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Author Topic: SPM1.5 necessary update discussion.  (Read 79848 times)
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frinik
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Posts: 3145


« Reply #60 on: May 30, 2011, 03:03:55 PM »

  There's the panzerschreck in the game not the panzerfaust!

The Panzer III L with the short 75 mm gun?Good choice.It was used in Kursk.

I'd like also to see the Panzer IIIJ with Schuerzen and please another Panzer IV G/J or H.The Stug IV and one of the Jagdpanzers IV(Panzer IV) would be nice.

A Churchill for the Soviets, a M3Lee, A Sherman, the SU76 and 176 would ne ncie too but it's lots of work and these guys have already done a lot for SF. Smiley
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Kyth
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« Reply #61 on: May 30, 2011, 03:15:41 PM »

 The Panzer III L with the short 75 mm gun?Good choice.It was used in Kursk.

More quibbling from me - that looks like the Panzer IIIN, which had the short 75mm L/24.

I'd like also to see the Panzer IIIJ with Schuerzen and please another Panzer IV G/J or H.The Stug IV and one of the Jagdpanzers IV(Panzer IV) would be nice.

Agreed - Panzer III L or M, and Panzer IVG or H; with the schuerzen, would be more representative of the Kursk battles.
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frinik
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« Reply #62 on: May 30, 2011, 05:04:34 PM »

Kyth you are right it's the Panzer IIIN( always been bad with the alphabet ever since kindergarten...
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norm
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« Reply #63 on: May 30, 2011, 08:15:48 PM »

would it be posible to make the schuerzen panels be randomly missing? They fell off all the time, and it would look best to have different ones damaged or missing.
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lockie
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Posts: 2348



« Reply #64 on: May 30, 2011, 08:36:39 PM »

would it be posible to make the schuerzen panels be randomly missing?
Well, it's possible to randomize - will stug has a schuerzen or not, at the very beginning of mission.
But if stug'll be initialized by the game vs schuerzen, they will stay to the mission end. As I know, it's impossible to take off schuerzen upon shell influence at the current moment.
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Kyth
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« Reply #65 on: May 31, 2011, 11:50:47 AM »

It would be good to have the schuerzen, which was quite a prominent feature for that period,
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frinik
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« Reply #66 on: May 31, 2011, 03:07:15 PM »

  Not to mention they gave Stugs, Panzer IIIs and IVs a nice, distinctive looks Grin
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norm
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« Reply #67 on: May 31, 2011, 07:52:27 PM »

Hey, I have a bit of problem with the marder II 313, I can put in range, but I cant seem to find a gun-site view.
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lockie
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« Reply #68 on: May 31, 2011, 08:49:31 PM »

There's English translation by Txema, how to use Marder II gunsight.
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norm
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« Reply #69 on: May 31, 2011, 11:56:43 PM »

hum, I don't have a gunsite view in the early version, but I do in the late, any ideas? re-download and install this pack?
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lockie
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« Reply #70 on: June 01, 2011, 09:13:00 AM »

hum, I don't have a gunsite view in the early version...
Just checked it out and early version had gunsight.

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norm
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« Reply #71 on: June 01, 2011, 08:10:43 PM »

sorry, got them mixed up then, its the other, taller one, the 312? I think, with the gun on a pillar above the middle of the vehicle, and the loader's machine gun. I cant look through the gun-sight in that vehicle.
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lockie
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« Reply #72 on: June 01, 2011, 08:46:00 PM »

sorry, got them mixed up then, its the other, taller one, the 312?
312!? There's NO such one.
There're:
- Sd.Kfz 132 "Marder II" - in editor: marder_2_132
- Sd.Kfz 131 "Marder II"(early) - in editor: marder_2_131_early
- Sd.Kfz 131 "Marder II"(late) - marder_2_131_late
and
Sd.Kfz.138 Ausf. H "Marder III" - in editor: mspn7

To be more detailed, just've a look vs a file "SPM1.5 NTA 1.1_units.text" and "SPM1.5_units.text".

