Uploading the files.
Well the spread of tank shells works... does the job of adding some error and reducing gun accuracy to correct level, but does it in a strange way - the shells can hit where aimed or drift to the left and down, almost never to the right or up. Don't know the cause yet, the same code is used for MG and main gun spread effect and works ok for MG (spreads equally in all directions) but tank guns only left and down...
So remember it's experimental feature.
I will of course write some read me/doc about new features too, maybe tomorrow. I release files only today.
The one thing I want to mention - the binoculars dual-magnification feature is removed, because now real 7x50 binoculars are modelled, but there are still TWO levels of binocular view - only with the same zoom. The first allow to designate arty targets, the second allows to fire a gun while looking trough binocs. You don't know in which "mode" you are (it's not showed on screen) but if you switch the views maximum forward, you will be in "last" one so firing the gun. One step back is designating the arty targets (so normal binocs function). Maybe later I will add some difference (for example diffeent reticle or message on the screen which mode is on).
The binocs have calibrated mil scale, you can estimate ranges using it.
Tank gun sights retain default textures in 2.03, so are not calibrated to estimate ranges by using the triangles, with exeption of the new Stug sight (based on photo of real Slf.Z.F.1 sight - it's reticle is made to be have correct scale and allow rangefinding, only the triangles are exactly twice as big as they should (because they would be very small if made 4 mils as they should). So distance between triangles is 8mils not 4 mils.
I'm not sure yet if in the future I will use true scale (very small) reticles, or doubled size. Probably you will decide after I show you pictures of both possibilities. For example in a Panther sight, if sized in true scale the triangles would be roughly 2 times smaller than currently to be really 4 mils.
Edit: forget to mention - I removed the driver's hatch from Is-2, because it doesn't have any really. On the other hand, I see that this reduces driver's vision maybe too much, because real driver had not only the visor but also two periscopes looking at angle to the left and right... so maybe I restore the hatch untill I add river's periscopes....
OK, the link is:
http://www.amizaur.za.pl/files/ArmoredBeasts2_Beta_2.03.rar
You may delete all old mod files, they are not used. Please report any problems by PM.
I may also release ArmoredBeasts2_Moz_BDJCamo_01 package (it's ready) or AB versions of other vehicle packages (so maps using them can be easily made AB-compatible) but I need permissionof their authors.
P.S. A word to people experiencing problems running mutator on Linux servers with this release: contact me on PM, maybe we can try to compile the mod on Linux (I have no idea if it helps, but we can try).
Well the spread of tank shells works... does the job of adding some error and reducing gun accuracy to correct level, but does it in a strange way - the shells can hit where aimed or drift to the left and down, almost never to the right or up. Don't know the cause yet, the same code is used for MG and main gun spread effect and works ok for MG (spreads equally in all directions) but tank guns only left and down...
So remember it's experimental feature.
I will of course write some read me/doc about new features too, maybe tomorrow. I release files only today.
The one thing I want to mention - the binoculars dual-magnification feature is removed, because now real 7x50 binoculars are modelled, but there are still TWO levels of binocular view - only with the same zoom. The first allow to designate arty targets, the second allows to fire a gun while looking trough binocs. You don't know in which "mode" you are (it's not showed on screen) but if you switch the views maximum forward, you will be in "last" one so firing the gun. One step back is designating the arty targets (so normal binocs function). Maybe later I will add some difference (for example diffeent reticle or message on the screen which mode is on).
The binocs have calibrated mil scale, you can estimate ranges using it.
Tank gun sights retain default textures in 2.03, so are not calibrated to estimate ranges by using the triangles, with exeption of the new Stug sight (based on photo of real Slf.Z.F.1 sight - it's reticle is made to be have correct scale and allow rangefinding, only the triangles are exactly twice as big as they should (because they would be very small if made 4 mils as they should). So distance between triangles is 8mils not 4 mils.
I'm not sure yet if in the future I will use true scale (very small) reticles, or doubled size. Probably you will decide after I show you pictures of both possibilities. For example in a Panther sight, if sized in true scale the triangles would be roughly 2 times smaller than currently to be really 4 mils.
Edit: forget to mention - I removed the driver's hatch from Is-2, because it doesn't have any really. On the other hand, I see that this reduces driver's vision maybe too much, because real driver had not only the visor but also two periscopes looking at angle to the left and right... so maybe I restore the hatch untill I add river's periscopes....
OK, the link is:
http://www.amizaur.za.pl/files/ArmoredBeasts2_Beta_2.03.rar
You may delete all old mod files, they are not used. Please report any problems by PM.
I may also release ArmoredBeasts2_Moz_BDJCamo_01 package (it's ready) or AB versions of other vehicle packages (so maps using them can be easily made AB-compatible) but I need permissionof their authors.
P.S. A word to people experiencing problems running mutator on Linux servers with this release: contact me on PM, maybe we can try to compile the mod on Linux (I have no idea if it helps, but we can try).
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