Forgotten Units Mod and stuff...

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GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Sun May 19, 2019 7:48 am Panzerkampfwagen II :
The animation of the MG 34 is missing :idea:
Thanks, good find. Will be corrected in my mod.

Suggestion: use "20mmAA_03 0" and don't forget the "MG_Flashes 1" :D
Horst
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Re: Forgotten Units Mod and stuff...

Post by Horst »

There are more units using AT_20mm_Burst and missing coaxial MGs, like T-60, SdKfz.222/231/232, and AB41(rail).
The effect also sounds more like an MG 42 and not like a 20mm.
MG 42: https://youtu.be/uhOrY88MGbM?t=100
20mm: https://www.youtube.com/watch?v=h4vd__Z1eQw
GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

Horst wrote: Sun May 19, 2019 10:23 am There are more units using AT_20mm_Burst and missing coaxial MGs, like T-60, SdKfz.222/231/232, and AB41(rail).
The Soviet T-60 has a correct weapon effect already ( :arrow: at_47mm_01_mg) ?!
The 231/232 and AB41 models do not have a second weapon point, so changing the effect makes no sense.
The only ones that can be changed are the Ger. and Chinese 222. Thanks, will do.
Horst wrote: Sun May 19, 2019 10:23 am The effect also sounds more like an MG 42 and not like a 20mm.
MG 42: https://youtu.be/uhOrY88MGbM?t=100
20mm: https://www.youtube.com/watch?v=h4vd__Z1eQw
I think that the "20mmAA_03" is a bit better than the 02.
Horst
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Re: Forgotten Units Mod and stuff...

Post by Horst »

I looked through my "corrected" weaponEffects. The vanilla T-60 has rather the wrong effect, as it also has a 20mm cannon. It looks like a cheap copy & paste from the BT-7 tank without much thought. Okay, no idea without testing how many weapon nodes these models actually have. I must admit I also mainly used a "cheap copy & paste" so the caliber is at least correct.
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

Horst wrote: Sun May 19, 2019 4:24 pm I looked through my "corrected" weaponEffects. The vanilla T-60 has rather the wrong effect, as it also has a 20mm cannon. It looks like a cheap copy & paste from the BT-7 tank without much thought. Okay, no idea without testing how many weapon nodes these models actually have. I must admit I also mainly used a "cheap copy & paste" so the caliber is at least correct.
T60.jpg
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Horst
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Re: Forgotten Units Mod and stuff...

Post by Horst »

Yep, the 20mm ShVAK named "TNSh" had the highest rate of fire of all 20mm guns with about 700 rds/min. That possibly sounds closer like a small machinegun.
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

SdKfz 250 & 251 :

The stats "defense against artillery" and "defense against naval targets" should be increased for the SdKfz 250 & 251. These stats are identical to the truck :

GermanTransport.JPG
GermanTransport.JPG (242.95 KiB) Viewed 4140 times

By comparison with US transport statistics :

USATransport.JPG
USATransport.JPG (123.82 KiB) Viewed 4140 times
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GAZ-AAA_4M_Maxim hotfix

GAZ-AAA_4M_Maxim(1).jpg
GAZ-AAA_4M_Maxim(1).jpg (379.22 KiB) Viewed 3883 times

The files :
units(8.1.0_hotfix).zip
(69.78 KiB) Downloaded 103 times
GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Thu Aug 15, 2019 10:07 am GAZ-AAA_4M_Maxim hotfix
Did you also fix the range and attack stats of the AT switch unit?

During the first RedStar mission I've tried to add the "anti_tank" switch to the AT Maxim unit, but then it became clear why there was a "nopurchase" trait added. Many of the (AT) unit's stats have to be rechecked before use. I'll have to do that in my mod (later), too.
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GabeKnight wrote: Sat Aug 17, 2019 12:14 pm
terminator wrote: Thu Aug 15, 2019 10:07 am GAZ-AAA_4M_Maxim hotfix
Did you also fix the range and attack stats of the AT switch unit?

During the first RedStar mission I've tried to add the "anti_tank" switch to the AT Maxim unit, but then it became clear why there was a "nopurchase" trait added. Many of the (AT) unit's stats have to be rechecked before use. I'll have to do that in my mod (later), too.
I only fixed switch possibility and missing name for AT unit.

Range bug (2->1) and no purchase trait bug for AT unit are not yet fixed.
Attack stats of AT unit are not good ?

