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Author Topic: Vehicles by Zflyer48  (Read 25569 times)

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Mission_bug

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Re: Vehicles by Zflyer48
« Reply #84 on: February 17, 2019, 11:43:04 AM »

... yep, obviously, Gabriel's java fix cured the Zflyer48cArtillery$SdKfz251_2' and
.Zflyer48cArtillery$Strumtiger' problem you had ...  ;)

... now, another problem arises with the M577 ...  :-[

The M577 was also in the previous log I posted so that was there all along, question still remains as to why I still have the issue, yes, it looks like the weapons were one problem and as they are not mentioned now we have to assume the classes from Gabriel fixed that particular issue so we are getting there I think. ;)

This is why I have opted to concentrate on 3d, java messes with my head too much. :D


Wishing you all the very best, Pete. ;D
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Epervier

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Re: Vehicles by Zflyer48
« Reply #85 on: February 17, 2019, 12:01:29 PM »

The M577 was also in the previous log I posted so that was there all along, question still remains as to why I still have the issue, yes, it looks like the weapons were one problem and as they are not mentioned now we have to assume the classes from Gabriel fixed that particular issue so we are getting there I think.
I cannot guarantee results for vehicles that are not WWII.
I deleted them!
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Mission_bug

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Re: Vehicles by Zflyer48
« Reply #86 on: February 17, 2019, 01:29:02 PM »

I cannot guarantee results for vehicles that are not WWII.
I deleted them!

Only WWII Gabriel. :o


Okay I got everything to load up finally without a CTD. ;)

As far as the weapon files from SAS~Epervier go, in my 4.12 with SAS ModAct 5.30, the Strumtiger makes a big bang. 8)

So, for all those having the same issues as me, once you add the SAS~Epervier fix please add the section in Red to the technics entry for the M577 and let me know if things then load for you:

[M577]
Description  USA's M577 Command Vehcile
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer         3do/Tanks/M577/hier.him

// Panzer
PanzerType  Tank
PanzerSubtype    2
PanzerBodyFront      0.006

// Weapon
Gun                MachineGunM2HB
NumShells          700
AttackMaxDistance    800.0
AttackMaxRadius      800.0
AttackMaxHeight      2200.0
HeadYawHalfRange       180.0
GunMinPitch           -10.0
GunStdPitch             0.0
GunMaxPitch           +89.0
HeadMaxYawSpeed        60.0   // ??
GunMaxPitchSpeed       60.0   // ??
DelayAfterShoot         2.1
ChainfireTime           6.0
FastTargetsAngleError   2.0
FireFastTargets           1



// Moving
SoundMove      models.Tank
StayWhenFire   0
SpeedAverage    20.0
SpeedMax        30.0
SpeedBack        5.0
RotSpeedMax     40.0             // ??
RotInvisAng     38.0
BestSpace          14.0
AfterCollisionDist  5.5
CommandInterval     1.6
StayInterval        1.5


This allowed me to load and test so I assume because the vehicle actually uses a head and gun part in its construction this was the speed issue the log was saying it could not find, it was searching for the turret.


Here we are in game:




I have a issue with the stationary for the SdKfz251_2, it can be placed on the map in FMB but is not there once the mission loads. o_O

Note:  The issue above for the SdKfz251_2 only applies to the Artillery version, the static object is okay. 
The folder only has a gun mesh, no head, maybe there is the issue, not sure.


That vehicle will also need some alteration as it rides slightly below the surface of the terrain.


Thank you very much again to Gabriel for the weapon fix, not only is he the 4.09 Guardian Angel it seems. :)



Please test and report back.


Wishing you all the very best, Pete. ;D
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max_thehitman

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Re: Vehicles by Zflyer48
« Reply #87 on: February 17, 2019, 01:36:22 PM »



Thanks guys ! I will test it in my VP-Modpack game also.
Later, I will paint them with new skins if needed, or just add on more dteails.

By the way ... that SdKfz251_2 is very "heavy" with fat troops, or it is sinking in quick-sand  :D

I know it just needs to be raised up a little.
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enry711

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Re: Vehicles by Zflyer48
« Reply #88 on: February 17, 2019, 03:13:27 PM »

max please do a desert camo for the JTW vehicles. I'd love to see the M113 series with the sand brown tones ;)

Zflyer48

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Re: Vehicles by Zflyer48
« Reply #89 on: February 17, 2019, 03:18:12 PM »

To correct the heavy SdKfz251_2, change elevation in hier to 1.0

[Body]
Mesh Body
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1 0 0 1.0 <-------
CollisionObject Body

Zflyer48
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Zflyer48

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Re: Vehicles by Zflyer48
« Reply #90 on: February 17, 2019, 04:23:59 PM »

Here you go,  enry711
Have fun at NTC Fort Irwin, CA or Pinon Canyon, CO.

Copy and paste to folder.
Copy old skins or rename before adding.

Thanks to Gio963tto for the original M113 skins.

Zflyer48



https://www.mediafire.com/file/j2862d281ww63wz/NTC_Skins.zip/file
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enry711

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Re: Vehicles by Zflyer48
« Reply #91 on: February 17, 2019, 04:46:44 PM »

Wow, absolutely fantastic!!! ]hello2[ You guys are doing an incredible work! Thank you and to everyone involved in this project! :)

Zflyer48

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Re: Vehicles by Zflyer48
« Reply #92 on: February 18, 2019, 10:32:39 PM »

Alert staging area Germany early 80s. Hq Platoon: XO jeep, Supply Trk, Maintenance Trk, and M578 VTR. And, Inf Platoon M113s.
M578 still WIP.
Zflyer48
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Zflyer48

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Re: Vehicles by Zflyer48
« Reply #93 on: February 19, 2019, 05:34:40 PM »


Breaking out the Big Guns

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max_thehitman

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Re: Vehicles by Zflyer48
« Reply #94 on: February 19, 2019, 07:39:19 PM »



WOW  :o   

Looks like the German "MAUS" will have some competition  :D
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Piotrek1

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Re: Vehicles by Zflyer48
« Reply #95 on: February 20, 2019, 09:10:53 AM »

@Zflyer48
Thank you for the skins, 
@Epervier
Thank you for the weapons fix,
I cannot guarantee results for vehicles that are not WWII.
I deleted them!

Thank you very much again to Gabriel for the weapon fix, not only is he the 4.09 Guardian Angel it seems. :)


 ;D ;D
Best regards,
Piotrek
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