+rebel ryder 4 Posted October 18, 2008 View File JS-1 The JS-1 Submitter rebel ryder Submitted 10/18/2008 Category Ground Objects Mods Share this post Link to post Share on other sites
+whiteknight06604 934 Posted October 18, 2008 Another great addition.thank you. Share this post Link to post Share on other sites
Wrench 9,847 Posted October 18, 2008 Tank you very much!!! Like, I couldn't pass that one up, you know??? .... Ground vehicles are more welcome to me than new aircraft!!! Wrench kevin stein Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 19, 2008 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. Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 19, 2008 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. Share this post Link to post Share on other sites
BattlerBritain 1 Posted October 19, 2008 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 Keep it up Dood - you're doing great. Battler Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 20, 2008 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 In the photos central position of numbers: X: WIDTH Y: LONG Z: HEIGHT 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 Share this post Link to post Share on other sites
+Crusader 2,101 Posted October 20, 2008 IIRC, the game engine cant handle mesh names with spaces correctly for animations ect... PitchModelNodeName=Gun Barrel1 Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 20, 2008 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. Share this post Link to post Share on other sites
BattlerBritain 1 Posted October 20, 2008 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? Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 21, 2008 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 greetings Share this post Link to post Share on other sites
+Gepard 11,295 Posted October 21, 2008 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. :;-): Share this post Link to post Share on other sites
kukulino 1 Posted October 21, 2008 Thank you for nice mod 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: Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 21, 2008 I had my doubts with the name, Jose Stalin IS JS, not is a big problem. 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° Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 22, 2008 Bad News 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. Share this post Link to post Share on other sites
kukulino 1 Posted October 22, 2008 Ajajaj Sometimes I hate computers Share this post Link to post Share on other sites
Wrench 9,847 Posted October 22, 2008 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 Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 23, 2008 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. Share this post Link to post Share on other sites
Heck 496 Posted October 23, 2008 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 Share this post Link to post Share on other sites
+rebel ryder 4 Posted October 24, 2008 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. Share this post Link to post Share on other sites