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Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => Vehicles + Artillery => Topic started by: wingflyr on July 02, 2012, 01:40:51 AM

Title: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on July 02, 2012, 01:40:51 AM
https://www.mediafire.com/?c6to4apbwaraccx



Here are the units Bedford UK Fuel truck, Rus fuel truck, USA fuel truck, 2 German staff cars one hard-top one soft-top with officers,rus AC starter truck,BMW with sidecar working machine gunner,SPG armor L3_CV35,M7_Priest,Wespe.
Please take note that I carefully took a lot of time correcting many bugs that were taking time to fix some of these units,however I think I got all or most of them.There are however, some small things that I left to fix such as no shadow for the bmw. The Renualt_F17 which is done, but I need more time with it cause of certain problems comming up with it,fixible of coarse but taking up more time.So in its slot is a temporary already out there,I will replace with proper one and a few other not mentioned suprizes.So as you see it never ends,I wanted to get someting out to you. These units should work with DBW 1.71 no problem based on 410.1.

1)REMOVE MY OLD #DBW_Wflyr_FlakTower mod

Because this new one
#DBW_Wflyr_NEW_PACK
includes it and all my additions with the STD override.

2)Place into jsgmemods

3)activate JSGME.exe and select


ALSO This is for people who know how to add and modify their Object folder.


Here you go guys the entry specs for manual editing of STD.

http://www.gamefront.com/files/21934924/objects.rar
Edit Gerax Nov 14: new link in the attachment below
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: SAS~Malone on July 02, 2012, 01:48:13 AM
hooray! great start to the week, thanks wingflyr!
i've been waiting ages to see the trusty old Bedford make an appearance, and the rest are also great.
BIG thanks, mate! :D

edit: wingflyr, perhaps you should just put up a warning for lesser-experienced members to exercise caution when overwriting the STD files, it can easily lead to major complications...;)
of course, this is more applicable to those, like me, who prefer to place this in the DBW folder, and rather not go the jsgme route.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Thunda on July 02, 2012, 03:20:35 AM
Woo Hoo!!! Beat me to it, Malone- was just going to say- cheers me up on a wet Monday morning! Thanks, wingflyr. Will it work with UP3?
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: max_thehitman on July 02, 2012, 05:31:06 AM


WOW! You already finished with the new vehicles  ??? 
8) Fantastic!! Congratulations on a that fast job. I am looking forward to seeing what cool magic and artsy
things you have created now.

I will wait with patience for a new Renault-F17 tank later.

Title: Re: _DBW_Wflyr_NEW_PACK
Post by: David Prosser on July 02, 2012, 07:11:20 AM
Thanks,wingflyr. These vehicles are a great addition to the game. 

cheers

David Prosser
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: David Prosser on July 02, 2012, 07:22:55 AM


Hi, SAS~Malone. You are right about the trap for unwary players. It works perfectly in JGSME. However, all one's other vehicle mods disappear. I tried the DBW route, and botched it. Thank God for back ups. I botched the other recent vehicle mod first time around too. The result of a moment's inattention. I'll add the vehicles one at a time via the DBW/STD route. I'll have to make up technichs.ru.properties entries too, won't I? I know how to do that. I'll proceed carefully. An absolutely fantastic mod whichever way you cut it. Keep up the good work at SAS.

cheers

David Prosser
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: cgagan on July 02, 2012, 07:34:03 AM
Excellent stuff (as usual..) and greatly needed also! May I second Malone and David Prosser and ask for a readme. for a DBW install (not through jsgme). I believe this should also work for my SAS ModAct 3.6 setup. Many thanks for your work,  8)
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: David Prosser on July 02, 2012, 08:49:31 AM

Hi, cgagan. That's a good idea. R/L is taking away some of my IL2 time at present. However, I'll add the vehicles carefully one at a time. [I already have a lot of vehicle mods.] As I do so, I'll make a copy of the stuff for a readme. I won't bother with the tanks and buildings. I have the tanks from the other pack. I want the rest though. If it works. I'll ask wingflyr if he wants it. If not, no harm in trying.

Thanks again wingflyr.

cheers

David Prosser
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: cgagan on July 02, 2012, 12:10:34 PM
What would be ideal is to split them in mini packs with relevant clasfiles; I for one am greatly interested in the starter/fuel trucks. But it's up to Wingflyr to decide...
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: ggrewe on July 02, 2012, 12:34:19 PM
Wonderful – thanks Wflyr your vehicles & objects are always superbly crafted & skinned  8)
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: archie1971 on July 02, 2012, 12:39:06 PM
What would be ideal is to split them in mini packs with relevant clasfiles; I for one am greatly interested in the starter/fuel trucks. But it's up to Wingflyr to decide...

