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roglea31

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    new zealand
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  1. just download the extractor SFS from the File Repository and follow the instructions. your language folder will be extracted place it in a folder within the game named Data and follow the file hierarchy it will then over-ride in game data. So if you speak french you will extract the data/local/fr folders place them into the game and rename the folder "fr" to "ru". So if you speak English you will extract the data/local/en folders place them into the game and rename the folder "en" to "ru".
  2. In order to play the demo easier extract the data sfs. file using SFS Extractor.306 then rename data/local/en folder to data/local/ru and all unit info toolbars etc.. will be in English, not the scenario briefs unfortunately. if you speak German, French etc you will have a folder data/local/fr etc.. just change as above.
  3. substituted the tow2 editor with tow1 editor to make missions to get new units into the game. fine for Armour but the infantry have a different file setup so is proving more problematic, able to paste tow1 infantry msh. files and the tga files within human folders in units/data/human/..../....... this gives old tow units into the game with the correct skin but minus web equipment, so getting there sloooooooooowly.
  4. able to get the Matilda into the game but as the valentine, so far
  5. I can get units into the encyclopedia but no further, at the moment.
  6. I can get a matilda into the game as far as being able to view in the encylopedia but unable to find it in the editor to place it into a mission, I have placed it into the game as per previous mods tow1 but no luck, what am I missing done wrong...... help anybody
  7. able to use it as before on tow1, simply place in editor directory place a file list in as well I used a blank one ie. only has the filelist doc but nothing in it, ignore error messages and extract as per normal. now a question I can get a matilda into the game as far as being able to view in the encylopedia but unable to find it in the editor, have placed it into the game as per previous mods tow1 but no luck, what am I missing, because if I can crack this will work on importing most of the TOW1 models.
  8. so what is solid power radius, and is there a relationship between it and 0.5 stability in the damage ini.
  9. so with regards to HE shells, is the penetration in the guns ini. file added to the fragpower and or splash power at the point of impact eg 10mm at 100m plus 40,000 splash plus 40,000 fragment would give 50mm also what is the splash or frag power required to kill a human ingame ie a crew member
  10. yes thanks sneak, but........ what is the formular used to derive at the values eg. 1000 splash points= HE buster of 0.5kg or what? (now I know it doesn't). ie solid power must/should be a relationship to mass and velocity and splash must relate to size and composition of explosive but how that is my question. cheers
  11. yes, at 100% skill dispersion is set in the weapon's file under "AimRadius", but Im wondering what the modifier is for say... 50% skill or 1% skill becouse according to the theory with double dispersion should equate to the average gunner under combat conditions provided they remain calm, then one could set the default/100% single dispersion ie. 50%dispersion at 1000m for the 88mm L56 is 0.4m, double would be 0.8m.
  12. 1. how does gun laying ability effect accuracy, ie when a gunners skill is set to 50% is the dispersion of the weapon multiplyed by 2 therefore giving double dispersion? 2. What is the penetration data based on a) 50% successfull penetration ( western allies, german) or the soviet method of IP 80% success. Is it against faced harderned armour or Homogeneous armour. 3. within the ai folder in "AmmoTypeProp.ini" ChangeStability 0.5 does this relate to a 50% success probability or what? knowing the above would assist greatly in modding some of the weapon/ammo data.
  13. A couple of questions 1. how does gun laying ability effect accuracy, ie when a gunners skill is set to 50% is the dispersion of the weapon multiplyed by 2 therefore giving double dispersion? 2. What is the penetration data based on a) 50% successfull penetration ( western allies, german) or the soviet method of IP 80% success. Is it against faced harderned armour or Homogeneous armour knowing the above would assist greatly in modding some of the weapon/ammo data. [ June 23, 2008, 02:43 AM: Message edited by: roglea31 ]
  14. can anyone make avalible or give us a link to the german and soviet data for wpn and ammmunition dispersion at various ranges being 100m to 3500m, currently I can locate hit percentages but want the raw data, 50% or 95% is fine unless of course there are any math proffessors out there who can convert hit probilitilties into raw data.
  15. can anyone make avalible or give us a link to the german and soviet data for wpn and ammmunition dispersion at various ranges being 100m to 3500m, currently I can locate hit percentages but want the raw data, 50% or 95% is fine unless of course there are any math proffessors out there who can convert hit probilitilties into raw data.
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