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Lucky_Strike

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Everything posted by Lucky_Strike

  1. Model glitch: Panther VD Late - shadows from non-existent spare track on turret and hull Only happens at certain angles, square-on to the affected side it's not showing: Latest patched version of Bubble & Squeak. Happens with and without mods. In or out of Movie Mode. Shaders on or off. The spare track links that do appear also look a bit floaty, the shadow doesn't really anchor them to the vehicle.
  2. Nice. So they'd be spread out over about a 1km front, that certainly shows we'd need some seriously large maps to play with full battalions. there must be a few scenarios that could come out of both Kampfgruppe Mühlenkamp and Unternehmen Ilse - though in all likelihood there probably already are, I just missed them
  3. It's foolhardy, but fo'sure there are plenty of times when, for one reason or another, they didn't don their helmets. This lot look like they might be on anti-partisan operations ... and the guy taking the weight is gonna get so deaf. The MG doesn't have a bipod so it could have been vehicle mounted or they didn't want to deploy it on a full mount cos of the long grass.
  4. As George says, these photos were from a series taken by one of the SS combat photographers sent along to cover this 'rescue' mission. Also it was their duty to be clean and well groomed, these are mostly high ranking officers and attendants that you see so they would've definitely been somewhat more well turned out than the average squadie. Not with those giant ear goggles! There are plenty of pics in the series that show combat half-tracks where most of the guys are fully helmeted. Also if memory serves me right the command group were not right at the front, but at one point there were some Russian troops spotted on their flank which they had to deal with. It's a quite unique series of images and the book is definitely worth a look if you get the chance. RZM in the States https://rzmpublishing.com/pages/copy-of-ltd-editions
  5. Just noticed that the radio operator in the foreground of your pic from KM has one of those SS gillie face coverings round his collar, anyone ever mod one of them?
  6. I think F&R might mix in the original Panzer sidecap with the M43, or at least we can trick the engine to do it by just having the officer crusher hat replaced with the M43 and leaving the other ranks with the sidecap.
  7. He looks much better - reminds me of some of the photos from Kampfgruppe Mülhenkamp
  8. Like George says, It's an addition to Frenchy56's excellent caps, just grab it and drop it in with his and everyone should be wearing nice Feldmutzes. It's an either or mod, you either have these or you stick with the traditional peaked officer hats. Unfortunately there's no way to have variety so far as I can tell.
  9. If you haven't made your own yet following Mr Kerner's instructions, then I believe this is what you want sir: https://drive.google.com/file/d/180zpPMU6iOuHznUhFtPekEgQFdZgzy6I/view?usp=sharing You will still need to install Frenchy56's mod since all the Panzer/Stug crews have crusher hats so far as I can see, which he's already provided for. My little renaming exercise is JUST for the big-wig peaked hats. If you want any without piping just copy and paste the peaked hat names to some duplicated all other ranks style m43s. If you want even more variety then you can duplicate more files and add version numbers like so: smod_german_hat-peaked 2.bmp, smod_german_hat-peaked 2_normal map.bmp smod_german_hat-peaked 3.bmp smod_german_hat-peaked 3_normal map.bmp smod_german_hat-peaked 4.bmp smod_german_hat-peaked 4_normal map.bmp Just watch out where the spaces are and where the number goes on the normal maps. Also note you won't need extra .mdr files to match these since they all use the same root file. Only seems to be the Gebirgsjager that get a separate set of .mdr files. All credit/thanks to @Frenchy56 for his originals
  10. Never noticed that ... always learning new stuff about these games
  11. Of course, which is why I suggested it might be an answer to the question. BF have limited resource, these choices were made. None of this stuff is impossible it's just not always doable or significant enough to worry about. Re the Marder M, I always felt that the MG could have been included as a mounted weapon, much in the same way as other AFVs have a secondary MG eg Greyhounds. This was afterall it's primary purpose. If I were a crew member of a stricken Marder, last thing on my mind when evacuating would be to unmount the MG, so that part doesn't bother me quite so much. There might be some situations where it could be taken when abandoning ship, bogged vehicle springs to mind, but these are even more rare than the need to defend against localised enemy infantry or to shoot up the poor crew of the Sherman one just shot to pieces.