CONSENT
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on July 02, 2012, 01:35:01 PM
Thanks guys,
       Im again happy you like them and can use them.
Their yours to do what you will with, all I ask is a small credit due to all the work and time I put into it, thats all. It should work with up3 if you arrange into proper folders for any 410-1 based game setup. Id love to make it work in all forms but obviously that is very time consuming.There are intelligent people here that can help make them work in all kinds of ways. For the newbie the STD override I though was the easiest way. For the more expert fiddler I can post the Entry specs if you like.    Again Im glad you enjoy them. Post some sceens if you can, to share whats here.     Cheers Wingflyr.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on July 02, 2012, 02:11:03 PM
hooray! great start to the week, thanks wingflyr!
i've been waiting ages to see the trusty old Bedford make an appearance, and the rest are also great.
BIG thanks, mate! :D

edit: wingflyr, perhaps you should just put up a warning for lesser-experienced members to exercise caution when overwriting the STD files, it can easily lead to major complications...;)
of course, this is more applicable to those, like me, who prefer to place this in the DBW folder, and rather not go the jsgme route.

Yes, if your new to this,
 placing this mod into the jsgme and activating it places the mod and replaces the STD folder in the main DBW folder.The mod STD is (temp) copied over the original important STD, then retuned to normal if the mod is deactivated from jsgme. The STD file in the MAIN DBW FOLDER SHOULD NOT BE ALTERED unless you backup and you know what your doing. Thanks wing.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Hangman on July 02, 2012, 02:11:31 PM
I prefer manual .ini updating so could you give the .ini entries what I should add
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: cgagan on July 02, 2012, 04:25:23 PM
OK, I copied all relevant lines from the provided .ini (chief, static, stationary, technics) to my DBW/STD folder, placed the mod in my #DBW folder and everything works fine! Quite a tiresome exercise for a 52 year-old, but all is well!!!! 8)
I am not attempting a similar try with my SAS ModAct 3.6 setup, perhaps some other day!
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Whiskey_Sierra_972 on July 02, 2012, 04:35:10 PM
An add to file for permanent installation of this great set of mods 'll be really appreciated!
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: David Prosser on July 02, 2012, 08:01:24 PM


Hi wingflyr. It would be fantastic if you could post the entry specs. Take all the time you need for that. I tried adding the starter truck last night, and failed. If you want, I can host them on my Mediafire account, and post a link here. [PM me for the details] Thanks again for this wonderful mod. I'm always extremely grateful for whatever mods turn up. They'll absolutely be appearing in campaigns if I can get them into DBW.

cheers

David Prosser
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on July 02, 2012, 09:39:57 PM
This is for people who know how to add and modify their Object folder.


Here you go guys the entry specs for manual editing of STD.

http://www.gamefront.com/files/21934924/objects.rar
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: David Prosser on July 02, 2012, 09:54:15 PM
Thanks, wingflyr. Do they not also need a set of entries for technics.ru.properties so  they can be used as stationery objects? The HSFX vehicle pack I downloaded recently had one. I think I know how to make one if necessary. Thanks again for the mod. 

cheers

David
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on July 02, 2012, 10:15:15 PM
Thanks, wingflyr. Do they not also need a set of entries for technics.ru.properties so  they can be used as stationery objects? The HSFX vehicle pack I downloaded recently had one. I think I know how to make one if necessary. Thanks again for the mod. 

cheers

David
Your Welcome, as for technics.ru.properties not set up yet but if you place the units in the stationary.ini you will find they are stationary and functional.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: vpmedia on July 03, 2012, 01:41:04 AM
Thank you, I really like your work you've done for the vehicles!!
-----
Imho everybody should install this into #DBW_MOD_Static jsgme mod pack https://www.sas1946.com/main/index.php/topic,19921.0.html
whic already has some of Wflyers work not available in stock dbw.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: David Prosser on July 03, 2012, 10:11:48 AM
Thanks again wingflyr. After the fourth attempt, I got the trucks, staff car, and motorcycles in. I don't need the flak tower. The Wespe, and Priest are in the HSFX pack. I'll add the CV33 later. It's a fantastic mod. I'll be using the starter trucks as base eye candy wherever applicable. And the other ones as well.
You've done a fantastic job!

cheers

David Prosser
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: SAS~Malone on July 03, 2012, 01:26:47 PM
hi wingflyr, is there any chance we could get the starter truck, fuel trucks, staff cars, etc as stationary objects?
i've tried adding entries for them, but they don't work - only the tanks and towers work as static for now. looks like a bit more classfile work will be needed for them to work as static?
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: cgagan on July 04, 2012, 08:19:21 AM
Yes please! A pack of static starter trucks and the cars would add greatly to airfield population! 8)
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: David Prosser on July 04, 2012, 09:37:50 AM