« Last Edit: June 01, 2011, 08:49:42 PM by lockie » Logged

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norm
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« Reply #73 on: June 01, 2011, 11:07:10 PM »

yes, the 132, there we go, mis typed.
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lockie
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« Reply #74 on: June 01, 2011, 11:30:20 PM »

yes, the 132, there we go, mis typed.
If u've read English translation and still have a bug vs gunsight out. I'd suppose, that smth wrong vs installation NTA1.3.
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lockie
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« Reply #75 on: June 04, 2011, 06:47:54 PM »

I've a problem vs "top" gunsight T-70. Don't know how to aiming. That's why I changed it on the "pt1_t35", which was adjusted by me to T-35. Now, there's no problem to shoot aim at the distance up to 1km.

To do that, u've to make the next changes. Open file:
...Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\levels\tech_cfg\t70.engcfg
 block sights()

{
sig_driver, s_camera_driver_01, mk4g, 0.0, sig_driver, d_sight_01;
sig_gunner, s_camera_gunner_01, top, 0.0, sig_gunner,;
sig_gunner, s_camera_comhead, mk4_t70, 0.0, sig_gunner, d_sight_02;
}


change the line


{
sig_driver, s_camera_driver_01, mk4g, 0.0, sig_driver, d_sight_01;
sig_gunner, s_camera_gunner_01, pt1_t35, 0.0, sig_gunner,;
sig_gunner, s_camera_comhead, mk4_t70, 0.0, sig_gunner, d_sight_02;
}

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lockie
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Posts: 2348



« Reply #76 on: June 26, 2011, 11:18:16 AM »

I'd like to release a fix vs the next features:
1.   fixed some errors after new numbers applied
2.   bb_round got back
3.   added new LUCHSII vs slightly different characteristics and new camo.
4.   fixed Pz38(t) to become more comfortable and playable
5.   some models(brumbar, T-35, Pz38(t)) fixed with key “G” issue, coz AI almost always keeps driver hatches open
6.   fixed DOT vs bb_round = 10 to avoid bumping
7.   fixed gunsight T-60
8.   fixed gunsight T-70
9.   kv-1e, now commander can shoot from personal weapon
10.   added third member of crew to sdkfz251c
11.   added 5 updated jagdpanters vs different camo and 1 destroyed
12.   added some mixed units
13.   red color decreased in “king tiger” texture
14.   added insignia to “king tiger”
15.   fixed AP MK2T shell
16.   fixed commander sdkfz 251, where passangers are always out
May be there should be fixed smth. else:
17. armor map of jagdpanther
« Last Edit: June 27, 2011, 10:06:33 PM by lockie » Logged

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sarah5baker
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« Reply #77 on: June 28, 2011, 10:23:26 AM »

IS there any optional for these?
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lockie
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Posts: 2348



« Reply #78 on: June 28, 2011, 09:13:55 PM »

IS there any optional for these?
Pardon, what  du u mean "optional"? All mods are optional, it depends only the user desire - install them or not, imho.
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Txema
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Posts: 371


« Reply #79 on: June 28, 2011, 10:57:02 PM »

I'd like to release a fix vs the next features:
1.   fixed some errors after new numbers applied
2.   bb_round got back
3.   added new LUCHSII vs slightly different characteristics and new camo.
4.   fixed Pz38(t) to become more comfortable and playable
5.   some models(brumbar, T-35, Pz38(t)) fixed with key “G” issue, coz AI almost always keeps driver hatches open
6.   fixed DOT vs bb_round = 10 to avoid bumping
7.   fixed gunsight T-60
8.   fixed gunsight T-70
9.   kv-1e, now commander can shoot from personal weapon
10.   added third member of crew to sdkfz251c
11.   added 5 updated jagdpanters vs different camo and 1 destroyed
12.   added some mixed units
13.   red color decreased in “king tiger” texture
14.   added insignia to “king tiger”
15.   fixed AP MK2T shell
16.   fixed commander sdkfz 251, where passangers are always out
May be there should be fixed smth. else:
17. armor map of jagdpanther


Lockie,

Thank you very much.
Looking forward to the update !!


Txema
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