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You're correct. The only thing you have to do to test is put the new files in the proper directories. I didn't change the vehicle factory names either, so from your perspective it's easy. The only file that changed that you have to worry about for the Stug B is AHZ_ROVehicles_Two.u.
Cheers!
Please see the link and release notes below.
Very important: File names where not changed between the Beta 1 and Beta 2 releases. If a file was changed due to a fix, the file name was not changed. Server admins will need to update their files. Developers and players will need to keep in...
Vision of my grandmother saying, "if I had a nickel for every time I had to say this....." :)
I toyed with a breakdown system for the KV-2 and actually had something working both on the initial startup of the vehicle and as it was moving along (to fight) but we abonded it after much...
It would be for a heavy artillery piece with seperate loading ammunition. The commands you translated may actually help. I wanted to use them in the KV-2. Since it was an artillery piece in a tank turret, I thought they may use a combination of tank and artillerly commands.
I'm looking for some help please. Would anyone know of a source that would give the fire commands for a Russian artillery crew? Specifically, I'm looking for the loading, charging, priming, reading commands.
Or maybe they didn't have them at all..... If anyone has a manual or other info I'd...
The code will be out soon if someone wants to tackle it, their welcome to have at it. I just don't have the time with work and family.
I wish it did, but does not. It would be a fairly large effort as well to change it.
I was going to use a 2 rounds per minute rate of fire. It's pretty much what i saw the M109 crews get on an average sustained rate, though some could go faster as well. Yes (for all the purists;)), I know it's 50 years later but the ammo (seperate loading) and concepts are similar to the KV-2...
No, not at all. I just don't want to go through all the headaches you had with having to rename files because they changed.
The point I'm making by using MN, is that if people can figure out how to apply the patches in the correct order, then I would think they should be able to handle this.
I've been sitting on the Beta 2 version for a few weeks now for two reasons. 1: We recently got Lex back and he is working on the model/animation fixes for the Stug and KV's. 2: What I'll call the "Hobo Dilemma". ;) The desire that every file that changed is renamed because some....well we all...
Perhaps you could provide a little more information? What map were you playing? Was it the roadblock map?
In the vehicle map there are two KV-2's. One version (KV2_RoadBlock_Tank) was built specfically for Slyk's roadblock map to recreate a historical situation. It only takes satchel...
Have you or are you using UnCodeX to search for the references? I've prefered it over the search function in WOTgreal. In an earlier post, I think you mentioned that you used the search function in WOTgreal. Just a thought or ignore this if you already know about it.
Most likely because you didn't look very hard. ;) I'm looking at what I sent you and there is reference to InterfaceArt2_ahz_tex in both Pak40CannonPawn and Pak43CannonPawn. :)
Good job on the map, looks good.
The fact that you do not see any of these vehicles should be an indicator that it may not be as easy as it appears on first glance. ;)
The mod vehicles you see in-game (and are about to see via DH, NM, & CC, Etc) are the result of countless hours of dedicated people. For a lot of us, it is...
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