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Steve T

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Posts posted by Steve T


  1. Volkswagen Type 82 Kübelwagen for SF2 V.1.01


    Volkswagen Type 82 Kübelwagen for SF2 V.1.01
    =======================================

    Original model by JasonOwen found on Free3D.com

    https://free3d.com/3d-model/german-ww-2-car-kubelwagen-6723.html

    Polycount lowered and some re-texturing plus import into SF2 by me. Still a fairly high poly count for a vehicle but a lower poly model is available elsewhere if you have access.

    Version 1.01 update: Added a driver -- well, half a driver ;-)


    INSTALL INSTRUCTIONS:


    1. COPY THE KUBELWAGEN FOLDER FOUND HERE INTO THE "GROUNDOBJECT" SUB-FOLDER FOUND IN YOUR INSTALL'S "OBJECTS" FOLDER.
       -- IF YOU'VE ALREADY INSTALLED A PRIOR VERSION OF THIS JUST OVEWRITE --

    2. EDIT YOUR TERRAIN'S "TERRAIN NAME'S_TYPES.INI" BY ADDING THE FOLLOWING AT THE END OF THE TARGET TYPES LISTED THERE

    [TargetType***]<=== IMPORTANT! UPDATE TO NEXT NUMBER IN SEQUENCE
    Name=Kubelwagen
    FullName=Type 82 Kubelwagen
    TargetType=MISC
    ActiveYear=0
    TargetValue=10
    UseGroundObject=TRUE
    GroundObjectType=Kubelwagen
    RepairRate=0.555
    StartDetectChance=0
    StartIdentifiedChance=0
    IncreaseDetectChanceKey=0
    MaxVisibleDist=5000.0
    DestroyedEffect=SmallRocketGroundExplosion
    DestroyedModel=Jeep_Destroyed.LOD
    SecondaryEffect=VehicleFireEffect
    SecondaryChance=100

    To have the object show up in game it will need to be manually added to the various areas in the Targets list by using something like Mue's TargetAreadEditor.

    Could work in SF1 with some fiddling with INI files but I'm not going to try.

    Released under the Combat Ace Fair Use Agreement.


    S!

    Steve T January 2018

     

     

     


     


  2. Volkswagen Type 82 Kübelwagen for SF2


    *DE-LURK*

    A small  Christmas gift to the great  community here keeping this game alive.

    Original model by JasonOwen found on Free3D.com

    https://free3d.com/3d-model/german-ww-2-car-kubelwagen-6723.html

    Polycount lowered and some re-texturing plus import into SF2 by me.

    INSTALL INSTRUCTIONS:


    1. COPY THE KUBELWAGEN FOLDER FOUND HERE INTO THE "GROUNDOBJECT" SUB-FOLDER FOUND IN YOUR INSTALL'S "OBJECTS" FOLDER

    2. EDIT YOUR TERRAIN'S "TERRAIN NAME'S_TYPES.INI" BY ADDING THE FOLLOWING AT THE END OF THE TARGET TYPES LISTED THERE

    [TargetType***]<=== IMPORTANT! UPDATE TO NEXT NUMBER IN SEQUENCE
    Name=Kubelwagen
    FullName=Type 82 Kubelwagen
    TargetType=MISC
    ActiveYear=0
    TargetValue=10
    UseGroundObject=TRUE
    GroundObjectType=Kubelwagen
    RepairRate=0.555
    StartDetectChance=0
    StartIdentifiedChance=0
    IncreaseDetectChanceKey=0
    MaxVisibleDist=5000.0
    DestroyedEffect=SmallRocketGroundExplosion
    DestroyedModel=Jeep_Destroyed.LOD
    SecondaryEffect=VehicleFireEffect
    SecondaryChance=100

    To have the object show up in game it will need to be manually added to the various areas in the Targets list by using something like Mue's TargetAreadEditor.

    Could work in SF1 with some fiddling with INI files but I'm not going to try.

    Released under the Combat Ace Fair Use Agreement.

    S!

    Steve T December 2017

    *RE-LURK*


     


  3. Udet Rescue Bouy and S7-S13 Class E-boat for SF2 WW2 Battle of Britain Installs


    "Udet-Seenotbojen" or Udet Rescue Bouy and S7-S13 Class E-boat for SF2 WW2 Battle of Britain Installs

     

    To install, copy the included Objects, Effects, Missions and Sound folders into your MOD folder and make the INI file edits described below. If you already have an E-boat in your ground objects, back it up. If you don't want a high poly E-boat model, maybe just install the Udet-bouy. Tested in a WW2 Install based on SFNA patched to June 2012 Level. You can also slip the E-boat into your Euro WWII as it is a ground object, same goes for the Udet-bouy but you will not be able to use the custom Target placement as this has been written for the Battle of Britain Terrain.

     

    All users should be prepared for longer load times as the E-boat model weighs-in at around 5.6 MB despite my poly-crunching and pruning -- the original was MUCH bigger this! If you want a smaller model, try copying and renaming LOD2 to LOD1 -- you will be missing crew, dingies and torpedos but have a smaller, but still big, file.

     

    Talking of the original, the base model that I've imported into SF2 is a fantastic 3DS Max model by Alvaro Alves of De Espona 3D Models and is released as a creation here under a Royalty Free License. The version here is very heavily edited and with mostly new textures.

     

    The Udet-bouy is my own creation.

     

    This started out as a small project to learn 3DS Max by making a low poly Udet-bouy but it kind of got out of control! So, a LOT of work for such a little object and it's big brother but worth it I think. If you're a 109 pilot with a damaged engine limping back to France, try a belly landing next to an Udet-bojen and then swim for it!

     

    Hope you like it,

     

     

    Steve T.

     

    February 2014


     

    • Like 2

  4. Can anyone please tell me how to get the Naval object I've built to sit "in" the water rather than on top of it in game? I've tried moving the pivot point in Max and various ini edits but nothing seems to work. Probably something pretty simple I'm mising...

     

    Thanks.

     

    PS It's a stationary bouy-type thing, so not sure if not having engine and movement stuff in the data.ini makes any differrence?


  5. To make the roll rate more "real life", try changing these entries in the DATA.INI  to the following:

     

    RollForHeadingRate=-0.05//yes, really!
    MinRollHeading=15.0
    MaxRollForHeading=35.0

     

    and adding this, though not sure it's a valid SF2 parameter but why the heck not as it doesn't break anything:

     

    MaxRollCombat=35.0

     

    Now less Fw 190-like in the roll ;) I'm no FM expert but this seems to work.

     

    Thanks for the great aircraft.


  6. very nice!

    but, wouldn't they moor parallel (usually bow on) to the stream, and not at right angles??? Even though the Thames has a lower flow rate than many rivers, being moored broadside to the stream in not a good idea. Unless there's breakwaters or impounded docks

    Cheers Wrench -- I think that you're probably right. I was going off a plan of the docks and there seem to be little jetties perpendicular to the main dock wall (which I didn't represent -- far too fiddly ;) so I moored up the big ships that way.

     

    Anyway, glad you like it.

     

    img00002-4.jpg

     

    Burmese Days

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