The invincible Maus....Rediculous???
#16

the rule is...if you don't know what you are doing...then leave it well enough alone....... but then again, the mods wouldn't have got anywhere if we hadn't ignored this advice :wink:

try the 'suck it and see' method... change a little and see what difference it makes..

in this section... it seems to be

// Panzer
PanzerSubtype 7 // don't know
PanzerBodyFront 0.200 // frontal armour thickness/strength??
PanzerBodyBack 0.150 // rear armour
PanzerBodySide 0.180 // side
PanzerBodyTop 0.050 // top
PanzerHead 0.220 // turret sides????
PanzerHeadTop 0.090 // turret top????

try doing it like this..

PanzerBodyFront 0.150 //0.200

which leaves the original setting there for you to see and it will try your new 0.150

make a copy of your technics.ini before starting to mess about

// Weapon
Gun CannonM30
NumShells 68 // ammo amount????
AttackMaxDistance 6000.0 // max range
AttackMaxRadius 6000.0
AttackMaxHeight 6000.0
HeadYawHalfRange 180.0
GunMinPitch -8.0
GunStdPitch 0.0
GunMaxPitch +30.0
HeadMaxYawSpeed 13.84 // ??
GunMaxPitchSpeed 1.1
DelayAfterShoot 9.5 // delay time before firing again???
ChainfireTime 0
FastTargetsAngleError 8.0


// Moving
SoundMove models.Tank
StayWhenFire 1 /// a zero here probably means it can fire on the move
SpeedAverage 13.0
SpeedMax 20.0
SpeedBack 5.0
RotSpeedMax 20.0 // ??
RotInvisAng 25.0
BestSpace 12.0 // this adjusts the spacing between tanks in a group
AfterCollisionDist 5.5 // how far it backs-up when it collides with another vehicle/building??
CommandInterval 1.6
StayInterval 1.5
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#17

Thank you fabianfred! Big Grin I will make sure to save my original in case I screw up. lol Tongue
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#18

I happen to know that rotspeedmax is the rotation speed (degrees a second)

also, I dont know where, but the armour's angle is taken into acount somewhere, although it may have been a mod...

all I know on the subject, Good luck

I can't help but thing that this may end up as another 50 cal vs tank thread though...
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#19

// Panzer
PanzerSubtype 7 // don't know
PanzerBodyFront 0.200 // frontal armour thickness in meters
PanzerBodyBack 0.150 // rear armour in meters
PanzerBodySide 0.180 // side armour in meters
PanzerBodyTop 0.050 // top Hull roof armour in meters
PanzerHead 0.220 // turret front armour in meters
PanzerHeadTop 0.090 // turret roof armour in meters

the roofs should be 0.060 both, all other values look good.
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#20

Smell a "NEW TANKS DM MOD" ? would be nice...maybe make a new slot for them? Like AAA Pz.IV ?
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#21

MrOblongo Wrote:Smell a "NEW TANKS DM MOD" ? would be nice...maybe make a new slot for them? Like AAA Pz.IV ?


Or... you could just do it like this???? :?




I pretty much have what I need now. Many thanks, guys. Big Grin If you have any more information on the following topic please let me know. Smile
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#22

Use the right tool - BRS-132 kills them with ease.
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#23

TinyTim Wrote:Use the right tool - BRS-132 kills them with ease.


...or maybe a Tiny Tim :wink:
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#24

RedChico Wrote:// Panzer
PanzerSubtype 7 // don't know
PanzerBodyFront 0.200 // frontal armour thickness in meters
PanzerBodyBack 0.150 // rear armour in meters
PanzerBodySide 0.180 // side armour in meters
PanzerBodyTop 0.050 // top Hull roof armour in meters
PanzerHead 0.220 // turret front armour in meters
PanzerHeadTop 0.090 // turret roof armour in meters

the roofs should be 0.060 both, all other values look good.

It's in millimetres not meters, the other side of the "." is meters (ie 0.200 = 200 mill, 1.200 = 1.2 meters)

It's seem fairly historically correct, so why change it?
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#25

Agree with madcat. This kind of thing could never make an official mod, being that it walks directly into fantasy.

There is a reason AP rounds were developed and then as defensive measures were taken to resist them, improved and so on. Anti tank rockets like the Soviet ROFS use shaped charges to penetrate armour. British rockets also come in HE or AP variations, the British ones we have in game are only HE 60lb types.

Guns considered quite adequate when tanks had 25mm armour became useless by 1941. The new guns designed to defeat 50mm armour were useless by 1943. Here's a quick rundown:

British 2pdr AP 53mm penetration under 500yds
6pdr AP 68.6mm penetration at 1000yds
17pdr AP 130mm penetration at 1000yds
Sk
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#26

Ok, I see your point, but you forgot the one about where close bomb hits even fial to destroy these, even though normally they should be gone. Even the slightest tweaks in the numbers can help make that more accurate.
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#27

the maus was a rolling bunker, you're not meant to be able to take it out easily. rockets from the rear is the only way those things could've been taken out from the air, or the direct bomb hits, and i mean direct, down the hatch hits. if you can't knock them out, change them for lighter tanks in the builder or something, don't screw around with the dm of them.
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#28

I'm Pretty sure a 1000kg bomb doesn't need a direct hit to wipe out any tank. I hit down the middle of a 4-tank column should certainly do some damage, if not to all than to at least one.


I've done my share of testing before I put this thread up, and I have certainly double checked. I have already half the things people here asked me to do first, before I even made this thread.

And just so you know... rockets from the rear seems to have no affect either.
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#29

I really think this does need to be an official mod... Heres my evidance:
5,000 kg, and four tiger tanks:
[Image: supertankai8.th.jpg][Image: thpix.gif]

This was taken from a Looong time ago.
But it's still true, and quiet rediculous.
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#30

When all else fails... Bring in a Silverplate. :lol:
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