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Author
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Topic: Drivable M3 halftrack released
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Harman_5 Pilot
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posted 02-27- 02:21 PM
The drivable M3 Halftrack is now ready for download.Visit my site for screenshots of the halftrack... Also included are three training missions, a hangar mission and loadout information. You don't need any additional add-ons such as Planepack or Nations to use this vehicle. Get it from the link below or in two parts from simfiles (both have the pilot missing issue fixed): http://members.nbci.com/harman_5/Halftrack.zip ------------------ Visit FS:SDOE Online IP: Logged |
darthbob Pilot
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posted 02-27- 04:04 PM
alrightyIP: Logged |
li'l bastard Pilot
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posted 02-27- 04:43 PM
too much fun hanging around the ground w/ your creature! I played w/ it and w/ the sherman and tiger in a france village, and it was too much fun!!! Just one thing, could u add a metal gunsight on the MG? li'l b IP: Logged |
Von Pilot
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posted 02-27- 05:09 PM
Can the drivable tanks (Sherman/Tiger) be redone to reflect the changes of the new vehicals? (and maybe some new sounds for the tank cannon?) Gotta love these ground units, I think all these and more should be an add-on pack of there own "Ground Vehicals player pack V1.0".  any thoughts?IP: Logged |
li'l bastard Pilot
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posted 02-28- 04:06 AM
yeah, and even improve the tanks main gun punch!!!!IP: Logged |
Harman_5 Pilot
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posted 02-28- 12:44 PM
Thanks for the replies guys. li'l bastard, the MG already has a gunsight on it however you can't really make use of it since the viewpoint is above the sight and the gun. Von, I was thinking of a ground object pack too. I am about to release the GMC Supply truck shortly, and then maybe work on the jeep also with a MG as with the Halftrack. Cheers Harman_5
------------------ Visit FS:SDOE Online IP: Logged |
Von Pilot
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posted 02-28- 01:15 PM
Could you think about doing some WW1 Ground Objects? I'll help all I can. Thanks IP: Logged |
Harman_5 Pilot
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posted 02-28- 01:29 PM
Von, I need someone to do the basic 3d of the object first with the texture-mapping done too, for example, in making the Halftrack, I just took the existing halftrack ground object in SDOE, pulled the wheels off, removed most of the cabin and got rid of them, then I just did some minor re-modelling of the roof and cabin and doors and I put the correct properties for it, and it's done! So, all I need is someone to make the body of the object, just the basic thing, and I'll add everything else. ------------------ Visit FS:SDOE Online IP: Logged |
Snake Pilot
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posted 02-28- 05:38 PM
Could you reverse the y axis of the MG? When I pull the stick up it goes down and vice versa but its normal for side to side. This makes aim impossible. When your finished all those you have planned how about making the M3 AAA with the 4 .50's and a proper aiming reticle. That would be then able to shoot down bad guys. Snake IP: Logged |
Vahnatai Pilot
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posted 02-28- 05:43 PM
i agree with the aiming part...can u make a fix that corrects the y axis??IP: Logged |
Harman_5 Pilot
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posted 03-01- 02:05 PM
About the MG aiming, I noticed this while I was designing the M3. I managed to make the MG work properly in the y axis, BUT, it moved very slowly in the y axis, so I had to leave it reversed. Truth is, I don't currently know how to make the y axis work properly. I'll certainly look into more though, maybe I'll ask someone else to help with it if I can't get the desired movements a reality. And about the M3 AAA, this could be done very easily, because the M3 itself is already done, just add an AAA turret to it. Once I finish the GMC Supply. Soon. ------------------ Visit FS:SDOE Online IP: Logged |
Harman_5 Pilot
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posted 03-01- 02:28 PM
Alright, I've managed to fix the Y axis for the MG! I've also improved the ground speed for the M3 making it reach its correct 45mph top speed and also make it hold its speed on hills better. Just a few more days, I'll release version 2.0 soon.------------------ Visit FS:SDOE Online IP: Logged |
Werner Molders Pilot
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posted 03-01- 02:38 PM
Harman - how does a platoon of these vehicles stand up to a single rocket, or a single low-yield bomb? One of my biggest frustrations with the previous generation of ground objects and vehicles has to do with warhead size, listed vs actual. Since this was designed obviously as a flight sim, I think the bombs and ground objects were designed to have warhead effects that made sense "relative" to each other, however there are a few problems with that when you now can man ground objects yourself. The issue is the interrelated factors you now have to face. ie: If a single low power bomb can still smash every tank in a platoon into all its subcomponents, the answer is make the tanks stronger, right? Well then what happens when you attack one with rockets? nada. Cannon? a joke. Then what happens when you're going tank vs tank? Beef up the guns, right? Well if that's the case I'd rather a King Tiger's main gun than a flakpanzer when doing AA duty because one well placed hit and I'll make aluminum toothpicks out of any plane in this game (balsa, in the case of the mossie). Point is that there is a complicated web of relationships between the damage points sustained and inflicted by ground objects mobile/immobile, and aircraft, and right now while the aircraft have more or less been adjusted to historically correct values, in the ground realm while it all makes sense relative to each other for the most part, start mixing a/c and ground objects and it's a joke. If we're ever going to have realistic and/or effective ground ops in this game there is a lot of tweaking to be done. Imo the problem started when ground objects shipped with damage points equivalent to large concrete blocks. Take the control tower for example, no structure like that should be able to take 400 rounds of 262 cannon (I was parked right next to it, they all hit) as well as a 400 lb bomb and not so much as smoke...
I don't mean to open up this can of worms on you, Harman, or say that this should dissuade anyone from pursuing ground objects, but this is a very serious problem and if it's addressed sooner rather than later, there won't be as much "going back and fixing old objects" to be done. Who should address it? Someone who knows what they're doing with all those OP codes, and maybe even with a/c DM experience. Werner ------------------ Visit Abbeville Field Today! IP: Logged |
Harman_5 Pilot
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posted 03-01- 02:53 PM
Werner,I know exactly what you're saying. I too had this concern, however I make all my drivable ground objects have IMO pretty realistic or reasonable DMs. Fire a rocket onto my M3, and it will be quite heavily damaged and will most likely be pushed over. Since it has "aircraft" properties, it reacts to inertia and wind forces that "ordinary" ground objects just don't seem to react to. The control tower is something else, and can be changed quite easily. A while back, I made a IMO realistic DM for the King Tiger ground objects, which made them tougher which I am sure they were too weak in the shipped product. As for the other ground objects getting fixed up, I'm sure someone with a good knowledge of OPP and OPS can at least help tip the realism of the DM to the better side if not have it completely realistic. ------------------ Visit FS:SDOE Online
[This message has been edited by Harman_5 (edited 03-01-2001).] IP: Logged |
Harman_5 Pilot
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posted 03-01- 03:14 PM
Version 2 of the Drivable M3 Halftrack is ready.Improvments/Additions in this release: * Fixed Y axis for MG. * Re-adjusted ground performance I'll get it on simfiles soon, for now, get it here: http://members.nbci.com/harman_5/Halftrackv2.zip ------------------ Visit FS:SDOE Online IP: Logged | |