Steel Fury Mods and Resources Thread
LAST UPDATE 24-January-2011
Note that the Western publisher Lighthouse has declared bankruptcy in Spring 2009, and no longer exists. The Lighthouse forums are shut down. Official support is not to be expected. playable tanks: 3 (T-34/76 mod. 1941, Mk.II ***8216;Matilda' III, Pz. IV Ausf. F2.) 30+ missions in 3 campaigns, mission editor, night battles, varying weather. Single player only. Homepage: http://graviteam.com/games/steel-fury-kharkov1942.html (thx Zvald) Forums: http://graviteam.com/forum/index.php?board=1.0 (thx Zvlad) Reviews: http://www.simhq.com/_land3/land_116a.html http://www.subsim.com/radioroom/showthread.php?t=144991 (by Skybird) http://www.acegamez.co.uk/reviews_pc/Steel_Fury_Kharkov_1942_PC.htm Reviews in Dutch language: (thx Zvlad) http://www.gamersnet.nl/reviews/steel_fury_kharkov_1942/ http://www.gamer.nl/doc/49094/Steel-Fury-Kharkov-1942 http://www.jouwgames.nl/content/review/7504/Review-Steel-Fury-Kharkov-1942.html Graviteam's list of reviews (many in Kyrillic, note that the early ones are written on the basis of the Russian release of the game, which is not completely identical to the western release, thus they are not explicitly listed in the SF resources, since we focus on the Western release here): http://graviteam.com/games/steel-fur...action=reviews Regarding the planned addon "Fall Blau": Quote: Originally Posted by zvlad http://www.subsim.com/radioroom/hayl...s/viewpost.gif Fall Blau - the project is finished in August, 2008. The project edition while is frozen. start -- 01.06.2008 finish -- 28.08.2008 http://dtf.ru/project/info.php?id=1307 Best Regards Vladimir Zayarniy Patches: unofficial temporary patch v0.1, 1st December 2008 (thx woofiedog) http://tanksim.org.ru/wfdownloads-si...-17-lid-49.htm "The patch 0.1 is noted as being in the form of a mod, so can be reversed at your choice or if the publisher gets its act together and makes a properly working western version." (thx Lieste) Alternatively, this modder's patch can be used to add the missing German sights to the Pz-IV. http://www.filefactory.com/file/b617...t_patch_02_zip The tracks being thrown off when hitting 'T' for periscope control can be avoided by remapping the view control to a different key. Mods: Steel Panzer mod 1.5 BETA (thanks to Kyth for hosting!) http://www.4shared.com/file/mpfv8bAy..._v15_beta.html Steel Panzer Mod 1.4 (thx Sledgehammer) http://tanksim.org.ru/wfdownloads-si...-15-lid-83.htm Better Head Movement Mod (Thanks Fercyful) http://www.4shared.com/file/21275158...for_Tank_.html Playable Stug III, with three missions included [compatible with Tiger 0.98 and 1.0 mod] (thanks Frinik) http://www.subsim.com/radioroom/show...5&postcount=26 Tiger 1.0 Mod (with thanks to Sidorova from the Sukhoi.ru forums) http://www.mediafire.com/?a45gxzdzlmy (if you are playing an english install and don't want to figure out how to read Russian the hard way, I have found a quick fix that will return your menu language to english. In "Tiger_Mod_v1.0\data\k42\loc_rus" find the folder called "text." in that folder there should be a text file called "loc_kit" rename that file or move it to a different spot. so far it has returned all my menu tabs back to english but I'll still take a good look around to see if it messed anything up-SH427) The Tiger Enhancement Pack (for the Tiger 1.0 mod) (thanks ShoCKwaVe) http://www.sendspace.com/file/xtzj4e Steel Fury Mods at Tanksim.org.ru http://tanksim.org.ru/wfdownloads-viewcat.cid-15.htm Missions: Kyth's mission packs (thanks Kyth) (download links, additional instructions, and mission summaries are all in the link below) http://www.subsim.com/radioroom/show...76&postcount=1 Steel Fury: Missions for the Panzer 38(t) ((Required mods listed here)) http://www.subsim.com/radioroom/showthread.php?t=191043 Friedrich-Wilhelm's Steel Fury Missions for Tiger 0.98 Mod (of course, thanks to F-W) http://www.subsim.com/radioroom/show...9&postcount=24 Others: http://www.steelfury.info/ (demo to be found here!) The so-called Tiger-fibel: http://tiger1.info/fibel/ (Another Tiger-Fibel post, Thanks to Darren/KnightsCross!) "Tigerfibel" German gunnery sights, aiming and range estimation explained: http://pedg.yuku.com/topic/1728/t/Ra...ht-optics.html Credit goes to Skybird, who compiled all of these links (I added a few) before I jumped on as moderator. Vielen dank! |
Hi Sledge to add to your SF resources I am pasting below a post by Godzilla 1985 who has posted the following on the SimHQ Graviteam sim thread:
So your new to SFK42 and your wondering where to get the patches and mods? This guide will hopefully help you find, download and install everything to get the most out of SFK42. This sticky will mostly deal with patchs and mods and I will try to keep it updated as SFK42 is still evolving. Hopefully other sections will be coming to explain how to make campaigns, single missions, terrain editing and how to make new armor for SFK42. But for now lets just get started on some SFK42 basics. Thankfully most of the patches and mods can be found at Tanksim.ru and the Mediafire site (link at bottom of page). Most mods are in the English download section at Tanksim.ru, a few you might want to try are located in the Russian download section. This might sound a little intimidating but most RU mods are pretty straight foward in their installation. For the more complicated mods/missions or if the installations instructions are not well translated do not be hesitant to ask here, at Graviteams site or even at Sukhoi.ru. The authors of these mods/missions are most helpful and will try their best to explain "how to". But keep in mind even with the best intentions sometimes you might still be unsure of what to do. SFK42 is able to do multiple installs so it's best have another install on your HD just to experiment with. First you will need the JoneSoft Generic Mod Enabler (JSGME). Get it here: http://simhq.com just follow the instructions on how to install and how to use JSGME. Next we need to get the patchs which can be downloaded here: http://tanksim.org.ru/wfdownloads-viewcat.cid-17.htm or the Mediafire site. These are the patchs you want: 1). Unofficial_Patch_SF_v0.1_eng 2). Fix Widescreen Bug *NOTE* You might not need this patch as not all widescreen users have a problem with SFK42 in widescreen Now on to the mods. Again most can be found here: http://tanksim.org.ru/wfdownloads-viewcat.cid-15.htm or the Mediafire site. I will list the mods, name the author and give a brief discription (most have full readme at the Tanksim.ru site or included with the mod file). *Steel_Panzer_Mod_v1.5 Beta. The mod is cumulative over previous SPM mods and usually includes any stand alone mods that came out after the last SPM release. So for the most part the latest SPM version is all that will be needed in SFK42 to get the mods that came out between the SPM releases. For example the Tiger_Mod 1.0 + T-34/85 mod that came out after SPM 1.4 is now incorporated in SPM 1.5 Beta, so the stand alone Tiger_Mod 1.0 + T-34/85 mod is not needed by JSGME anymore to have these units in SFK42. Also as with all the SPM releases a few extra vehicles have been added, some have their own missions/campaigns while others like the Panther and Ferdinand do not have their own missions/campaigns yet. But being the models are in the game it is now possible to make them player controlled in your own user made missions via the SFK42 Mission Editor. A good example is what Rends has done with his excellent Kursk/Prokhorovka user missions. If you would like to upgrade SPM 1.4 to SPM 1.5 Beta you will have to get access the file at the following link as it's too large a D/L file for the Mediafire site. http://files.mail.ru/VSM7BV SPM 1.5 Beta authors: egorOgr kote SHUN Sidorov Mishel_new mikhayl Hemul natalex Maleshkin stone2009 Many thanks for making SFK42 what it is today. My apologies to anyone not listed here, if you were involved let me know and I'll get you in here. *Steel_Textures_Mod_v1.0 eng by Tanx. This mod adds better textures to the following armor: KV-1, T-34 cockpit, ZiS-5. *Better Head Movement for Tank Crews by Fercyful. This mod allows a better first person POV in and out of the tank. *Free Camera Mod by Tanx. This mod allows you more freedom then the games original camera. *Compass Mod v.03 by Tanx. This mod put compass heading degrees on the games compass rose, the original game did not have them. *Muddy & Dusty Textures Mod Part 1 by ICDP. Adds muddy & dusty textures to the following armor: Pz-IV, T-34, Matilda and KV-1. No part 2 has been done to date by this author. *Optics_Mod_for_SPM_1.4_eng by Hemul. This mod adjusts the tank gun sights to a more realistic level. *Winter_Mod_Beta 2 by stone2009. Like your eastern front battles in the snow? Then this is the mod for you. SFK42 does not model seasons so in order to revert back to the original spring setting you have to deactivate this mod in JSGME SFK42 has currently has four flavors of sound mods. The first three mods are available at Tanksim.ru, all are available at the MediaFire site. *Frontline Acoustics 1.1 by TangoRomero *Sound Mod for SF by NSU *Steel Sound Mod v1.1 Fixed version (english). *Steel_Sound_Mod_Collection by stone2009. Okay now you have all these mod, what order should I activate them for SFK42 using JSGME? Well there really isn't any right way, best rule of thumb is to have the SPM 1.5 Beta installed last unless you have a mod that states specifically in the installation instructions that the mod has to be added after the SPM 1.5 Beta mod. There also maybe certain older mods you might want activated after SPM 1.5 Beta (I will explain this in the next section). Also since the SPM 1.5 Beta does not have an english version yet, there is no english readme file to compare to the SPM 1.4 read me file to know everything that was added or adopted as standard over SPM 1.4. So for now it quite possible some of the mods I listed above maybe redundent by activating SPM 1.5 Beta. So lets make a hypothetical example. Say you have The Steel_Sound_Mod already activated in JSGME prior to activating SPM 1.5 Beta. When you select SPM 1.5 Beta in the JSGME mod section and select it to the activate