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Author Topic: NTA Mod (English version)  (Read 519999 times)
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javelina
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Posts: 19


« Reply #160 on: December 28, 2012, 05:34:26 PM »


Hi Vadder,


Thank you very much for your help Panzerfaust  Wink



At the risk of repeating myself...

It was essential that you repeat  Wink everything works correctly ...... double folder, was the big problem



Me too!  the double folder bit me!   Smiley

all is good now.  love playing this game!
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fabianfred
Oberstleutnant
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Posts: 124


« Reply #161 on: June 30, 2013, 10:47:58 AM »

My missions screen is mostly in Russian.....so i checked and it seems that i have the Russian version of the Ultimate Update..... this link to the Eng version doesn't work...
http://www.gamefront.com/files/21331726/SPM1.5_ultimate_update_v1.1(ENG).rar

Do we need to instal both mission packs or does the 2nd include the 1st?
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Kyth
Generalfeldmarschall
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Posts: 2044


« Reply #162 on: June 30, 2013, 11:33:06 AM »

My missions screen is mostly in Russian.....so i checked and it seems that i have the Russian version of the Ultimate Update..... this link to the Eng version doesn't work...
http://www.gamefront.com/files/21331726/SPM1.5_ultimate_update_v1.1(ENG).rar



I kept a spare, in case of emergencies.  Wink

Here is an alternative link:
http://www.4shared.com/rar/oS-5PXyV/SPM15_ultimate_update_v11_ENG_.html
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"What am I, chopped liver..?"

"Yes."
fabianfred
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Posts: 124


« Reply #163 on: June 30, 2013, 12:09:35 PM »

Thank you my friend..  Grin
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lockie
Generalfeldmarschall
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Posts: 2348



« Reply #164 on: July 01, 2013, 10:52:20 AM »

I kept a spare, in case of emergencies.  Wink
Thank u Kyth. I added it as a link #3.
« Last Edit: July 01, 2013, 10:55:43 AM by lockie » Logged

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frinik
Generalfeldmarschall
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Posts: 3145


« Reply #165 on: July 02, 2013, 03:02:50 AM »

For those who installed Russian language versions of mods or missions and as a result all your menus and sub texts are in Russian. There's a very simple  solution to revert it back into English. Go to :
F:\Steel Fury - Kharkov 1942 new inst Dec update\data\k42\loc_rus\text .Open the loc_kit, loc_kit-subs and loc_kit_tools folders with notepad. On the upper left side of each file if you see the following entry:
loc_rus()  just change it to loc_eng() and save before exiting. Do it for each of  the files. All your texts and menus should be back to English once you start your game.
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lockie
Generalfeldmarschall
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Posts: 2348



« Reply #166 on: July 18, 2013, 01:33:29 PM »

Here is release of SPM (NTA) 1.6. Check out the first page.
Some notes:

14.    SU-100  fixed wrong place of the rollers
15.   Updated markers.engcfg
16.   Fixed Marder II 132 gunsight and replaced drum_gunsight on half-real.
17.   Fixed once again error with shell AP_MK2T.
18.   For the game balance decreased value armor_str for all STUGs and Marder III from 2100 to 2080.
19.   For the game balance increased value armor_str for Marder II(131/132) from 2000 to 2010.
20.   Added 5 shells BR354P to T-43-76.
21.   Restored original parameters for the shells T-34-76, which were changed after SPM UU.
22.   Added new sound klin_is.
23.   Added sound to MP38 reloading.
24.   Changed sight of the driver Brumbauer and replaced a gunsight for the gunner. Now it has a half-real.
25.   Added to the USA side the next units:
-   infantry squad
-   3 LODs 1xAT gun M1 57mm, 2xAT gun M1 57mm
26.   Changed a variables for the grass “sunflowers”.
27.   Fixed crew for the jeep.
28.   Added absent armor map for the ‘Panther G’.
29.   T-38 upper part of armor increased to 6mm for AI.
30.   VW-82 armor fragility decreased to 0.8.
31.   Added english sounds for the US infantry and tanks.
32.   The coefficient was changed to simulate a different armor hardness:
33.   default PzV G - armor_str =2030
34.   dark PzV G     - armor_str =2010
35.   green PzV G   - armor_str =2000
36.   Changed unit name for ‘2xPz V D’: wer_platoon_htann13a -> wer_platoon_htann013
37.   Changed and adjusted gunsight type to the ‘half-real’ for the STUG III C/D
38.   Adopted model STUG IIIr to the german one.
39.   Changed and adjusted gunsight type to the ‘half-real’ for the Ferdinand
40.   Changed and adjusted gunsight type to the ‘half-real’ for the to the Hetzer
41.   Changed and adjusted gunsight type to the ‘half-real’ for the to the STUG III F(early/late)
42.   Changed and adjusted gunsight type to the ‘half-real’ for the to the Marder II – 131 (early/late)
43.   Updated gunsight for the SU-100
44.   Updated gunsights for the tigers and panthers. Now all triangles moves together in line ‘up and down’.
45.   Changed fire effect.
46.   Increased parameter armor_frail for the Sherman to ‘0.4’.
47.   Added 100gr explosive stuff to the APC(PZGR40) of “Panther G”.
48.   All gunsights of the Panthers became breakable and attached to the gun to decrease a probability of damaging.
49.   Added SPG M36 for the US side. There is a bit explanation as for gunsight M70F. Cross: 4.4x4.4 mils. Horizontal  spaces – 5 mils. More details – have a look into Google.
50.   Add shells undercaliber (BR354P) to T-34-76 and KV-1/KV-1e. As default, a quantity of undercaliber shells is “0”.
51.   Added KV-1 cockpit.
52.   Fixed MG`s for JS-2. Now loader has ability to shoot with MG from the front view and commander has ability to shoot with MG from the rear.
53.   Slightly updated mark `guardia`.
54.   Fixed wrong platoon infantry (rkka) for the Sherman(USA).
55.   Decreased armor strength for the fences and trees.
56.   Increased armor_strength=2050  for the Jagdtiger. Gunsight now is unbreakable.
57.   Added M3-halftrack ( USA)+units
58.   Added `sergant`/`wp_gunner`(usa) as a new soldier, changed a structure of the usa infantry.
59.    All gunsights became unbreakable.
60.   Fixed model `post-lamp`.
61.   Added missed armor texture to the `sandbag`.
62.   Fixed crashing the model spg M36 (with gun-brake). Added to loader ability to shoot from MG out of the turret.
63.   Fixed slow-mo for the tank M4A3-76 and spg M36 when they bump into each other.

« Last Edit: July 18, 2013, 01:35:53 PM by lockie » Logged

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Txema
Generalmajor
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Posts: 371


« Reply #167 on: July 18, 2013, 04:16:13 PM »

Lockie,

Thank you very much for the new version of the mod !!!  Smiley

I am looking forward to the new mission pack also !!!

Let me ask one question:

Have you thought about including this fix reported by Kyth?

http://graviteam.com/forum/index.php?topic=11132.0

Or it is not necessary in your mod?


Txema
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lockie
Generalfeldmarschall
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Posts: 2348



« Reply #168 on: July 18, 2013, 04:28:04 PM »

Lockie,
Thank you very much for the new version of the mod !!!  Smiley
I am looking forward to the new mission pack also !!!
With my pleasure Smiley New `mission pack 3.0` I've already uploaded. See topic `River of Doom`.

Quote
Let me ask one question:
Have you thought about including this fix reported by Kyth?
http://graviteam.com/forum/index.php?topic=11132.0
Or it is not necessary in your mod?
I'm sure that any fixes from Kyth will take a big attention. SPM (NTA) 1.6 under his investigation and I hope he will apply an appropriate fixes and a new stuff also Wink
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Txema
Generalmajor
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Posts: 371


« Reply #169 on: July 18, 2013, 04:51:09 PM »

I'm sure that any fixes from Kyth will take a big attention. SPM (NTA) 1.6 under his investigation and I hope he will apply an appropriate fixes and a new stuff also Wink

Excellent news !!!

The collaboration of Kyth will make the mod even better. That's for sure. Fantastic news !!!


