Jump to content
[Pb]Vapor

Durability Values Post Kuban Release

Recommended Posts

Myself and a couple guys in my squad have been experimenting with durability and ordinance.  Found some interesting things that I haven't seen mentioned.  In short, it seems the 20mm and 23mm are bugged post kuban.

 

- 23mm and 20mm cannons seem to destroy buildings up to 20k durability, pre-kuban this number seemed to be 2k.  Is this a bug, or an intended change?

- Likewise 37mm will not destroy any building over 10k durability.  So this means while a 23mm can decimate a line of warehouses the 37 leaves them untouched.  This doesn't seem right.  I would think we wouldn't want fighters with 20's strafing warehouses and wiping them in a single pass.

- 50kg bombs seem to do as much single target damage to warehouse buildings as 500kg from 10-20k with little change.  The only thing that seems to be impacted by increases the durability in the 10-20k range is splash damage, but only very slightly. 

 

Test's were conducted on single Hangers, small/medium/large industrial warehouse blocks, and 3xdugout blocks.

 

Anyone else noticed this? Does it merit a bug report, or has it already been reported?  How are you other mission buildings dealing with these issues?

 

If I missed this being reported please post it here. Thanks all!

 

  • Upvote 1

Share this post


Link to post
Share on other sites
37 minutes ago, BlackSix said:

There were very big changes, we'll try to tell you about this soon.

 

Thanks BlackSix.  I figured it just may have been a bug with the 23/20's with Kuban.  I also could just have been missing something.  I appreciate the response and your hard work! 

Share this post


Link to post
Share on other sites
Here are new durability values for the all static objects in 3.001. We were forced to make these changes for a number of reasons.
I guess you won't be able to change all objects in your old missions so I recommend to change only ground targets durability values. I did it for my previous campaigns TDoA and BS. Sea Dragons static objects already have new values.
 
Also we've updates official templates here ...\IL-2 Sturmovik\data\Template\
Please, check them.
 
500:
- Aerodrome signs

2000:
- Decoration boxes at artillery positions
- Cars

5000:
- Light trucks
- Fighters
- Aerodrome light towers
- Light grid shelters
- Aerodrome fuel depots
- All open port warehouses (bags, containers, etc.)

7000:
- IL-2, Ju 87, Bf 110, Hs 129

9000:
- Heavy trucks (Opel)
- Bombers
- All types of fuel tanks (except aerodrome small fuel depots)

10000:
- Village quarters
- Rural agro-industrial quarters
- Caponiers of artillery, tanks, machine guns, etc.

15000:
- Wagons
- Steam Locomotives
- Tanks
- Wooden bridges

25000:
- City quarters
- Railway stations
- Water towers
- Aerodrome caponiers and dugouts
- Port cranes
- Medium airfield hangars, storage and barracks, main tower

50000:
- Urban "Stalinist" quarters ("town_lrg")
- Large airfield hangar with arch vault
- Especially large industrial quarters (large warehouses, cement plant, October factory, all "_corner")
- Railway station
- Port closed warehouses
- Reinforced bridges
  • Thanks 9
  • Upvote 3

Share this post


Link to post
Share on other sites

Thanks BlackSix, incredibly useful information! Looks like you guys just adjusted the range of durability.   The default value of 25,000 actually makes more sense post Kuban.  Thanks again for all this info!

Share this post


Link to post
Share on other sites

Thanks BlackSix,  Has there been a change to the ships durability. We had the feeling last night the tankers are harder to kill. Its not  been tested fully, just a feeling

Share this post


Link to post
Share on other sites

Is the durability working correctly? I set the durability of an industrial block as 25000, and I was able to destroy buildings on the block by shooting at them with cannon and MGs. Previously there seemed to be a threshold after which cannons and MGs couldn’t destroy a block. I would very much like to have this threshold back.

  • Upvote 1

Share this post


Link to post
Share on other sites
6 hours ago, TP_Jacko said:

Thanks BlackSix,  Has there been a change to the ships durability. We had the feeling last night the tankers are harder to kill. Its not  been tested fully, just a feeling

 

I had the same impression dealing with destroyers and cargo-ships.

Share this post


Link to post
Share on other sites

3.001 Update change log:

 

45.  Ships damage modeling has been improved, they are harder to destroy;
46.  Large ships except tankers have simulated damage control;

Share this post


Link to post
Share on other sites
2 hours ago, kendo said:

3.001 Update change log:

 

45.  Ships damage modeling has been improved, they are harder to destroy;
46.  Large ships except tankers have simulated damage control;

Thank you!

