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Weapons Mod


354thFG_Rails

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354thFG_Rails
Posted

Mod has been updated. Let me know if there are any issues.

  • Like 1
Posted

What was updated? Any major changes?

Posted

Just tried the M2 by JSGME and I received the following error:

 

 

1.png

Went back to your original weapons mod for now.

Mtnbiker1998
Posted

Question for someone more knowledgeable, if I run this mod as a server host with mods on, will people joining my server also have the same weapon damage or will the values work per client? in other words, does everyone need to have the mod installed for it to work or can I just run it on the server.

 

I'd imagine I would need to use the vanilla tracer effects as people without the tracer textures will not be able to see them.

354thFG_Drewm3i-VR
Posted
19 hours ago, Mtnbiker1998 said:

Question for someone more knowledgeable, if I run this mod as a server host with mods on, will people joining my server also have the same weapon damage or will the values work per client? in other words, does everyone need to have the mod installed for it to work or can I just run it on the server.

 

I'd imagine I would need to use the vanilla tracer effects as people without the tracer textures will not be able to see them.

I don't think this can be used online without being banned. Even on a private server...

354thFG_Rails
Posted
On 7/14/2021 at 7:13 PM, Hopper64 said:

Just tried the M2 by JSGME and I received the following error:

 

 

1.png

Went back to your original weapons mod for now.

Will correct soon. Thanks, was on vacation last week. 

Mtnbiker1998
Posted
4 hours ago, =AW=drewm3i-VR said:

I don't think this can be used online without being banned. Even on a private server...

I think you misunderstand, this is my server that I run coop with a small group, and the intention is for the mod to affect all players on the server. There should be no banning involved unless there is some auto-ban feature built into the game when running certain mods, which I doubt is the case.

Posted

No problem. Thanks for your hard work!

354thFG_Drewm3i-VR
Posted
4 hours ago, Mtnbiker1998 said:

I think you misunderstand, this is my server that I run coop with a small group, and the intention is for the mod to affect all players on the server. There should be no banning involved unless there is some auto-ban feature built into the game when running certain mods, which I doubt is the case.

I understand perfectly well my friend...any modification of weapons files while playing online is a bannable offense...it doesnt matter if everyone has the same mods or not. It also doesnt matter if the server is public or private. I think it is dumb, but understand the devs position and it is what it is. I really think yak panther's .50 fix should be patched into the game asap, along with the box convergence mod but it is 1c's game.

CosmicXSolitude
Posted

Shooting wood with m.2 only is causing an error

wood.PNG

354thFG_Rails
Posted

Files have been updated. Let me know if it happens again.

Mtnbiker1998
Posted

was this mod ever updated with Cass' work from the AP fix thread that got locked a bit ago by any chance? His idea of increasing the size of the bullet seemed to work really really well, and even somewhat worked as a simplified version of the damage charts posted by Yak_panther in the same thread. 

 

It may just be my opinion, but I think those AP rounds were probably the best feeling of the bunch and a comprehensive mod with all the AP and .50 fixes (the realistic dispersion, damage increase, maybe even the work Yak_Panther did with his historical .50 cal tweaks) would make this mod the definitive IL-2 weapon fix. 

  • Like 1
Posted (edited)
On 7/20/2021 at 1:31 AM, Piro53 said:

Shooting wood with m.2 only is causing an error

wood.PNG

 I get similar pop-ups on the Moscow map flying over a Russian airfield. It seems to be triggered by the AA guns. I wrote these "objects unidentified" down on a scratch pad:

 

     luascripts\worldobjects\explosions\shells\he_085mm_10kg_660g_air.txt

     luascripts\worldobjects\explosions\shells\he_085mm_10kg_660g_ground.txt

 

I can't find any these files using a search of of the game folder and partial terms "he_085" or "660g_"

 

Update: I replayed the Quick Mission without mods enabled. The AA guns at the field are the 52-K, 61-K and 72-K. The caliber in the undefined files' names suggests the problem is with the 85mm air defense gun M1939 (52-K). I've never had a problem with smaller caliber gun trucks or field guns. 

