Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » WW II Mod
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Re: WW II mod[message #276691]
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Sun, 27 March 2011 14:27
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Buns |
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Messages:655
Registered:September 2010 |
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smeagolyupp, it is. has been in there for quite some time... Yes, I see. This is fine and a justification to keep those slings - they are desperatly needed when the soldier is carrying around a LAW or something like that additionally. Otherwise he wouldn't be able to use his pistol others than changing the rifle to the left hand.
wolf00http://dailygunpictures.blogspot.com/2010/12/daily-gun-pictures-presents-1934-john.html
deringer gun[1934] Looks like dammage 12, Range 2?
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No new version this weekend: I have started with the new LBE and want to complete it first. A new version now would only have some minor fixes and the revised belts and Weapon Cleaning Kits.
[Updated on: Sun, 27 March 2011 14:29] by Moderator Report message to a moderator
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First Sergeant
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Re: WW II mod[message #276770]
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Mon, 28 March 2011 16:02
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Buns |
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Messages:655
Registered:September 2010 |
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Yes, the Enfield 1917 is on the "long list". It didn't made it in so far because I have implemented the Springfield A3 that is used by all mercs that could also use the 1917; that's mostly the cheap US guys from M.E.R.C. (Biff, Gasket, Bubba and the like).
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A first glimpse on the new LBE: The A-Frame carrier system.
This one is a modular system composed of four items, each also usable seperatly:
1. The A-Frame itself. It is worn on the backpack slot. It has no pockets but two (pairs of) slings that can be used to hold a weapon, LAW, spade and the like.
2. The Blanket Roll which can be worn over the shoulder "the Russian style". It has four small pouches.
3. The Mess Can with room for a canteen, the cutlery and the can/ration. It can also be worn from the shoulder.
4. And finally the Kampftasche (combat bag), that can be used as butt pack.
You can attach all of the other three bags to the A-Frame in any combination you like. Let's start packing by adding the Blanket Roll to the frame. When you do so you'll loose one pair of slings on the A-Frame itself.
Next comes the Mess Can.
And finally the combat bag
That way you have room enough to store all your item you don't expect to need in the coming battle, but might be needing soon before or thereafter.
Such as camo kits, weapon clean kit, your desert uniform, spare ammo, canteens and even an (additional) LAW.
The advantage over a full rucksack is that you don't need to carry around empty space. So in case you don't need the slots from the mess can you can simply remove it by using pouch set straps (make sure the frame is empty before changing anything!):
That's how it looked in RL:
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First Sergeant
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Re: WW II mod[message #277501]
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Fri, 08 April 2011 14:01
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Buns |
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Messages:655
Registered:September 2010 |
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New LBE so far completed. Some examples:
Belts (vest slot)
British M37 Belt, the well known belt with the two XL amo pouches.
Medic Belt, for a lot of medical supply and a pistol for personal defence.
Side Bags (tight slot)
A 1st Aid bag. This is of course a bit small with a single 1st aid pouch; but you can attach it to any belt (save for the medic belt):
Medic Bag and SMG Bag large.
The medic bag replaces the former TT-Medic combat pack. It is a side bag so you can wear two at a time, what indeed was usually done by field medics.
The SMG bag is the large variation with four pockets. There also is a smaller bag with two pouches.
Gas Mask Bag and Grenade Bag.
The Gas Mask Bag replaces the old Leg Rig Equipment, even though it is a bit smaller because it only has one medium sized pocket large enough for a gas mask of 1st aid kit.
The Grenade Bag can hold up to four bulky grenades. I have modified the pockets so that the Stielhandgranate fits into the large grenade pocket.
Ammo Bandolier to store a large ammount of rilfe ammunition.
Other side bags, like SAW, Explosives etc remain in game, some with smaller changes.
Combat Packs
I had already previewed the Haversack and M37 combat pack, here are some more:
German Breadbag.
With room for spare ammo (but only for rifles), a canteen clip that can also hold Stielhandgranaten, and the usual multi-purpose pouches.
Russian Breadbag.
It is lacking larger pouches but has four medium pouches and two drum pouches.