Hi, cgagan. You can make vehicles almost static by giving them two way points very close together. By the time the player sees them, they appear stationary. I do it all the time with ships and vehicles for players to get 'recon' fixes on.

cheers

David Prosser
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: SAS~Malone on July 04, 2012, 01:00:42 PM
yes, David, that's true. however, very often one might want to have these vehicles close to the water's edge, and as vehicles only, you cannot do so without further trickery.
that said, i am seriously looking at the way this works in the FMB stationary armor and stationary objects, where countless tanks are duplicated.
removing all tanks from the stationary objects list would free up many precious slots, and one could simply use the technique you described if you want stationary tanks that fire.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: SAS~GJE52 on July 04, 2012, 04:24:14 PM
Thanks David, that is a good tip

Just a thought "admins"  ;) ... is it worth starting a section where guys could post and share these great game play tips and work arounds .... ?  ;)

G
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: David Prosser on July 04, 2012, 08:26:32 PM


Go for it if you can do it SAS~Malone. It would be a very useful innovation.

cheers

David
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: SAS~Malone on July 04, 2012, 11:52:29 PM
... is it worth starting a section where guys could post and share these great game play tips and work arounds .... ?  ;)

Glynn, there is a thread like that that started up recently, where guys have started chipping in with their own FMB tips an' tricks - i've just surfaced, and trying to focus on some coffee first, will have a look for it shortly.
also, iirc, KiwiBiggles has some great tips in his FMB tutorials
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Mission_bug on July 07, 2012, 04:29:50 AM
WOW, truly outstanding wingflyr, thank you very much for these. 8)

I particularily love the Bedford, reminds me of the Airfix kit I put together many moons ago. ;)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Vehicles4.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Vehicles5.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Vehicles6.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Vehicles7.jpg)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Flaktower.jpg)

These will add tremendously to the immersion in many missions and campaigns, lovely.

Wishing you all the very best, Pete. ;D
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on July 07, 2012, 11:10:33 AM
Thanks for the comments Pete 8), and thank you for posting the screens 8).
How is the new BMW machine gunner working.
Cheers wingflyr.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: duffys tavern on July 07, 2012, 11:22:43 AM
Any chance of getting the manual entries anywhere other than gamefront? Thanx.
gamefront
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: RedSpade on July 07, 2012, 04:16:14 PM
Hmm, I'm fairly new to modding.  I downloaded Wingflyr's  new mod and installed it per the instructions.  Then I downloaded the Objects.rar file.  But, now I'm lost.  So, If I wanted to just install the Bedford vehicle, then  in the jsgemods folder, and then in the #DBW_Wflyr_New_Pack, I would ...... guessing now ....copy/move the Bedford folder into a folder structure that emulates the folder structure of the regular #DBW folder, which would be STD/com/maddox/il2/objects   ???   

See, I can be as dumb as I seem!  This is a pretty advanced topic for a person with my experience. Can somebody give me a slap up against the side of my head and get me pointed in the correct direction.  My appreciation is given in advance.   I only use DBW, so I have limited experience using JSGME.

RS
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Plowshare on July 07, 2012, 07:04:25 PM
wingflyr:

That damn machine gunner!! And the driver!! Here I thought I had things all figured out - I could just attack from the rear or left side and everything would be hunky-dory. Huh! Even though it's just a 7.62mm MG the golden BB shot my ass off. In answer to your question: "How is the new BMW machine gunner working." From his point of view he's working just damn fine thank you.

Still waiting on the stationary versions of these great vehicles though; it's a bit of a chore having to place aircraft waypoints so I can get the vehicle near water.

Bob
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on July 08, 2012, 12:32:41 AM
Hmm, I'm fairly new to modding.  I downloaded Wingflyr's  new mod and installed it per the instructions.  Then I downloaded the Objects.rar file.  But, now I'm lost.  So, If I wanted to just install the Bedford vehicle, then  in the jsgemods folder, and then in the #DBW_Wflyr_New_Pack, I would ...... guessing now ....copy/move the Bedford folder into a folder structure that emulates the folder structure of the regular #DBW folder, which would be STD/com/maddox/il2/objects   ???   

See, I can be as dumb as I seem!  This is a pretty advanced topic for a person with my experience. Can somebody give me a slap up against the side of my head and get me pointed in the correct direction.  My appreciation is given in advance.   I only use DBW, so I have limited experience using JSGME.

