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Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Vehicles + Artillery => Topic started by: western0221 on May 22, 2014, 03:55:31 AM
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This is a compatibility patch to the Wingflyr's great tank/vehicles MOD "#DBW_Wflyr_NEW_PACK_V2".
https://www.sas1946.com/main/index.php?topic=27870.0
By this patch , you can use "#DBW_Wflyr_NEW_PACK_V2" on every modded IL-2 1946 environments,
like 4.09m / 4.10.1m / 4.11.1m / 4.12.2m / HSFX5,6,7 / Ultr@Pack3.
(https://www.mediafire.com/convkey/48bd/ewteme9xop2undp6g.jpg)
But this patch is a bit dangerous.
When you missed some steps in installing, your modded IL-2 will go to broken.
Please keep care.
Patch Download: version1.1 is uploaded on 25th/Nov/2014
https://www.mediafire.com/download/376o8mf7ckhdl35/Wflyr_tanks_compatibility(1.1).7z
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You are my hero!!!! 8)
EDIT: Just installed in my SAS ModAct 5.3 (412.2), following instructions, all fine, appearing and running!!!! Many thanks again for this great offer of yours,
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excellent, thanks western!
these vehicles are real necessities for our virtual environment.
hugely appreciated! :D
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Thank you Western.
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western0221:
Great work!! I've been missing these since the start of V4.12 and now they're here.
Are there any plans to get the flak tower working? I've only used it a couple of times but when I did use it I found it a challenging target and something to avoid. Plus, now that terrain supposedly affects gunners raising the Flak 88 reduces the cover on approach.
Thanks for this greatly needed patch.
Bob
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This patch is most welcome and greatly appreciated western0221, thank you very much indeed. 8)
Wishing you all the very best, Pete. ;D
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Has any body got this working in TFM-4.12?
I tried 4 times and get 70% CTD
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Has any body got this working in TFM-4.12?
I tried 4 times and get 70% CTD
I havn't installed TFM-4.12 and no way to test with my MOD.
How does your log say in CTD?
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Says 1-BT7, class not found
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Says 1-BT7, class not found
It's strange.
BT7 is 1C:maddox default tank and Wflyr_NEW_PACK_V2 doesn't have any BT7 contents / classfiles / ini entries.
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Yes I know that, I am going to try some thing else, that should work, I dont give up easy, lol.
I'll make it work.
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Risking to appear obsessive - and obsessed - I would like to humbly ask for a possible future addition of much needed French tanks, specifically, HotchkissH35, RenaultS35 and SomuaS35 from Wingflyr's pack here, https://www.sas1946.com/main/index.php/topic,20498.0.html
There's no hurry and I can take a "no" for an answer! Many thanks in advance,
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Western, I got it working in TFM-4.12, I had some of the entries wrong.
Thank you Very Much for this Patch. ~S~
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Western, I got it working in TFM-4.12, I had some of the entries wrong.
Good! ;D
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(http://i.imgur.com/EVnJxbt.jpg)
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Great Mod Western0221. Thank so much!
This will help out alot of people
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So, Western whats next up your sleeve? (your like a magician) :D
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I'm looking at Wflyr_NEW_Armor.
That pack has indivisual classfiles made by ashehouse.
A problem is ini files are not prepaired to easy installation.
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Yes, I had problems with the Pack back in DBW 1.71, and elected not to use them.
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Thank you for this compilation !
I take the output of this compilation to request a fix for the SPG Archer.
This SPG is unusable in its current version.
This SPG has a special ... The barrel of Archer was mounted in a structure open-top directed backwards.
The target is forward ... but the gun shoots backwards! :-X
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I take the output of this compilation to request a fix for the SPG Archer.
This SPG is unusable in its current version.
This SPG has a special ... The barrel of Archer was mounted in a structure open-top directed backwards.
The target is forward ... but the gun shoots backwards! :-X
Ah... I found the same , felt strange a little.
Is it easy to solve -- rotating body 180deg in hier.him ?
I will try it.
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Ah... I found the same , felt strange a little.
Is it easy to solve -- rotating body 180deg in hier.him ?
I will try it.
:D
If you do this ... it will not be a SPG Archer! ;)
I fear that this problem can not be corrected by changing generic Class in the game... (Tankgeneric and others...) :-[
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Thanks Western!!
Now the republicans are ready to scramble!!