That explains it.

Share this post


Link to post
Share on other sites

Can anyone damage a torpedo boat with guns?

In all my tests they seem immune to damage - other than damage to their guns.

Share this post


Link to post
Share on other sites
On 23.03.2018 at 9:47 AM, BlackSix said:
Also we've updates official templates here ...\IL-2 Sturmovik\data\Template\
Please, check them.
 

I've checked and there are:

industrial_200x140_01 Durability = 50000;

industrial_200x140_02 Durability = 25000;

industrial_300x100_01 Durability = 25000;

industrial_300x100_02 Durability = 50000;

 

Is it a bug or similar objects have intentionally twice bigger durability? 

Share this post


Link to post
Share on other sites
On 3/26/2018 at 7:30 PM, kendo said:

3.001 Update change log:

 

45.  Ships damage modeling has been improved, they are harder to destroy;
46.  Large ships except tankers have simulated damage control;

 

I was interested in the durability values if they are at hand to add to the list.

These lists are good reference for mission builders

Share this post


Link to post
Share on other sites

@BlackSix Have you seen @LLv34_Temuri‘s post above? It’s important. Currently there’s no need to use bombs to completely destroy hangars, I hope that’s not an intended change. 

Share this post


Link to post
Share on other sites

Can someone please confirm that the durability of all the vehicles (planes,trains & automobiles) is a set figure? I see where in Object Properties dialog it states that durability values are for airfield, block, bridge, and building objects only. 

Share this post


Link to post
Share on other sites

Hi all, 
 
I set up building "graphics\buildings\bar_04.mgm" .  I created the linked entity and added an on killed event triggering a counter. 
I made some test with durability and even on 100000 the buildung got blown up by an german 250Kg direct hit and triggers the onKilled event.
 
Actually i want it to trigger at a payload of min. 500kg. Some russians ment to be in the warehouse in rugged defense and german groundforce
call close air support to break any resistance.

 

Anybody got an idea how i could solve this?

 

I set also some sdkfz to shot at the building for immersion and Flak mounted on SdKfz just destroyed the building.

 

Edited by Professor_Henry

Share this post


Link to post
Share on other sites

Doesn't look like it's possible Henry if it's reporting destroyed at the values you mention with that ordinance.

Share this post


Link to post
Share on other sites
5 hours ago, Professor_Henry said:

Nobody? Do i need some fancy banners to get reply here?

What if nobody knows how to solve your problem? Did you think about it or maybe you demand that everyone reply you "I have no idea how to solve your problem"?

  • Upvote 1

Share this post


Link to post
Share on other sites

Begging your pardon.

 

How can people give recommendations about Durability Values if they dont know about this problem?

 

Either they didnt try at least to drop an bomb on buildings withs different values you posted and dont know that all values are the same to an bomb or i got some bug.

If i have an bug, it would be polite that people let me know that for them its working.

 

You see?

 

 

Share this post


Link to post
Share on other sites
On 3/26/2018 at 9:41 PM, Gambit21 said:

Can anyone damage a torpedo boat with guns?

In all my tests they seem immune to damage - other than damage to their guns.

 

 

I was curious how effective a Lagg with 23mm ammo could be against shipping so tried it offline. It was not so good against subs & armoured patrol boats but against torpedo boats the results were spectacular. Probably the most satisfying bank per buck in the game :-)

 

When I started the video, I had already done a pass on the first boat so it does not prove much to see it explode with a couple of hits but the second boat was undamaged and you can see that after one not very effective pass it looked only slightly damaged but was was already sinking before I could make a second attack. I went on to kill another before running out of ammo. Against big cargo ships it will do fatal damage but it takes a full clip to get one burning (or maybe I just did not hit the right places)

 

 

 

 

Edited by 56RAF_Roblex

Share this post


Link to post
Share on other sites

Thanks for posting that.

Mind trying it with an A-20?

 

I've watched AI attack them over and over with seemingly no effect.