Edited by Skycat1969
354thFG_Rails
Posted

I’ll look into it. 

Posted
9 hours ago, QB.Rails said:

I’ll look into it. 

 

I deleted npc_shell_rus_85_he (located in LuaScripts\worldobjects\ballistics\ammunitionfornpc) and that stopped the crashes.

  • Thanks 1
Posted

Thank you very much for this mod, KUDOS to you Sir!!

 

I'm green all over when it comes to flying and couldn't for the life of me figure out what I did wrong when 'trying to' shooting down planes.

I learned how to setup wing mounted and fuselage mounted weapons (followed Sheriff' s explanation for that, Thanks a lot!!)) but had a real hard time shooting down a plane.

 

I emptied full loads of Mig 3 ordinance after another on a single plane per mission, all small bursts, but they kept on flying, all sorts of smoke coming out of them but rarely go a kill.

There was no doubt in my mind that I hit them a lot and this MOD showed me right.

First mission I went out with this mod active and downed 6 planes in one mission and had ammo to spare.

 

 

PS_ My game crashed the first time I ran this mod too, that was right after I entered a hot zone and saw tracers fly all over.

I followed Skycat1969 instructions above and removed the same file, no more crashed after that.

 

 

Regards,

HJ

354thFG_Rails
Posted

Files updated. Sorry for the delays, I got rid of all the tank rounds in the npc ammunition for the weapons mod.

  • Thanks 1
  • 2 weeks later...
Siegfried-Schutz
Posted

I do not know what was exactly changed, but since the new update this modification seems not to function. Activated through JSGME...

354thFG_Rails
Posted

I’ll take a look. Been super busy not sure when I’ll have time. 

354thFG_Drewm3i-VR
Posted

Seems to work for me. Maybe you should try deactivating and reactivating your mods after the update.

15 hours ago, Siegfried-Schutz said:

I do not know what was exactly changed, but since the new update this modification seems not to function. Activated through JSGME...

 

Posted

1. I use the non-JGSME version, and I noticed the mods folder includes a Data subfolder that seems to be the older version of the mod. So, more than double the files required.

 

2. Does the release of the German AAA truck change the relevance of this mod's 20mm ammunition?

--From the recent update notes: "38. Corrected ballistics and penetration ability of German 20mm rounds used in anti-aircraft guns;"

  • 1 month later...
Posted (edited)

Just had this error with the weapons and tracer mod with JGSME. I think it's related to weapons? I'm also using the effects mod by a different author so I may be incorrect about this.

 

 

1.png

Edited by Hopper64
Posted

I got a similar error last night with a stock Bf-109 mission vs. IL-2s and fighters. I had just downloaded the update.

Posted (edited)

I think the 4.064 game update has broken this mod for now. I've been testing using the "Defense of Kalinen" mission and a Spitfire mission, removing various combinations of ammunition (German types, Russian types, all Ammo for NPCs) and it seems that all the files in the Projectiles folder and in the AmmunitionforNPC folder are tied to effects files that have changed.

 

I also tried removing all of the "Weapons Mod with Tracers" files and revert to the original Multicolored Tracers mod v1.2.4. It also is broken. However, I see there is now an updated Tracers Mod and I'm about to try it to see if I can at least get the colored tracers back: https://forum.il2sturmovik.com/topic/35609-mod-multicoloured-tracers/?do=findComment&comment=1125621

 

Edit: The Multicolored Tracers mod version 1.2.5 linked above does work with the current version of the game. 

Edited by Skycat1969
Posted

I recreated the .50 Caliber mod by copying over the values from the current Weapons & Tracers mod over to the new Multicolored Tracers v1.2.5 file (and keeping the new damage effect aliases). I've attached my updated version. Install the Multicolored Tracers mod first and then replace bullet_usa_12-7x99_ap.txt found in LuaScripts/WorldObjects/ballistics/projectiles with the version I have attached to this post. I'm sure all of the ammunition types can be updated the same way.

