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boog2006

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Everything posted by boog2006

  1. FinnN must have died and been reincarnated.
  2. Nevermind, post deleted [ February 11, 2008, 11:00 PM: Message edited by: boog2006 ]
  3. danjeje, we're both right. Check out this youtube with the larger 30 round mag. There are 20 and 30 round mags out there. I'll include both, then people can use the mission builder to decide which they want. I'll let you know about tose files after I try the new extractor.
  4. Could someone please post the new extracted files somewhere, or e-mail them to me?
  5. 1) "Still work" is relative. Will they crash to desktop? I doubt it. Will the experience be as the planner intended? That's a different question. 1C Battlefront updated all of their missions, so those should be ok. As for the user-made ones...? I don't know how and why 1C Battlefront updated their missions. Something to do with the new line of sight rules. So the unupdated user-made missions may very well not be quite the same. Try and see. 2) Which JSH version? Are you going to install any more mods? Really, you should have installed the mod installer, then used IT to install JSH. You're going to have a hard time getting it off when version 1.2 comes out. You may want to consider a reinstall, then install the mod enabler, then use it to install mods. Sorry.
  6. Mine was the download version downloaded on April 25, 2007. What's more, in my files the HMG 34 IS more accurate than the bipod 34 and same for 42s. So that will take care of itself. I'm not going to further touch accuracy since I don't think I would do any better. I am considering reducing rifle engagement ranges, though. 400m I think is a litle too short if the player can NEVER shoot past it. What do people think?
  7. This was extracted in the summer, either before or after the Battle for Moscow Patch in June. [base] Country Ger Name 7_92mm_MG_34 [Properties] Kalibr 0.00792 useHookAsRel False EffectPreset 007_009mm_Front_auto Sound weapons.ger.7_92mm_mg_34 EffectMode Auto Burst 10 12 ReloadTime 4.7 5.8 shotFreq 11.66666 traceFreq 1 Magazines Ger\MG_34_belt Ger\MG_34_Magazin ammoUsed Ger\7_92x57_Mauser AimDistance 0 50 100 500 1000 1500 2000 AimRadius 0 0 0.1 1.3 2 3 4 [Ger\7_92x57_Mauser] Ammo Ger\7_92x57_Mauser Speed 785 aimMinDist 2 aimMaxDist 2000 HistMaxDist 2000 Dispersion 100 0.15 LinesH 0 100 500 1000 1500 2000 2500 3000 10000 Lines 0 100 183 238 293 347 400 452 1092 Penetration 11.5 10 4 1.6 0.6 0.5 0.4 0.3 0
  8. SlapHappy, my extracted files are not the same as yours, but I haven't extracted since the patch. For some reason, my extractor doesn't seem to be working anymore.
  9. Hello. Sfox28, I'm the person who made the surrender test mission. All of the complaints here have their answer in mission building. Even some of the micromanagement issues can be addressed by making good choices in the builder. We all know by now the kind of mission the developers like to make, and they are all too difficult and fight to the death. It doesn't have to be that way. Improving TOW in the ways described will be a matter of community mission building, I think. Missions need to be made to meet different expectations. For example, simulating an escape route is fairly easy and has been done already. (Action at Yanvo {spelling?}). The developer-created missions don't have that feature, but that's a matter of choice in the mission building. The serious user-generated missions are very good, but there are only a handfull to this point. Take IL-2 series where there are well over a thousand user-generated missions and campaigns. My surrender test was not just "a beta". It was meant to be a guide for future mission builders for implementing this feature in their work. (BTW, if anyone has seen it and has any thoughts on it, feel free to post in my topic in the mods forum.) Perhaps on day there could be a library of general trigger schemes to accomplish various tasks like retreats and surrenders, etc. I've built missions for Silent Hunter III, Il-2 series, and now TOW, and TOW probably is the most detailed and elaborate in terms of what can be done. There really is more possible than assaults on trenches or armored charges. The problem is, the TOW mission building process is quite complex. I understand that. I think that a mission building forum would be great for idea sharing, and to generate interest in building. Perhaps if people could collaborate and work together in small groups... Most of the tools are right here already. So, before talking about what developers should do with TOWII, remember, sometimes it's user- generated content that makes a title great.
