The "Gabe-Mod" (v8.1.0)

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GabeKnight
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Re: The "Gabe-Mod" (v7.1.6)

Post by GabeKnight » Thu Mar 14, 2019 4:22 pm

terminator wrote:
Thu Mar 14, 2019 9:44 am
I don’t really like ski troops with helmets, I prefer when they wear caps although I saw pictures where ski troops wore helmets but mostly caps.
Maybe you could mix the two, let the soldier with the panzerfaust wear his helmet and the other two soldiers wear a cap :
All the Ski-39 models do have caps instead of helmets, so you're free to change the units to your liking.
(Except the Panzerfaust-Ski model, that's with helmet only)
terminator wrote:
Thu Mar 14, 2019 9:44 am
GabeKnight wrote:
Wed Mar 13, 2019 7:36 pm
Also, I'm planning to add some light Pz I / II flamethrower tanks to the Germans for the next update of my mod (like the Ital. L35fiamme) :twisted:
Those are cheap and proved to be very effective against dug-in infantry.
Since these tanks were not very numerous, it might be better to make them more expensive ?
It comes from the premise that what is rare is expensive.
Yeah, you're right. I meant "cheap" compared to attacks done by PzIV or even more expensive tanks, where even repairing 2HP does cost you a fortune with "elite repairs"...

Engineers should stay the cheapest means of (direct, not arty) assaulting dug-in positions, of course, but they're just not mobile enough for Blitzkrieg tactics. With the current costs of stock PzI = 45RP and PzII = 55RP, I think that even an increase of +30-40RP for the flamethrower variants should make those units a real bargain.
About the same as it's already done with the Ital. L35 = 50RP <-> L35fiamme = 80RP units in my mod.

terminator
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Re: The "Gabe-Mod" (v7.1.6)

Post by terminator » Fri Mar 15, 2019 1:52 pm

Example of price difference in Panzercorps between the standard version of PzII and the flamethrower version of PzII (almost double the price :!: ) :

PzII(price).JPG
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terminator
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Re: The "Gabe-Mod" (v7.1.6)

Post by terminator » Fri Mar 15, 2019 2:07 pm

A hope for the flamethrower version of the T-34 (OT-34) :?:

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http://www.materielsterrestres39-45.fr/ ... odele-1943

CoolDTA
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Re: The "Gabe-Mod" (v7.1.6)

Post by CoolDTA » Fri Mar 15, 2019 3:47 pm

I agree with Mr. T: anyone aiming for historically accurate Finnish Ski Troops should lose the helmets and use fur hats or field caps instead. If not, then it does not matter.

Image


But the most hilarious thing is how the skis are sort of attached to the back of the soldiers. :lol: That's naturally not how they were carried.

Image

terminator
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Re: The "Gabe-Mod" (v7.1.6)

Post by terminator » Fri Mar 15, 2019 5:07 pm

CoolDTA wrote:
Fri Mar 15, 2019 3:47 pm
I agree with Mr. T: anyone aiming for historically accurate Finnish Ski Troops should lose the helmets and use fur hats or field caps instead. If not, then it does not matter.

But the most hilarious thing is how the skis are sort of attached to the back of the soldiers. :lol: That's naturally not how they were carried.
Have you ever seen a soldier with ski transporting or using a Panzerfaust ?
Skiing with a panzerfaust should not be easy :lol:
Helmet could be used for German Ski troops :idea:

GabeKnight
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Re: The "Gabe-Mod" (v7.1.6)

Post by GabeKnight » Fri Mar 15, 2019 6:36 pm

@Bob, FlaK-train

Testing. It works okay, but I had to create a whole new class for them. Two problems:

- it's questionable, if the AI will target the new class in existing scenarios as it's new. This could cause the Armoured Train to be "invisible" to some AI controlled units, like planes and maybe naval units. Maybe without specific definition, the AI will target all. This has to be tested first
- I'm worried, that after intoducing a new unit class, it will be impossible to remove it after that. Probably all savegames would be broken after such an update.

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CoolDTA
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Re: The "Gabe-Mod" (v7.1.6)

Post by CoolDTA » Fri Mar 15, 2019 7:19 pm

terminator wrote:
Fri Mar 15, 2019 5:07 pm
Have you ever seen a soldier with ski transporting or using a Panzerfaust ?
Skiing with a panzerfaust should not be easy :lol:
Can't say I have and it sure would be no mean feat to do that. :shock:

GabeKnight wrote:
Fri Mar 15, 2019 6:36 pm
- it's questionable, if the AI will target the new class in existing scenarios as it's new. This could cause the Armoured Train to be "invisible" to some AI controlled units, like planes and maybe naval units. Maybe without specific definition, the AI will target all. This has to be tested first
Now that's advanced tech! "Sergeant, engage the cloaking device." ;)

But yes, the idea of adding AA capability is great. :)

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Re: The "Gabe-Mod" (v7.1.6)