 

I'm also using the Realistic M2 .50 Dispersion mod.

bullet_usa_12-7x99_ap.txt

Posted (edited)

Not questioning what mods you use but I thought this latest patch reworked quite a bit of the M2's performance, wasn't that a major headline for the patch? Guess I'm wondering whether the 50 caliber mod is still needed or not? Perhaps wrongly I had assumed it wasn't?

Edited by Stonehouse
Posted (edited)

Stonehouse I wondered the same. I don't know if the M2 file included in the updated Multicolored Tracer mod is the new reworked default, or the old version or what exactly. As I opened up all the other ammunition files in the Multicolor Tracer Mod they seem to have the same values as the Weapons Mod (except the M2) so I'm confused all around. But I'm hardly an expert on how the weapon files work.

 

EDIT: I just tested the new v1.2.6 of the Multicolored Tracers. The M2 file that is included with it is very effective -- I tested using the P-47D-28 with extra ammunition and I was able to bring down five He-111s on the QMB. Last night using with my edited file and same conditions I brought down only four He-111s. This isn't a scientific or conclusive test. I still think my edited file (the original M2 mod) has a more immediate punch so I think it just came down to my gunnery between tests. 

Edited by Skycat1969
Update
Posted
11 hours ago, Stonehouse said:

Not questioning what mods you use but I thought this latest patch reworked quite a bit of the M2's performance, wasn't that a major headline for the patch? Guess I'm wondering whether the 50 caliber mod is still needed or not? Perhaps wrongly I had assumed it wasn't?

I just tested with all mods disabled and I think the new stock M2 .50s are about as effective as using the mods. Using the same parameters as my tests above, I was able to shoot down five He-111s and leave #6 smoking before I ran out of ammunition. That's far better than the old days when I could bring down maybe three He-111s with the stock M2s -- which is why the Weapons Mod was created in the first place. So I think you're right. I'm guessing the M2 file in the newest Multicolored Tracers pack is also the new stock M2; and that changes similar to the Realistic Dispersion mod were added by the patch.

Posted (edited)

Yep, that's the one I'm using too. It changes the graphics but it also has the Projectiles and AmmunitionforNPC folders and they're overriding the stock weapons. It just isn't clear the origin of the weapon files Rieper_420 uploaded -- are they from the stock game? Are they edited versions of the QB Rails weapons mod?

 

The several ammunition files in the Multicolored Tracer Mod I compared side-by-side with the last version QB Rails' Weapons & Tracers Mod look to have the same numbers... except for the Browning M2 .50 file (bullet_usa_12x7x99_ap.txt). And now that I've compared the M2 in the Rieper_420 Multicolored Tracers mod v1.2.6 (combined with the dispersion mod) in game to the new stock M2 without any mods enabled I think they perform about the same. So my conclusion is that a user can either use the Rieper_420 mod 'as is', or remove bullet_usa_12x7x99_ap.txt from the Multicolored Tracer Mod to revert to the stock M2. The dispersion mod may or may not change the stock M2 dispersion and the effect seems about the same to me either way.

 

My attempt at recreating the QB Rails M2 mod is probably the least desirable option. I did it before testing the new stock M2 and I guess I assumed the stock version was only a minor change to appease naysayers but would be less effective than the Weapons Mod we had become accustomed to. I also hadn't tested the Multicolored Tracer Mod yet. I admit I kind of jumped the gun.

Edited by Skycat1969
Posted

I think it includes those files because to change the tracer colour you need to point the ammo at a particular graphic object. So I  believe they are copies of the latest game versions of those files updated to point to a particular coloured tracer. 

Posted

Hello Skycat1969.