Txema
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fabianfred
Oberstleutnant
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Posts: 124


« Reply #170 on: July 19, 2013, 10:33:08 PM »

Looking at the first post with the download links and order of installation... it appears that this is to be installed upon the SPM 2.0...not an update for the 1.5 shown below it as the previous update!!??
is this correct?
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lockie
Generalfeldmarschall
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Posts: 2348



« Reply #171 on: July 20, 2013, 04:26:18 AM »

it appears that this is to be installed upon the SPM 2.0...not an update for the 1.5 shown below it as the previous update!!?? is this correct?
SPM (NTA) 1.6 it's update which was made for `mission pack` compatibility and for the new stuff. As my point, there is no need to make another big mod, coz spm 2.0 already exist.
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fabianfred
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Posts: 124


« Reply #172 on: July 20, 2013, 07:02:21 AM »

so these can be added to either SPM 2.0 or 1.5?
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Kyth
Generalfeldmarschall
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Posts: 2044


« Reply #173 on: July 20, 2013, 07:36:00 AM »

so these can be added to either SPM 2.0 or 1.5?

NTA 1.6 is to be activated after SPM 2.0.
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"What am I, chopped liver..?"

"Yes."
lockie
Generalfeldmarschall
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Posts: 2348



« Reply #174 on: July 20, 2013, 07:58:59 AM »

so these can be added to either SPM 2.0 or 1.5?
I recommend to activate NTA 1.6 after SPM 2.0
In case of spm 1.5 u need more mods, i.e:
- spm 1.5
- spm 1.5 uu
- upd nov 2012
- nta 1.6
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frinik
Generalfeldmarschall
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Posts: 3145


« Reply #175 on: July 21, 2013, 04:03:29 AM »

Great work Lockie! You are truly one of the mighty pillars of Steel Fury!

One little bug and I wonder if others have had the same problem, 2 of the Final campaigns missions give me a 001 crash after a few minutes. They seem to be related to the King Tiger appearance in the missions; it's the August 19944 and the October 1944 missions. Has anybody tried them? There are now 2 models of the KT in the tech_cfg folder for the KT.I wonder if something is missing or conflicting? I only have the SP Mod 2.0 and NTA 1.6 installed nd enabled in the JSGME.

I like to protect the bricks that Lockie likes to shoot  Grin
« Last Edit: July 21, 2013, 04:05:02 AM by frinik » Logged
lockie
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Posts: 2348



« Reply #176 on: July 21, 2013, 07:21:02 AM »

One little bug and I wonder if others have had the same problem, 2 of the Final campaigns missions give me a 001 crash after a few minutes.
I didn't install `Final campaigns missions`, but I may try and see what caused the error. What the name of the missions exactly?

PS
Nobody can protect a bricks under my shoot! Smiley
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frinik
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Posts: 3145


« Reply #177 on: July 21, 2013, 07:57:28 AM »

The ones with the TigerII as the player's tank on the Gusarovka map( October 1944) and the one with the late JS-2 as player's tank on the Lozovenko map(August 1944).

I found a bug with the panzer IV H which I solved and PM'd you about it.
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lockie
Generalfeldmarschall
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Posts: 2348



« Reply #178 on: July 21, 2013, 12:12:07 PM »

The ones with the TigerII as the player's tank on the Gusarovka map( October 1944) and the one with the late JS-2 as player's tank on the Lozovenko map(August 1944).
So, one mission name is "October 1944" and other is "August 1944"?

Quote
I found a bug with the panzer IV H which I solved and PM'd you about it.
OK, starting to learning Wink
...
Solution found Smiley
Replace shells on these:
Code:
	shells()
{
//имя снаряда, количество
PZGR39_75, 36, 0, 0;
PZGR40_75, 4, 0, 0;
SPRGR38_75, 47, 0, 1;


BUL_792, 3150;
}
I'll include it into fix.
« Last Edit: July 21, 2013, 09:09:37 PM by lockie » Logged

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frinik
Generalfeldmarschall
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Posts: 3145


« Reply #179 on: July 22, 2013, 01:53:23 AM »

After so many different mods we still have incorrect data concerning the shell complement of heavy German tanks. The Panther Ausf D and A had 79 shells more or less divided half and half between AP and HE the G model carried 82 shells. The Tiger I carried from 92 to 120( normal complement was 92 but in late war German tank commanders would exceed and carry up to 120 shells despite regulations as logistic and supply broke down).Tiger II with so-called Porsche turret carried 72 shells( less for befehlpanzers) while model in game carried 86.Can we please correct this once and for all? Also Jagdpanther in game is carrying too many shells, no more than 57 according to all the readings I made while in game it's 79 I think. It also carried 1200 bullets for the mg not 600.The tigers carried 5200 bullets not 5100 .
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