(http://s25.postimg.cc/44ivymsof/il2fb_2014_05_24_10_14_42_92.png) (http://postimg.cc/image/inq101lt7/full/)
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Awesome screenie there Tofolo :)
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This is a compatibility patch to the Wingflyr's great tank/vehicles MOD "#DBW_Wflyr_NEW_PACK_V2".
https://www.sas1946.com/main/index.php?topic=27870.0
By this patch , you can use "#DBW_Wflyr_NEW_PACK_V2" on every modded IL-2 1946 environments,
like 4.09m / 4.10.1m / 4.11.1m / 4.12.2m / HSFX5,6,7 / Ultr@Pack3.
(https://www.mediafire.com/convkey/48bd/ewteme9xop2undp6g.jpg)
But this patch is a bit dangerous.
When you missed some steps in installing, your modded IL-2 will go to broken.
Please keep care.
Patch Download:
https://www.mediafire.com/download/j7vxzu5bc3psifj/Wflyr_tanks_compatibility.7z
Thanks for doing this M8 as per your PM you did well lot of work, I just cant find anytime any more to mod these days. I have a large variety of new cars revamped and scratch built firetrucks with my reg detailed soldiers if you want to add those I can send them your way. Wingflyr
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... I just cant find anytime any more to mod these days.
I have a large variety of new cars revamped and scratch built firetrucks with my reg detailed soldiers if
ou want to add those I can send them your way.
Wingflyr
So sorry to hear you have stopped with IL2+mods :( I did not know this.
I hope everything is good in your life.
You create some very good models and I have enjoyed them all in my game and painting them with new skins.
Please consider posting your new models, so we can continue to expand and create a better game.
This IL2+mods world would not be the same without your fine models... Because it is thanks to them that
maps look more real and the whole game comes alive!
We still need many civilian car types, new trucks and firetrucks (Beer trucks/Milk trucks/Barrels trucks and even
forklifts to pick up heavy boxes ;D ) and so many other vehicles.
I am painting new skins for the old models, but we also need new 3d-models with a
diferent design.
Thank you great friend Wingflyr! I admire your art too - I am a Fan!
I also thank Western0221 for doing a great work on new models.
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Thanks Max 8)
Everything is well and life is good.
I also ready love all the work you have done to this great game. A lot of great modders and good people here make it a wonderful thing to be a part of. As for the rest of my work maybe western can give it a go. I was surprised that he got them (Wflyr_NEW_PACK_V2) going in all game levels cheers to him. wingflyr
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Here is a friendly bump-up for this fine posting and also a friendly tip "Fix" for
those folks that may want to do it to their game.
I have been testing and re-texturing these skins for my game for the past couple of hours and I noticed
that the "Grant" tank (also known as the M3-Grant) had a terrible lighting problem. Too much glowing light on
its armor when placed on many maps. The shine on the armor from the sunlight is just too much for my eyes.
I need to see something more "natural".
The simple trick is to open up some files inside each of the skins folders with your NOTEPAD
(inside folders...Summer / Desert / Winter)
...look for these files...
Gloss1D0o
Gloss1D0oT
Gloss1D0oW
... with NOTEPAD open the file and change the following to the number "0" (Zero)
(or if you wish to see a little more shine on the armor use the number "0.1" or "0.2" - you test and decide)
- For this SPG-tank I decided to use the value of "0" for my personal game.
[ClassInfo]
ClassName TMaterial
[General]
tfDoubleSide 0
tfShouldSort 0
tfDropShadow 0
tfGameTimer 1
[LightParams]
Ambient 1.0
Diffuse 1.0
Specular 0 <--------This number value controls the shine "glow" on the armor when the sun shines on the model
SpecularPow 0 <--------This number value controls the shine "glow" on the armor when the sun shines on the model
Shine 0.0
- Take notice = Not all vehicles use this number value.
You must test each model in different maps and in different sun hours (ex. 12:00-14:00-17:00) so you can see and test what number value you
would like to see on each vehicle or tanks.
I like my things looking more natural and real as possible, so I use lower number values.
Here is a set of screens of what it looks like in my game. The only shine on the armor is the one painted on the skin and
not used on the actual 3d-model.
These screenshots were taken with no clouds and at 13:00 hours on many maps.
(http://i17.photobucket.com/albums/b75/paulhewson/07062014_MAX001.jpg~original)
The original skins are very nice, I only repainted a few details on them that I
want to see for my own game and painted on them a more used look to all the tank skins.
If anyone wants them, I will post them for you later, when I repaint the entire model collection to look the way I would like to see
in my game.
Some of them do not have the proper camouflage, details or colors as were on the real vehicles/tanks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I almost forgot to mention,
inside this package is another model which was missing its lines in the "static.ini" but the
folder and model is inside the pack. It is the FLAK_Tower.
