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Post by ilija on Nov 6, 2005 10:56:58 GMT
I have noticed that on the display screen this one has a strange weapon values number(damage.penetration)7.3. But in the battle they are far from those numbers. ;D
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Post by BBFred on Nov 10, 2005 13:10:24 GMT
Yep well spotted, there's a display problem here we'll have to look into... But at least the in-game stats for the gun are the right ones!
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Chym
New Member
Posts: 5
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Post by Chym on Dec 13, 2005 11:20:55 GMT
"But at least the in-game stats for the gun are the right ones! " Hm, started yesterday the Drive for Prokhovka mission, and Wittman's Tiger won't attack anything but infantry and light vehicules When I hit the forced attack key against any AT gun, he just won't shoot and start to drive around. Guess the (7, 3) values are the one used in game as well hehe. Poor Wittman, reduced to be a armoured MG... Anyway, this doesn't prevent me to enjoy every minute of play of this fantastic add-on and Prokhovka will fall with or without him !
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Post by BBFred on Dec 13, 2005 13:53:30 GMT
Do you have patch 1.3 installed? Using this patch I have no problem engaging any target with Wittmann's tiger.
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Chym
New Member
Posts: 5
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Post by Chym on Dec 13, 2005 17:02:10 GMT
Well, me bad , sorry... Did further tests when back home today and Wittmann's tiger is effectively engaging targets. Just yesterday, it has problems dealing with the 85mm AA gun in the Khomsomolets Farm, dunno why . It just kept moving before firing, even when I hit the R key. The AA gun even managed to destroy the tiger !! Stopped playing shortly after this (1h30 am, time to bed )so thought something was wrong. Maybe I just went crazy with the loss of Wittmann, accusing the game of an imaginary bug, lol.. Sorry again. Anyway, Phrokorovka's defenses await me now ! Hats again for this wonderful add-on
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Post by BBFred on Dec 13, 2005 17:17:21 GMT
Ah ok this clears things up... Wittmann's tiger is a bit of an exception as it can fire even while on the move (which explains for the warped stats in the stats window, as a side effect). The Russian AA 85mm is also a special case as its AT variant is able to penetrate the front armor of a Tiger! Anyway, sorry for keeping you awake that late in the night... not!
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Post by californiame on May 19, 2006 23:27:24 GMT
to fix the unit value problem, (7,3) machine gun instead of showing the '88 gun value. Go to your blitzkrieg folder then into the Mod/mission kursk/data/units/technics/german/tanks/Pz_VI_Tiger_Wittmann Then open up the .XML file with notepad or whatever. Then look for something like this.. <item Priority="1" Ammo="92" Direction="65535" ReloadCost="409" ShootPoint="16" Recoil="1" RecoilLength="15.1618" RecoilTime="75" ModelPart="4" RecoilShakeTime="400" RecoilShakeAngle="0.0523599"> <Weapon>8_8cmkwk36l56(W)</Weapon CHANGE THE PRIORITY TO ..0 should look like this
<item Priority="0" Ammo="92" Direction="65535" ReloadCost="409" ShootPoint="16" Recoil="1" RecoilLength="15.1618" RecoilTime="75" ModelPart="4" RecoilShakeTime="400" RecoilShakeAngle="0.0523599"> <Weapon>8_8cmkwk36l56(W)</Weapon>
...And i have one question. How did you guys get the tank to fire on the move?
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Post by BBFred on May 20, 2006 9:47:22 GMT
Hi, well you just posted the answer to your question, except that here you reverted the main gun to 'unable to fire on the move' status.
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Post by californiame on May 21, 2006 1:08:15 GMT
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Post by californiame on May 21, 2006 18:58:52 GMT
well i got the wittman tiger to fire on the move and show proper values. just changed the MGs' priority values to "2" and the '88 to "1". Everything seems to be working perfectly fine.
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Post by Adrian Taylor on May 22, 2006 7:01:58 GMT
Hmm, thanks. Will do some tests as we have never used the "2" value for weapon priority. Will see if the MG's work okay.
Adrian
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Post by Adrian Taylor on May 22, 2006 10:18:21 GMT
Okay, done some tests today and it looks like if you assign the parameter "2" jsut to the hull MG then both machine guns will fire on the move as well as teh gun and the correct Attack info shows.
However, assigning "2" priority to both MG's and they will not fire on the move. Will carry out more testing and will see if we can add this change to Kursk 1.4.
Adrian
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Post by californiame on May 24, 2006 0:48:33 GMT
Yeah i noticed the MG problem too. Thought i had it that time.... I too Will do further testing. And thank-you for furthering the gaming experience of "Mission Kursk", which is flaw-less. ;D *Bows down to you*
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Post by Steelwedge on May 24, 2006 19:24:43 GMT
This might interest you: noticed that if you give to tank a script command MOVE_TO [ Cmd(0, scriptID, x, y) ] and you have tank riders on the tank at least the turret won´t turn and coaxial MG won´t work (tested with various types of T-34´s)
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Post by californiame on May 25, 2006 0:39:07 GMT
Maybe we should start a thread to point out some of the "errors" and solutions to these "errors" in "Mission Kursk" for the new patch that's to debut, but i don't want the creators of this master piece to feel offended by this motion. Would love the feed back on this ;D ;D
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