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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Sun Jul 29, 2018 3:11 pm
by GabeKnight
Okay, the Semovente da 90/53 artillery version's ready.
These are modified versions of the OoB vanilla models, not my own 
The copyright's with Slitherine/Artisocrats. I'm doing this for non-commercial use and by permission from Slitherine.
(If that has changed, please let me know!)

- Screenshot 642.jpg (468.96 KiB) Viewed 3501 times
Please note:
- the texures are a bit darker than the originals due to the extraction. If someone wants to correct that, be my guest
- I've also modified the unit's pic. I'm not very good at it, so if anyone wants to create a better one, be my guest, too
- the models scale might not be 100% as I did it by hand/"eye"
- the models have a damage point "d0" and a weapon point "w0"
- the fitting firing sequences has to be created/applied first
- stats have to be applied
I'd appreciate a beta test and feedback!
EDIT: Updated model, fixed axis orientation
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Sun Jul 29, 2018 3:14 pm
by GabeKnight
terminator wrote: ↑Sun Jul 29, 2018 8:05 am
Another suggestion :
In PanzerCorps, the
KV-2 was a switchable unit :
Sorry, terminator, but I don't think I'll create/modify models for factions that I can't actually play. Maybe later...
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Sun Jul 29, 2018 4:06 pm
by GabeKnight
Semovente da 75/18 AT version

- Screenshot 643.jpg (469.81 KiB) Viewed 3494 times
(same notes as for the previous model)
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Sun Jul 29, 2018 4:35 pm
by GabeKnight
Semovente da 149/40 AT version

- Screenshot 644.jpg (450.56 KiB) Viewed 3491 times
(same notes as for the previous model)
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Sun Jul 29, 2018 5:05 pm
by GabeKnight
And last, but not least, the Semovente M43 da 105/25 AT version

- Screenshot 645.jpg (518.18 KiB) Viewed 3487 times
(same notes as for the previous models)
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Sun Jul 29, 2018 5:08 pm
by GabeKnight
That concludes today's update. I'd appreciate some testing and feedback.

- Screenshot 646.jpg (488.71 KiB) Viewed 3486 times
What now.... any ideas?

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Sun Jul 29, 2018 7:24 pm
by terminator
Hi GabeKnight,
Have you seen my precedent post about
KV-2 (
viewtopic.php?f=374&t=82566&start=120#p739309)
Another soviet suggestion from PanzerCorps :

- Soviet_85mm_Model_1939.png (21.53 KiB) Viewed 3470 times

- Soviet_85mm_M1939_AT.png (56.87 KiB) Viewed 3470 times
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Sun Jul 29, 2018 10:53 pm
by GabeKnight
Yep, but you didn't see my answer
viewtopic.php?p=739358#p739358 
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Mon Jul 30, 2018 4:30 am
by Admiral_Horthy
I also have my ideas about modifying stock units like these... may I ask you how you did this? with what software, at the first place
Dual-class is always fun
Although, by the same analogue all tanks having more than an auto-cannon could be artillery since they were all used primarily for support role.
If we stick to doctrine, artillery class units should have the ability of indirect fire (also requires high angle ballistics), so 88mm FlaK is yes, but 75mm PAK no. StuG is yes, PzIV no. Italian Semoventes yes - although not sure about the 90mm one whether it was low-angle AT only.
On the contrary Artillery units dual-mode as AT is another story. It can be done, most of the case as nothing is more disruptive like direct fire artillery. Even if low muzzle velocity and HE only, it can done damage and chaos. Added that HEAT ammo in many cases were issued. The disadvantage comes, as artillery is not as easy to hide, mostly large and difficult to hide when placed on direct fire position - that causes poor defence values. HEAT ammo is accurate at close range, and ROF is also low - so attack values aren't big either. However, in the early years of WW2, as in inter-war and WW1, direct firing field guns are still the only means to counter tanks from range
Have you guys tried triple-class? AA-AT-Art combo? On can be arty/revert, maybe the other can be weapon switch if two Art mode is not accepted at the same time.
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Mon Jul 30, 2018 6:41 am
by terminator
Yes, I did not see your answer
You can play against these soviet units in the official campaign or in my scenarios (Petsamo, Battle of Kursk).
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Mon Jul 30, 2018 6:54 am
by terminator
Admiral_Horthy wrote: ↑Mon Jul 30, 2018 4:30 am
Have you guys tried triple-class? AA-AT-Art combo? On can be arty/revert, maybe the other can be weapon switch if two Art mode is not accepted at the same time.
viewtopic.php?f=374&t=82935&start=80#p731567
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Mon Jul 30, 2018 8:57 am
by SirAllan
Hi Gabe they look greate and I would glady test your Vehicles
But I must ask you how can I install them

Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Mon Jul 30, 2018 12:17 pm
by GabeKnight
terminator wrote: ↑Mon Jul 30, 2018 6:41 am
You can play against these soviet units in the official campaign or in my scenarios (Petsamo, Battle of Kursk).
You actually certain that the AI can utilize those new unit's switch abilities? I'm kinda not so sure...
SirAllan wrote: ↑Mon Jul 30, 2018 8:57 am
Hi Gabe they look greate and I would glady test your Vehicles
But I must ask you how can I install them
I've made a separate mod for that in the
main forum
Admiral_Horthy wrote: ↑Mon Jul 30, 2018 4:30 am
I also have my ideas about modifying stock units like these... may I ask you how you did this? with what software, at the first place
Autodesk 3ds Max
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Mon Jul 30, 2018 9:16 pm
by SirAllan
Hi again Gabe
Perhaps I was not clear enough, what I was trying to ask was, how can I get your italiens vehicles into the game (I am a novice here)
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Tue Jul 31, 2018 10:21 am
by GabeKnight
SirAllan wrote: ↑Mon Jul 30, 2018 9:16 pm
Hi again Gabe
Perhaps I was not clear enough, what I was trying to ask was, how can I get your italiens vehicles into the game (I am a novice here)
Use the mod. That's what they're for.
All the mod does is to add those four new units into the game. Nothing else.
There are links how to install mods in the OP.
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Fri Aug 03, 2018 12:16 pm
by GabeKnight
Another one of my "pet projects", finally:
the
BCV Ise in the German "lend lease" version. If they've got the Tigers, then I want the Ise...

- Screenshot 653.jpg (219.49 KiB) Viewed 3328 times
IMO, the Ise's far more useful than those early Lexington class carriers for the Yanks (6-hex range with decent small naval attack stats). Who needs more than one plane landed anyways? And the usual 3-hex-range-attack made-of-paper carriers remind me of AA units somehow, which can be usually used for like 2-3 attacks and then remain mostly idle for the rest of the mission.

- Screenshot 654.jpg (452.6 KiB) Viewed 3328 times
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Fri Aug 03, 2018 5:42 pm
by GabeKnight
"2cm Flakvierling 38" AT version:
- this one has four weapon points w0-w3
- the firing sequence has to be reworked. It seems that even the stock sequence doesn't utilize the four barrels properly.

- Screenshot 656.jpg (414.84 KiB) Viewed 3311 times
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Fri Aug 03, 2018 5:44 pm
by GabeKnight
"3.7cm FlaK 37" AT version:

- Screenshot 657.jpg (502.15 KiB) Viewed 3310 times
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Fri Aug 03, 2018 6:58 pm
by GabeKnight
"SdKfz 10/4" AT version:

- Screenshot 658.jpg (447.67 KiB) Viewed 3289 times
Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)
Posted: Fri Aug 03, 2018 7:00 pm
by GabeKnight
"SdKfz 7/1" AT version:
- again this model has four weapon points, and I think the stock firing sequence is half-baked, too, and should be reworked

- Screenshot 659.jpg (443.27 KiB) Viewed 3288 times