Just add the following lines for you to have another building in your game.
----- It does not use flak cannons. You must do that in your personal game
by following the instructions by Wingflyr posted on his other original post ;)
Add these lines to your static.ini.
[buildings.House$FLAK_tower]
Title flak_tower
MeshLive 3do/Buildings/Airdrome/FLAK_tower/live.sim
MeshDead 3do/Buildings/Airdrome/FLAK_tower/dead.sim
AlignToLand 0
Body WoodMiddle
Panzer 2.1
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Max, I followed your detailed instructions but the files mentioned (Glos1D0o, etc) are shortcut files; do you know any way of opening them with notepad? I tried the right click on mouse but no relevant option "open with" appeared)
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cgagan:
Did you follow the path rootfolder>#SAS>Wflyr_NEW_Armor_Cars_Flaktower>3do>SPG>Grant>Desert? The files are .mat extensions - Gloss1D0o.mat; Gloss1D0oT.mat; and Gloss1D0oW.mat.
On my outfit double Left clicking defaults to opening in notepad.
Just a thought.
Bob
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Yes Bob, I did just that; the relevant Gloss files appear as shortcuts; only the files "Body", "Drive", "Gun", "Head" and "hier" can be opened with notepad...
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Yes Bob, I did just that; the relevant Gloss files appear as shortcuts; only the files "Body", "Drive", "Gun", "Head" and "hier" can be opened with notepad...
Ton Windows... quelle version ?
Par défaut l'extension "mat" n'est pas attribuée à NotePad !
Tu peux essayer ceci pour attribuer l'extension au NP !
C'est en français pour XP mais on doit pouvoir l'adapter aux autres Windows ! :-X
http://gvla.perso.neuf.fr/IL-2/Affectation-MIME.pdf
Malheureusement je suis incapable de traduire tout ça en anglais ! :-[
Unfortunately I am unable to translate all in English!
Un dernier truc... demander à Windows d'afficher les extensions de fichiers ! ;)
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W7; merci Gabriel, je vais essayer...
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Hello, I don't know if it's a bug from HSFX 7 or the pack.
HSFX 7 seems to add the pack to the game and it work perfectly except about the german puma with the 50 mm gun.
I use it for the first time this afternoon and i noticed that when it shoot to a target, the 50 mm canon fire just like a machine gun but it's still powerfull as a 50 mm.
I have tested with the stationnary version only.
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OK, changed the file association ("mat" opens with notepad now) and problem solved;
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Hello, I don't know if it's a bug from HSFX 7 or the pack.
HSFX 7 seems to add the pack to the game and it work perfectly except about the german puma with the 50 mm gun.
I use it for the first time this afternoon and i noticed that when it shoot to a target, the 50 mm canon fire just like a machine gun but it's still powerfull as a 50 mm.
It is HSFX ! ;)
See in technics.ini file :
[SdKfz234_2]
Description Heavy Armoured Car SdKfz234_2 "Puma"
Icon fieldgun // used for 'stationary' tank only
...
// Weapon
Gun CannonKwK39
...
DelayAfterShoot 10.0 ===> Original Mod but in HSFX7 = 5.6
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Here is a friendly bump-up for this fine posting and also a friendly tip "Fix" for
those folks that may want to do it to their game.
I have been testing and re-texturing these skins for my game for the past couple of hours and I noticed
that the "Grant" tank (also known as the M3-Grant) had a terrible lighting problem. Too much glowing light on
its armor when placed on many maps. The sunshine shine on the armor is just too much for my eyes. I need to see
something more "natural".
The simple trick is to open up some files inside each of the skins folders with your NOTEPAD (folders...Summer / Desert / Winter)
...these files...
Gloss1D0o
Gloss1D0oT
Gloss1D0oW
...and with NOTEPAD open the file and change the following to the number "0"
(or if you wish to see a little more shine on the armor use the number "0.1" or "0.2")
- For this SPG-tank I decided to use the value of "0" for my own game.
[ClassInfo]
ClassName TMaterial
[General]
tfDoubleSide 0
tfShouldSort 0
tfDropShadow 0
tfGameTimer 1
[LightParams]
Ambient 1.0
Diffuse 1.0
Specular 0 <--------This number value controls the shine "glow" on the armor when the sun shines on the model
SpecularPow 0 <--------This number value controls the shine "glow" on the armor when the sun shines on the model
Shine 0.0
I totally agree with you Max, many vehicles have their SpecularPow value set at 16, which is way too much and makes them shine and look totally white when viewed right from above, especailly at noon ...!
