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Tank you very much!!! :rofl:

 

Like, I couldn't pass that one up, you know??? ....

 

Ground vehicles are more welcome to me than new aircraft!!!

 

Wrench

kevin stein

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Thank you.

These beasts of steel can be used in the Great Patriotic War (WWII), Korea, in the Hungarian revolution of 1956 and I think that in the Middle East also were used.

 

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tn_gallery_19828_177_18857.jpg

tn_gallery_19828_177_15017.jpg

tn_gallery_19828_177_43130.jpg

tn_gallery_19828_177_5217.jpg

tn_gallery_19828_177_6023.jpg

tn_gallery_19828_177_68560.jpg

tn_gallery_19828_177_11730.jpg

tn_gallery_19828_177_7836.jpg

tn_gallery_19828_177_15964.jpg

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:blind: I have a doubt, be put DECALS to the objects land?. I think I would be very well to this tank numbers of the tower as in the first photo.

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rebel ryder - it may be possible to do decals on ground objects. Haven't tried it yet but will give it a try, as I'm sure will others.

 

We'll need the mesh names you've used, eg Hull, turret etc.

 

In the meantime if you manage to make the vehicles you've shown above (ISU-122, IS-2M etc) then I'll be VERY pleased :biggrin:

 

Keep it up Dood - you're doing great.

 

Battler

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Thank you very much Battler

 

I think making the entire series and derivatives of the IS.

 

The names of the parties are these:

 

Left Tracks

Right Tracks

Chassis

Turret

Gun Barrel

Gun Barrel1

tn_gallery_19828_177_8987.jpg

tn_gallery_19828_177_129519.jpg

tn_gallery_19828_177_179546.jpg

tn_gallery_19828_177_125604.jpg

tn_gallery_19828_177_195730.jpg

tn_gallery_19828_177_206834.jpg

 

In the photos central position of numbers:

X: WIDTH

Y: LONG

Z: HEIGHT

tn_gallery_19828_177_283476.jpg

tn_gallery_19828_177_121424.jpg

 

I hope that this information is helpful.

The rear of the machine gun tower should seek out and shoot independently in the tests I did not see that it did, if you

 

encounter problems cleared these lines:

 

PitchModelNodeName=Gun Barrel1

 

 

SystemName[002]=Gun Barrel1

SystemName[003]=Gunner1

 

 

[Gunner1]

SystemType=GUNNER

GunnerID=1

TargetType=GROUND

GunRange=1000

PitchAngleRate=10

MaxPitch=12.0

MinPitch=-11.0

DefaultPitchAngle=10

YawLimited=TRUE

YawAngleRate=16

MinYaw=15

MaxYaw=-15

DefaultYawAngle=0

YawModelNodeName=Turret

PitchModelNodeName=Gun Barrel1

VisualSearchTime=2.0

ViewportPosition=-0.437,-1.905,1.886

IndependentSearchChance=80

 

[MachineGun1]

GunnerID=1

SystemType=GUN

GunTypeName=7.62mm_PKB

MuzzlePosition=-0.438,-0.213,1.852

MaxAmmo=2000

TracerLoading=3

BurstAmount=12

EjectShells=FALSE

 

Thank you

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IIRC,

 

the game engine cant handle mesh names with spaces correctly for animations ect...

 

PitchModelNodeName=Gun Barrel1

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IIRC,

 

the game engine cant handle mesh names with spaces correctly for animations ect...

 

PitchModelNodeName=Gun Barrel1

 

I do not understand very well, I think the problem is that the gun barrel gunner1 and moved at the same time turret.

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Decals on Ground Objects:

I tried creating a skin folder for the JS-1 the same as an aircraft (eg JS-1\Green) and put the IS1.bmp in there. I also put a TextureSet.ini, a Decals.ini file, a numbers.lst and a subfolder of TailNum.tga's in there as well. The tgas were copied from the Il-2 and were just examples.

 

The Decals.ini had:

[Decal001]

MeshName=Turret

DecalLevel=2

DecalFacing=LEFT

//FilenameFormat=SovietNum

FilenameFormat=JS-1/Green/D/TailNum

//Position=1.0,1.0

Position=-1.905,1.886

Scale=1.0

DecalMaxLOD=3

Reverse=FALSE

 

[Decal002]

MeshName=Turret

DecalLevel=2

DecalFacing=RIGHT

//FilenameFormat=SovietNum

FilenameFormat=JS-1/Green/D/TailNum

//Position=1.0,1.0

Position=-1.905,1.886

Scale=1.0

DecalMaxLOD=3

Reverse=FALSE

 

...but they didn't display. Tried several variations but no joy. What I think is happening is that Ground Objects are not numbered by the game and hence will never select a numbered decal, even with a numbers.lst file. Wonder if we can get TK to give that a tweek?

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Thanks Battle for a try.

I have patched the turret with a piece called tail, (a last attempt), the DECALS increase load in the engine game.

 

If it works I think do not should go beyond the lod 2.

 

DecalMaxLOD = 2

 

JS-1_test.zip

 

tn_gallery_19828_177_65235.jpg

 

tn_gallery_19828_177_220649.jpg

 

tn_gallery_19828_177_110524.jpg

 

tn_gallery_19828_177_7796.jpg

 

greetings

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Nice model. But it is a IS, not a JS.

