The "Gabe-Mod" (under construction)

Moderators: The Artistocrats, Order of Battle Moderators

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Sun Jul 29, 2018 3:11 pm

Okay, the Semovente da 90/53 artillery version's ready.

These are modified versions of the OoB vanilla models, not my own :!:
The copyright's with Slitherine/Artisocrats. I'm doing this for non-commercial use and by permission from Slitherine.

(If that has changed, please let me know!)

Screenshot 642.jpg
Screenshot 642.jpg (468.96 KiB) Viewed 481 times

Please note:

- the texures are a bit darker than the originals due to the extraction. If someone wants to correct that, be my guest
- I've also modified the unit's pic. I'm not very good at it, so if anyone wants to create a better one, be my guest, too
- the models scale might not be 100% as I did it by hand/"eye"
- the models have a damage point "d0" and a weapon point "w0"
- the fitting firing sequences has to be created/applied first
- stats have to be applied

I'd appreciate a beta test and feedback!

EDIT: Updated model, fixed axis orientation
Attachments
Semovente 90-53 ART.rar
(381.53 KiB) Downloaded 10 times
Semovente 90-53 ART.rar
(381.53 KiB) Downloaded 16 times
Last edited by GabeKnight on Wed Aug 01, 2018 5:46 pm, edited 2 times in total.

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Sun Jul 29, 2018 3:14 pm

terminator wrote:
Sun Jul 29, 2018 8:05 am
Another suggestion :

In PanzerCorps, the KV-2 was a switchable unit :
Sorry, terminator, but I don't think I'll create/modify models for factions that I can't actually play. Maybe later...

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Sun Jul 29, 2018 4:06 pm

Semovente da 75/18 AT version

Screenshot 643.jpg
Screenshot 643.jpg (469.81 KiB) Viewed 474 times

(same notes as for the previous model)
Attachments
Semovente 75-18 AT.rar
(375.78 KiB) Downloaded 15 times

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Sun Jul 29, 2018 4:35 pm

Semovente da 149/40 AT version

Screenshot 644.jpg
Screenshot 644.jpg (450.56 KiB) Viewed 471 times

(same notes as for the previous model)
Attachments
Semovente 149-40 AT.rar
(378.43 KiB) Downloaded 14 times

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Sun Jul 29, 2018 5:05 pm

And last, but not least, the Semovente M43 da 105/25 AT version

Screenshot 645.jpg
Screenshot 645.jpg (518.18 KiB) Viewed 467 times

(same notes as for the previous models)
Attachments
Semovente M43 105-25 AT.rar
(378.81 KiB) Downloaded 13 times

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Sun Jul 29, 2018 5:08 pm

That concludes today's update. I'd appreciate some testing and feedback.

Screenshot 646.jpg
Screenshot 646.jpg (488.71 KiB) Viewed 466 times

What now.... any ideas? :wink: :D

terminator
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by terminator » Sun Jul 29, 2018 7:24 pm

Hi GabeKnight,

Have you seen my precedent post about KV-2 (viewtopic.php?f=374&t=82566&start=120#p739309) :?:

Another soviet suggestion from PanzerCorps :

Soviet_85mm_Model_1939.png
Soviet_85mm_Model_1939.png (21.53 KiB) Viewed 450 times

Soviet_85mm_M1939_AT.png
Soviet_85mm_M1939_AT.png (56.87 KiB) Viewed 450 times

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Sun Jul 29, 2018 10:53 pm

terminator wrote:
Sun Jul 29, 2018 7:24 pm
Hi GabeKnight,

Have you seen my precedent post about KV-2 (viewtopic.php?f=374&t=82566&start=120#p739309) :?:

Another soviet suggestion from PanzerCorps :
Yep, but you didn't see my answer :arrow: viewtopic.php?p=739358#p739358 :wink:

Admiral_Horthy
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by Admiral_Horthy » Mon Jul 30, 2018 4:30 am

I also have my ideas about modifying stock units like these... may I ask you how you did this? with what software, at the first place

Dual-class is always fun :D
Although, by the same analogue all tanks having more than an auto-cannon could be artillery since they were all used primarily for support role.
If we stick to doctrine, artillery class units should have the ability of indirect fire (also requires high angle ballistics), so 88mm FlaK is yes, but 75mm PAK no. StuG is yes, PzIV no. Italian Semoventes yes - although not sure about the 90mm one whether it was low-angle AT only.
On the contrary Artillery units dual-mode as AT is another story. It can be done, most of the case as nothing is more disruptive like direct fire artillery. Even if low muzzle velocity and HE only, it can done damage and chaos. Added that HEAT ammo in many cases were issued. The disadvantage comes, as artillery is not as easy to hide, mostly large and difficult to hide when placed on direct fire position - that causes poor defence values. HEAT ammo is accurate at close range, and ROF is also low - so attack values aren't big either. However, in the early years of WW2, as in inter-war and WW1, direct firing field guns are still the only means to counter tanks from range

Have you guys tried triple-class? AA-AT-Art combo? On can be arty/revert, maybe the other can be weapon switch if two Art mode is not accepted at the same time.

terminator
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by terminator » Mon Jul 30, 2018 6:41 am

GabeKnight wrote:
Sun Jul 29, 2018 10:53 pm
terminator wrote:
Sun Jul 29, 2018 7:24 pm
Hi GabeKnight,

Have you seen my precedent post about KV-2 (viewtopic.php?f=374&t=82566&start=120#p739309) :?:

Another soviet suggestion from PanzerCorps :
Yep, but you didn't see my answer :arrow: viewtopic.php?p=739358#p739358 :wink:
Yes, I did not see your answer :?

