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Hamaha15

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About Hamaha15

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  1. Operation Oyster – Fix and Update Hello, The initial mission file was corrupted after the 4.501 patch release. The fix can be downloaded from this location: https://www.dropbox.com/s/j1nnoc60of9xici/Operation_Oyster_88Sqn_update_JSGME.zip?dl=0 The apostrophe in the Tipperary song title made playing the mission and loading the file into the ME impossible. The bug was identified and fixed by members Jollyjack and JimTM. Thank you very much for your committed support. To add new value to the fix the player’s plane and his closest squadron mates carry now colours and markings of No 88 Sqn RAF. The skins have been created by member Taurus who gave his generous permission to use them with the mission. The full set of accurate A20B skins in RAF colours by Taurus can be downloaded from his post in the skins thread: https://forum.il2sturmovik.com/topic/35456-a-20b-skins/page/4/?tab=comments#comment-990601 Enjoy
  2. Hello Lemsip, Thank you very much for your support. I'm reluctant to open a specific thread for my personal work. I post updates and missions where they belong to subjectwise - missions at the mission sharing corner, groups at the groups sharing corner, mods in the mods-thread etc. I systematically post a link in the more general thread that is related to the downloads e.g. Rheinland map thread for the dam group, the motorways group etc. to notify members interested in the topic. Cheers
  3. Fah'n, fah'n, fah'n auf der Autobahn – adding the German and Dutch motorway network to the Rheinland map Good morning, Motorways added to the Rheinland map to download from this location: https://forum.il2sturmovik.com/topic/65384-autobahn-rijksweg-–-adding-the-most-modern-road-design-to-the-rheinland-map/?tab=comments#comment-1000111 The motivation is to add typical landmarks to the existing Rheinland map which are as significant as rivers thus animating the otherwise rather empty map. All aviators worldwide appreciate the guidance provided by the plainly visible motorways on the ground, an effect the sim reproduces to great effect as the attached screen shots prove. The update is based on historical topographic maps of Germany issued by the US Army in the early fifties. Wikipedia articles contributed the opening dates of the Autobahn sections by 1941 when the construction work was definitely stopped. I didn’t find equally comprehensive sources about the motorways in the Netherlands who started building Rijkswegen in the late 1930’s too. No information found about the layout nor the exact locations of the endpoints nor their shape. The presentation of the Dutch motorways remains uncompleted and an educated guess with this mod. Maybe Dutch members of the community can share more details, especially historical topographic maps for a future update. Furthermore, I’m really keen to know how to edit the “SURFACE.DAT”-files in order to be able to add the motorways again to future map releases and to add them to other future mods. If there's someone around who knows how to do, please let us know. The released Rheinland map contains all necessary routes as paved country roads in Germany, unfortunately not in the Netherlands. However, no additional roads have been created for this update. The paved roads integrate well as a credible centreline between the two concrete lanes which, in reality, were grassy strips. However, the map designers have systematically added alley trees to the paved roads which interfere with the lanes. The motorway mod looks good only from high altitude. At low altitude the alley trees spoil the visual effect. Enjoy
  4. Hello all, Motorways added to the Rheinland map to download. The motivation is to add typical landmarks to the existing Rheinland map which are as significant as rivers thus animating the otherwise rather empty map. All aviators worldwide appreciate the guidance provided by the plainly visible motorways on the ground, an effect the sim reproduces to great effect as the attached screen shots prove. The download files are JSGME friendly, however, the surface related files must be renamed after saving to make them work. The mod has been created on the summer map, the “Surface” and “Surface Tex” files for the other seasons have been adapted. To manage the mod this is what I did: I secured the original “LANDSCAPE_Rheinland_xx” folders by copying and adding the suffix “_initial” before adding the mod files. Don’t touch the “ROADS” subfolder. In order to make the modified surface files work with your game the suffix “_Motorways_xx” must be deleted. The risk is that the motorway files will be overwritten by future map releases. That’s why I suggest to keep the downloaded files with their suffices too as a mod backup. Maybe there are better ideas around how to manage the mod files. If so please let us know. Furthermore, I’m really keen to know how to edit the “SURFACE.DAT”-files in order to be able to add the motorways again to future map updates should they become lost by overwriting. The motorway bridges template must be loaded into each mission individually using the “Import-from-file” menu. In most cases existing bridges of the paved roads in the centre need to be removed. Otherwise you’ll see three bridges in parallel for two lanes. Two block elements need to be deleted from Siegburg (square 2226) where the houses would stand on the