GAZ-AAA_4M_Maxim.JPG
GAZ-AAA_4M_Maxim.JPG (137.15 KiB) Viewed 3841 times
GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Sat Aug 17, 2019 1:42 pm Attack stats of AT unit are not good ?
I haven't fully thought this through yet and/or checked the armament of the Soviet unit, but compared to some German "Quad" MG vehicles in the anti-tank class, like the "Wirbelwind", the stats seemed too low.
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

I wanted to create this unit from another game :

Capture d’écran (197).jpg
Capture d’écran (197).jpg (98.21 KiB) Viewed 3785 times

The result :

Screenshot 1678.jpg
Screenshot 1678.jpg (293.83 KiB) Viewed 3785 times

Another variation (PzIV F2):

Screenshot 1680.jpg
Screenshot 1680.jpg (286.57 KiB) Viewed 3785 times

Models:
- StuG_III_F8 0.16 -0.16, SdKfz_250 -0.16 0.16,
- PzKw_IV_F2 0.16 -0.16, SdKfz_250 -0.16 0.16,

PS: SdKfz 250 is better than 251 because 250 is smaller, wrecks-> only the first vehicle(tank) is burning
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GabeKnight wrote: Sat Aug 17, 2019 12:14 pm
terminator wrote: Thu Aug 15, 2019 10:07 am GAZ-AAA_4M_Maxim hotfix
Did you also fix the range and attack stats of the AT switch unit?

During the first RedStar mission I've tried to add the "anti_tank" switch to the AT Maxim unit, but then it became clear why there was a "nopurchase" trait added. Many of the (AT) unit's stats have to be rechecked before use. I'll have to do that in my mod (later), too.
GAZ-AAA_4M_Maxim hotfix (2)
- range 2 (AT)->1
- "nopurchase" (AT) -> purchasable
- NEW weaponEffect : flaksingle_20mm -> flakquad_20mm (AHHDADADADADA :lol: )

Screenshot 114.png
Screenshot 114.png (726.26 KiB) Viewed 3767 times
units(8.1.0_hotfix) (2).zip
(70.01 KiB) Downloaded 96 times
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GabeKnight wrote: Sat Aug 17, 2019 11:25 pm
terminator wrote: Sat Aug 17, 2019 1:42 pm Attack stats of AT unit are not good ?
I haven't fully thought this through yet and/or checked the armament of the Soviet unit, but compared to some German "Quad" MG vehicles in the anti-tank class, like the "Wirbelwind", the stats seemed too low.
I don’t think we can compare the GAZ-AAA 4M Maxim with the "Wirbelwind".
"Wirbelwind" is a tank therefore an armoured unit and the caliber is not the same (7.62×54mmR for GAZ-AAA 4M Maxim vs 20×138mmB for "Wirbelwind").
GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Sun Aug 25, 2019 6:18 am I don’t think we can compare the GAZ-AAA 4M Maxim with the "Wirbelwind".
"Wirbelwind" is a tank therefore an armoured unit and the caliber is not the same (7.62×54mmR for GAZ-AAA 4M Maxim vs 20×138mmB for "Wirbelwind").
Okay, but are you really gonna leave the mech attack at "2"?
I guess, I could live with a 7 inf. attack for an early war vehicle, but such a low mech attack value would still render this unit completely useless. How about 5-6? Could this be reasonable/justifiable (somehow)?
SirAllan
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Re: Forgotten Units Mod and stuff...

Post by SirAllan »

Hi terminator, its been a while since I was last in here and I still love your work.
But where do I find your latest forgotten units download?
I cant remember if you allso have make some american and british units be included in forgotten units - I hope so.
Im going to play eriks american scenarios, so it would be greate to use your products in there.
Erik2
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Re: Forgotten Units Mod and stuff...

Post by Erik2 »

SirAllan wrote: Fri Sep 20, 2019 2:46 pm Hi terminator, its been a while since I was last in here and I still love your work.
But where do I find your latest forgotten units download?
I cant remember if you allso have make some american and british units be included in forgotten units - I hope so.
Im going to play eriks american scenarios, so it would be greate to use your products in there.
Note that if this mod contains new units (not only edited old ones), there will be no benefit in playing my campaigns.
For that to work, I would have to create the scenarios using the mod.
SirAllan
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Re: Forgotten Units Mod and stuff...

Post by SirAllan »

ok thx for letting me know Erik - then I shall "just" use your setup
SirAllan
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Re: Forgotten Units Mod and stuff...

Post by SirAllan »

But I still need to know where to find Terminators last mod
GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

Erik2 wrote: Sat Sep 21, 2019 8:45 am Note that if this mod contains new units (not only edited old ones), there will be no benefit in playing my campaigns.
For that to work, I would have to create the scenarios using the mod.
Well, that's not entirely true. The AI can use new/additional switch modes just fine, for example. Also any modified stats in the units file will be used for the AI units as well.
But the main reason for creating (and playing with) my mod were the benefits of new/additional units for my (the player's) core unit pool. And I can use those units in your campaigns without problems, Erik. :D
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