re: Deviator's Missions
Post by: Kyth on November 06, 2011, 06:29:16 AM
Thanks Kyth. I managed to installl eventually. Pays to keep things simple. Don't need to generate the Ylla map. It's already done for you.

Thanks, Norty :)

I'm glad you got things straightened out,  ;D

By the way, "Ylla" should be "Ulla", a town on the Dvina river.


Title: Re: Deviator's Missions
Post by: frinik on November 06, 2011, 06:42:22 AM
I agree you don' t need to generate the map to play the missions but if you want to use it for yourself to make your own stuff then you have to generate it!


Title: Re: Deviator's Missions
Post by: Panzerfaust on November 06, 2011, 04:30:03 PM
Is it somewhat different than the western one?
I don't know. The game gives a possibility to do kinda that of and ... it's done :)
Well, as my point it's a problem of user  - how to install mission correctly. There`s no a standard, imho.

Sorry gotta voice my opinion on this one and it's not my intention to slight any modding community lockie, but Rends point is correct. Standard install methods for missions should be adopted and the norm. The way Rends/Kyth and others here have thier missions install is a much more straight forward and a far less complicated affair then our RU comrades mission/campaign install method.  The way I see it both SFK42 communities main interested should be in attracting new (and keeping older) players to SFK42 and generating interest in Graviteam products. But one thing that I can say for certain is ease of use in installing mission/campaigns/mods will draw way more players then complicated ones. That being said I will admit that I have no RU mission installed in SFK42 (unless they were included in the SPM), thats not because I'm not interested, far from it, it's because I cannot get them to work either. So for the longest time I had to be content with the stock SFK42 missions/campaigns and later what was included in the SPM's. SFK42 really didn't open up for me till guys like Rends/Kyth and other came along with easy to install missions/campaigns. But still my mission list is lite compared to what it could be if the RU designed missions followed an easier install method. If this isn't possible for both SFK42 communities to agree on a standard install method then I would like to put forth the suggestion that both communities include clear instructions on how to install their missions in SFK42. I cannot stress more how important this is, many times I have recieved private PM's at SimHq from new SFK42 players asking how to install the RU designed missions and it frustrates me to no end that I cannot offer any help and really don't know where to point them to in obtaining help. It's the main reason I'm saddened to say that at the SFK42 mediafire file D/L site, under the missions folder, there are no RU missions for download.
Cheers


Title: Re: Deviator's Missions
Post by: frinik on November 06, 2011, 05:38:27 PM
I don't think there's Russian or Western way of installing mods/missions.Personally I have had more trouble installing mods/missions from Western sources than the Russian/Ukrainian ones.I have been installing missions made from the Rus/Ukr. modders since 2009 without issues. I have over 70 missions from Stone 2009, X Ream, Deviator, Sidorov , Lockie and others since SP mod 1.4 and never any trouble except for one or 2.

Panzer faust I recommend Lockie's Mission_ pack_ 1c.It includes 35 different missions and is very easy to install; you just extract it into your mods folder and then enable through the JSGME.There's a read me a few lines ot add to some folders but no different than what Kyth or Rends would do.

If you have trouble installing any of the Rus/Ukr. missions PM me I 'll be glad to be of help!


Title: Re: Deviator's Missions
Post by: Panzerfaust on November 06, 2011, 07:34:38 PM
"If you have trouble installing any of the Rus/Ukr. missions PM me I 'll be glad to be of help!"

Well just not for me ol' friend  :) But if may ask would you be open to writting up a general "how to" install guideline for western users on RU designed missions? That would definatley be a plus to the power of 10 for alot of people. Also lockie/Kyth if frinik would do this please make it a sticky so it will not get buried in the forums. (we need alot more important stickied "how to's" here guys).

"I don't think there's Russian or Western way of installing mods/missions.Personally I have had more trouble installing mods/missions from Western sources than the Russian/Ukrainian ones.I have been installing missions made from the Rus/Ukr. modders since 2009 without issues. I have over 70 missions from Stone 2009, X Ream, Deviator, Sidorov , Lockie and others since SP mod 1.4 and never any trouble except for one or 2."

See thats kind of what I mean about the installs, you have some like yourself that have no problems with RU mission installs but have problems with western mission installs. While people like me have no problems with western mission installs, but instead have problems with the RU mission installs, crazy huh? Like I said if a unified install proceedure for mission/campaigns isn't possible/feasible between everyone then the least that should happen is a clear and concise tutorial on how to do either method and most important it needs to be stickied here at the Graviteam forums for referance to all.

"Panzer faust I recommend Lockie's Mission_ pack_ 1c.It includes 35 different missions and is very easy to install; you just extract it into your mods folder and then enable through the JSGME.There's a read me a few lines ot add to some folders but no different than what Kyth or Rends would do."

