I did not arrived to create a FlamPzKw I or any other flame tank models. The "flamethrower" effect has never worked correctly on other tanks (?)
Historical&Demanding Mod by Kondi :)
Moderators: Order of Battle Moderators, The Artistocrats
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- Field Marshal - Elefant
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Re: Historical&Demanding Mod by Kondi :)
Last edited by terminator on Tue Feb 26, 2019 10:34 pm, edited 1 time in total.
Re: Historical&Demanding Mod by Kondi :)
No, this effect doesn't work 100 percent correctly on "standard" tanks (but how it works now it's acceptable for me, eventually... )terminator wrote: ↑Tue Feb 26, 2019 8:00 pmI did not arrived to create a PzKw I or or any other flame tank models. The "flamethrower" effect has never worked correctly on other tanks (?)
See below
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- Lieutenant-General - Karl-Gerat 040
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Re: Historical&Demanding Mod by Kondi :)
Thanks. That's actually some useful pic.AndreyBacerage wrote: ↑Tue Feb 26, 2019 9:44 pm You need the right pivot direction - than shoot your flame corret out.
Re: Historical&Demanding Mod by Kondi :)
To be precise: Flammenwerfer auf PzKfw IA
Yes, I know that but there is only Pz IB model in OoB, so I have no choice
Yes, I know that but there is only Pz IB model in OoB, so I have no choice
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Re: Historical&Demanding Mod by Kondi :)
@Gabe,
Can I borrow these units from you?
- Brandenburg Inf
- SdKfz 10 (transport)
- L 3/35 Lanciaflamme
- SdKfz 7/2 AT (I think that I'll use it as Diana Stg. )
I don't know if I will use them but I prefer to ask before
One more thing, I'm reading this book about Afrika Korps and it turned out that a lot of changes are still necessary
Can I borrow these units from you?
- Brandenburg Inf
- SdKfz 10 (transport)
- L 3/35 Lanciaflamme
- SdKfz 7/2 AT (I think that I'll use it as Diana Stg. )
I don't know if I will use them but I prefer to ask before
One more thing, I'm reading this book about Afrika Korps and it turned out that a lot of changes are still necessary
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- Lieutenant-General - Karl-Gerat 040
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Re: Historical&Demanding Mod by Kondi :)
No problem with the SdKfz7/2 and the Inf. and all of the model pics - those I've done myself - but the L3 Lf and SdKfz10 models are from Admiral's 3A mod. You should ask him, but I don't think he'll mind - he was very kind when I asked him.
Re: Historical&Demanding Mod by Kondi :)
Thanks, Sdkfz 251/2 (with mortar) is yours or Admiral's ?GabeKnight wrote: ↑Thu Feb 28, 2019 1:28 amNo problem with the SdKfz7/2 and the Inf. and all of the model pics - those I've done myself - but the L3 Lf and SdKfz10 models are from Admiral's 3A mod. You should ask him, but I don't think he'll mind - he was very kind when I asked him.
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- Lieutenant-General - Karl-Gerat 040
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Re: Historical&Demanding Mod by Kondi :)
Guys, ICYMI (some of you didnt, I was slower), AndreyBacarage was another HBalck account and has now been banned. Mr Weinert, GTFO and go whine on facebook or somewhere. We can smell you ten miles away.
Re: Historical&Demanding Mod by Kondi :)
Thanks Andy, I wonder why he does such things
After all, it's just a game. A pleasant way to spend free time, nothing more
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Re: Historical&Demanding Mod by Kondi :)
Omg this guy seems a bit wierd?
"They couldn't hit an elephant at this distance."
Re: Historical&Demanding Mod by Kondi :)
Ok, Pre-deploy units before Gazala battle:
- 15 cm sIG 33 auf Fgs PzKpfw II(Sf) aka Bison II (core)
- Sd.Kfz.6/3 (7,62cm FK(r) auf 5t Zgkw) aka Diana (auxilliary)
Thanks Gabe, the solution of my problem was obvious, of course
- 15 cm sIG 33 auf Fgs PzKpfw II(Sf) aka Bison II (core)
- Sd.Kfz.6/3 (7,62cm FK(r) auf 5t Zgkw) aka Diana (auxilliary)
Thanks Gabe, the solution of my problem was obvious, of course
Re: Historical&Demanding Mod by Kondi :)
Report from the battlefield:
9 scenarios are almost ready for release, there are still 4 to prepare (Tunisian part of the campaign)
Below is an explanation of how I modify and increase the level of difficulty in the game (a part of my private correspondence with one of the meritorious members of our forum )
9 scenarios are almost ready for release, there are still 4 to prepare (Tunisian part of the campaign)
Below is an explanation of how I modify and increase the level of difficulty in the game (a part of my private correspondence with one of the meritorious members of our forum )
I make the game difficult mainly by:
1. weaker and older equipment, available for Afrika Korps (and Italians armoured divs) later than eg for panzerwaffe on the Eastern Front, many new models of tanks or tank destroyers are unavailable (weaker artillery too - according to North Arican reality), eg StuGs will appear only in Tunisia in 1943 (F8 version), previously only 3 vehicles of D version arrived and fought under Gazala (they are in my Mod during Gazala battle and it's a unit of 3 points strenght )
2. sometimes less RPs before the battle (it's enough to cut it once and then you have problems with resources until the end )
3. greater level of experience for the British units, especially aircraft, tanks and heavy infantry (sometimes much higher), for example during op.Crusader British tanks brigades had little experience in "vanilla" DLC, which is nonsense, because there were at least two elite armored brigades, which had a lot of experience after fighting with Italians in 1940 (Compass) and 1941 (Ethiopia), and after the Greek campaign
4. a few of my own ideas, eg unique units, created only for DAK (eg Bison, Diana, or Flammenwerfer auf.Pz I), the player will receive them as pre-deployed units before various battles (according to historical truth, of course) and these units will join the core, but player will not be able to buy, upgrade or repair them, so he has to take care of these gifts, because if he would be careless he will lose them quickly - these were models created in a few or a dozen or so copies (Bison 12/Diana 9/Flammenwerfer auf Pz I maybe 20) and didn't survive long on the battlefield
5. on the other hand, Beutepanzer specs for Germans (Dingo, Univ.Carrier transport, Mathilda mk.II, Sherman M4A2, 76.2mm PaK36(r) and SdKfz 6 Diana) and Italians (Crusader mk.II)
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Re: Historical&Demanding Mod by Kondi :)
great! cant wait!!!
