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Marco Bergman

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Everything posted by Marco Bergman

  1. Mods that change strings.txt will always cause problems if that file changes in the patch. The obvious example for this patch is Vincent Monaco's animated text mod, which will fail until a new version is released.
  2. For some reason it got moved into mods / vehicle & gun but I haven't succeeded in moving it back. :confused: Mod is here:http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1084
  3. Don't be surprised if you can't get rid of all of it. The engine is fond of wrapping around textures at the edges, often by 3-4 pixels, but making the transparent portion that much bigger often encroaches on nearby other texture stuff and leaves that part with a transparent strip instead. Also not unknown is that the inside of the item has a texture showing, often some random part of the texture... or even some other texture.:eek: The 3D models are all done in 3DSmax, but use some weird format for in the game.
  4. The first blue box with 75mm in it ( A8 ) controls the entire spreadsheet. Change that to whatever calibre you want to check against. You might want to re-download the spreadsheet. I changed it this morning to correct a few errors.
  5. Slope effect charts thread There are charts on vehicle armour and penetration here that may be what you're looking for.
  6. Kip, you are correct, I did use FH figures. In the Rexford book p66-68 the following vehicles are listed as having FH armour: Pz IV G: TF, TS?, TR? UHF,UHS, LHF, LHS Pz IV H: TF, TS?, TR? UHF,UHS, LHF, LHS Pz IV J (early): TF, TS?, TR? UHF,UHS, LHF, LHS Panther D: UHF,UHS, LHF, LHS Panther A: UHF,UHS, LHF, LHS Stug IIIG:UHF,UHS, UHR, LHF, LHS, LHR That covers a pretty wide selection of vehicles, especially when you add in all the lighter vehicles which tend to have FH. So from a mod point of view, given only enough space for one set of figures, it seemed to make sense to use the FH penetration figures. I welcome your comments.
  7. Can do both at once. The output will be in two separate folders inside "exploded". One thing to be very sure to do is rename "exploded" folder to something, anything else straight away. Because the next time you run rezexplode it just wipes the contents of "exploded" and puts the new stuff there instead. (If it doesn't exist the program makes it automatically.)
  8. A) Don't have the game on hand so will check tonight. Can't remember which glacis type this model has in the game. I could easily be mistaken. & C) Hunnicutt gives hull front as 37-55 degrees. 46 is average. Have used average, especially of angles, in several places. D) This seems to be a relatively new finding, based on actual measurement, same as the 50mm lower hull on the Ausf G. Might update to suit.
  9. I am not unaware of these issues. You might like to bear in mind that I made this spreadsheet for my own use to do the calcs for my mod. There were three considerations for me: 1) CMBO only tracked 3 locations per side of the vehicle and I have a mod that deliberately reflects the CMBO layout while hopefully improving it. 2) there just isn't room for more data. 3) It was a quick spreadsheet. I know what my labels mean I just put this up as is to see if anybody is interested. If I decide to put the charts up on the repository as a reference, then I will expand and relabel, because glacis and mantlet should both be listed. But that is quite a bit more work and the mod is taking up all my little free time at the moment so don't hold your breath.
  10. The only difference is in the yellow line for slope effect at 0 degrees. For example, the Jadgpanzer IV (early) has 60mm @ 50 degrees superstructure front. For a 37mm shell, this equates to 136mm For a 57mm shell, this equates to 125mm For a 75mm shell, this equates to 118mm For a 88mm shell, this equates to 114mm The more slope, the more effect and also the thicker the armour vs the calibre, the more effect.
  11. While collecting the data for a new version of my UI mod which shows the slope effect values of armour on all the vehicles in CMBN, I made a simple spreadsheet which calculates the slope effect values. It occurs to me that since this spreadsheet contains armour thicknesses, angles, slope effect equilalents and gun penetration for every CMBN vehicle and gun, a printout of this spreadsheet could be a useful reference for gamers. The calculations used internally in CMBN are based on the equations and charts contained in: "World War II Ballistics and Gunnery" by Lorrin Rexford Bird & Robert D Livingston The most important factors considered in-game based on this book are the reduced resistance of cast armour, and the slope effect of armour plate. I'm not sure how specific the game is concerning national differences in cast armour resistance ( probably very), but the average cast armour multiplier is x0.87 i.e. cast armour has only 87% of the penetration resistance of rolled plate armour. Slope effects change with the T/D ratio ( thickness of armour vs shell diameter ) which means that smaller calibre guns are seriously affected by sloped armour, very large calibre guns less so. The charts below are for a 75mm round, since this is the most common in the game. This is what I'm basing my mod on. I'm ignoring a bunch of other factors like shatter gap and manufacturing flaw modifiers ( although the game doesn't) and basing the calcs on 90° angle to the target. Note that turret front values are usually for the turret amour not mantlet (except M10 