motorway lanes. The update is based on historical topographic maps of Germany issued by the US Army in the early fifties. Wikipedia articles contributed the opening dates of the Autobahn sections by 1941 when the construction work was definitely stopped. I didn’t find equally comprehensive sources about the motorways in the Netherlands who started building Rijkswegen in the late 1930’s too. No information found about the layout nor the exact locations of the endpoints nor their shape. The presentation of the Dutch motorways remains uncompleted and an educated guess with this mod. Maybe Dutch members of the community can share more details, especially historical topographic maps for a future update. Given the possibilities of the sim the modification doesn’t claim to be 100% accurate. It’s an approximation based on the current Rheinland map. As a rule, only intersections already provided by the released map have been detailed to match the prototype of 1941 as closely as possible. With a few exceptions in the vicinity of some of the airfields, no junctions or interchanges have been added. In some cases, country roads have been added or extended in order to explain the presence of an interchange at a given location. In general, the mod doesn’t interfere with the priorities and artistic simplifications set by the map designers. Bear in mind that the networks remained unfinished in 1941. Motorways often ended in the middle of nowhere. The released Rheinland map contains all necessary routes as paved country roads in Germany, unfortunately not in the Netherlands. However, no additional roads have been created for this update. The paved roads integrate well as a credible centreline between the two concrete lanes which, in reality, were grassy strips. However, the map designers have systematically added alley trees to the paved roads which interfere with the lanes. The motorway mod looks good only from high altitude. At low altitude the alley trees spoil the visual effect. If you wonder how to animate the motorways in the sim and make them look busy – don’t worry. Motorways in the 1930/40s were empty. Contemporary photographs give evidence of little traffic if any, scenes of overtaking cars are staged and traffic jams were unknown. Only few people owned cars and freight was mainly hauled by rail. There was so little traffic indeed that the motorways in Germany were opened to the public in 1943. Even animal drawn carts and bicycles were allowed to circulate on them. At the time they were built the motorways were of no practical use. They were a vision, an utopia. And they took home flyers of all nations… A brief history: Motorways are no German invention. The first motorway proper was built in Italy in 1924 between the city of Milano and Lake Garda. Plans to build a road link in Germany reserved for motor traffic running through the whole country between the ports in the North, the city of Frankfurt am Main and Basel in Switzerland go back to 1926 and the first stretch of German motorway was laid between the cities of Cologne and Bonn along the river Rhine starting in 1929. After their raise to power the Nazi government took over the plans and modified them according to their taste e.g. by altering the course and by adding new monumental ferro-concrete bridges. The building program started in large scale in September 1933 firstly with the motorway link between Frankfurt am Main and Mannheim, still based on the old plans, which was opened on May 19th, 1935. The work continued even after the outbreak of WW 2 and finally ceased in 1941. By then 3.900 km of Autobahn had been completed. The Netherlands started building motorways in 1937. Three sections appear to have been completed by 1942, when all work was cancelled: from Den Haag to Utrecht, from Rotterdam to Delft and from Amsterdam to Sassenheim, halfway to Den Haag. Like in Germany the Dutch motorways of today still follow the same initial routes. I read a comment that at least one section of Rijksweg was fitted with emergency lanes on either side. That is to say they were advanced in design over their German equivalents which didn’t have that feature. Back in the 1920s the German military opposed the plans to create a motorway network. They were afraid that in case of a war the large double lanes would provide hostile aviators with highly visible landmarks for easier navigation and offer enemy ground forces express lanes to quickly advance through Germany. At the end they should be right… Enjoy NWE_Motorway-MOD_su_wi.zip References: https://www.landkartenarchiv.de/deutschland_messtischblaetter.php https://www.fhwa.dot.gov/infrastructure/reichs.cfm ...and spring and autumn version NWE_Motorway-MOD_au_sp.zip
  5. Thanks. An US study on Soviet AAA organisation, doctrine and development from WW II through the Cold War era can be found here: https://apps.dtic.mil/dtic/tr/fulltext/u2/a166753.pdf The study covers in detail the air defense of Moscow in 1941 and draws the setup of AAA units during the Stalingrad siege. Cheers
  6. Hello Fercyful, there's a tutorial around. Just found it: https://forum.il2sturmovik.com/topic/19658-tank-gunsight-tutorial-around/
  7. Yep. That's easy if it works correctly... However, if you see the enemy tank in front of you and the voice shouts "Tank six o'clock" the error must be on the AI side. I would appreciate to get feedback on that issue before I report a bug. Maybe that's a local issue on my PC. Another erratic episode: once during the testing of the T-34 mission I heard the German voice commands. They measured the same distances as the proximity trigger linked to the player's tank. If the AI confuses directions the range finding appears to work correctly... Cheers
