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danjeje

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Everything posted by danjeje

  1. I have JSH 1.2.2 and the Bulldogs campaign work well, just need a lot of FPS Good work Gnasher!!
  2. For the MG26(t), I'm quite sure the magazine is only 20 rounds. I found some Czech pictures where I see a small magazine then that of the bren. (30 rimmed round caliber 0.303) http://www.fronta.cz/fotogalerie/lk26 I thought the German have a bigger magazine but yesterday I found a picture in a book where an SS using the MG26(t) and the magazine is the same as the original Czech. All the source I found say 20 rounds magazine for the ZB vz.26 and the other ZB models.
  3. Thx SlapHappy. In the unit panel in the game each gun have the "Grouping, ang.min." value, is the same thing as "Aimradius"? boog2006, I dont know why you have problem whit the extraction of the new files. All I did is set a new extraction folder for the new files. All the other things are the same as before. Give me your email, I sent you all the files you need.
  4. I have the data files before Uber patch and after Uber patch. The data of boog2006 are the older one. SlapHappy, do you know how work the "dispersion" value?
  5. Good work, I thought of doing the same thing for the MG34-42. The drum of the MG34 use a belt whit 75 rounds. May be the MG26(t) use a 20 rounds magazine, at least this is what say wikipedia.
  6. And you need also the file list for extracting all the file, you can foud it at CMMods too. The file list must be in the same folder of the extractor.
  7. Sneaksie I found that after the "Uber patch" some Tiger's health values were changed. In the JSH v1.1 there are still the old values.
  8. And the tanks need to move in formation and all at the same speed. Now every tank move at his own speed sometimes interfering whit the movement of the other tanks. I wrote in other post: I think that now the interface is too simple for the manage of a so great number of units. Some free buttons for further personalization (script/modding) could be very usefull.
  9. I think this game miss 3 buttons for the tanks (like that of the infantry) for set the caution. No caution= the tanks could move like now Caution= the tanks could do only short movement for defense or attack High caution= the tanks could only rotate This should help a lot especialy for set the tanks behaviour after the movement.
  10. Good work JD. I knew some of this things but not in a so great way!!! how could I do something like that for other shell? There is a mathematical way to do so knowing some simple data of the shell (weight, diameter) or not? I'm very interesting in this. And let me say that a tank whit a sloped armor of the same relative thickness of a tank whit vertical plate have at least the same weight but much greater dimension. thus if there weren't other bonus for the use of the sloped armor there weren't any real advantage.
  11. This mean that the angle of the hit are calculated using historical data of the angle of each armors?
  12. All the guns of all the tanks have the same health, I'm not sure if it is so realistic..
  13. May be because u miss the file list. U can fount it at cmmods site and u need to place in the same folder of the extractor.
  14. As far as I know the thickness of the armors are correct. (for all the tanks I have checked) But how is evaluated the slope of the armor? I never found this data in the game and in the files of the game.
  15. From Wikipedia: ".... proved that a 17 pounder gun could be successfully fitted into the turret of a Sherman. This was done by moving the radio to a new bustle on the turret rear and by turning the long-recoiling gun on its side. A distinctive overhang at the back of the turret was added to give space for the recoiling weapon. The hull machine gun was also eliminated to allow more room for the much larger shells for the 17 pounder gun, with a consequent reduction of the crew to 4." Good work!!
  16. The turret of the Firefly is a bit different. The rear is bigger than that of the Sherman for make more room for the gun since it is very long. Good work!
  17. The sloped armour have an equivalent thickness, this come from this formula: Equivalent width= widht/cos(angle) Here an example: Panther harmour width= 80mm at 55° Equivalent widht= 80/cos(55)=139mm T34 equivalent width= 90mm BT7 equivalent width= 30mm other then the effect that the sloped armour could have on the shell There are other things like the kind of armour (cast, RHA or RHA+FH) and the hardness of the armour but I dont think all that things are inplemented in the game
  18. I found that is very easy to damage the Tiger I (I mean too easy!!). I have compared the values in the file "part.ini" of the Tiger and the KV1 and I see that the "health" value for the Tiger are very low than the KV1 (especialy for the HULL). Tiger HULL health = 1504 KV1 HULL health = 2850 Pz. IV HULL health = 1530 Is this a mistake? or I don't understand how work this value? thx
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