I did try the Mission Pack 1c but I had all kinds of problems and glitches trying to use it, even switching from NTA 1.4 to NTA 1.3. One mission I tried to play several times (Hold on Shahovo) kept spawing my T-34 into a lake (river?) and I was getting other weird stuff happening in SFK42, after I uninstalled it the weird stuff stopped. While I would have loved to keep it and no offense to any mission maker out there but my personal preferance is for missions that use medium and main battle tanks from both sides, I'm not even a real big fan of AT vehicles, but thats just me and no slight to anyone is intended. So even if it would have worked I probably would have only played a few missions from it as I already have SPM 1.5 Beta and all of Kyths and Rends stuff (and quite a few from you too my friend ;D )

I sure didn't want to insult/berate any persons making these wonderful additions to SFK42, without these people SFK42 would have withered on the vine long ago. But if these things are not easily available for all to use and install in a relatively easy manner then whats the point? While I have the upmost respect for lockie for his talents in SFK42 and as a person I have too strongly disagree with the statement that it's stricly the users fault for not knowing how to install these missions. While a somewhat true statement it is hamstrung by the fact that the information on how to do these type of installs are not fully explained anywhere that I know of. Heres something to think about too, does anyone know what SPM 1.5 Beta added over SPM 1.4? Even the NTA's include list is buried somewhere here, these are things that need stickied. Well I am not one for pointing fingers as I found out long ago it accompolishes nothing, identify the problems and get a solutions that works for the majority (hopefully all) is the best way to move forward as a community. What I would love to see here is more tutorials on stuff like this and stickied for easy referance by all, and I know it's not an easy task but if enough people are willing to donate some of their personal time it can all be accomplished. So I'll start by throwing my hat in the ring guys, just let me know what I can do to help.
Cheers


Title: Re: Deviator's Missions
Post by: frinik on November 07, 2011, 02:32:23 AM
Panz I don't mind making a post about how to install mods but basically all it comes down to is reading the read me( which sometimes I neglect to do throroughly as with Rends' Seelow Heights) and following the instructions.RE the mission pack I have had some problems with some missions crashing the JPT Over the Top being one the moment the artillery barrage stops.I solved the problem by removing it and it works fine.May have to do with sounds files.What would help would be for the mission makers to release pics on how to install like Kyth does.


Title: Re: Deviator's Missions
Post by: Kyth on November 07, 2011, 05:14:13 AM
Hi,

If there's a demand for it, I could compile the Russian missions in JSGME format, something like the 'Desert Mod' sticky I did some time ago. Maybe throw in a quick translation of the briefing and mission objectives. I won't change the actual mission or tamper with the play-balance, just keep things as originally designed.

If you want to run with the idea, I envision something of a 'mission repository'. Any volunteers to host them? Full credits to the original mission designers, of course.

Maybe you'd like to tell me where to start? There's a whole lot of them out there,



By the way, you do notice there hasn't been any recent confusion about the Desert Mod,  ;D it used to crop up repeatedly,


Title: Re: Deviator's Missions
Post by: Txema on November 07, 2011, 10:45:02 AM
Kyth,

I think that is a great idea !!!

Perhaps you could take Lockie's  Missions_ pack_ 1.0c as a base (if Lockie agrees of course  :)) and add the rest of the missions.

It would be very good to have all of those missions in an easy to install format and at least with a basic english translation.

 :)

Txema



Title: Re: Deviator's Missions
Post by: Kyth on November 07, 2011, 11:07:37 AM
Well as far as I know, Mission Pack 1.0c is already in JSGME installable format,  :)


Title: Re: Deviator's Missions
Post by: lockie on November 07, 2011, 11:10:10 AM
I think there should be another mission pack vs new missions.


Title: Re: Deviator's Missions
Post by: Panzerfaust on November 07, 2011, 11:16:52 AM
Hi Kyth,
Well I already have the SFK42 Mediafire D/L site set up and would be more then willing to host any SFK42 files. And my apologies I forgot about the Desert Mod sticky, but thats kind of what I was talking about. I'll pop back in later to discuss this some more but right now I have to get my butt to work  :D
Cheers


Title: Re: Deviator's Missions
Post by: Txema on November 07, 2011, 11:39:43 AM
Well as far as I know, Mission Pack 1.0c is already in JSGME installable format,  :)

Oh, yes, of course !

I have not explained it properly... I was referring to all the missions done by our Russian and Ukrainian friends, although those included by Lockie in the Mission Pack 1.0c are already ready !

Perhaps, as Lockie suggests, you could compile a new pack with the rest of the missions..

BTW, while we are speaking about the Russian and Ukrainian mods... Is it possible to download the interior mod for the T-34-85? Does it work properly with SPM 1.5 NTA 1.3 or 1.4?


Txema



Title: Re: Deviator's Missions
Post by: Kyth on November 07, 2011, 11:58:36 AM

Is it possible to download the interior mod for the T-34-85? Does it work properly with SPM 1.5 NTA 1.3 or 1.4?


Txema

I haven't actually found any such mod, but it looks like the existing T-34/76 interior was grafted on to the T-34/85. The turret is totally different,  :o



Title: Re: Deviator's Missions
Post by: frinik on November 07, 2011, 12:34:00 PM
 All the missions made by the Russian/Ukrainian modders sounds pretty vague to me???? Are we talking about recent missions only?Since, let's say, early 2011 or are you talking since 2009? Some missions made for the SP mod 1.4 are not compatible with Beta 1.5 and the subsequent mods! Also some missions made for NTA 1.4 may not work with NTA 1.3 as the common res folders are different...

There`s no interior cockpit for the T34/85 and I agree with Kyth the T34/76 cockpit is totally different.


Title: Re: Deviator's Missions
Post by: Txema on November 07, 2011, 01:25:50 PM
Well, I was thinking about missions compatible with SPM 1.5, in principle...

