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Hamaha15

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About Hamaha15

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    Rossdorf, Germany

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  1. Hello Fercyful, there's a tutorial around. Just found it: https://forum.il2sturmovik.com/topic/19658-tank-gunsight-tutorial-around/
  2. 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
  3. 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
  4. 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
  5. Yep, you're right. I'm really sorry for the impolite violation of your rights. I was amazed after playing the first mission, however, there was no text , no instructions showed during the game in the German. I had a quick look at the GER files and in the "heat of the battle" I translated the French text line by line without reflecting... Please accept my apologies.
  6. ...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.
  7. 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
  8. Corrections done. New attempt... Parkers Corner Surface MOD.zip Parkers Corner.zip Enjoy
  9. 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
  10. 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
  11. 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
  12. 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... Save the downloaded Group-files to your ...\data\template folder and import them into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Enjoy Dams_Eder_Hennesee_Moehne_Sorpe.zip
  13. Rheinland Map update - Aschaffenburg, Bavaria added detail to the surroundings of Aschaffenburg in the Southeastern corner of the battle zone. You may download it from this location: https://forum.il2sturmovik.com/topic/14803-the-groups-sharing-corner/page/9/?tab=comments#comment-945577 Please note that the download includes the Blocks only. Terrain details are not part of it. I want to share the associated surface detail mods after finishing all other targetted areas only because at the moment 'my personal' Rheinland map is rather patchy and I have no idea yet how to manage the landscape files. Attached pictures give you an impression of what surface details and added dwellings look like at the end of the... year (tbc) . Save the Aschaffenburg Group-file to your ...\data\template folder and import them into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Cheers
  14. Upstream River Main - Aschaffenburg, Bavaria Hello, I have completed the detailing of another sector on the Rheinland map. The intention is to populate the map around the active airfields along the big rivers. The idea is to recreate realistically the view a pilot had at the time when approaching the airfields - to attack or return home... and to add ground targets. My playground in this matter is the area between the rivers Rhine, Main, Nahe and Lahn because they mark my extended backyard. After the Rhinevalley details follow now the surroundings of Aschaffenburg in the Southeastern corner of the battle zone. It's a beautiful small city of which a large portion of the mediaval city has survived bombing and ground fights in March '45 to become a touristic place today. Without this update locals would sense a big void within visual range next to Grossostheim airfield... Please note that the download includes the Blocks only. Terrain details are not part of it. I want to share the associated surface detail mods after finishing all other targetted areas only because at the moment 'my personal' Rheinland map is rather patchy and I have no idea yet how to manage the landscape files. Attached pictures give you an impression of what surface details and added dwellings look like at the end of the... year (tbc) . Save the Aschaffenburg Group-file to your ...\data\template folder and import them into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Enjoy Cheers Aschaffenburg.zip Outlook on future updates: Nierstein - Oppenheim with 3rd US Army's 'Captain-Love-Bridge' across the river Rhine Opel factory at Rüsselsheim Rhein-Main airport in 1945
  15. Hello Blitzen, sorry for a misunderstanding regarding the attached pictures. I will alter the post above accordingly to avoid further confusion. The Rhineland map and the Dutch countryside improvements have not been updated since my first posts at the Groups Sharing Corner. No need to download the Rhinevalley details a second time. The content of these downloads must be saved in the templates folder from where they can be imported into a mission. These files are no mods proper. When browsing the forum this mornig I came across this thread for the first time and had the idea to post a link to the detail upgrades I had shared earlier to reach more interested members who may have not found them in the group sharing thread. The two pictures I added show what I am currently working at (amongst other things): adding more detail to the southernmost stretch of the river Rhine from Bingen where the previous Rinevalley update ended to Nierstein/Oppenheim at the battle zone's limit. Once the work will have been finished I will share the results again - at least as far as the buildings are concerned. What I didn't clearly mention in the post above is that I started editing the terrain as a trial first. I think the result is very nice, however, the work is tedious and time consuming, even more so than placing settlements, buildings and landmarks at their correct locations alone. Retrofitting the terrain now to all Rhinevalley or Dutch villages from the two downloads would take weeks or months. I'm not even sure whether I will continue to edit surface details to the current updates in the first place. I hope you're not disappointed. In my opinion it is an acceptable compromise because during the running game you will see the added villages but hardly note the missing surface detail. Cheers
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