Share this post


Link to post
Share on other sites

I'm trying to understand current durability system and how Damage: (Threshold|Step) works but it's not behaving like in the description of "IL-2 Sturmovik Mission Editor and Multiplayer Server Manual" by @JimTM.(see below)

 

My simple mission just has a single player plane attacking block/building objects with cannons and or bombs which then triggers a onscreen message when either the "onDamage" or "onKilled" events occur using "translator:Subtitle" MCU's

 

In relation to building and block objects and the problem:
The "onDamage" event does not seem to depend at all on the values used in the Damage: (Threshold|Step) "damage Report" value property of the object.


I've tried using both threshold and step, and neither makes any difference to when the OnDamage event gets triggered. It just seems to trigger any damage registered. Machine guns do no damage but bombs and cannons will trigger the "onDamage" event. One single cannon shell will trigger the "onDamage" event regardless of values set here.

 

I made a simple mission to test this with 3 different block/building objects.
  Two "blocks\arf_hangararc.mgm" with different "Damage (step)" values &
  One "buildings\okt_04.mgm" with another "Damage (step)" value

 

Current "damage Report" step values are 20 and 50, but I've tried 1 and 99 also with the max durability you can set.

 

None of these different values seemed to have any impact on when the "onDamage" event is trigged.
I tried also changing building durability and it made no impact.

 

I've included the simple mission , so if its not an obvious answer someone can test this themselves.
I don't know what I'm doing wrong. (Mission: "TestObjectDamage.zip" included below)

 

Can someone explain why its not working as described in the manual above?

Thanks
Stix_09

 

Related info from manual
image.png.2c517ddc590197cedc9b87e3ddeefb47.png
Mission layout
image.png.7df0b8b3a5c02a5355dd7c3b15d26182.png

 

 

TestObjectDamage.zip

Edited by =RS=Stix_09

Share this post


Link to post
Share on other sites
33 minutes ago, =RS=Stix_09 said:

I'm trying to understand current durability system and how Damage: (Threshold|Step) works but it's not behaving like in the description of "IL-2 Sturmovik Mission Editor and Multiplayer Server Manual" by @JimTM.(see below)

...

In relation to building and block objects and the problem:
The "onDamage" event does not seem to depend at all on the values used in the Damage: (Threshold|Step) "damage Report" value property of the object.


I've tried using both threshold and step, and neither makes any difference to when the OnDamage event gets triggered. It just seems to trigger any damage registered. Machine guns do no damage but bombs and cannons will trigger the "onDamage" event. One single cannon shell will trigger the "onDamage" event regardless of values set here.

...

Can someone explain why its not working as described in the manual above?

Thanks
Stix_09

...

 

I suspect that this may be a version of the way OnKilled event messages work, i.e., some objects are made up of multiple parts and each part can generate an OnKilled message. In this case, it may be that each part can also generate an OnDamaged message. For more details re. the OnKilled scenario, see this post and the updated info linked in it.

 

This could get messy, as one WoL mission I looked at had to add up OnKilled messages from 22 different objects at the target (made up of a total of 110 parts) to determine that the target was destroyed.

  • Thanks 1

Share this post


Link to post
Share on other sites
59 minutes ago, JimTM said:

This could get messy, as one WoL mission I looked at had to add up OnKilled messages from 22 different objects at the target (made up of a total of 110 parts) to determine that the target was destroyed.


Ya I was suspecting this for multi building structures... I did test that with an 8 building single object structure , and it seemed to be the case (8 kill messages) before further building damage generated no further "onkilled" messages.

I guess it means mission builder will need to pick multi-building structures with clear destroy-able object, so its easy to identify what to hit to destroy a target.

But on damaged events for buildings seems to be broken(not functioning as it should in regards to durability and Damage: (Threshold|Step) "damage Report" values. I also suspect some objects to have some kind of armor value (or need an explosive component) which is why machine guns have no impact but cannons do (again depending on the object in question.

 

All the building in my above mission could be destroyed with just a bunch of cannon rounds. Would need to do further testing to confirm how others react to different  type of weapons.

I also found an object in testing even a 1800kg bomb would not damage ("buildings\boosterstation.mgm") , which suggests either a bug or some objects are not able to be destroyed or damaged. another example is "buildings\rechnoy.mgm"

Edited by =RS=Stix_09

Share this post


Link to post
Share on other sites

@BlackSixIt appears buildings have become more resistant to bombs in 3.010. Do you know what are the new recommended values?

Edited by coconut

Share this post


Link to post
Share on other sites

And it's still possible to destroy buildings with high durability by shooting at them with 20 mm cannons.