  12. I'm sure someone did, in fact didn't Frenchy include some in his mod? Your issue may be because you have more officer caps textures (from an earlier mod perhaps) than M43 textures to replace them, or you may need to duplicate the M43 bmps and mdr and rename them to replace the officers peaked cap model ...
  13. Argh, this old chestnut - yes they should have an MG. It was mountable/dismountable, could be mounted on a bracket on the cross bar over the crew compartment for AA, close defence, or dismounted for general use, defence, etc. Why BF decided not to include ??? Who knows. This was discussed a loooonnnggg time back and ... nothing happened. Anyway, I doubt the old thread still has images so here they are again to prove a point, the last one is the ammo rack - drums were used. I kept them for all these years ... file info says nine years ago ... My theory is that it was too hard to include for some reason, so we never got it, despite the obvious. This goes along with my other pet peeve of why do gunners (PAK, AT and artillery crews) stay with their guns when being shelled/shot to buggery instead of retreating to a safe position and then returning when it's a bit quieter (like what would happen in RL) this was discussed, excused and never properly addressed. There are things in these games that have nothing to do with extrapolation (a favourite excuse) and more to do with can't so won't, ho hum ...
  14. Hats off Sir, this is an important and mammoth undertaking. Thank you.
  15. This would be the mod to end all mods, the muvver load, weighing in at somewhere north of 20GB no doubt. What Erwin said ... Sorry AdamPraha, much as it would be nice to have a quick-one-button-nuke-your-Z-folder-fix it's just not going to happen. As you've already seen you like the trees from this mod and the ground from that mod, what if your muvver mod had trees you don't like, you're back searching for trees again, and then there's that nasty T-34 texture that hurts your eyes every time you see it, off you go to search for a new one ... it's just the nature of mods and personal preference. My tuppence, start with one mod, drop it in your z folder and play a game with it, then rinse and repeat, some packs change a lot some only one thing, some you'll love some you'll wonder what the modder was thinking, but you'll soon have a load of mods installed AND you'll have played the games a bit. Ooh and BTW it's an itch you can never scratch enough, once you start modding the game you'll become a complete slut to it ...
  16. We haven't seen Mr Pye for some time. Welcome by the way! No release has been made so far as I know. You can always try pinging him to see what progress he makes if you start typing the @ symbol you get a list of user names, type the first letter of a user name immediately after the @ and a shorter list of names appears, and so on until you see the name you want so eg @alnigor will ping you consider yourself pinged!
  17. You can pick and choose the bits you like but there's a good chance that if you just throw these two in your mods folder at the same time, one will cancel the other out. When adding mods you have to be a bit discerning and pick what you like from different mod sets OR just go with one mod set. Always a good idea to test new mods without anything else active in your mods folder, that way you can see what effect that particular mod has, if it improves or does what you hope for, and, importantly, if it actually works ... ... nice segue into this one ... It's most likely that these uniforms have the old file nomenclature. At some point, don't remember when, the way uniform texture .bmps, and maybe other stuff, was named in the game engine was significantly altered such that it broke many of the earlier mods, consequently they will not work unless renamed to the new naming scheme, even then there may be issues. If the original mod maker is around they might be inclined to help, but many years have passed ... Somebody could probably port some tropical coloured uniforms from CMFI for the HG troops ... anybody?
  18. Yes a 2.5" HDD for bulk storage, or a 2.5" SSD for something a bit faster. Also worth thinking about - pretty sure the Nitro comes with USB-C Gen 2 port which should give a full 10gbps throughput, faster than the internal sata HDD socket. If you have cash to spare buying a full speed 10gbps external USB-C drive will give you a very fast external drive for backups etc - just a thought. Ooh forgot to say, you could also stick another PCIe SSD in there, again fast, not cheap though if you want mass storage, and they can run a bit hot.
  19. Fo' sure. PS is overkill for most jobs, problem is it's become the go-to for so many folks and Adobe have managed to create a virtual monoculture based on it. But it actually sucks quite a bit, it's a complete bloatware behemoth, but sadly a necessary evil for now. Now, if only they took a leaf out of the T34 note book, built for a specific job and does it exceptionally well, oh and relatively cheap.
  20. There are definitely some worthy contenders to PS these days, Affinity is a good'un, does it do 32 bit bmp with alpha channels?
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