RS

Hey Redspade,
 the mod itself when you download unzip and place into your DBW JSGME folder then activate should work.The folder mod you unzip has two folders called #DBW_Wflyr_NEW_PACK be careful you place only
one #DBW_Wflyr_NEW_PACK with DBW path, a common mistake.
Don't ues the object download unless you what to manually install the mod by altering the STD folder.One should know what their doing here, or the game will crash. 
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Mission_bug on July 08, 2012, 03:02:30 AM
Hello wingflyr, I agree with Plowshare that gunner is working superbly. 8)

(http://i293.photobucket.com/albums/mm42/Mission_bug/BMW1.jpg)

So was the staff car until he had a go at it. ;)

(http://i293.photobucket.com/albums/mm42/Mission_bug/BMW2.jpg)

Wishing you all the very best, Pete. ;D
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Plowshare on July 08, 2012, 05:24:46 AM
Mission_bug:

That picture puts a whole new spin on things. Here, all along, everyone thought Rommel was attacked by aircraft while on the road somewhere in France (can't recall the details off the top of my head). You've just proven he was attacked by the Underground using agents disguised as Wehrmacht motorcycle couriers! This sounds like the kind of thing one of those tabloids would print: "New evidence Erwin Rommel was killed by spies!!" No! Wait a minute. The German motorcyclist and gunner were space aliens sent to tip the war in the favour of the Allies! "New evidence Erwin Rommel was killed by space aliens!!"

Oh, and that gunner is extremely deadly if you let him onto your base. Sort of a wrinkle on the old TV series "Rat Patrol."

Bob
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: rofl on July 08, 2012, 06:30:50 AM
Great work as usual Wflyr, thanks a lot!
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: panzerkeil on July 16, 2012, 11:40:22 PM
Is there any chance of a 4.11.1 compatible version? I can't get any of the vehicles to work in my game..  (70% crash to desktop - I have spent 2 days adding these one by one) :'(
These new vehicles look sooo good.  :o
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Germy66 on July 22, 2012, 06:38:43 AM
1. can i use this pack in 4.09 ?
2. i have Eperviers new Vehicles (HSFX6 to 4.09/4.10) https://www.sas1946.com/main/index.php/topic,26475.0.html
are the both compatible?
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: asso58 on July 26, 2012, 12:38:32 PM
Hello Wingflyr and tankhs a lot for this new pack.

Very high quality, as always.

But I have a strange little problem!

Later a successfully manual installation on UP3 ORC4 (all run fine), I have not Renault FT 17, only another Renault R 35 (Yes, I have your R 35 of precedent pack and now this)

I'm check the FT 17 folder and I found identical Tga files of R 35 folder

Where I was wrong? Can You help me?

Thanks in advance, and again for this wonderful mod!

Best regards, asso58
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: stanislao on July 29, 2012, 03:00:13 PM

Dear Wingflyr , I swear, I tried in every way to install your package of vehicles on my SAS ModAct 3.6 but I don't use  JGSME; I have also  individually separating the files into individual folders .. or Crash immediately if I insert the files DAA695B46475F602 - E9EE864AB28FD496 - F64DC742BF7E114C... or crash to 70% if I separate files. After three days of frustrating attempts I give up! Someone you know has managed to install in the SAS 3.6? I state that all your previous vehicles with a bit of effort I managed to install them permanently. Someone enlighten me the way ... Thank you.


Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on July 31, 2012, 12:10:33 AM
Is there any chance of a 4.11.1 compatible version? I can't get any of the vehicles to work in my game..  (70% crash to desktop - I have spent 2 days adding these one by one) :'(
These new vehicles look sooo good.  :o

Thanks for the interest guys, Sorry with delayed response Very busy with RL.
In these add ons
(Sorry) only based on DBW 410.1 resolved hashed  class-files ,I don't really have the time to do multiple versions right now , although should work on vanilla 409 410, I personally have not tried. I may will have a look at 411.1 sometime with great interest from some of the things those talented guys come up with. Right now I just have time to concentrate on one version, as its sometimes itself overwhelming at times. I have a new list of armor and vehicles ready to release very soon. 
Archer, Nash-horn, Hummel, Jap AC starter, Bedford supply truck, KV-2, the proper Renault FT17 finally Truly sorry for the delay on this one. And some other goodies. Just working out any bugs.  Thanks guys Wingflyr.   
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: asso58 on July 31, 2012, 03:53:03 AM
Hello again, Wingflyr, and Thanks for Your reply

with wonderful news about next pack!

Then, I would say that there a desperate need

for a more modern rescue fire tender ... maybe

(if You believe), another version of Bedford?