Share this post


Link to post
Share on other sites

Personally I wire up all the buildings to an onKilled counter, then tweak the total required by looking at what an AI flight needs to destroy to trigger the counter. Sometimes I’ll segment the buildings into clumps and do the same thing. Sometimes I do logic like “4 big warehouses must be killed”. So far I haven’t been too specific with individual buildings. 

Share this post


Link to post
Share on other sites

Attention! Please note that in the version 3.012 durability values have been changed for some objects.

If you create new mission or you want to fix already created missions then you need to use such values:

 

Smaller objects like static vehicles (static_...) should have Durability = 500

Medium sized objects (static fighters, small control tower, etc.) should have Durability = 1000

Big objects (like static bombers) should have Durability = 1500

Share this post


Link to post
Share on other sites

What happens when I put a larger object (such as a building entity) at anything higher than 1500 durability (say... Around 5000+ durability)? Is the entity now indestructible?

Share this post


Link to post
Share on other sites
1 hour ago, BlackSix said:

Attention! Please note that in the version 3.012 durability values have been changed for some objects.

If you create new mission or you want to fix already created missions then you need to use such values:

 

Smaller objects like static vehicles (static_...) should have Durability = 500

Medium sized objects (static fighters, small control tower, etc.) should have Durability = 1000

Big objects (like static bombers) should have Durability = 1500

 

Can I ask why the durability values keep changing? I'm launching a new server today, and going back into my missions and editing every single object is not possible. Here are some key mission-critical objects, do I need to change the durability values?

  • Dugouts. Old durability 25000. Should be destructible with bombs. Needs change?
  • Ammo tents. Old durability 7000. Should be destructible with aircraft guns. Needs change?
  • Warehouses. Old durability 25000. Should be destructible with bombs. Needs change?
  • Static aircraft on ground. Old durability 5000-7000. Should be destructible with aircraft guns. Needs change?

Thank you.

  • Like 1
  • Upvote 1

Share this post


Link to post
Share on other sites
18 minutes ago, Alonzo said:

editing every single object is not possible.

You have to find a way, as I did last week. 
Took about 4 hours to fix the durabilities for all of my missions.

Share this post


Link to post
Share on other sites
28 minutes ago, Alonzo said:

Can I ask why the durability values keep changing?

I don't know why it was necessary to do and this is not my decision. New values for all objects:

Spoiler

arf_sign_forward
500
arf_sign_left
500
arf_sign_noway
500
arf_sign_right
500
art_position_amb1
500
art_position_amb2
500
static_gaz-m
500
static_horch830
500
arf_ammo_3
1000
arf_ammo_4
1000
arf_gsm_1
1000
arf_gsm_2
1000
arf_nets_1_4
1000
arf_nets_2_5
1000
arf_nets_3_3
1000
arf_tower_1
1000
arf_tower_2
1000
port_up_group_cargo_190x15
1000
port_up_group_cargo_50x25
1000
port_up_unit_bags
1000
port_up_unit_container
1000
port_up_unit_woodbox_1x4
1000
port_up_unit_woodbox_2x24
1000
static_bf109
1000
static_bf109_net
1000
static_bf109_open
1000
static_bf109e7
1000
static_bf109e7_net
1000
static_bf109e7_open
1000
static_bm13
1000
static_gazaa
1000
static_i16
1000
static_lagg3
1000
static_lagg3_net
1000
static_lagg3_w1
1000
static_lagg3_w2
1000
static_mig3
1000
static_mig3_net
1000
static_yak1
1000
static_yak1_net
1000
static_yak1_open
1000
static_zis
1000
static_zis_fuel
1000
vl_torgryad
1000
static_bf110e2
1000
static_bf110e2_open
1000
static_ford-g917
1000
static_i16_net
1000
static_il2
1000
static_il2_net
1000
static_ju87
1000
static_ju87_net
1000
static_ju87_open
1000
industrial_object_oilsmall
1500
static_he111
1500
static_he111_open
1500
static_ju52
1500
static_ju88
1500
static_ju88_net
1500
static_ju88_open
1500
static_opel
1500
static_opel_fuel
1500
static_pe2
1500
static_pe2_open
1500
arf_barak
10000
art_position_at
10000
art_position_at2
10000
art_position_big
10000
art_position_medium
10000
art_position_small
10000
country_100x100_1
10000
country_100x100_2
10000
country_100x100_3
10000
country_100x100_4
10000
country_200x100_1
10000
country_200x100_2
10000
country_200x100_3
10000
country_200x100_4
10000
country_200x100_5
10000
country_200x100_6
10000
country_b_block1
10000
country_b_block2
10000
country_b_block3
10000
country_b_block4
10000
country_m_block1
10000
country_m_block2
10000
country_m_block3
10000
country_m_block4
10000
country_m_corner_block1
10000
country_m_corner_block2
10000
country_m_corner_block3
10000
country_m_corner_block4
10000
country_m_corner_block5
10000
country_m_corner_block6
10000
country_m_corner_block7
10000
country_m_corner_block8
10000
fake_block
10000
fountain
10000
meh_01
10000
mg_position
10000
rwstation_s1
10000
rwstation_s2
10000
scot_01
10000
sklad_01
10000
static_bt-7m
10000
static_sdkfz251-1c
10000
static_t70
10000
tank_position
10000
village_200_block1
10000
village_200_block2
10000
village_200_block3
10000
village_400_block1
10000
village_400_block2
10000
village_400_block3
10000
village_cross_200_block1
10000
village_cross_200_block2
10000
village_tcross_200_block1
10000
village_tcross_200_block2
10000
vl_1-06
10000
vl_1-07
10000
vl_1-08
10000
vl_1-09
10000
vl_chapel
10000
vl_klad
10000
vl_n2station
10000
vl_nsstation
10000
vl_nsstation_w
10000
vl_school
10000
vl_school02
10000
vl_selmag
10000
vl_selpo
10000
vl_selsovet
10000
vl_stadium
10000
vl_tupik
10000
det-block-admina
2000
det-block-admina2
2000
det-block-Farm
2000
det-block-Farm2
2000
det-block-village1-01
2000
det-block-village1-02
2000
det-block-village2-01
2000
det-block-village2-02
2000
det-block-village4-01
2000
det-block-village4-02
2000
det-block-village4-03
2000
det-block-village4-04
2000
det-block-village4-05
2000
det-block-village4-06
2000
det-block-village4-07
2000
det-block-village4-08
2000
det-block-village4-09
2000
det-block-village4-10
2000
det-block-village4-11
2000
det-object-Admina
2000
det-object-Barnyard
2000
det-object-Farm
2000
det-object-Haystack
2000
det-object-HouseBlue
2000
arf_tower
15000
bridge_pontoon_100
15000
bridge_road_100
15000
bridge_road_150
15000
bridge_road_200
15000
bridge_road_250
15000