Musette Bag.
A small but very flexible bag because you can attach a blanket roll to it and wear it as backpack. Because the Musette Bag can be worn below the belt too, you can that way even use two of them at a time.
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First Sergeant
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Re: WW II mod[message #277503]
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Fri, 08 April 2011 14:20
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Buns |
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Messages:655
Registered:September 2010 |
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(splitting the post because of the large ammount of pics)
Musette Bag worn as rucksack.
"Rationsbag".
A rather primitive compat pack with two large pouches that is worn above the belt (i.e. cannot be combined with backpacks).
Then we have a couple of special carrying tools that technically are considered combat packs:
Bazooka Rocket Bag for storing rockets for all kinds of AT weapons.
Double Bandolier for a realy huge ammount of rifle ammo.
Grenade Carrier, for Kamikazes.
Sten Magazine Bag, of course can hold 12 of any standard SMG magazines.
and more...
Backpacks
I have already shown the A-Frame and Knapsack modular systems. The former BW and LRRP rucksacks remain, slightly changed, as "Affe" and "Mountain Rucksack". As seen above, the Musette Bag can be turned into a backpack by adding a blanket roll, the same applies to the Haversack and M37.
Veshmeshok.
Also known as "Turkish Bag", a rather simple Russian rucksack that replace the former standerd "3 Day" combat pack. You can add a blanket roll to this one too.
Special LBE
There are some special items that technically are backpacks, but not meant to be worn as LBE.
Ditty Bag
A bag with a single small pouch. Rather useless by itself, but it is small enough to store several of them loaded inside a larger pouch. So you can, for example, store a camo kit, an utility knife, spare pistol mags, and weapon cleaning kit inside a single large pouch by packing them into ditty bags first. Of course, those should be no items you would need access to in turn based combat.
Supply Crate
This one really is XXL, the maximum ammount of pouches you can have in a single item. To load and unload them you can place them on the backpack slot, but they are of course meant to be transported by vehicles, not by your mercs. The same would be for the Druffle Bag (no pic) which is a bit smaller but still to large and heavy to be of use as some kind of personal "pack".
Next step would be proper implementation (MercStartingGear and Map Editor).
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First Sergeant
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WW II Mod Version 0.4 out![message #278729]
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Wed, 27 April 2011 17:53
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Buns |
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Messages:655
Registered:September 2010 |
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Uploaded new version v0.4
Changelog:
- Changed size of 20er BAR magazines and similar magazines to 17. They now do fit into Rifle Mag pouches and "Sniper Mag" pouches.
- Shoulder Bag BAR Magazines now has 4x "Sniper Mag" pouches
- Shoulder Bag Spare Ammo now has 2x "AR Mag 3x" (similar to M37 Belt) and is called "Shoulder Bag Large Magazines"
- Using a Shoulder Bag Large Magazines with any belt turns it into a M37 Belt
- Using Pouch Set Straps with M37 Belt gives a Shoulder Bag Large Magazines
- Changed Drum Mag pouches to accept two drums but no longer larger magazines.
- Some minor changes to AR Mag pouches to make their storing capacity more logical and to accept size 17 (BAR magazines)
- Changed Size of 15er 30 Car to "15" (= SMG Mag)
- Rennamed "Artillery Belt" into "Holster Belt"
- Recalculated all LBE to have LBE with about the same pouches to weight and cost about the same. In general, most LBE becomes cheaper but heavyer.
- Reworked coolness of all weapons, armour and LBE, hopefully ending mercs'complaining about what is meant to be high-end gear.