I also think that the resulting mission pack should be compatible with SPM 1.5 NTA 1.4, because it is the most recent version.

I was thinking about the following missions for the new mission pack:

- "Cherkasskoe_beta" and "Shahovo_beta" by Stone 2009

- The new "Ylla" (and other older missions like "deviator_Mission_KV-1", "deviator_Mission 6-10-1941", "deviator_Mission_missii", "Deviator_sau_mission") by Deviator
(although perhaps some of them are already included in Lockie's mission pack... I don't know)

- "Pereprava Xream mission 6" by Xream

- and the campaigns and missions from SPM 1.5 beta that are not translated into english yet.

 :)

What do you think?


Title: Re: Deviator's Missions
Post by: lockie on November 07, 2011, 01:51:03 PM
There're three missions which were not included in mission pack 1.0c
So, the next pack, let's say "mission pack 2.0" may include:
1. Unnamed Hill/KV-1             *Stone2009
2. Column/T-34-76               *Stone2009
3. Battle for the village/KV-1  *Stone2009
4. Real Churchill
5. Tiger battle field v.2/Pz VI  *yl9961027
6. Hetzer in Attack                 *yl9961027
7. Ambush/T-44                    *yl9961027
8. A miracle-weapon Jagdtiger (?depends when final jagdtiger model will be released)
09. Seelow Heights/PzVI          *Rends
10. Seelow Heights/IS-2          *Rends
11. Seelow Heights/T-34-85    *Rends
12. Ulla/Pz 38(t)   *deviator
13. Ulla/T-26        *deviator
14. Ulla/BT-5        *deviator
15. Ulla/T-70/       *deviator
16. Kolobanov firearms/KV-1e (? under question, coz original german tanks Pz 35(t) are absent)   *Deviator
17. Luchs II: Find the fords (?needs update to spm 1.5 nta 1.3)
18. Capture Shestakovo/T-34-76     *SF authors
20. Cherkasskoe/PzV                 *Stone2009
***
Campaigns "Barbarossa/Orel" removed from the list as author request.

ps
- "Cherkasskoe_beta" and "Shahovo_beta" by Stone 2009
Cherkasskoe II was included in v.1.0c

Quote
(and other older missions like "deviator_Mission_KV-1", "deviator_Mission 6-10-1941", "deviator_Mission_missii", "Deviator_sau_mission") by Deviator
(although perhaps some of them are already included in Lockie's mission pack... I don't know)
All of them were included in v.1.0c

Quote
- "Pereprava Xream mission 6" by Xream
Included v.1.0c the name is "Crossing the river".

Quote
- and the campaigns and missions from SPM 1.5 beta that are not translated into english yet.
? What the campaigns?


Title: Re: Deviator's Missions
Post by: Kyth on November 07, 2011, 02:15:56 PM
Hi everyone,

Just to clarify, I'd rather have them done on a small scale, i.e. missions made available as individual missions or small packs, as they were originally released. (The 'repository' idea.) The intention here is to help folks to have a clean and standardized installation every time.

I haven't the time or inclination to do a huge Mission Pack.


Title: Re: Deviator's Missions
Post by: frinik on November 07, 2011, 02:21:32 PM
Add Lyth's 10 missions to the pack please.Orel there are 3 missions not 2.Also why not include Rends first Brest mission with Pz IIII?What about XReams 2009 missions?Xream 5 and Igor Japan? What about the missions made in 2009 by Jake MF03_bab, MF05_loz, MF06_izum and MF07_glug?Stone 2009 original 5 Sobolevskyii district missions for the T34/76 which have been converted into T34/85 missions in the campaign T34/85 Weapon of Victory???The originals were better in my opinion...


Title: Re: Deviator's Missions
Post by: Kyth on November 07, 2011, 02:35:17 PM
Add Lyth's 10 missions to the pack please.Orel there are 3 missions not 2.Also why not include Rends first Brest mission with Pz IIII?What about XReams 2009 missions?Xream 5 and Igor Japan? What about the missions made in 2009 by Jake MF03_bab, MF05_loz, MF06_izum and MF07_glug?Stone 2009 original 5 Sobolevskyii district missions for the T34/76 which have been converted into T34/85 missions in the campaign T34/85 Weapon of Victory???The originals were better in my opinion...

Proves my other point about avoiding huge Mission Packs, too many difficult choices about what to leave in / leave out,

Just to repeat, the intention here is to help folks to have a clean and standardized installation and save their gaming time  :)


Title: Re: Deviator's Missions
Post by: lockie on November 07, 2011, 02:37:55 PM
Add Lyth's 10 missions to the pack please.
As my point Kyth's mission is already pack vs mission :)
... and I didn't say that I'd compile that pack. It's just my suggestion ;)

Quote
Orel there are 3 missions not 2.
fixed

Quote
Also why not include Rends first Brest mission with Pz IIII?
I think Rends has some plans as for this mission.

Quote
What about XReams 2009 missions?
What they are exactly?

Quote
Xream 5 and Igor Japan?
It's difficult to identify, at least for me ;)

Quote
What about the missions made in 2009 by Jake MF03_bab, MF05_loz, MF06_izum and MF07_glug?
? I didn't see them.

