terminator wrote: ↑Wed Oct 14, 2020 6:21 am
Why the 37mm M1 has better
movement point and better
infantry attack in AA version than in AT version ?
First of all, I always make the same mistake of assuming that there's some (maybe "hidden") logic behind the stat choices that were made by the devs in the stock units file. I mean, the US campaign ist really, *really* old and I refuse to believe that none of the poeple involved in producing the game failed to notice that discepancy in movement points themselves. Following that logic: it has to be wanted like that and working as intended.
Myself, I've implemented a rather "gamey" solution/logic:
My reasoning to
not equalize the MPs was to "tone down" the AT-switch ability a bit, because dual units are powerful as such and this unit (specifically) has a cheap price additionally. The (small air attack) AAs
need 2-hex movement, but the "extra" AT-option shouldn't be that good anymore. If you want 2-hex-movement AT pieces, you should buy the dedicated ones.
But to be honest, I'm not sure if I followed that logic through all AA/AT units in my mod... I'll have to check.
I see the other point of view, of course: same chassis should mean same movement range, whatever direction the barrel's pointing...
"My" logic made me stick with many vanilla stats in my mod that I myself found to be "strange". Maybe I should reconsider doing this.
And yeah, completely agree on the inf.attack stats. Didn't notice myself
Thanks, will change!
terminator wrote: ↑Fri Oct 16, 2020 6:01 pm
The OT-34 could use the cannon and the flame thrower at the same time? From the point of view of animation, that’s not too much?
You can have much longer effect sequences. Tried it, no problem.
Horst wrote: ↑Fri Oct 16, 2020 3:21 pm
I’ve modified the unit-picture of the OT-34 (falsely available like ’42 but look of ’43) and added a flame at its bow-mg position where the flamethrower is.
Then I created for two additional OT variants: a real OT-34_42 (T-34_42 copy) and an OT-34-85. They also got their unit picture with the same turret-symbol like the vanilla one.
I use the OT-34’s vanilla-model now for my new OT-34_43 unit.
Yeah, the OT-34 anim should be already fixed in the current version of my mod.
Thanks for the variant suggestions; I didn't notice that the OT-34 availibility was limited (have to play RedStorm yet). Agree, an OT-34-85 seems warranted and will be added.
And thanks for the updated unit pics, I'll use them.
Horst wrote: ↑Fri Oct 16, 2020 3:21 pm
Unfortunately, the T-34_42 and T-34-85 models don’t fire the flamethrower in place of the mg to the right direction, as it looks. That still needs to be fixed on the models themselves. I don’t get it why the firing-direction isn’t the same for all weapon types, or what’s the issue there? Simply replacing something at node 0 or 1 doesn’t do the trick if both nodes are supported.
If’s not too much work, copying the turret-symbol to the new OTs texture would be great too so they match their unit picture.
Yeah, that's one of the most recurring errors I've encountered with my own model-imports, too. It always gets messed up and has to be corrected...barrels firing sideways and similar "funny" things...
MG-fire, flametrowers, tank- and arty-barrels have all different pivot orientations if I remember correctly.
Horst wrote: ↑Fri Oct 16, 2020 6:37 pm
I've copied & modified the animation-effect of the Churchill Crocodile which also fires its main gun before the flamethrower. Burn, baby, burn!
Modified like what? The vanilla effect looks decent to me.