- Solved problem of Henning not being able to learn
- Fixed a couple of things with merc starting gear
- Conversion of belts now does work with M37 and Medic Belt, as well as with First Aid Pouch attached
- A Medic Belt can be created by attaching a second First Aid Pouch to a Holster Belt that already has a First Aid Pouch attached
- Using Pouch Set Straps on a Shoulder Bag Medic Pack returns two Shoulder Bags First Aid Pouch
[Updated on: Wed, 27 April 2011 18:05] by Moderator Report message to a moderator
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First Sergeant
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Re: WW II Mod Version 0.4 out![message #279399]
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Fri, 06 May 2011 18:31
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Buns |
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Messages:655
Registered:September 2010 |
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DieterHi Buns, I had the same experience with other mods, like RR etc. If you know how to deal with tanks, they are much, much less dangerous compared to enemy soldiers who can move around. Tanks being stationary makes them mostly a map feature. Yes, that's the point. Another thing also is that tanks can go on your nerves with their turning of the turret (*eeeek* *eeeek* *eeek*), what also is extremly time consuming during the enemy's turn. Interestingly a noise the mercs cannot hear, even though you would expect a tank with running engine would be audible throughout the entire sector.
Quote:Is it possible for you to use the in game "feature" where a random soldier gets converted to a tank? I believe this happens when the player clears out a sector with a tank and the enemy retakes the sector. But you are right, the tank will be at a specific location on the map. I don't know that feature. I could imagine some problems too: what if the programm picks a soldier on a roof, inside a building or otherwise impossible position to convert him into a tank?
Anyways, I am now in the process of replacing the tanks with common soldiers, and while I am at it check deplyoment of soldiers in general. In particular I think that I will reduce the number of roof-campers and add more enemies inside builidngs (with the respective keys). It is that builidngs, save for roofs, don't seem to play a role in combat; for example I think I had not used more than two loads of HMX in the last some 100 battles to take down walls, what makes hiring or training explosives experts rather pointless, save for removing explosive traps on crates.
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wow, that must be a new record: I had started with this positing at 10:00 in the morning, then I got lots of calls, had to make a meeting, went shopping, and I finish it at half past five in the evening.
[Updated on: Fri, 06 May 2011 18:32] by Moderator Report message to a moderator
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First Sergeant
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Re: WW II Mod Version 0.4 out![message #279444]
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Sat, 07 May 2011 12:43
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breversa |
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Messages:104
Registered:November 2010 |
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What would be so wrong with having a tank appear randomly in a sector, instead of the center ? Driving a jeep in a tank-occupied sector will probably get your vehicule destroyed... as in real life !
Plus, it forces your mercs to either scout the area for tanks before getting your vehicules in, and/or carry AT weapons at all time.
However, it's true that endless turret-turning is a pain. Would it be possible to just speed up the animation
And BTW, Buns, do you have plans to include AT-rifles such as the Boys (.55 Boys), Mauser M1917 (13.2mm TuF), PTRD/PTRS (14.5), Maroszek Kb Ur wz35 (7.92x107mm DS) and PzB 38/39/41 (7.92x94 Patrone 318) ?
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Sergeant
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Re: WW II Mod Version 0.4 out![message #279447]
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Sat, 07 May 2011 15:00
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Buns |
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Messages:655
Registered:September 2010 |
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DieterMaybe you can "borrow" some Urban Chaos maps? I am only talking about the city maps as you mentioned building campers. I think at one point I have to start with map making myself. I need to take a look at smeagol's big maps because I would need bigger maps for my own purpose (raising of vision range). Otherwise I am very satisfied with the WF maps, save for enemy deployment and some maps with facilities. On those maps I would prefer a setup with several smaller buildings instead of one very big, and for the means of my mod they should have a more "antique" look. For example, places like Tixa or Alma should look more like colonial periode fortresses than like 1970s functional architecture.
Another thing are the SAMs. There were no SAMs in my timeframe and an AA-position would have had a very small range, basically only able to shoot down aircraft flying through the very same sector. I think a possible sollution could be to turn them into small airfields, like the imporvised frontline-airfields used during the world wars, with a small runway, three or so primitive buildings and may be a "tower building" replacing the SAM control. This would give a more plausible explanation how a single sector would be able to control the airspace of all sectors around.
Quote:Have you noticed that at some point the tank seems to "give up", meaning it feels like the turning mostly stops, like it wants to die? I wish that phenomenon would kick in a little earlier during a battle. I have the impression that this either is the result of the tank having heard you (it seems its vision range is somewhat limited) or of it being damaged. I notice that after having hit the tank with a LAW (they often can take three hits with it) I sometimes can even stand right in front of it and throw grenades without it reacting.
breversaWhat would be so wrong with having a tank appear randomly in a sector, instead of the center ? Driving a jeep in a tank-occupied sector will probably get your vehicule destroyed... as in real life !