Quote
Stone 2009 original 5 Sobolevskyii district missions for the T34/76 which have been converted into T34/85 missions in the campaign T34/85 Weapon of Victory???The originals were better in my opinion...
These missions were included in SPM1.5, though personally I don't mind to see them in pack.


Title: Re: Deviator's Missions
Post by: frinik on November 07, 2011, 02:38:16 PM
And Iforgot to include Friedrich Wilhelm's 4 Tiger 1 missions!BTW they came with SchocK3Wave's beautiful tri-coloured camo for the Tiger I which I have been using for 18 months now!


Title: Re: Deviator's Missions
Post by: Rends on November 07, 2011, 02:41:58 PM
...Orel there are 3 missions not 2.Also why not include Rends first Brest mission with Pz IIII?...
"Rends first Brest mission" is now part of the Barbarossa campaign (It´s Mission 3 in the campaign). And i´m still working on the campaign.
Orel is on hold but i will be back on it soon.

Seelow heights is finished (even with the small bug that you don´t get the mission complete message in the Tiger mission).

You can put Seelow heights into the pack but please not the other Campaigns.

Thx,
Rends


Title: Re: Deviator's Missions
Post by: lockie on November 07, 2011, 03:57:13 PM
I think Cherkasskoe II was not included in v.1.0c. The mission included was "ShakhovoII"... Am I right ?
Yes, my mistake. "Shahovo II" was included.

Well, all of the new missions and campaigns added in SPM 1.5 beta are not translated into english... only the missions and campaigns that were already in SPM 1.4 are translated into english.
OK, I see, but I told that those missions were included, I didn't mean translated ;)

ps
Txema sorry, I accidentally deleted er messages.

pps
and here's a new mission from developers(example how to create missions) Capture Shestakovo.
(http://xmages.net/storage/10/1/0/e/8/thumb/thumb_9f531caa.jpg) (http://xmages.net/view.php/91079)


Title: Re: Deviator's Missions
Post by: frinik on November 07, 2011, 05:55:46 PM
Qote Lockie"

? I didn't see them."

I can email you the datapack files if you want byut they can only be played on SP mod 1.4 I think.



Title: Re: Deviator's Missions
Post by: lockie on November 07, 2011, 06:08:10 PM
I can email you the datapack files if you want byut they can only be played on SP mod 1.4 I think.
OK, let's try ;)


Title: Re: Deviator's Missions
Post by: frinik on November 07, 2011, 06:37:43 PM
Ok I will email them to you.Worse come to worse I can always modifyn them for SP 1.5 like I did for one of FW's missions but it's labour-intensive and a pain frankly.


Title: Re: Deviator's Missions
Post by: Kyth on November 08, 2011, 01:58:50 AM
Hi everyone,

Just to repeat, my original idea was to repackage missions into a standard JSGME installable format. Nothing fancy, just the original missions / small collections which shall be released individually, "as-is". Of course, if there isn't much demand for this, I'll gladly withdraw my proposal.

Big Mission Pack is not on my to-do list. And this is not a debate about the worthiness of any particular mission or method.

Thanks,



ps. If you're in favour of this idea, please speak up. Feeble response = no further effort on my part.


Title: Re: Deviator's Missions
Post by: frinik on November 08, 2011, 02:28:35 AM
Got your point Kyth and it makes sense.We could package missions in groups or 10 may be by theme or type of tanks?I ll have to look at the various missions.


Title: Re: Deviator's Missions
Post by: Panzerfaust on November 08, 2011, 02:41:53 AM
Sorry for getting back so late to this discussion guys. I agree with Kyth that smaller packs D/L or more preferably individual missions D/L would probably be better. No need to reinvent the wheel here, just as long as someone is willing to write a small "how too" on the 2 different installing methods and put it up as a sticky here. Also if someone has multiple installs of SFK42 (say one running SPM 1.4 and one running SPM 1.5 w/NTA's) all of the missions ever created for SFK42 are still playable for them, all thats needed is what version it's compatible with in the D/L tag.
Cheers


Title: Re: Deviator's Missions
Post by: Panzerfaust on November 08, 2011, 02:53:26 AM
Hi everyone,

Just to repeat, my original idea was to repackage missions into a standard JSGME installable format. Nothing fancy, just the original missions / small collections which shall be released individually, "as-is". Of course, if there isn't much demand for this, I'll gladly withdraw my proposal.

Big Mission Pack is not on my to-do list. And this is not a debate about the worthiness of any particular mission or method.

Thanks,





ps. If you're in favour of this idea, please speak up. Feeble response = no further effort on my part.

Hi Kyth,
Sorry I missed this message as I was typing/submitting mine, if your willing to do that for us God bless you and you have my support
Cheers


Title: Re: Deviator's Missions
Post by: whukid on November 08, 2011, 03:30:06 AM
<- IN FAVOR


Title: Re: Deviator's Missions
Post by: frinik on November 08, 2011, 05:59:41 AM
I say Amen too!I have a few of these missions in  datapack format.I will have to see if they work with NTA 1.3/1.4 after work!

Cheers


Title: Re: Deviator's Missions
Post by: murkz on November 08, 2011, 07:47:05 AM
Yes Please Kyth.


Title: Re: Deviator's Missions
Post by: Donken on November 08, 2011, 08:52:34 AM
Why just not pack them in packs by creator? And the few creators that have made only one or two maps, pack them together to one big.