Sorry for this unofficial request and Thanks again.

Best regards, asso58
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Samurai999 on August 05, 2012, 11:26:23 AM
And ???? to lay out ??? files, ONLY for cars and objects. Without armored machinery. Because it at me me already costs separately.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on August 05, 2012, 11:29:18 AM
And ???? to lay out ??? files, ONLY for cars and objects. Without armored machinery. Because it at me me already costs separately.
Sorry, haven't a clue what this means.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on August 05, 2012, 12:16:31 PM
Please be patent I have a few other goodies also.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: SAS~Bombsaway on August 05, 2012, 12:17:41 PM
OOOOOOOOOOOOOOOOO Very nice. They look fantastic.:)
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Mission_bug on August 05, 2012, 01:37:22 PM
Absolutely marvellous, especially the Bedford truck, at last a British soft top utility vehicle for the sim. 8)

Wishing you all the very best, Pete. ;D
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: magot on August 05, 2012, 01:42:55 PM
Good addon wingflyr!
Nice to see Hummel, Nashorn, KV2, Bedford, AA Crusader, Archer and next armor and cars :)
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: cgagan on August 05, 2012, 02:33:01 PM
Woooooooooooow!! Me impatiently awaiting :)
+1!!!!  8) 8) 8) 8)
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on August 05, 2012, 04:15:33 PM
Hey Guys, all tested and seems working good, not saying no bug will come up [nobody's perfect], but most likely fixable.
I do have a problem with the Archer I can't get my head around. Maybe one of you mod gurus can figure a solution out for it.

Well here is the problem in a nut shell,

The Archer built as a ambush assault vehicle, with a valentine body and a big big gun mounted pointing to the rear,this is due to better weight distribution preventing warping.The vehicle driver, drives the vehicle forward for quick get away,which make it appear to be moving backwards.That all works fine, except when the vehicle goes to shoot. IT turns with its gun pointing the opposite way (with front of tank pointing an invisible gun) firing Turing back and continue driving. The gun hook is in proper position by the way. I'm thinking it a hard coded thing which is not cool for the authentic. I could just turn the gun round, if there is no solution.  Thanks Guys Wingflyr.     
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: 352nd_Hoss on August 05, 2012, 06:58:14 PM
It would be totally awesome to see the entire collection of Static and Vehicle mods make it into DBW 1.8 and yes make sure everyone gets their credits......................

I took up the idea to just use the STD portion of Wind and Wing's jsgme collection and and put all the folders into the Mods folder.  It took forever to load the other way and I mean forever.

Nice work W/F

Cheers
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: 352nd_Hoss on August 05, 2012, 07:03:02 PM
Woooooooooooow!! Me impatiently awaiting :)

Now you know how we feel........ >:(......... now get back to work on the Invader........... and the Skyraider mods......  ???
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: OberstDanjeje on August 06, 2012, 12:23:58 AM
Very, very nice, I love the tanks and such stuff.
In this years you did a great job.
May I ask where this models come from?
Or you did all the 3D work?
Just curiosity
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: panzerkeil on August 06, 2012, 03:55:35 AM
Hi Wflyr, Western has made some improvements in ships artillery, and he explained the gun's parameters in this thread: https://www.sas1946.com/main/index.php/topic,18607.msg199781.html#msg199781

Maybe if you define similar parameters for the Archer's gun to only fire forwards it will stop the vehicle from turning around? Or will it also prevent the gun from turning backwards when moving?

UnfortunatelyI'm not an experienced modder like you are..  :-X
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on August 06, 2012, 11:58:12 AM
Thanks for the lead Panzerkeil,

its more info than I had before.Oh and that's is brilliant work by western.
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Fresco23 on November 02, 2014, 04:43:44 PM
Link to the lines for manual editing is down, new link please? Thanks in advance
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: SAS~Gerax on November 02, 2014, 04:56:15 PM
done, see attachment of post #1.  ;)
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: Fresco23 on November 02, 2014, 07:00:19 PM
Oh thank you!  :)
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: wingflyr on November 15, 2014, 07:22:26 PM
Absolutely marvellous, especially the Bedford truck, at last a British soft top utility vehicle for the sim. 8)

Wishing you all the very best, Pete. ;D
done, see attachment of post #1.  ;)



Big Thanks for doing this Gerax, most helpful M8. Alot of times I overlook responses glad someone there to step in. cheers wing
Title: Re: _DBW_Wflyr_NEW_PACK
Post by: SAS~Gerax on November 16, 2014, 01:14:59 AM
Your packs are great, so its a pleasure to help a little bit.  ;)