  10. Originally posted by SlapHappy: What were your conclusions?
  11. If you could do that you could model all rifle grenades.
  12. RockinHarry, the anachronistic loadouts you describe are the responsibility of the person builting the mission. These can be tweaked in the standard mission editor and no "mod" of gamefiles is necessary. SlapHapppy, I compared those numbers to the game defaults and actually, yours are less accurate. Furthermore, the HMGs do seem to be more accurate at range than their bipod counterparts already. But what is HistMaxDist 2000 ? Perhaps rifles can be modded so they don't try to engage at crazy ranges anymore and waste ammo.
  13. Slaphappy, I'd be interested to include the accuracy changes. I guess I assumed they would be different. Could you please post the changes?
  14. My source says the MG-26t used a 30 round detachable box, like the Bren.
  15. Status: Released at cmmods.com! Update from old thread http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000016 This mod is compatible with, and only with (i.e. requires) JSH 1.2. It has the following elements: Semi-Auto fix mod -M1 Garand and SVT now fully semi-automatic. Newly re-animated to eliminated bolt manipulation. Semi-auto rifles out-shoot bolt-action types by about 2:1. It’s only a modest improvement as there is still seems to be careful aiming. But, area fire is done at a rapid rate compared to bolt-action types. German (and others) MG fix mod From the info I have, both the '34 and '42 took the same belt type. Belts came from the factory with 50 rounds, but could be linked in the field in any multiple of 50. 250 (5 belt) links were popular because it corresponded to a barrel change. -Changed the 75 round '34 belt to a 50 round belt -Made both '34 and '42 compatible with either belt -The light (bipod) '34 retains the 75 round drum option. Now there is a difference between the drum and the belt though. -Changed the backpack sets of the heavy '34 and '42 so that there is an option to use the other's belt type. -Changed the backpack set for all German infantry types (on top of JSH additions) to reflect new MG options. -Adjusted muzzle velocities to 760 m/s on all MG 34s and 42s. -Standardized the aiming radii for all LMGs for all nations. Now they are not as accurate as HMGs. - Further improved the accuracy of HMGs that were tripod mounted with optical sights (Vickers, heavy MG-34, heavy MG-42) relative to other HMGs that used iron sights or were fitted in tanks. (Note there are now three types of MG-34- bipod, tank-mounted, and heavy tripod.) German MG-26(t) Mod (picture in thread linked above) I've got the bugs out of it I think. -Adds MG-26(t) and ammo. Uses Bren exterior but uses penetration data of larger Mauser rounds. -Adds five new backpack types for various MG-26(t) combos plus rifleman for MG-26(t). Mission builders can choose 20 or 30 round clips. -Adds new detachment type MG-26t squad (2 men) Rifle Mod -All rifles have effective range reduced to 500m. All sniper rifles are to 600m. Hopefully, this helps somewhat with some micromanagement issues with over-engaging. -Fixed some errors to standardize the aiming radii and dispersion for all rifles and sniper rifles. Aiming radii of sniper rifles each 1/3 that of corresponding iron sight type. -Fine-tuned some muzzle velocities. -Increased the reload time of sniper rifles relative to corresponding iron sight types as the scope would have prevented use of a charger. Note this does not effect the Enfield since it’s scope was offset to the side. -Increased the reload times of Enfield and scoped Enfield equally to show that two chargers had to be loaded. -Changed the MAS-1907 (which was never called that AFAIK) to the Berthier 1916 version. This better matches the 3D model IMHO. Magazine now five rounds and text changed to show it uses 8mm Lebel, not 7.5mm French. Any input welcome. [ March 24, 2008, 06:06 PM: Message edited by: boog2006 ]
  16. Updated file now at CMMods. Please let me know what you think.
  17. This may help. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000053
  18. OK, no patch issues. I accidentally commented out HALT in the int trigger. Put that back in and all should work as intended, including the pause.
  19. Tutorial is in download, allong with full comments in the code.
  20. Label Hoop is in the wrong place. Move it to line 2. A False return goes back to the conditional statement which will just return False again since @Troops will not change. All this is is an infinite loop.
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