Post by GabeKnight » Fri Mar 15, 2019 7:49 pm

Forget it. FlaK-train problem solved.
I was told at some point, that two switch options within one unit wouldn't work. But... :shock: ... it does. That means no new class required, all's good.
Now there are three Armoured Train units, each within the appropriate unit class and all "inter-switchable" (Thank god :roll: ) :D

Screenshot 961_2.jpg
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I'll try to modifiy the stock Armoured Train again for the AA version, but this unit proves to be very resilient against modding. If I change anything inside, the turrets won't fire right and out of focus. Really strange. Even the Admiral had his problems with it IIRC.
( :arrow: I might end up using the stock arty version as AA model. :? )
CoolDTA wrote:
Fri Mar 15, 2019 7:19 pm
terminator wrote:
Fri Mar 15, 2019 5:07 pm
Have you ever seen a soldier with ski transporting or using a Panzerfaust ?
Skiing with a panzerfaust should not be easy :lol:
Can't say I have and it sure would be no mean feat to do that. :shock:
Can't say that I have neither, but with experience you don't need ski sticks actually. I find them to be a bother personally. So basically you've got two free hands while skiing...
CoolDTA wrote:
Fri Mar 15, 2019 7:19 pm
"Sergeant, engage the cloaking device." ;)
Don't start me with that. I'm actually a huge StarTrek fan and I could go on about Romulan Warbirds and Klingon Bird of Preys forever... :wink: :lol:

CoolDTA
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Re: The "Gabe-Mod" (v7.1.6)

Post by CoolDTA » Fri Mar 15, 2019 8:37 pm

GabeKnight wrote:
Fri Mar 15, 2019 7:49 pm
Can't say that I have neither, but with experience you don't need ski sticks actually. I find them to be a bother personally. So basically you've got two free hands while skiing...
You ski crosscountry without the poles? Really?
GabeKnight wrote:
Fri Mar 15, 2019 7:49 pm
Don't start me with that. I'm actually a huge StarTrek fan and I could go on about Romulan Warbirds and Klingon Bird of Preys forever... :wink: :lol:
Well, who wouldn't? :D

Glad to hear the armoured train issue was solved. :)

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Re: The "Gabe-Mod" (v7.1.6)

Post by airbornemongo101 » Fri Mar 15, 2019 8:59 pm

Gabe, just use the stock model as the AA model, the guns due point up, after all

Thank You for making the Flaktrain as special request, I'm in your debt

Now Arty the Choo-Choo will have some AA escort.

And as for Romulans and Klingons...pfffft, buncha funny looking punks.

Starfleet all the way,' cause they got Andorians
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GabeKnight
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Re: The "Gabe-Mod" (v7.1.6)

Post by GabeKnight » Sun Mar 17, 2019 2:59 am

terminator wrote:
Fri Mar 15, 2019 2:07 pm
A hope for the flamethrower version of the T-34 (OT-34) :?:
Mr. T, I'm collecting your ideas for units (as the Char B1 flamm), but I'm still hesitant to add units that the player can't buy basically. Yeah, I could make them Beutepanzer, but I don't think they're needed at this point. Maybe with/after the Soviet DLC.
CoolDTA wrote:
Fri Mar 15, 2019 8:37 pm
GabeKnight wrote:
Fri Mar 15, 2019 7:49 pm
Can't say that I have neither, but with experience you don't need ski sticks actually. I find them to be a bother personally. So basically you've got two free hands while skiing...
You ski crosscountry without the poles? Really?
Yeah, you're right, of course. I was thinking more in ways of fast down-hill skiing, not cross-country skiing. That's rather "walking" to me. :lol:
airbornemongo101 wrote:
Fri Mar 15, 2019 8:59 pm
Gabe, just use the stock model as the AA model, the guns due point up, after all
Thank You for making the Flaktrain as special request, I'm in your debt
Don't be silly, at the most, we're quits. And it's not like I didn't want some kind of anti-air-abled train myself. The Admiral mentioned that he had such a unit planned, that's why I put the idea aside for a while - so I'm actually glad you brought it up again and made me rethink the concept. :D

But trying to change the motherf* Armoured Train model's just driving me nuts. All the other models work as usual. But not this one. Why...why..why...?!? :x
airbornemongo101 wrote:
Fri Mar 15, 2019 8:59 pm
Starfleet all the way,' cause they got Andorians
Pinkskins...
"I should've warned you, don't drink too much of that Andorian Ale in one sitting", Cmd. Shran, Andorian Imperial Guard. :mrgreen:

Special upcoming treats for Kondi...and myself :wink:

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Unit tests -WIP
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Unit tests -WIP
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kondi754
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Re: The "Gabe-Mod" (v7.1.6)

Post by kondi754 » Sun Mar 17, 2019 8:10 am

Wow, I'm truly impressed Gabe :D

terminator
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Re: The "Gabe-Mod" (v7.1.6)

Post by terminator » Sun Mar 17, 2019 8:51 am

"Burn Them All !" :twisted:
Last edited by terminator on Sun Mar 17, 2019 9:29 am, edited 1 time in total.