And btw, Why is people still using NTA 1.3? I see that is mentioned everywhere: what NTA is you using? etc etc. Shouldnt all new maps be made for the latest NTA? Always?


Title: Re: Deviator's Missions
Post by: lockie on November 08, 2011, 11:12:27 AM
And btw, Why is people still using NTA 1.3? I see that is mentioned everywhere: what NTA is you using?
NTA this is update mod to the main SPM1.5. NTA was organized as a temporally patch to SPM1.5. I hope that we'll see a new SPM1.6, finally :)


Title: Re: Deviator's Missions
Post by: frinik on November 08, 2011, 11:53:17 AM
Donken I have multiple installs of SF includign NTA1.3 whcih contains soem models that are unavaible with NTA 1.4.I also have Beta 1.5 only and what I call the unofficial 1.5 released prematurely last year in August( a sort of transitional mod between 1.4 and Beta 1.5).There are several versions of NTA 1.3 which I also keep.


Title: Re: Deviator's Missions
Post by: Donken on November 08, 2011, 12:35:11 PM
Donken I have multiple installs of SF includign NTA1.3 whcih contains soem models that are unavaible with NTA 1.4.I also have Beta 1.5 only and what I call the unofficial 1.5 released prematurely last year in August( a sort of transitional mod between 1.4 and Beta 1.5).There are several versions of NTA 1.3 which I also keep.

ah i see, thats why we need a structure somehow. Why is there things removed from NTA 1.4 that was in NTA 1.3? Isnt it easier to put exactly everything in one pack instead. For the public so to say. This is confusing for lots of people (including me)

Its a big mess if some ppl make new maps that is compatible with 1.3 and not with 1.4, i mean, new ppl that find all mods they probably think like me, Why do i need to download 1.3 when 1.4 is newer and therefore "better". And unknowingly find out that half the maps dont work because 1.4 isnt better, its just different.

But anyway, this is most about map makers. Isnt it easier for exactly everyone if they always do maps that works with the latest NTA/SPM, and the SPM/NTA makers always include what was in the previous version. If they do it should always be backwardcompatible. And of course alot less confusing and messy.


Title: Re: Deviator's Missions
Post by: Kyth on November 08, 2011, 12:58:21 PM
Donken I have multiple installs of SF includign NTA1.3 whcih contains soem models that are unavaible with NTA 1.4.I also have Beta 1.5 only and what I call the unofficial 1.5 released prematurely last year in August( a sort of transitional mod between 1.4 and Beta 1.5).There are several versions of NTA 1.3 which I also keep.

ah i see, thats why we need a structure somehow. Why is there things removed from NTA 1.4 that was in NTA 1.3? Isnt it easier to put exactly everything in one pack instead. For the public so to say. This is confusing for lots of people (including me)

Its a big mess if some ppl make new maps that is compatible with 1.3 and not with 1.4, i mean, new ppl that find all mods they probably think like me, Why do i need to download 1.3 when 1.4 is newer and therefore "better". And unknowingly find out that half the maps dont work because 1.4 isnt better, its just different.

But anyway, this is most about map makers. Isnt it easier for exactly everyone if they always do maps that works with the latest NTA/SPM, and the SPM/NTA makers always include what was in the previous version. If they do it should always be backwardcompatible. And of course alot less confusing and messy.

Relax! Things aren't quite as bad as all that  ;D for map-makers and mission makers. Anyway I hope this 'schism' is a temporary thing. May cooler heads prevail!


Title: Re: Deviator's Missions
Post by: frinik on November 08, 2011, 02:01:49 PM
 Schism???? Soon we will need the Pope to rule on which version of NTA is compatible with the teaching of the Catholic church!!!

Anyway Donken don' t worry the maps are compatible with all mods; I have the same maps made for Beta 1.5 missions, NTA 1.3 and 1.
4 installed on SP mod 1.4 and vice versa and everythign work fine and dandy.What is not compatible sometimes between the various mods are the Mission Editors because some vehicles have been changed or modified.Basically NTA 1.3 and 1.4 are compatible except for some minor differences i.e the T-44 disappeared with NTA 1.4 amongst other things.


Title: Re: Deviator's Missions
Post by: Kyth on November 09, 2011, 12:31:57 PM
Schism???? Soon we will need the Pope to rule on which version of NTA is compatible with the teaching of the Catholic church!!!

The question is, who will heal the breach and bring unity at long last?  ::)


Title: Re: Deviator's Missions
Post by: frinik on November 09, 2011, 01:59:22 PM
Part of the problem is that there are the Russian/Ukrainian modders doing their things with their own forum and we have ours and our own priorities.

Hopefully NTA 1.6 might mark the beginning of unity with new modesl, mods and missions created both there and here will be pooled for a unified relaese.That's why it's important to have guys like Lockie and Mistwalker present here and acting as bridges and you Kyth on the Avia forum playing a similar role.


Title: Re: Deviator's Missions
Post by: lockie on October 23, 2012, 01:57:00 PM
Found a four new missions from deviator (polygon simashkovo):
1. Marder II
2. T-34(42)
3. SU-76
4. KV-1s
All of them are VERY hard. I didn't manage to finish any :)
http://narod.ru/disk/55407087001.ed1b11957d927df342dd96c65796b53f/simashkovo.rar.html


Title: Re: Deviator's Missions
Post by: frinik on October 24, 2012, 01:46:31 AM
Downloaded.I like Deviator's maps and missions.Always good! Say thanks to him!