  8. Single missions for KV-1, T34-76-43 & Panzer IV Ausf. G on the brink of the big clash at Prokhorovka Hello all, the initial idea was to create dynamic gunnery practise scenarios for each newly released tank with moving targets and constantly adjusted range indications. The intention was to use the Soviet PT-47 and the German TZF telescopic gun sights to full advantage with “someone else” calling the correct parameters thus relieving the player from the range finding task. The fictional missions are embedded in a historical setting. You can experience the same fight from both sides. The historically accurate facts of the three missions presented here are the frontline and the pouring rain on July 11th, the day prior to the big clash at Prokhorovka. Playing the missions lasts approx. 30+ min. After achieving the main objective, the player and his tanks are granted invulnerability. The games end automatically for the Russian side as soon as the German HQ platoon at the Sovkhose Stalinsk has been wiped out and for the German side as soon as all the ten tanks of the reinforcing company have been knocked out. Mission text is available in English, German and thanks to the support of tigre88 also in idiomatic French. Notes for Russian tankers: You need to enter the marked tank position in order to initiate the range finding function and the survival time sequence. After initiating those features apply hull-down-, back ‘n’ forth- and reverse-slope-tactics to reduce exposure to enemy fire. Open fire at the enemy tanks as early as possible. Ammunition shortage isn’t your concern. The German artillery observer is hidden at the edge of Sovkhose Stalinsk at a distance of 1600 m. When firing HE-rounds you have to set the AP-reticle of your gunsight to that value! Notes for German tankers: After the Stuka raid the Russians are dizzy for a while. Advance as closely as possible during this period. Use the rolling terrain for cover and apply hull-down- and back ’n’ forth-tactics to reduce exposure to enemy fire. The new detailed AI are really out to kill. Now, when replacing the old grey German tanks by the new yellow ones a lot of reprogramming had to go into taming the beasts on both sides to give the player a chance to survive – and to participate in the game in the first place. If you want to win straight forward, tick the invulnerability box from the beginning. The Russian APHE and HE rounds seem to have the same ballistics. That becomes obvious when shooting at the artillery observer in a distance with HE shells. If you aim with the HE reticule the round overflies the target. You score a hit when aiming according to the AP reticule. The German TZF sight appears to work correctly. Those who understand German will note that the voice commands confuse frequently – but not always – 6 and 12 o’clock as well as 10 and 1 o’clock. I haven’t understood the pattern of the malfunction yet. However, it would be interesting whether native Russian speakers observe the same confusion in their language. Maybe we get a feedback. Does anybody know the accurate Russian commands and their sequence given to the gunner of a KV-1? Enjoy Struggle for Yamki.zip Russian TMFD-7 (?) Gunsight German TZF Gunsight
  9. Egg-Timers for mission builders Hello, a quick one: two simple stopwatches which may be useful for mission builders when timing is required. No sophisticated rocket science, however, you can save working time if you use them instead of creating new ones from scratch. One runs from 0 to 60 seconds and the other one from 0 to 31 minutes. Cheers Timer.zip
  10. ...and a detailed portion of the Normandy map. The fighting between the hedgerows from Villers-Bocage to Falaise may be more challenging for tank crews than for aviators.
  11. Good morning I'm working on it in the southeasternmost corner of the Rheinland map around Frankfurt/Main (FRA) because that's my area... https://forum.il2sturmovik.com/topic/14803-the-groups-sharing-corner/page/9/?tab=comments#comment-945577 However, this work is really time consuming and I intend to share the surface mods only when the whole area will have been updated maybe by the end of the year. The reason is that I don't know how to add different map mods to each other. I'd need a tutorial for myself at this point. In my opinion the Rheinland map isn't really well suited for ground fighting simulations. The buildings are systematically too high relative to their footprint and the damage model is simplistic - both features have obviously been optimised for a flight simulator. That's why the Fraiture-Hut buildings are borrowed from the Ukrainian countryside. Opel works at Ruesselsheim Nierstein and Oppenheim with 3rd US Army's Captain-Love-Bridge across the river Rhine Aschaffenburg on the river Main Rhein-Main airport in 1944
  12. Corrections done. New attempt... Parkers Corner Surface MOD.zip Parkers Corner.zip Enjoy