IS stands for Iosif Stalin your JS would mean Josif Stalin, but would be a wrong translation from russian into english. :;-): :biggrin:

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Thank you for nice mod :good:

 

 

I attacked JS/IS-1 with six machineguns on F-80 and tank explodes. Is it possible make tank safer? I am not groundobject guru. I saw Armor lines in data.ini but do not understand it right.

 

Thank you again for this mod. Like it :yes:

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I had my doubts with the name, Jose Stalin IS JS, not is a big problem.

tn_gallery_19828_177_33333.jpg

This is a big problem (2 weapons)

 

On the shield of the IS-1 is lighter in the top 30 mm guess that for simplifying them, weighed 46 tons.

 

Country : Russia

Role : Heavy Tank

Production Date : April 1944

Manufacturer : Factory No.100

Number Produced : 3475

Crew : 4

Radio : 10R

Road Speed : 37 Kilometers per Hour

Rough Speed : 19 Kilometers per Hour

Road Range: 230 Kilometers

Off-Road Range: 178 Kilometers

Engine Name: V-2-IS

Coolant : Water

Cylinders: V-12

Capacity: 38.9 Liters

Power : 600 hp @ 2000 rpm

Power / Weight Ratio : 13.04 hp per tonne

Transmission : Unknown

Gears : 4 Forward / 1 Reverse

Suspenion : Torsion Bar

Fuel Type : Diesel

Fuel Capacity: Liters

Road Consumption: 0 Liters per Kilometer

Off-Road Consumption: 0 Liters per Kilometer

Length : 9.8 meters

Height : 2.7 meters

Width : 3.1 meters

Weight : 46000 kilograms

Ground Clearance : 46 centimeters

Ground Pressure : 0.81 kg/cm²

Track Links : 90 per track

Track Width : 65 centimeters

Track Ground Contact : 436 centimeters

Gradiant : 36°

Vertical Obsticle : 1 meters

Fording Depth : 1.3 meters

Trench Crossing : 2.5 meters

Turning Radius : 9.1 meters

Main Gun : 122mm D-25T L / 43

Gunsight : TSh-17

Primary Magnification : 5x magnification / 7.5° Field of View

Traverse : 360° (Manual)

Elevation : +20° / -3°

Main Gun Ammo : 28

Secondary Weapons : 1x 7.62mm DT (Coaxial - 1650 rounds)

1x 7.62mm DT (Rear Turret - 1650 rounds)

1x 12.7mm DShK (AA - 945 rounds)

Hull Front (Upper) : 120mm @ 30°

Hull Front (Lower) : 120mm @ 60°

Hull Sides (Upper) : 90mm @ 75°

Hull Sides (Lower) : 90mm @ 90°

Hull Rear : 60mm @ 49°

Hull Top : 30mm @ 0°

Hull Bottom : 20mm @ 0°

Turret Front : 90mm @ Round

Turret Mantlet : 100mm @ Round

Turret Sides : 90mm @ 72°

Turret Rear : 90mm @ 60°

Turret Top : 30mm @ 0 - 5°

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Bad News :skull:

 

I write from my old PC.

The new non-booted and I could not recover the system and there is no choice but to reformat, lost the new IS-2 that was already nearly finished. A disaster.

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Uparmoring tanks is nothing ... I've done it for the Abrams (which was WWWWWAAAAYYYY under-protected)

 

[Chassis]
-snip-
HasArmor=TRUE
ArmorMaterial=STEEL
Armor[FRONT].Thickness=120
Armor[RIGHT].Thickness=90
Armor[LEFT].Thickness=90
Armor[REAR].Thickness=60
Armor[TOP].Thickness=30
Armor[BOTTOM].Thickness=19


[Turret]
-snip-
HasArmor=TRUE
ArmorMaterial=STEEL
Armor[FRONT].Thickness=100
Armor[RIGHT].Thickness=90
Armor[LEFT].Thickness=90
Armor[REAR].Thickness=90
Armor[TOP].Thickness=30
Armor[BOTTOM].Thickness=19
-snip-

 

19mm for the hull bottom seems a little low, but I know that's always been a weak point tanks (and the very rear too)

 

That matches what RR posted above. Maybe the 50s are overmodeled??

 

Wrench

kevin stein

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I am installing everything again, maybe can recover the model from the LOD JS-1, which wanted the DShK worked perfectly and I lost, so the other IS-2 was ready to send.

 

On the shields to keep in mind that:

A more shielding more weight and greater consumption, lower speed.

A full weight to add the weight of the weapon, ammunition and fuel.

The Russian engineers who created this beast were a few geniuses.

 

Angles inclined multiply the shield.

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Angles inclined multiply the shield.

 

Yes, but does the game engine take angled armor into account? If not, you'd have to increase your armor value by a certain amount to compensate (60 degree slope= 2x). If the game does account for it, then what you may be seeing in strafing attacks is the fact that the rounds are striking close to the vertical on the plate, which negates the angle advantage it would have if struck from ground level. Just wondering...

 

Heck

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I think one of the T-34 did not remember if it was in 76 or 85 change armor increased taking into account the angles, but after seeing that the T-54 and 55 of the game did not take into account these values that it was decided better standard placing the shields of the game.

 

The battles in the game is won or lost in the air is not too important.

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