If I remember well it is our friend VPmedia who explained in another topic that the SpecularPow value is the quantity of sun light reflected by the object when the sun is at noon, so SpecularPow 4 means the reflected sun light will be four times the "normal" one and SpecularPow 16 means it will be 16 times higher ...
VPmedia has released a small mod to give stock planes their original SpecularPow values, that is 4 ...
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Hello, I don't know if it's a bug from HSFX 7 or the pack.
HSFX 7 seems to add the pack to the game and it work perfectly except about the german puma with the 50 mm gun.
I use it for the first time this afternoon and i noticed that when it shoot to a target, the 50 mm canon fire just like a machine gun but it's still powerfull as a 50 mm.
It is HSFX ! ;)
See in technics.ini file :
[SdKfz234_2]
Description Heavy Armoured Car SdKfz234_2 "Puma"
Icon fieldgun // used for 'stationary' tank only
...
// Weapon
Gun CannonKwK39
...
DelayAfterShoot 10.0 ===> Original Mod but in HSFX7 = 5.6
Je viens de regarder et j'ai bien les même ligne que celle que tu donnes. Cependant, en jeux, je dirais plutôt que j'ai 0,1 seconde entre chaque tir. Non pas 5.6
Cela pourrait il venir d'autre part?
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Je viens de regarder et j'ai bien les même ligne que celle que tu donnes. Cependant, en jeux, je dirais plutôt que j'ai 0,1 seconde entre chaque tir. Non pas 5.6
Cela pourrait il venir d'autre part?
Chépa ! :-X
Teste avec 10.0 pour voir ! ;)
Et sinon regarde les autres véhicules équipés du même canon... PZIIIJ je crois entre autres ! ;)
Gun CannonKwK39
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Thank you very much for the information Max, that glowing tank was giving me a headache, all is sorted now. 8)
Wishing you all the very best, Pete. ;D
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Dear Western,
since you are much better than me using the 3D-modelling program, I would like
to ask you for a small favor. If possible.
At the moment I finished painting the two airplane_Starter trucks (+ a winter version) with much better details and to
look more realistic. This includes the 2 soldiers which is included with the 3 truck versions - the Mechanic and driver.
I have made many tests and changes but I cannot fix the doors on this truck.
I discovered if I erase one of the doors from the skin (the door that uses the side-door decal) using an Alpha-Channel,
the model does look a little bit better. By erasing the side-door decal, the doors look much better on the model.
But the truck still has its 2 doors flickering and shaking when you move the camera around. Its a very nice model
but this problem makes it look bad. I think it has to do with the 3d in the model.
I am not sure. Maybe its a line that needs to be changed somewhere, which I am not aware of at this moment.
As anyone found a cure for fixing the doors on this AC_Starter ?
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Je viens de mettre la nouvelle cadence de tir (10.0), mais j'ai toujours le bug. Voila une vidéo pour montré ce qu'il se passe (un conseil, baisser le son)
Here a video of the bug I have with HSFX 7 (advice : turn off or lower the sound)
https://www.youtube.com/watch?v=PgOQzwn9ess&feature=youtu.be
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Je viens de mettre la nouvelle cadence de tir (10.0), mais j'ai toujours le bug. Voila une vidéo pour montré ce qu'il se passe (un conseil, baisser le son)
Here a video of the bug I have with HSFX 7 (advice : turn off or lower the sound)
(It look like an A10 run ^^)
Il faudrait comparer en mettant côte à côte 2 ou 3 véhicules possédant le même canon !
Si les réactions de l'un d'eux te convient... mettre ses données à la place de celles du Puma !
- PzIIIJ - PzIIIM - SdKfz234_2 = CannonKwK39
- PzIIF - L3_CV35 - SdKfz231 - SdKfz234 = CannonKwK30
Pour info les (SdKfz231 - SdKfz234) & SdKfz234_2 ont le même "delay" pour des armes différentes !
Should be compared side by side by putting 2 or 3 vehicles with the same gun!
If the reactions of one of them ... you should put its data instead of those of the Puma!
