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Post by Jagged Steel on May 9, 2010 3:37:05 GMT 1
Thanks Desert, I put a lot of work into the new damage system where smaller caliber weapons can engage most any vehicle, just causing small amounts of damage to more heavily armored ones. This is where a lot of the time and testing has gone with this project.
And the desert foliage I have plenty of inspiration for how a desert should really look here in Arizona. I am in the Sonoran Desert which is really a pretty vibrant flora and fauna zone. Most of what I see in historical photos of North African terrains is more like what you would see in chapparal and high scrub terrains at higher elevations around here, and thats the look I went for with the flora for Missione Africa.
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Post by Jagged Steel on May 14, 2010 17:02:17 GMT 1
I am trying to resolve an issue with the 75/32 anti tank gun made by Dunkel. I would like it to behave like the British 6 pdr (original to BK) that will automatically pick up and rotate if not entrenched to engage the enemy. What parameters in the .xml control this behavior? Edit to add this pic showing the 75/32 next to the 6 pdr. The 6 pdr is picking itself up to rotate towards the enemy, and the 75/32 just stays put.
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Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
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Post by Ocelo on May 14, 2010 21:21:03 GMT 1
It is labeled as a long-range artillery, which has a zero in and a supressive fire ability. These units don't rotate like that.
There is a parameter in the 1.xml file which sets the exact type of unit which the file's unit actually is. Copy the parameter in the 1.xml for the 6pdr and replace the parameter for this unit.
I'm pretty sure the unit will lose the above mentioned abilities, though.
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Post by Jagged Steel on May 14, 2010 21:31:28 GMT 1
Thanks Ocelo I took a look and both guns are set as "art_gun" "wheel" with "Commands size" = 46. and both guns are currently using the same weapon (making the 75/32 weapon the same as the 6 pdr was my first attempt at fixing this). Is there some other paramter that controls whether the gun will rotate on its own to engage the enemy? Some anti tank guns from original BK will do this, and some won't and I can't seem to find what exactly is making this so.
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Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
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Post by Ocelo on May 14, 2010 21:46:34 GMT 1
Ouch. I'm sure this can be fixed by adpting a 1.xml file for the unit for the 6pdr and then systematically replace each differing parameter one-by-one testing to see if it stops working at some point. I did this for the ZSU-37 for GPWv2. Used up half a day, bt fixed it in the end. You'll be much better off to hear more opinions on the matter though; my method was more of a desparate one.
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Post by Jagged Steel on May 15, 2010 2:24:13 GMT 1
Thanks for the info SJ, I was wondering about the rotate speed, it is one of the things that is set differently between the two guns. I might have time to tinker with this problem tomorrow. This is a relatively minor issue, but seeing how this is a Multiplayer Mod I want to have similar units for the two sides behave in the same manner. The list of little bugs and issues is shrinking pretty rapidly, and if I can get my butt in gear on the final organization this Mod will be ready soon!
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Post by Jagged Steel on Feb 7, 2011 19:09:45 GMT 1
Thanks for the info SJ, I was wondering about the rotate speed, it is one of the things that is set differently between the two guns. I might have time to tinker with this problem tomorrow. ok- tomorrow turned out to be six months, but I tinkered with this and discovered that the parameter that controls whether a gun will rotate on its own to engage the enemy is in the platforms/ constraints values. I changed these to the values from the 6 pdr and it works perfectly. The 75/32 picks and and rotates towards the enemy when it comes in range.One more item fixed. I am wondering if this also controls the turret weapons on AFVs? In the second pic you can see the AB41 (It is the slightly out of scale one by MWGWB) is not firing from its turret, although it is rotating towards the enem whil in "travel" mode(as opposed to attackadvance where it will only fire after stopping to engage enemy). I know the original Grant has the turret gun sett to engage while the tank is moving in "travel" mode. British column spotted! the Italian 75/32 gun now auto-rotates towards enemy when it comes into range. The area of the .xml that controls this is the Platforms/ Constraint and ConstraintVertical . This pic showa two versions of the 75/32 .xml - the original on the left and the one with the values from the 6 pdr plugged in.
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Post by Jagged Steel on Feb 8, 2011 14:22:37 GMT 1
I did a little experiment and found out that on AFVs the platform/constraints controls whether a turret will rotate towards enemy in sight, but the gun priority is the key to whether a gun will fire on the move. The problem is that if you set the primary weapon (say 20 mm Breda for the AB41) as priority "1" instead of "0", it shows as the secondary weapon on the vehicle in the game. So, I tried adding another "gun" to the same platform(turret) setting the first 20 mm as priority "0" (primary weapon- shoots only when stopped) the second weapon the mg (priority "1"- secondary), and the third another 20 mm- this one set to priority "1" also. this allows the vehicle to fire it's "main" gun while moving, and keeps the 20mm as the primary weapon. A problem is that you then have twice the fire rate when the vehicle is stopped- and two separate sets of ammo. I am going to tinker with this a bit, I think there might be a way to make this work out by making special "weapons", the one for primary(stopped) which will be much more accurate, and another for when the vehicle is moving- much less accurate, and reduse the fire rate so that you will get more fire when stopped, but not 2x the normal rate.
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Post by danzig70 on Feb 8, 2011 22:04:19 GMT 1
Sounds like you are making progress though. Good job!
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Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
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Post by Ocelo on Apr 15, 2011 18:31:37 GMT 1
@js: while not an MP player for BK, I do enjoy reading after-action reports. I'm sure some others are too. I think an AAR topic would be very interesting, and would also shoe more of the beautiful terrain you've engineered. I've seen a lot of innovations in African terrain, many of them well-made (my own maps included), but I've almost never seen the terrain reproduced as accurately as you have.
BTW if you wish to employ some maps or units from my North Afrika mod, you're welcome to do so. Then you can have USvsAxis scenarios, and possibly cover more battles. Although I admit I enjoy watching the early war scenarios more, they're more exotic and refute the belief that early war participants and their equipment were inadequate and poor.
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Post by iLeeT_PeeP on Mar 28, 2013 0:14:13 GMT 1
I very much like and appreciate some of the models pictured in yer mod Jagged. They look like actual.
Good Job...
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Post by Jagged Steel on Mar 28, 2013 0:29:08 GMT 1
Thanks. I live in AZ so I do know what desert tends to look like, although there seems to be less vegetation in NOrth Africa than there is here- more like the barren high deserts in the American west. For the vehicles I was trying for a uniform look for everything so I matched my new British units to the original BK disruptive blue/yellow so as to not have to include the whole set for British. Not a big fan of that blue/yellow camo but it made it easier. Compared to the top notch work I see being produced today my stuff looks a wee bit amateurish.
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Post by zhulien on May 14, 2020 17:57:28 GMT 1
Jagged Steel! I like very much your Missione Africa Demo! Is it possible for you to send me the mod packages? My e-mail is zhulienlachev@abv.bg Thank you in advance! May God bless you about the excellent work! Greetings from Pleven town, Bulgaria!
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