GabeKnight
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Re: The "Gabe-Mod" (v7.1.6)

Post by GabeKnight » Sun Mar 17, 2019 9:26 am

Now "all I have to do" is to change the models a bit to look like the actual tanks.

No problem with the Flamm I, basically the right -flamethrowing- barrel has to be longer and wider, the fuel tanks are stored inside, no real difference in the chassis. I won't change the transmission/gears or such details, that's purely graphical and rather out of my league. But those are based on the texture, so anybody who wishes can change it for the better.

The Flamm II is a whole different matter, it's quite a unique design. I'll look into it to see if/what I can improvise.

terminator
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Re: The "Gabe-Mod" (v7.1.6)

Post by terminator » Sun Mar 17, 2019 10:14 am

GabeKnight wrote:
Sun Mar 17, 2019 9:26 am
Now "all I have to do" is to change the models a bit to look like the actual tanks.

No problem with the Flamm I, basically the right -flamethrowing- barrel has to be longer and wider, the fuel tanks are stored inside, no real difference in the chassis. I won't change the transmission/gears or such details, that's purely graphical and rather out of my league. But those are based on the texture, so anybody who wishes can change it for the better.

The Flamm II is a whole different matter, it's quite a unique design. I'll look into it to see if/what I can improvise.
For the OT-34 there is no need for external modification, the fuel tanks were placed inside the tank :
"The installation of the compressed air cylinder flame launcher tanks inside the hull required the designers to redesign the T-34. One of the changes was the offloading of the radio. The radio station (probably a 9-RM) was installed on a chassis located in the turret neck. The base of the radio antenna was also moved and installed at the rear of the turret. Its minor modifications did not change the exterior aspect of the tank and it took a sharp eye to discern an OT-34 on the battlefield."

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Re: The "Gabe-Mod" (v7.1.6)

Post by CoolDTA » Sun Mar 17, 2019 12:35 pm

OT-34 should be in the stock e-file - after all more than a thousand were made. But noooo, let's rather have sthg of which only two were made. :roll:

Great flame tanks, Gabe! :D

terminator
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Re: The "Gabe-Mod" (v7.1.6)

Post by terminator » Mon Mar 25, 2019 9:46 am

Beautiful work for the Panzer I Flamm but impossible to change skin :

Screenshot 1438.jpg
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Re: The "Gabe-Mod" (v7.1.6)

Post by GabeKnight » Mon Mar 25, 2019 8:47 pm

terminator wrote:
Mon Mar 25, 2019 9:46 am
Beautiful work for the Panzer I Flamm but impossible to change skin :
Thanks, but I didn't do much, actually. Just made one barrel longer. :wink:
Bebro's models are quite efficient. Simple base structures with a low count of surfaces. The appearance is primarily determined by the textures. I like them models quite much, they look very good in the game. :)

And yes, you can't change skins with my (or the Admiral's) models. No idea what has to be added to the model to make the skins work.
But you can easily change the texture to whatever camo-variant you want. 8)

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Re: The "Gabe-Mod" (v7.1.6)

Post by Horst » Wed Apr 03, 2019 7:38 pm

Still not much clue about graphic/model stuff, but I assume you must guess the vanilla subfolder names correctly to add these to your mod. Most importantly, the textures must match the model name in units.csv.
adherbal wrote:
Thu May 17, 2018 11:18 pm
For those interested in adding your own unit skins/camouflage patterns:

• Create a folder "Skins" in "<my documents>/My Games/Order of Battle - WW2/"
• Optional: Create subfolders in this Skins folder to group your skins (ex: .../Skins/Germany)"
• Create 512x512px PNG image files in the Skins folder or subfolder(s) using the following filename format:

<skin name>_<category>_<nation>.png

For example:
My Skin_land_germany.png = A skin called "My Skin" which will be available to land units for Germany
Another Skin_land_all.png = A skin called "Another Skin" which will be available to land units for all nations in the game
http://www.slitherine.com/forum/viewtop ... 74&t=85477

Does a "Skins" folder actually work within a mod-folder?

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Re: The "Gabe-Mod" (v7.1.6)

Post by GabeKnight » Thu Apr 04, 2019 1:27 am

Horst wrote:
Wed Apr 03, 2019 7:38 pm
Does a "Skins" folder actually work within a mod-folder?
Welcome back, Horst. Even if it's just for a short visit... :wink: :D

Don't know actually. Using the "skins" folder as you've described above (i.e. "<my documents>/My Games/Order of Battle - WW2/") works for stock units within mods as well.
I guess something has to be "added" to the custom models for the skins to work with them properly. Maybe it's not even possible with new units at all. Either way I don't really care. :shock: :wink:

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