- PzIIIJ - PzIIIM - SdKfz234_2 = CannonKwK39
- PzIIF - L3_CV35 - SdKfz231 - SdKfz234 = CannonKwK30
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J'ai repris en entier le block //weapons du Pz IIIJ et j'ai remplacé celui du Puma. Ca a marché :) Maintenant, j'ai un puma qui tir à une vitesse correcte.
je me demande quel ligne était responsable de cela, mais tant que ca marche, ca me va :D Merci beaucoup ;)
// Weapon
Gun CannonKwK39
NumShells 84
AttackMaxDistance 1000.0
AttackMaxRadius 1000.0
AttackMaxHeight 1000.0
HeadYawHalfRange 180.0
GunMinPitch -5.0
GunStdPitch 0.0
GunMaxPitch +25.0
HeadMaxYawSpeed 27.7
GunMaxPitchSpeed 7.5
DelayAfterShoot 10.0
ChainfireTime 0
FastTargetsAngleError 8.0
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the two AC_Starter trucks work, but for me they generate a huge amount of errors, which actually causes fps instability, so i'm sticking to the statics for now. ;)
they are great vehicles, but could do with a bit of tidying up to work better.
anyway, i am hugely grateful for them! :D
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These trucks look Awesome, Max.
Are you planning to release them? They would suit pretty good to the Ultraspain SCW install!
Cheers mate
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These trucks look Awesome, Max.
Are you planning to release them? They would suit pretty good to the Ultraspain SCW install!
Cheers mate
Sure, I will post them for you guys, but let me finish painting a few more skins from this pack and also a few more from the
original game which need skins and I will make a nice package for your game.
It doesn't make sense for me to post a folder with just one model skin.
Give me a few days to complete some new skin-templates and skins ;)
My game skins are a little different from the original skins, but I will also include the original skins into the pack but with
a "-" (minus sign) on the name so the game will not read the old skins. Whenever you wish to go back to the
other skins, just remove the "-" sign. That is what I always do for my game too.
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Thank you, Western0221 for the "Patch" , it worked perfectly in 4.12 w/5.3. Its good to have the Wflyer_Tanks/mods up and running.
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Hey western, does this mod work with wingflyr's British tank addon pack here: https://www.sas1946.com/main/index.php/topic,12159.0.html
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Can someone please PM me the Technics.ru entries that go in Technics? I have a lot of mods in my DBW, and I want to add them manually.
cheers
David
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patch version 1.1 is my 1st post.
adding the slots of Flaktower and Radar_T.
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patch version 1.1 is my 1st post.
adding the slots of Flaktower and Radar_T.
Thanks western , now I can give the flak guns and radar together with my new models to Monty. Cheers Dennis.
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western0221,
There seems to be a problem with Mediafire, this is what I get when trying to DL your patch:
Not having problems with other Mediafire links at this site.
The problems been fixed, Thanks for doing this patch. 8)
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Hey Western all running well thanks so much M8, I couldn't get it going at first but after doing some tinkering it works. Your classfiles are a class of work on its own. Thanks again. Cheers!! Wingflyr.
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There's no "Italy" or "GB" in most of the files this mod requires to edit.
Even if I just dumb the lines either under USA or USSR, the game fails to start afterwards.
Four times in a row I tried to get this shit to work, fuck it, I give up.
0/10 mod
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Wow, Potato Salad. I wouldn't normally bother - but that's some chip you've got on your shoulder there. I'm not a fan of seeing good people get disrespected, and Western and WingFlyr are two of the best.
0/10 comment
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Four times in a row I tried to get this shit to work, fuck it, I give up.
0/10 mod
Potato salad, final (10/10) warning and set on observer for two weeks.
Time to read the posting guidelines.
Use search to find them.
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patch version 1.1 is my 1st post.
adding the slots of Flaktower and Radar_T.
Added the mod patch v1.1 successfully to 412,2mSASv5.3. Thank U very much sir.
Like in original v2.01 for DBW, this tower object needs activating in static.ini:
(https://www.mediafire.com/convkey/0e2b/wwk36ht891wro2w7g.jpg) (https://www.mediafire.com/view/?wwk36ht891wro2w)
Attached/fitted to 'the tower' are the two given artillery weapons. ( Flak 88mm; radar )
Need the following static.ini lines to activate the main tower object ( not artillery this one: pure object; some FMB assembly is required ):
//===========================================================================
[***]
Title Flak Towers
//===========================================================================
[buildings.House$FLAK_tower]
Title flak_tower
MeshLive 3do/Buildings/Airdrome/FLAK_tower/live.sim
MeshDead 3do/Buildings/Airdrome/FLAK_tower/dead.sim
AlignToLand 0
Body WoodMiddle
Panzer 2.1
Somewhere in the evolution of this mod, these lines were lost...
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only to say... Thank you Wflyr and Western ! :)
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thanks western0221