Plus, it forces your mercs to either scout the area for tanks before getting your vehicules in, and/or carry AT weapons at all time. That's rather impractical because it would require to enter a sector on foot, leave it again and return with vehicles. Not only would the enemy force most likely had moved away in the meantime, while you had massed up a large number of "lost" battles, but even more you would not be able to know whether or not there is a tank unless having killed all enemies.
And: in case the appearence of a tank would be randomized it would be different when re-loading the sector. So you would get into a sector, see there's no tank, leave and return with vehicles, but then the first enemy had been converted into a tank.
Quote:However, it's true that endless turret-turning is a pain. Would it be possible to just speed up the animation
And BTW, Buns, do you have plans to include AT-rifles such as the Boys (.55 Boys), Mauser M1917 (13.2mm TuF), PTRD/PTRS (14.5), Maroszek Kb Ur wz35 (7.92x107mm DS) and PzB 38/39/41 (7.92x94 Patrone 318) ? I am for now not planning with tanks anymore. There are couple of things that would need to be improved for tanks appearing in this mod to make sense:
- Tanks should be mobile and able to drive around the sector
- Tanks should make a loud noice even when not moving
- Tanks in this mod should be much weaker and armed with MGs or at maximum a 47mm gun. I am thinking about the Vickers Tankett as a model
- You should somehow be able to capture a tank (not sure how that could work in JA)
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First Sergeant
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Re: WW II Mod Version 0.4 out![message #279695]
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Wed, 11 May 2011 14:02
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Buns |
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Messages:655
Registered:September 2010 |
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DieterYou may need to pay close attention to how increased ranges affect the player interaction with the user interface, meaning if this is starting a "scroll fest". I had been testing 20 tiles base and now play with 17 tiles base. The major problem is that you are seen much earlyer which can, often does, result in your team getting pinned on the edge of the map. This reduces the ability to make tactical movements, what is not what I am looking for.
I am now trying to solve it by changing enemy deployment in the way that I have no more enemies on roofs, more inside buildings, and in general by massing the enemies in the center of the map. Another sollution could be bigger maps with a larger "neutral" zone towards the edges of the map.
Quote:However there are already a couple of interesting effects we were able to glean. For example it is easier to overcome 20 enemies on a map 4 times larger because you have less enemies to kill at a time. This would also be a matter of enemy placement. For big maps I would suggest to rather concentrate the enemies around a central "obvious" spot and have lesser of them isolated wandering around.
This somewhat would limit your abilities to take them out one by one, but would improve your abilities to make tacitcal manouvers, such as encirclement of the farm building the enemies are sitting in. It would also solve the problems of the enemy force getting to much streched out over the map.
On the other hand, I am a passionate player of daytime shootouts and hardly do nightime stealth missions. For an exciting daytime battle it is best to have all the enemies on a rather central position. For a stealth mission it is best to have them wandering around on their own.
Quote:Placing 60 enemies on a map to compensate can result in most of them clustering if you don't constrain the area they can be in through the map editor. That wouldn't realy be a sollution because it would return the old problem of the small maps, but on a higher level: there are hardly any places on the map where no enemies are and where you can move your team.
Quote:Hm, I always was under the impression that there are exception in the C code for tanks and that they can't suffer from impairment through wounds like people do. I do get notes, such as "tank is blinded by the blast". But I cannot say whether it realy does what it says.
Quote:Wow, it never occurred to me to try standing in front of a tank, looks like I had too much respect for them. I once had to because I run into a tank with nothing but handgrenades. You can destroy a tank with handgrenades, provided you have a lot of them. At one point I noticed that the tank seems to no longer react to my mercs. So I gave up crawling around it and had my mercs running upright to it, throwing all grenades they have, and then run back to leave room for the next grenadier. The tank was not shooting on any of them.
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First Sergeant
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