and Tiger I) but a mantlet hit is probably hitting 1.5x-2x this thickness. Looking at the charts, you can see that a Pz IVH at 500m penetrates 123mm, and that a M4 (mid) is equivalent to Turret: 87mm, Upper hull: 131mm, Lower hull: 56mm, so you would expect a non-penetration against the upper hull. A M4A1 (mid) has Turret: 87mm, Upper hull: 76mm, Lower hull: 56mm, so would be vulnerable everywhere. The Sherman penetrates 95mm, and the Pz IV has Turret: 50mm, Upper hull: 82mm, Lower hull: 83mm, so penetrations against every location would be expected. Links to charts for the main calibres: 37mm http://i52.tinypic.com/sztv1d.png http://i52.tinypic.com/2d2jbpd.png 57mm http://i54.tinypic.com/w7d854.png http://i52.tinypic.com/f2oglv.png 75mm http://i51.tinypic.com/b635ee.png http://i56.tinypic.com/hrzv29.png 88mm http://i55.tinypic.com/2nhkej5.png http://i55.tinypic.com/nuzde.png The spreadsheet is available for those interested here: http://www.captskidd.com/cmn/slopeeffectCMBN.zip All gun penetration values taken from the Bird/Livingston book. Missing values calculated from the charts in Terminal Ballistic Data vol3 (Ordnance Dept, 1945). German armour values taken from "Encyclopedia of German Tanks of WWII" by Doyle, Chamberlain, Jentz American armour values taken from "Sherman", "Stuart", "Half-track", "Armored Car" by R.P. Hunnicutt Here's the calcs from the book: Homogeneous and Face Hardened armour treated as equivalent for slope effect calculations. Cast armour multiplier used for both nationalities: x0.87 Shell is assumed to strike the target at 90° vertical obliquity. Compound angle = arccos(cos(Angle1) x cos(Angle2)) - not used since I have specified 90° horizontal obliquity to target. Slope effect calculation (APCBC & APC) at 90° to target: A = angle to vertical T = armour thickness D = calibre of striking shell Effective armour resistance (0° to vertical) = T x F x (T/D)^G Angle < 55° F = 2.71828^(0.0000408 x (A^2.5)) G = 0.0101 x 2.71828^(0.1313 x (A^0.8)) 55° <= A < 60° F = -3.434 + (0.10856 x A) G = 0.2174 + (0.00046 x A) 60° <= A < 70° F = 0.00000518 x (A^3.25) G = 0.00002123 x (A^2.295) 70° <= A < 85° F = 0.0678 x (1.0634^A) G = 0.1017 x (1.0178^A)
  12. He's using two mods: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1084 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1203
  13. Lots of photos of M10s with an extra 0.30cal mounted on the front roof area.
  14. It seems to have gone for a walk to another folder. I've asked Moon to please send it back again.
  15. Chart from Terminal Ballistic Data vol3 (Ordnance Office, Sept 1945) At 100 yards, M2 should penetrate 1.03in face hardened armour = 26.3mm. At 0 yards, penetrates 1.15in = 29.2mm. Pz IVJ rear hull = 20mm @ 10degrees = 20.3mm
  16. I'd guess you didn't fully restart the game. Have had that happen I don't know how many times with textures I'm working on, where I didn't remember to go back to the title page. With sounds I think you need to restart fully.
  17. The game has no idea what you are forcing it to show/sound, and doesn't take any notice internally beyond the location of the files. A validly named item gets used, an invalid name gets ignored. Once the location of the items is loaded into memory, they get used. Graphics locations are loaded before the map/editor is shown, so you can change graphics files on the fly if you go back to the title page. Otherwise they won't show. If you change transparency or texture size, you need to restart the game. For changed sounds you need to restart.
  18. That mod works in CMBN too. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1020
  19. Maybe there is enough interest to make this worthwhile: To me it looks too cluttered, but that's what I thought about the range+calibre info too...
  20. .mdr is 3d model data for objects. .mds is 3d model data for soldiers. .anim is animation data for soldiers. None of them are modable by us, so you can ditch the lot and just keep the .bmp (and sounds if so inclined.)
  21. If you're seeing cartoons you're using my UI mod The files you want are: silhouette hq red.bmp silhouette hq blue.bmp they're in weapons/other silhouettes when you explode the original brz.
  22. None of those suggestions are moddable, unfortunately. Any change in UI coding rests with BFC, and I doubt you'll see anything until the Bulge title.
  23. The problem here is, which colours to use? You see, CMAK slowly changes the colour every 1mm! Given my limited time available between textures there was no way I was going to be using 240 different colours for this mod, sorry - I'd still be making it when CM3 comes out. So I took the blue CMAK uses for max, tied it to 240mm (for Jadgtiger), took the red for 0mm, and divided it up to suit the pixels available for the bar-graph version. Then tweaked the colours a bit because the CMAK spread concentrates on greens. The end result is fairly close, and a lot more distinct for non-experts. Most people will look at a penetration colour, then flick across to the other vehicle and compare armour colours. Distinct colour bands are essential for this. If you want to make an ultra-hardcore version, please go for it!:cool: I currently don't have the time, but this mod is totally free for modification. If you have lots of time, all you need to do is extract the brz, collect the colour values from CMAK screendumps using the eye dropper, and fill the relevant boxes. I might get around to it at some point after finishing the CMSF version, but for now, what you see is what you'll get, sorry.
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