You can play against these soviet units in the official campaign or in my scenarios (Petsamo, Battle of Kursk).

terminator
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by terminator » Mon Jul 30, 2018 6:54 am

Admiral_Horthy wrote:
Mon Jul 30, 2018 4:30 am
Have you guys tried triple-class? AA-AT-Art combo? On can be arty/revert, maybe the other can be weapon switch if two Art mode is not accepted at the same time.
:arrow: viewtopic.php?f=374&t=82935&start=80#p731567

SirAllan
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by SirAllan » Mon Jul 30, 2018 8:57 am

Hi Gabe they look greate and I would glady test your Vehicles :D
But I must ask you how can I install them :?:

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Mon Jul 30, 2018 12:17 pm

terminator wrote:
Mon Jul 30, 2018 6:41 am
You can play against these soviet units in the official campaign or in my scenarios (Petsamo, Battle of Kursk).
You actually certain that the AI can utilize those new unit's switch abilities? I'm kinda not so sure...
SirAllan wrote:
Mon Jul 30, 2018 8:57 am
Hi Gabe they look greate and I would glady test your Vehicles :D
But I must ask you how can I install them :?:
I've made a separate mod for that in the main forum
Admiral_Horthy wrote:
Mon Jul 30, 2018 4:30 am
I also have my ideas about modifying stock units like these... may I ask you how you did this? with what software, at the first place
Autodesk 3ds Max

SirAllan
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by SirAllan » Mon Jul 30, 2018 9:16 pm

Hi again Gabe
Perhaps I was not clear enough, what I was trying to ask was, how can I get your italiens vehicles into the game (I am a novice here)

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Tue Jul 31, 2018 10:21 am

SirAllan wrote:
Mon Jul 30, 2018 9:16 pm
Hi again Gabe
Perhaps I was not clear enough, what I was trying to ask was, how can I get your italiens vehicles into the game (I am a novice here)
Use the mod. That's what they're for.

All the mod does is to add those four new units into the game. Nothing else.

There are links how to install mods in the OP.

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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Fri Aug 03, 2018 12:16 pm

Another one of my "pet projects", finally:

the BCV Ise in the German "lend lease" version. If they've got the Tigers, then I want the Ise... :wink:

Screenshot 653.jpg
Screenshot 653.jpg (219.49 KiB) Viewed 308 times

IMO, the Ise's far more useful than those early Lexington class carriers for the Yanks (6-hex range with decent small naval attack stats). Who needs more than one plane landed anyways? And the usual 3-hex-range-attack made-of-paper carriers remind me of AA units somehow, which can be usually used for like 2-3 attacks and then remain mostly idle for the rest of the mission.

Screenshot 654.jpg
Screenshot 654.jpg (452.6 KiB) Viewed 308 times

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Fri Aug 03, 2018 5:42 pm

"2cm Flakvierling 38" AT version:

- this one has four weapon points w0-w3
- the firing sequence has to be reworked. It seems that even the stock sequence doesn't utilize the four barrels properly.

Screenshot 656.jpg
Screenshot 656.jpg (414.84 KiB) Viewed 291 times
Attachments
2cm Flakvierling 38 AT.rar
(351.87 KiB) Downloaded 10 times

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Fri Aug 03, 2018 5:44 pm

"3.7cm FlaK 37" AT version:

Screenshot 657.jpg
Screenshot 657.jpg (502.15 KiB) Viewed 290 times
Attachments
3.7cm FlaK 37 AT.rar
(336.08 KiB) Downloaded 10 times

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Fri Aug 03, 2018 6:58 pm

"SdKfz 10/4" AT version:

Screenshot 658.jpg
Screenshot 658.jpg (447.67 KiB) Viewed 269 times
Attachments
SdKfz 10-4 AT.rar
(361.11 KiB) Downloaded 12 times

GabeKnight
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Re: The "Gabe-Mod" ;) and units.csv fixes (v5.2.9)

Post by GabeKnight » Fri Aug 03, 2018 7:00 pm

"SdKfz 7/1" AT version:

- again this model has four weapon points, and I think the stock firing sequence is half-baked, too, and should be reworked

Screenshot 659.jpg
Screenshot 659.jpg (443.27 KiB) Viewed 268 times
Attachments
SdKfz 7-1 AT.rar
(359.58 KiB) Downloaded 13 times

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