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Re: Historical&Demanding Mod by Kondi :)
Per request:
PzKw I flamm (changed stock model)
- the model has two weapon points: w0 (left MG) and w1 (right flamethrower)
- I did not modify the stock texture. The gears/transmissions look different, for example. Feel free to change it to your liking.
suggested weapon effect:
PzKw I flamm (changed stock model)
- the model has two weapon points: w0 (left MG) and w1 (right flamethrower)
- I did not modify the stock texture. The gears/transmissions look different, for example. Feel free to change it to your liking.
suggested weapon effect:
Code: Select all
[PzKw_I_flamm]
0.0 MG34 0
0.5 Flamethrower 1
2.0 damage
2.3 BarrelFlame 1
2.0 hit
- Attachments
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- PzKw_I_flamm.rar
- (313.86 KiB) Downloaded 77 times
Re: Historical&Demanding Mod by Kondi :)
Excellent
Thank you for your efforts, Gabe
My mod is substantially complete now (have only the last scenario to check and balance), but I'm still waiting for "unrealiable" trait to be fixed by Devs
Maybe should I release my Mod without proper "unreliable" trait? Maybe should I just reduce the amount of mp for Tiger and Bison II as Terminator advised? What do you think?
Thank you for your efforts, Gabe
My mod is substantially complete now (have only the last scenario to check and balance), but I'm still waiting for "unrealiable" trait to be fixed by Devs
Maybe should I release my Mod without proper "unreliable" trait? Maybe should I just reduce the amount of mp for Tiger and Bison II as Terminator advised? What do you think?
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Re: Historical&Demanding Mod by Kondi :)
You're welcome.
(...and it's win-win, as I can use this unit very well in my mod, too )
The MP-reduction could be a workaround, but those Tigers are quite slow on the desert as they are now (6MP=3-hex range). Going with 2-hex speeds (=4MP) would make them virtually "unusable" with the usually fast desert-advances, like the engineers/heavy inf. without transports basically. Always being left behind and the rest of the army having to wait for them to catch up. But maybe that's exactly what you want? Try it.
On a sidenote: I've discovered the "Hollow Knight" game to be quite excellent. It reminds me of the past, very similar, "(Super) Metroid" games with a huge interconnected world, good platfoming and exploration and a nice reward-system. I like it very much and even bought my first PC gamepad/controller because of it.
And it plays perfectly and smoothly at 2160p resolutions
( So, I've put OoB playing/modding a little bit on hold - that's what I wanted to say)
(...and it's win-win, as I can use this unit very well in my mod, too )
I really don't believe there will be any kind of hotfix-patch for the "unreliable" trait. Sorry Kondi, you'll probably have to wait for the next "major" event for an update of the game. Maybe the console release? My advice: Don't wait for it.
The MP-reduction could be a workaround, but those Tigers are quite slow on the desert as they are now (6MP=3-hex range). Going with 2-hex speeds (=4MP) would make them virtually "unusable" with the usually fast desert-advances, like the engineers/heavy inf. without transports basically. Always being left behind and the rest of the army having to wait for them to catch up. But maybe that's exactly what you want? Try it.
On a sidenote: I've discovered the "Hollow Knight" game to be quite excellent. It reminds me of the past, very similar, "(Super) Metroid" games with a huge interconnected world, good platfoming and exploration and a nice reward-system. I like it very much and even bought my first PC gamepad/controller because of it.
And it plays perfectly and smoothly at 2160p resolutions
( So, I've put OoB playing/modding a little bit on hold - that's what I wanted to say)
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Re: Historical&Demanding Mod by Kondi :)
If you are looking for pictures of Tiger tanks in africa, you can notice that these images usually show Tiger tanks along the roads and not right in the desert...GabeKnight wrote: ↑Mon Mar 25, 2019 9:19 pm You're welcome.
(...and it's win-win, as I can use this unit very well in my mod, too )
I really don't believe there will be any kind of hotfix-patch for the "unreliable" trait. Sorry Kondi, you'll probably have to wait for the next "major" event for an update of the game. Maybe the console release? My advice: Don't wait for it.
The MP-reduction could be a workaround, but those Tigers are quite slow on the desert as they are now (6MP=3-hex range). Going with 2-hex speeds (=4MP) would make them virtually "unusable" with the usually fast desert-advances, like the engineers/heavy inf. without transports basically. Always being left behind and the rest of the army having to wait for them to catch up. But maybe that's exactly what you want? Try it.
On a sidenote: I've discovered the "Hollow Knight" game to be quite excellent. It reminds me of the past, very similar, "(Super) Metroid" games with a huge interconnected world, good platfoming and exploration and a nice reward-system. I like it very much and even bought my first PC gamepad/controller because of it.
And it plays perfectly and smoothly at 2160p resolutions
( So, I've put OoB playing/modding a little bit on hold - that's what I wanted to say)