 

Since you seem to have invested some time in understanding the Multicolored Tracer mod:

Let me answer directly:

 

"are they from the stock game? " => Yes

"Are they edited versions of the QB Rails weapons mod? " => No. I would credit and mention QB Rails if I would change anything

 

Explanation:

The multicolored tracers mod does not modify bullet_usa_12-7x99_ap.txt at all.

 

If there is a change, the only change that Multicolored Tracers Mod does is change the tracer color with that line:

For example, bullet_rus_7-62x54_ap.txt changes the traces color to green with only this line:

 

VisualImage=0,"graphics/ammo/ammoG.mgm",false

(the G was a R before.. changing Red ammo to Green one.)

 

That's all.

 

to compare files, I can recommend WinMerge or any other Merge / code compare tool.

 

The files are only included so that other people can edit the values if they want since I am receiving special requests about different colors and wobbly tracers and whatnot all the time ?

Sorry that it caused confusion for you! Next time simply PM me if you have any questions.

 

 

Best regards

Rieper

  • 4 weeks later...
Siegfried-Schutz
Posted

Getting luascript/worldobjects/explosions/efffects/hit....... error since the new update. Any advice how I fix the shit?

  • 2 weeks later...
Posted

14 now and counting,mods get very few downloads these days which is a mystery to me,in the day or even now sturmovik 1946 gets a lot more interest as far as mods are concerned ? 

As for me and the mods I make I go on my merry way and I do for my own pleasure and am happy for the few that enjoy the mods we make these days.

I do not know how many people across the world own a copy of great battles but I would think it’s more than 100,000.

us diehards who play single or MP make up the bulk that visit these forums

Posted

Does one need to have a lot of computer savvy to install these mods? I'm reluctant to 'hit the button' in fear of messing things up. A computer wizard I am not.

Thanks,

KB

Siegfried-Schutz
Posted
31 minutes ago, Knarley-Bob said:

Does one need to have a lot of computer savvy to install these mods? I'm reluctant to 'hit the button' in fear of messing things up. A computer wizard I am not.

Thanks,

KB

Just use JSGME, which does not copy/paste anything in your original gamefiles, but only activates it and makes the game to use the files from the mod instead of the originals.

  • Like 1
  • Thanks 1
Siegfried-Schutz
Posted (edited)

So I changed some values in other weapon/bullet files (.303/ 12.7 ShVak and both 20 Shkas and 20mg151), so they damage a little bit more with single hit.

 

It is not like the one side is more powerfull then another one, the damage is still balanced, so you should be able to withstand some damage.

 

 

 

MK108 + other weapons.rar

Edited by Siegfried-Schutz
Posted (edited)
On 11/4/2021 at 5:24 AM, meplanes1969 said:

mods get very few downloads these days which is a mystery to me,in the day or even now sturmovik 1946 gets a lot more interest as far as mods are concerned

I think that many equate 'Mods' to "cheats" which as we all know the Dev's would not allow.  IIRC there was a VR(?) mod that they felt gave an unfair spotting advantage to those who used and used it so they disabled it.  (3Dmigoto I think).

 

Outside of that mods are just eye candy enhancements but the fear of cheating persists.  Some may also remember the 1946 got very splintered when the game code was improperly released and everybody modded everything.  Now mods are what keeps 1946 alive for the most part but you still need the exact same file structure to play online and often installation is tricky.  We have it easy with JSGME.  '46 has JSGME too but many modders don't pack their mods for JSGME use, leaving the end user to figure out where all the  files should go.

 

Here you only need to have mods enabled to fly on a mods server.  You don't even have to have a mod installed.  And the only mods you see are the ones you enable.  Little chance for cheating with that setup.

Heck, even the Devs have recognized the positive impact the clouds mod has on players and are now working on incorporating it, or something much like it, into the stock game.

Then too, when your main reason to fly is to kill the enemy you would hardly notice most mods anyway.

 

I'm just glad the Devs allow some modding to be done because it gives players more choices than they can give us with their limited budget and manpower.

Edited by Beebop
  • Upvote 3

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