Title: Re: Deviator's Missions
Post by: lockie on October 24, 2012, 02:01:30 PM
Always good! Say thanks to him!
Yes, usually it goes great, but not this time. Polygon was made very quickly and without attentions to the houses. Anyway, it's better then nothing ;)


Title: Re: Deviator's Missions
Post by: frinik on October 26, 2012, 02:01:33 AM
Hi Hemi! Long time no hear! You can use babelfish or Google translate. Me I woyld simply guess what lines to add or what to do by simply reading the line about what filr needs modifying because it's wriitten in latin characters in the read me. Onne word of caution, many of Deviator's missions onvolve new maps so I recommend that you install the maps in your game. His maps are excellent! Cheers!

That beind it would be good if somebody on the Russian-Ukrainian side would provide briefs instructions of the missions rwad me in English....


Title: Re: Deviator's Missions
Post by: kapulA on November 01, 2012, 07:52:31 PM
Could anyone provide us with a translated/working Cyrillic readme? Having a bit of trouble installing it and my Notepad isn't displaying the symbols correctly, so it would seem that I'm a bit stuck here.


Title: Re: Deviator's Missions
Post by: Kyth on November 02, 2012, 07:04:32 AM
Could anyone provide us with a translated/working Cyrillic readme? Having a bit of trouble installing it and my Notepad isn't displaying the symbols correctly, so it would seem that I'm a bit stuck here.

The txt files are in ASCII format, so you need a font like 'ER Kurier' to view the cyrillic text properly.

On the other hand, if you want to get the Russian translated to English, I've written a little bit about how it's done:

http://graviteam.com/forum/index.php?topic=8212.msg13555#msg13555 (http://graviteam.com/forum/index.php?topic=8212.msg13555#msg13555)


Title: Re: Deviator's Missions
Post by: lockie on November 04, 2012, 06:07:18 AM
Mission for the Marder II sdkfz 132 is impossible, coz spg doesn't has a gunsight. So, u need to make the next fix. File ...\data\k42\loc_rus\levels\levels\tech_cfg\marder_2_132.engcfg
replace original code with next:
Code:
	sights()
{

sig_driver, s_camera_driver, marder_2_132_cap, 0.0;

gunner_priz, s_camera_gunner_01, sflzf_ferdinand, 0.0, sig_gunner;
gunner_prib1, s_camera_gunner_02, marder_2_132_cap, 0.0, sig_gunner;
gunner_prib2, s_camera_gunner_03, marder_2_132_cap, 0.0, sig_gunner;

loader_prib, s_camera_loader_02, marder_2_132_cap, 0.0, sig_loader;

// sig_loader, s_camera_loader_01, def_commander, 0.0;
sig_loader, s_camera_loader_01, def_biker, 0.0, sig_loader;

sig_radist, s_camera_radist, marder_2_132_cap, 0.0;

}

hatchs()
{

//группа, имя чанка, угол открывания, количество положений, текущее положение
// driver, d_hatch_1a, 120, 1, 0;
// driver, d_hatch_1b, -100, 1, 0;
// radist, d_hatch_2a, 100, 1, 0;
// radist, d_hatch_2b, -120, 1, 0;
gunner_priz, d_zaslonka_priz_01a, 1.1, 1, 0;
gunner_priz, d_zaslonka_priz_01b, -1.1, 1, 0;
gunner_prib1, d_pribor_01, -70.4, 1, 0;
gunner_prib2, d_pribor_03, 61.7, 1, 0;
loader_prib, d_pribor_02, -70.4, 1, 0;
//gunner, d_baraban_b,     341.053, 18, 0, -1, ;
//gunner, d_prizel_b, -0.8,  18, 0, -1, ;
gunner, d_baraban_b,     341.053, 36, 10, -1, ;
gunner, d_prizel_b, -0.8,  36, 10, -1, ;
//gunner, d_baraban_b,     341.053, 72, 0, -1, ;
//gunner, d_prizel_b, -0.8,  72, 0, -1, ;

}


Title: Re: Deviator's Missions
Post by: lockie on November 04, 2012, 03:47:46 PM
Can anybody confirm that KV-1s can't shoot from the machine gun at the next places:
- mgunner
- commander


Title: Re: Deviator's Missions
Post by: frinik on November 04, 2012, 05:49:24 PM
I have played it a couplef times.I didn't notice any problems with the various MGs.
BTW what happened to the KV-1e model with the rounded turret that we had prior to the Ultimate mod? It has disappeared Instead the model we have now has the rectangular turret of the older models with the appliqué on the sides????


Title: Re: Deviator's Missions
Post by: lockie on November 04, 2012, 10:13:57 PM
I have played it a couplef times.I didn't notice any problems with the various MGs.
it's strange, coz nor my mgunner neither loader/commander can't shoot from the MG :(

Quote
BTW what happened to the KV-1e model with the rounded turret that we had prior to the Ultimate mod? It has disappeared Instead the model we have now has the rectangular turret of the older models with the appliqué on the sides????
I guess that somebody who has authorization for the SPM UU removed KV-1e(with the rounded turret) without any notification to users and any discussion about it.


Title: Re: Deviator's Missions
Post by: kapulA on November 04, 2012, 10:30:11 PM
Thanks for the tips Kyth & lockie!