  13. Parker’s corner – the fighting around Baraque de Fraiture crossroads on Dec 23rd, 1944 Hello all, the initial intention was to set a stage to rehearse directing a platoon of my favourite Sherman tanks using the tank commander’s menu. I ended up with a historical micro-campaign of three missions because the selected battle scenario appeared too complex to be condensed to a single mission. The more so because the rearm, repair and crew replacement functions have not been made available yet. The fighting at the Baraque de Fraiture crossroads in Belgium during the Battle of the Bulge raged from Dec 19th through Dec 23rd, 1944 at the intersection of the Manhay-Houffalize and Samrée-Vielsalm highways. This spot gained strategic importance after the loss of St. Vith during the initial stages of the German offensive through the Ardennes forest. Three 105 mm guns plus four M16 AAA halftracks made the core of a scratch defence force. Later a few M7 Priest self-propelled guns joined in and infantry was provided by the F company of 2nd Battalion 325th Glider Infantry Regt. Commander of the defenders was Maj. Arthur C. Parker of the 589th Field Artillery Battalion. Maj. Parker was wounded on Dec 22nd and evacuated. Early on the next day the Germans attacked with tanks and Panzer grenadiers prompting Maj. Goldstein who had taken over to send for reinforcements. Acc. to some sources a platoon of five M4 Sherman tanks managed to break through the German troops who had begun to encircle the crossroads. Late in that afternoon, after a barrage of artillery fire, German tanks supported by assault guns attacked in several waves. The three surviving Sherman tanks were ordered to withdraw after successfully holding the position until dusk. Despite heavy own losses the Germans finally overran the position. From an initial force of 116 GIs there were 44, some sources say 25, survivors. By their nature and ferocity, the events at the Baraque de Fraiture crossroads may have served as the prototype for the final scenes of the 2014 Hollywood movie Fury. There are different versions around of what exactly happened on Dec 23rd. This present campaign is based on the version which allows to recreate a tank battle involving a platoon of five Sherman tanks. Each mission lasts about 30 min. Much room is left for manoeuvring the tanks of your platoon. I’ve got the impression that there are still a number of bugs in the tank commander’s menu. In particular the turning commands do not always work as expected. The AI seems to occasionally confuse left and right and doesn’t stop after reaching the preset turning angle. I have not understood the pattern yet, however, moving backward appears to work better. Thus, limit your manoeuvres to the simplest moves: straight, reverse, stop, reverse turn 10°, 45°, move to point – stop, etc. Furthermore, it seems to be helpful to address individual tanks rather than the platoon as a whole. Mission text is available in English, German and French. In order to make the missions more logical and realistic the attached landscape MOD should be activated. The Rheinland map only includes the Manhay-Houffalize highway. The MOD adds the missing roads to make Baraque de Fraiture and La Belle Haie crossroads in the first place which emphasises the meaning of the location. It adds also textured ground to the new neighbouring villages included in the missions. You may know much better than me how to manage mods. This is what I did: I secured the original “LANDSCAPE_Rheinland_wi” folder by adding the suffix “_initial” and created a backup folder before editing the surface details. In order to make the modified surface files work with your game the suffix “_Fraiture” must be deleted to replace the initial files and the MOD option must be activated. Should work that way... What the interested player may kindly ignore: the M4A2 is the export version of the Sherman fitted with a Diesel engine. This version was largely used by the SU, GB and Free France, not to my knowledge by the US. The most obvious compromise, however, is that the crew wear Soviet tanker uniforms. Until the team or a skilled Modder will provide us with US tanker gear our friends here are supposed to be the first Russian tankers to operate West of the river Rhine… At least the interior stencilling is in English. Due to a little error in the initial download files I had to upload them again a little further downstream. References: - Osprey Campaign 005 – Ardennes 1944 - Osprey Order of Battle Series 5 – The Ardennes Offensive - https://www.grandmenil.com/attacking-baraque-de-fraiture-2/ ...and a couple of pictures from the Mini Campaign... Cheers
  14. Hello, as time permits I will add more detail mainly to the southeastern corner of the Rheinland map centered around FRA. I will share the group files chapter by chapter as they are ready. As soon as all updates are done the associated surface mods shall be posted as a whole. I can't make promises regarding the timeline. Target is to by ready by the end of the year. As a child of the Rhein-Main area I have the local knowledge. May other members do a similar work for their respective home areas. I added some villages and cities to the Netherlands to enhance the Operation Oyster mission, however, without the local knowledge and only a few isolated topographical maps at hand the approach remains an educated guess. The reference for historical German maps can be found here: https://www.landkartenarchiv.de/index.php Enjoy
  15. Eager beaver - building the dams Hello, dams added to border the Eder-, Hennesee-, Moehne- and Sorpe-reservoirs. Using the FMB inventory the result isn't fully accurate but a credible approximation. Now let's wait for the Mosquitoes... You'll find the download at this location: https://forum.il2sturmovik.com/topic/14803-the-groups-sharing-corner/page/9/?tab=comments#comment-950949 Enjoy
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