churchred
15000
ferry
15000
ferry_pontoon_end
15000
ferry_pontoon_part
15000
ferry2
15000
ferryfloat
15000
industrial_block_fuel_300x100
15000
industrial_block_fuel2_300x100
15000
industrial_block_fuel25m_300x100
15000
industrial_block_fuel35m_300x100
15000
industrial_object_oil
15000
kuban_funicolare
15000
kuban_funicolare1
15000
kuban_funicolare2
15000
static_boxnb
15000
static_e
15000
static_et
15000
static_g8
15000
static_g8t
15000
static_pass
15000
static_platformemptynb
15000
static_platformnb
15000
static_pz_iiih
15000
static_pz_ivf1
15000
static_stug37l24
15000
static_t34-76
15000
static_tanknb
15000
vl_2wagons
15000
vl_3wagons
15000
vl_wagon_pass
15000
vl_wagons
15000
static_kv1-41
20000
arf_ammo_1
25000
arf_ammo_2
25000
arf_caponiers_1_v_5
25000
arf_caponiers_10_h_3
25000
arf_caponiers_11_h_5
25000
arf_caponiers_12_h_5
25000
arf_caponiers_2_v_5
25000
arf_caponiers_3_v_5
25000
arf_caponiers_4_r_6
25000
arf_caponiers_5_r_7
25000
arf_caponiers_6_h_4
25000
arf_caponiers_7_h_4
25000
arf_caponiers_8_h_4
25000
arf_caponiers_9_h_3
25000
arf_dugouts_1
25000
arf_dugouts_2
25000
arf_dugouts_3
25000
arf_hangarbox
25000
arf_hangars_1
25000
arf_hangars_2
25000
arf_hangars_3
25000
arf_saray
25000
churchyellow
25000
dugout
25000
gumrak
25000
industrial_200x140_02
25000
industrial_300x100_01
25000
industrial_300x100_04
25000
industrial_block_smallwarehouse_150x100
25000
industrial_block_smallwarehouse_300x100
25000
industrial_block_smallwarehouse2_150x100
25000
industrial_block_smallwarehouse2_300x100
25000
industrial_object_smallwarehouse
25000
kuban_lighthousebig
25000
kuban_lighthousesmall
25000
kuban_museum
25000
kuban_tower
25000
port_up_crane
25000
port_up_group_smallsklad
25000
port_up_group_smallwarehouse_1
25000
port_up_group_smallwarehouse_2
25000
port_up_object_smallsklad
25000
port_up_object_smallwarehouse
25000
rwstation_b
25000
rwstation_industrial_01
25000
rwstation_industrial_02
25000
tacinskaya_1
25000
tacinskaya_2
25000
tacinskaya_3
25000
town_block_01_480x420
25000
town_block_02_480x280
25000
town_block_03_480x140
25000
town_block_04_240x420
25000
town_block_05_240x280
25000
town_block_06_440x140
25000
town_block_07_400x420
25000
town_block_08_200x420
25000
town_block_09_400x280
25000
town_block_10_200x280
25000
town_block_11_480x210
25000
town_block_12_480x70
25000
town_block_13_280x200
25000
town_block_14_140x300
25000
town_block_15_280x100
25000
town_med_140x100_01
25000
town_med_140x100_02
25000
town_med_140x140_01
25000
town_med_140x140_02
25000
town_med_140x140_03
25000
town_med_140x140_04
25000
town_med_200x140_01
25000
town_med_200x140_02
25000
town_med_200x140_03
25000
town_med_240x140_01
25000
town_med_240x140_02
25000
town_med_240x140_03
25000
town_med_240x70_01
25000
town_med_240x70_02
25000
town_med_280x140
25000
town_med_420x280
25000
town_med_420x420
25000
town_med_corner_140x140
25000
town_med_cornerl_01
25000
town_med_cornerl_02
25000
town_med_cornerr_01
25000
town_med_cornerr_02
25000
town_med_trapeze_01
25000
town_med_trapeze_02
25000
townblock250x100_01
25000
townblock250x100_02
25000
townblock250x250_01
25000
townblock250x250_02
25000
townblock250x250u_01
25000
townblock250x500_01
25000
townblock250x500_02
25000
townblock250x500_03
25000
townblock500x250u_01
25000
townblock500x250u_02
25000
townblock500x250u_03
25000
townblock500x250u_04
25000
townblock500x250u_05
25000
townblock500x250u_06
25000
townblock500x500_01
25000
townblock500x500_02
25000
townblock500x500u_01
25000
townblock500x500u_02
25000
townblock500x500u_03
25000
townblock500x500u_04
25000
tunel
25000
vl_001
25000
vl_002
25000
vl_003
25000