Title: Re: Deviator's Missions
Post by: frinik on November 05, 2012, 01:37:57 AM
MMMMMMMMMMMMMMMMMMMM let me guess; it's Mistwalker????Well if it's him I don't mind asking him the question as to why????There were at least 7 to 8 variants of the KV-1 and it would be fun to have them all in SF.

Re the KV-1S I'll test it my tonight and I'll let you know if I have similar problems...


Title: Re: Deviator's Missions
Post by: Kyth on November 05, 2012, 02:31:03 AM
Say, I'm going off on a tangent here,  :)

Does anyone have any historical pictures and references for a KV-1e with a curved (cast) turret?
All the material I have points to the rectangular (welded) turret for this variant.


Title: Re: Deviator's Missions
Post by: Donken on November 05, 2012, 03:08:12 AM
Say, I'm going off on a tangent here,  :)

Does anyone have any historical pictures and references for a KV-1e with a curved (cast) turret?
All the material I have points to the rectangular (welded) turret for this variant.

Same for me, i have never seen a KV-1e with a cast turret, KV-1e was produced during 1940 and KV:s had welded turrets by that time i think, im not so into KV:s so i can be very wrong thou :D Because in -41 they did other improvements instead so no need for the bolted on extra armor, and that includes the new cast turret.


Title: Re: Deviator's Missions
Post by: lockie on November 05, 2012, 11:14:33 AM
That's why I prefer only manual installation.


Title: Re: Deviator's Missions
Post by: frinik on November 05, 2012, 11:49:34 AM
Kyth I remember seeing the rounded turret on a website dedicated to the various KV models.Let me search for it!

Ok I couldn't find the exact website that I read but I found another one:http://ww2armor.jexiste.fr/Files/Allies/Allies/1-Vehicles/USSR/4-HeavyTanks/KV-1/2-Design.htm

in which in the last paragraph it clearly says that the KV-1s 1942 model had a round turret:

The armament of the turret was supplemented by two machine-guns of 7.62 mm DT. The first was assembled coaxialy to the gun of 76.2 mm, whereas the second was assembled on ball mount to the back of the turret. Still let us note that on the level forms, the turrets of various versions of the KV-1 were angular except for that of KV-1s which was of round form.

Here's naother webpage with pics of various KV-1 models and you can clearly see the rounded turret:http://www.bing.com/images/search?q=Soviet+Kv-1+Tank&qpvt=various+KV-1+tanks&FORM=RESTAB#x0y510


Title: Re: Deviator's Missions
Post by: lockie on November 05, 2012, 12:12:15 PM
I've a couple questions:
1. Does anyone have any historical pictures or other info that M4A3-76 was in the RKKA?
2. Does anyone have any historical pictures or other info that T-44 took part in the battle of WWII??


Title: Re: Deviator's Missions
Post by: frinik on November 05, 2012, 12:25:29 PM
Everything I tread about the T-44 is that none of the 325 tanks produced ever saw action on the front.The Red Army decided in September 1944 that the T34-85 was sufficinet and they saw no need to introduce a new tank which did not offer substantial advantages over the T34 and would require additional training for crews and technical staff.

Re the M4A3-76 I found this bilingual French-English webpage which indicates that that tank was used by the Red Army and there's even a pic of one with Soviet soldiers sitting on top.The article says that the US provided the Soviet Army wiht that model.

http://www.ww2armor.jexiste.fr/Files/Allies/Allies/1-Vehicles/USA/2-MediumTanks/M4-Sherman/8-inAction.htm


Title: Re: Deviator's Missions
Post by: Kyth on November 05, 2012, 01:37:15 PM
Kyth I remember seeing the rounded turret on a website dedicated to the various KV models.Let me search for it!

Ok I couldn't find the exact website that I read but I found another one:http://ww2armor.jexiste.fr/Files/Allies/Allies/1-Vehicles/USSR/4-HeavyTanks/KV-1/2-Design.htm

in which in the last paragraph it clearly says that the KV-1s 1942 model had a round turret:

I was asking about the KV-1E with the applique armour bolted on. I don't have any pictures or sources for a KV-1E using the rounded cast turret.

1. Does anyone have any historical pictures or other info that M4A3-76 was in the RKKA?


Doubtful. The Lend-lease Shermans to the USSR were the M4A2 variant (with twin GM 6-71 diesel engines). Later versions of the M4A2 had the 76mm gun.


Title: Re: Deviator's Missions
Post by: lockie on November 05, 2012, 02:08:23 PM
Doubtful. The Lend-lease Shermans to the USSR were the M4A2 variant (with twin GM 6-71 diesel engines). Later versions of the M4A2 had the 76mm gun.
That's why I wonder what was the reason to include M4A3-76 in the RKKA. In fact, this tank was never delivered to the USSR.

Everything I tread about the T-44 is that none of the 325 tanks produced ever saw action on the front.
Thus, this tank should be removed from the patch. As it was done in SPM1.5 NTA1.4.

The article says that the US provided the Soviet Army wiht that model.
Would u be pleased to give me a citation from the article?


