Thanks, good find. Will be corrected in my mod.terminator wrote: ↑Sun May 19, 2019 7:48 am Panzerkampfwagen II :
The animation of the MG 34 is missing![]()
Suggestion: use "20mmAA_03 0" and don't forget the "MG_Flashes 1"
Moderators: The Artistocrats, Order of Battle Moderators

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

The Soviet T-60 has a correct weapon effect already (
I think that the "20mmAA_03" is a bit better than the 02.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

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.



Did you also fix the range and attack stats of the AT switch unit?

I only fixed switch possibility and missing name for AT unit.GabeKnight wrote: ↑Sat Aug 17, 2019 12:14 pmDid 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 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.


GAZ-AAA_4M_Maxim hotfix (2)GabeKnight wrote: ↑Sat Aug 17, 2019 12:14 pmDid 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 don’t think we can compare the GAZ-AAA 4M Maxim with the "Wirbelwind".GabeKnight wrote: ↑Sat Aug 17, 2019 11:25 pmI 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.

Okay, but are you really gonna leave the mech attack at "2"?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").
Note that if this mod contains new units (not only edited old ones), there will be no benefit in playing my campaigns.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.

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.