vl_004
25000
vl_banya
25000
vl_n1station
25000
vl_pioner
25000
vl_pvrz01
25000
vl_pvrz02
25000
vl_pvrz03
25000
vl_rounddepot
25000
vl_rounddepot_right
25000
vl_vodonapor
25000
watertower
25000
town_eu_med_block_01_01
25000
town_eu_med_block_01_02
25000
town_eu_med_block_01_03
25000
town_eu_med_block_01_04
25000
town_eu_med_block_01_05
25000
town_eu_med_block_01_06
25000
town_eu_med_block_01_07
25000
town_eu_med_block_01_08
25000
town_eu_med_block_01_09
25000
town_eu_med_block_02_01
25000
town_eu_med_block_02_02
25000
town_eu_med_block_02_03
25000
town_eu_med_block_02_04
25000
town_eu_med_block_02_05
25000
town_eu_med_block_02_06
25000
town_eu_med_block_03_01
25000
town_eu_med_block_03_02
25000
town_eu_med_block_03_03
25000
town_eu_med_block_03_04
25000
town_eu_med_block_03_05
25000
town_eu_med_block_03_06
25000
town_eu_med_block_03_07
25000
town_eu_med_block_03_08
25000
town_eu_med_block_03_09
25000
town_eu_med_object_01
25000
town_eu_med_object_02
25000
town_eu_med_object_03
25000
town_eu_med_object_04
25000
town_eu_med_object_05
25000
town_eu_med_object_06
25000
town_eu_med_object_07
25000
town_eu_med_object_08
25000
town_eu_med_object_09
25000
town_eu_med_object_10
25000
town_eu_med_object_11
25000
town_eu_med_object_12
25000
arf_hangararc
50000
arf_sklad
50000
boosterstation
50000
br_rd_arch
50000
br_rd_dngrid
50000
br_rd_ramp_dn
50000
br_rd_ramp_up
50000
br_rd_ramphi_dn
50000
br_rd_ramphi_up
50000
br_rd_rampmed_dn
50000
br_rd_rampmed_up
50000
br_rd_start_dn_lft
50000
br_rd_start_dn_rgt
50000
br_rd_start_up_lft
50000
br_rd_start_up_rgt
50000
br_rd_trpz
50000
br_rd_updn_lft
50000
br_rd_updn_rgt
50000
br_rd_upgrid
50000
br_rw_arch
50000
br_rw_dngrid
50000
br_rw_ramp_dn
50000
br_rw_ramp_up
50000
br_rw_ramphi_dn
50000
br_rw_ramphi_up
50000
br_rw_rampmed_dn
50000
br_rw_rampmed_up
50000
br_rw_start_dn_lft
50000
br_rw_start_dn_rgt
50000
br_rw_start_up_lft
50000
br_rw_start_up_rgt
50000
br_rw_trpz
50000
br_rw_updn_lft
50000
br_rw_updn_rgt
50000
br_rw_upgrid
50000
bridge_big_1
50000
bridge_big_2
50000
bridge_railroad_100
50000
bridge_railroad_200
50000
bridge_rd_cptl_100
50000
bridge_rd_cptl_300
50000
bridge_section_dmg
50000
chk
50000
industrial_200x140_01
50000
industrial_300x100_02
50000
industrial_300x100_03
50000
industrial_block_bigwarehouse_300x100
50000
industrial_block_midwarehouse_200x140
50000
industrial_block_zavodcement
50000
industrial_block_zavodoktyabr
50000
industrial_cornerl_01
50000
industrial_cornerl_02
50000
industrial_cornerr_01
50000
industrial_cornerr_02
50000
industrial_object_zavodkorpys45m
50000
industrial_object_zavodkorpys70m
50000
kalmost
50000
kuban_block_zdravnica
50000
kuban_railroadstation00
50000
stalingrad_00
50000
stalingrad_01
50000
stalingrad_02
50000
stalingrad_03
50000
stalingrad_04
50000
stalingrad_05
50000
stalingrad_06
50000
stalingrad_07
50000
stalingrad_08
50000
stalingrad_09
50000
stalingrad_10
50000
stalingrad_11
50000
stalingrad_12
50000
stalingrad_13
50000
stalingrad_14
50000
stalingrad_15
50000
stalingrad_16
50000
stalingrad_17
50000
stalingrad_18
50000
stalingrad_19
50000
stalingrad_20
50000
stalingrad_21
50000
stalingrad_22
50000
stalingrad_23
50000
stalingrad_24
50000
stalingrad_25
50000
stalingrad_26
50000
stalingrad_27
50000
stalingrad_28
50000
stalingrad_29
50000
stalingrad_30
50000
stalingrad_31
50000
stalingrad_32
50000
stalingrad_33
50000
stalingrad_34
50000
stalingrad_35
50000
stalingrad_36
50000
stalingrad_37
50000
stalingrad_38
50000
stalingrad_39
50000
stalingrad_40
50000
stalingrad_41
50000
stalingrad_42
50000
stalingrad_43
50000
stalingrad_44
50000
stalingrad_45
50000
stalingrad_46