Title: Re: Deviator's Missions
Post by: Kyth on November 05, 2012, 02:31:07 PM
Doubtful. The Lend-lease Shermans to the USSR were the M4A2 variant (with twin GM 6-71 diesel engines). Later versions of the M4A2 had the 76mm gun.
That's why I wonder what was the reason to include M4A3-76 in the RKKA. In fact, this tank was never delivered to the USSR.


Comparing the 2 variants:
The main difference was the engines (diesel vs gasoline).
The external differences between the M4A2 and M4A3 were actually quite minor:
- Engine deck grilles
- The angle of the plates in the hull rear.


Title: Re: Deviator's Missions
Post by: lockie on November 05, 2012, 02:45:51 PM
The main difference was the engines (diesel vs gasoline).
The external differences between the M4A2 and M4A3 were actually quite minor:
So, if tanks has a small difference (ONLY two parameters - engine deck grilles and the angle of the plates in the hull rear) it doesn't contradict with a whole idea of SPM UU and must be included in the patch. But if we've a differences with turret it must be removed. Then OK, at least we've explanation of the main conception SPM UU patch. What about T-44, du u think it should be in the patch?


Title: Re: Deviator's Missions
Post by: Kyth on November 05, 2012, 04:12:21 PM
What about T-44, du u think it should be in the patch?

In my opinion, no.  :)


Title: Re: Deviator's Missions
Post by: frinik on November 05, 2012, 05:32:41 PM
Re the M4A3 I would tend to agree with you guys.Everything I read seems to indicate that the over 4300 Shermans shipped to the USSR were the 75 mm and 76 mm M4A2 models. However it's not impossible that a small number of M4A3 may have been shipped as it says that the Soviets received Shermans up until the summer of 1944. Lockie there's no citation/quote from the article only the pic...So it may very well be that the author mistook a M4A2 model with the 76 mm for the M4A3 one....

The T-44 is still in the Ultimate ? Because I don't have it although it appears in the ME. If we do away with the T-44 for reasons of realism then I would strongly suggest, in the same vein, to get rid of all the British aircrafts such as the Mosquito and others which were introduced into the game last year clogging the ME with useless models which were never supplied to the SU 8).


Title: Re: Deviator's Missions
Post by: Donken on November 05, 2012, 06:00:31 PM
Honestly, i dont see a reason at all to remove anything. Well, actually the only reason would be if its of a pretty low quality or not possible to make it work 110% because of the model. Other then that keep them all. Mission makers decides anyway what they want to use, no one forces them to use "ww2 post war" tanks. I for example are happy the T-44 is in sf, its a nice tank, even thou its not usable in historical ww2 battles :D
Regarding the sherman, Yes, there are mentionings of M4A3 beeing lend leased to soviet. So having them in missions would be oki. Im not shure about what guns they had thou, 75 or the 76, i have no idea :S


Title: Re: Deviator's Missions
Post by: lockie on November 05, 2012, 07:26:45 PM
Regarding the sherman, Yes, there are mentionings of M4A3 beeing lend leased to soviet. So having them in missions would be oki. Im not shure about what guns they had thou, 75 or the 76, i have no idea :S
But u told me that u hadn't such information :D Anyway, could u share a proof link?

ps
Personally, I'd like to see this battleship :D

(http://archive.worldhistoria.com/uploads/3790/KV-VI.jpg)


Title: Re: Deviator's Missions
Post by: Kyth on November 06, 2012, 01:39:23 AM
However it's not impossible that a small number of M4A3 may have been shipped as it says that the Soviets received Shermans up until the summer of 1944.

Regarding the sherman, Yes, there are mentionings of M4A3 beeing lend leased to soviet. So having them in missions would be oki. Im not shure about what guns they had thou, 75 or the 76, i have no idea :S

One thing to understand is that most of the Sherman variants (M4, M4A1, M4A2, M4A3, M4A4) were produced concurrently from mid-1942 to the end of the war. The variants merely indicate different engines and internals.

To say the least, it would have been an unnecessary logistical problem to supply and maintain 2 different variants for a remote 'customer', especially since the M4A2 was in continuous production throughout.


Title: Re: Deviator's Missions
Post by: lockie on November 06, 2012, 10:23:45 AM
Finally, I've managed to fix KV-1s. Obviously, I had damaged or old tank model. So, I had to take it once again from the patch UU june and applied some fixes:
1. fixed vertical movement up/down MG of mgunner.
2. added head4 with gun to the loader.
So, now all crew members can shoot correctly, except driver :)
d/l: http://www.4shared.com/rar/XIeLo-p6/kv1s_fix.html


Title: Re: Deviator's Missions
Post by: lockie on November 08, 2012, 11:50:02 AM
Some pictures for the Deviator's missions:
(http://s5.postimage.org/3xut9hi8j/rka01.jpg) (http://postimage.org/image/3xut9hi8j/)   (http://s5.postimage.org/thx3fx3mb/rka02.jpg) (http://postimage.org/image/thx3fx3mb/)   (http://s5.postimage.org/aqv65r91v/rka03.jpg) (http://postimage.org/image/aqv65r91v/)   (http://s5.postimage.org/u9zrf47tf/stop_enemy.jpg) (http://postimage.org/image/u9zrf47tf/)   (http://s5.postimage.org/on3ehn5ar/rka04.jpg) (http://postimage.org/image/on3ehn5ar/)   (http://s5.postimage.org/bk7rydf2r/inrock.jpg) (http://postimage.org/image/bk7rydf2r/)