50000
stalingrad_47
50000
stalingrad_48
50000
stalingrad_49
50000
stalingrad_50
50000
stalingrad_51
50000
stalingrad_52
50000
stalingrad_53
50000
stalingrad_54
50000
stalingrad_bridge_01
50000
stalingrad_bridge_02
50000
test_bridge_1
50000
town_lrg_01
50000
town_lrg_02
50000
town_lrg_03
50000
town_lrg_04
50000
town_lrg_05
50000
town_lrg_06
50000
town_lrg_corner_01
50000
town_lrg_corner_02
50000
vl_005
50000
vl_cerkvoznes
50000
vl_depo
50000
vl_dk
50000
vl_factory
50000
vl_vlvokzal
50000
br_rd_arch170
50000
br_rd_sspnsn
50000
br_rw_arch170
50000
bridge_hw110
50000
bridge_hw130
50000
bridge_hw150
50000
bridge_hw170
50000
bridge_hw190
50000
bridge_hw70
50000
bridge_hw90
50000
bridge_rr110
50000
bridge_rr130
50000
bridge_rr150
50000
bridge_rr170
50000
bridge_rr190
50000
bridge_rr70
50000
bridge_rr90
50000
bridgestower
50000
arf_eu_barrackblack
50000
arf_eu_barrackblack4
50000
arf_eu_barrackwhite
50000
arf_eu_barrackwhite4
50000
arf_eu_controltower
50000
arf_eu_lufthangar
50000
town_eu_lrg_block_01_01
50000
town_eu_lrg_block_01_02
50000
town_eu_lrg_block_01_03
50000
town_eu_lrg_block_01_04
50000
town_eu_lrg_block_01_05
50000
town_eu_lrg_block_01_06
50000
town_eu_lrg_block_01_07
50000
town_eu_lrg_block_01_08
50000
town_eu_lrg_block_01_09
50000
town_eu_lrg_block_01_10
50000
town_eu_lrg_block_01_11
50000
town_eu_lrg_block_01_12
50000
town_eu_lrg_block_02_01
50000
town_eu_lrg_block_02_02
50000
town_eu_lrg_block_02_03
50000
town_eu_lrg_block_02_04
50000
town_eu_lrg_block_03_01
50000
town_eu_lrg_block_03_02
50000
town_eu_lrg_block_03_03
50000
town_eu_lrg_block_03_04
50000
town_eu_lrg_block_03_05
50000
town_eu_lrg_block_03_06
50000
town_eu_lrg_block_03_07
50000
town_eu_lrg_block_03_08
50000
town_eu_lrg_block_04_01
50000
town_eu_lrg_block_04_02
50000
town_eu_lrg_block_04_03
50000
town_eu_lrg_block_04_04
50000
town_eu_lrg_block_05_01
50000
town_eu_lrg_block_05_02
50000
town_eu_lrg_block_05_03
50000
town_eu_lrg_block_06_01
50000
town_eu_lrg_block_06_02
50000
town_eu_lrg_block_06_03
50000
town_eu_lrg_block_07_01
50000
town_eu_lrg_block_07_02
50000
town_eu_lrg_block_08_01
50000
town_eu_lrg_block_08_02
50000
town_eu_lrg_block_08_03
50000
town_eu_lrg_block_08_04
50000
town_eu_lrg_block_08_05
50000
town_eu_lrg_block_08_06
50000
town_eu_lrg_block_08_07
50000
town_eu_lrg_block_08_08
50000
town_eu_lrg_block_08_09
50000
town_eu_lrg_block_08_10
50000
town_eu_lrg_block_08_11
50000
town_eu_lrg_object_01
50000
town_eu_lrg_object_02
50000
town_eu_lrg_object_03
50000
town_eu_lrg_object_04
50000
town_eu_lrg_object_05
50000
town_eu_lrg_object_06
50000
town_eu_lrg_object_07
50000
town_eu_lrg_object_08
50000
town_eu_lrg_object_09
50000
town_eu_lrg_object_10
50000
town_eu_lrg_object_11
50000
town_eu_lrg_object_12
50000
town_eu_lrg_object_13
50000
town_eu_lrg_object_14
50000
bar_01
100000
bar_02
100000
bar_03
100000
bar_04
100000
bar_05
100000
bar_06
100000
bar_07
100000
bar_09
100000
dinamowtr
100000
kuban_elevator
100000
okt_01
100000
okt_02
100000
okt_03
100000
okt_04
100000
okt_05
100000
okt_06
100000
okt_07
100000
okt_08
100000
rechnoy
100000
schodnya
100000
sec1
100000
sec2
100000
sec3
100000
secu
100000
stz_01
100000
stz_02
100000
stz_03
100000
stz_04
100000
stz_05
100000
stz_06
100000
stz_07
100000
stz_08
100000
stz_09
100000
stz_10
100000
stz_11
100000
stz_12
100000
industrial_block_eu_fabric200x200
100000
industrial_block_eu_fabric200x200_2
100000
industrial_block_eu_fabric250x100
100000
industrial_block_eu_fabric300x200
100000
industrial_block_eu_fabric300x200_2
100000

 

  • Like 1
  • Thanks 4
  • Upvote 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...