section you see in the JSGME activation box any files SPM 1.5 Beta wants to overwrite before you click the activate button. So lets say when you do this you see SPM 1.5 Beta wants to overwrite the Steel_Sound_Mod with the Frontline Acoustics Mod (which the SPM authors have adopted as the standard sound mod in SPM 1.5). That will be your cue that if you prefer the Steel_Sound_Mod you will have to reapply the mod after the SPM 1.5 Beta activation to put it back into SFK42. Its also your cue to whatever mods you already have activated in JSGME are now made redundent by SPM 1.5 Beta. You might also want to take notes of what mods are now redundent and deactivate them before activate the SPM 1.5 Beta. Now if you do not see any message in that box telling you SPM 1.5 Beta wants to overwrite a mod you already have activated, it will not be changed and should remain in the game. Now a final word about the SPM 1.5 Beta mod and some unwanted changes it will make to SFK42. As mentioned above the english version of SMP 1.5 Beta has not been released. So when you apply the SPM 1.5 Beta it will change the GUI interface, mission briefs and just about everything to Russian, but there is a work around. The SPM_v1.5_beta english mod activated after the SPM 1.5 Beta mod will change most everything back to english. As an added insurance you can also apply the Unofficial_patch_SF_v0.1_english after the SPM_v1.5 beta english mod in JSGME. But understand while these two files do fix everything in the GUI, it doesn't always do the same for the mission/campaigns menu and some of the mission briefs. While most of the mission briefs are translated to english, well lets just say some of the translations are not perfect http://www.subsim.com/forum/images/g...lt/biggrin.gif . The two files needed can be found at the Mediafire site. If you prefer to wait for the SPM 1.5 english version all the files you need to roll back SFK42 to pre SPM 1.5 Beta can be found at the Mediafire site I hope this has helped anyone who had any questions about whats out there for SFK42. These files are not all thats out there for SFK42 but it's a good start. UPDATE Due to a problem I had to take the link to my SFK42 mod files down. All is corrected and the files are available again. You will find past and present SFK42 mods there and some SFK42 user made missions from the RU fans of SFK42. NOTE: There are several new user made missions and mods that have been developed by western fans of SFK42 since my file link has been down. You will not find some of these missions or mods at this link since I do not have permission to host them, if permission is granted I will add them. But you can find these new missions/mods from: Rends: Kursk/Prokhorovka Missions (SimHq & Graviteam site). Kyth: Kyth has granted permission so you can find his missions and mods at the mediafire link also....thanks Kyth http://www.subsim.com/forum/images/g...ult/cheers.gif lockie:Hurry up Kubelwagon v1.0 (Graviteam site) nodlew: Gunnery Range, featuring the T-34. Static German targets (hard and soft skinned) and a moving German troop convoy. (Graviteams site). I have also moved all SFK42 missions into their own subfolder (SFK42 MISSIONS) for easier location. Graviteams SFK42 forums: http://graviteam.com/forum/index.php?board=1.20 Mediafire SFK42 files: http://www.mediafire.com/?q38nkzaginphq I think this might be useful to all SF fans and can complement separate efforts. Cheers http://www.subsim.com/forum/images/g...ult/cheers.gif Edited by godzilla1985 (11/27/10 08:08 AM ADMIN NOTE: Please only post news, info, and links to mods here. Keep this thread clean, no questions, comments, or complaints. Feel free to start a new thread to discuss something here or to ask for help. So your new to SFK42 and your wondering where to get the patches and mods? This guide will hopefully help you find, download and install everything to get the most out of SFK42. This sticky will mostly deal with patchs and mods and I will try to keep it updated as SFK42 is still evolving. Hopefully other sections will be coming to explain how to make campaigns, single missions, terrain editing and how to make new armor for SFK42. But for now lets just get started on some SFK42 basics. Thankfully most of the patches and mods can be found at Tanksim.ru and the Mediafire site (link at bottom of page). Most mods are in the English download section at Tanksim.ru, a few you might want to try are located in the Russian download section. This might sound a little intimidating but most RU mods are pretty straight foward in their installation. For the more complicated mods/missions or if the installations instructions are not well translated do not be hesitant to ask here, at Graviteams site or even at Sukhoi.ru. The authors of these mods/missions are most helpful and will try their best to explain "how to". But keep in mind even with the best intentions sometimes you might still be unsure of what to do. SFK42 is able to do multiple installs so it's best have another install on your HD just to experiment with. First you will need the JoneSoft Generic Mod Enabler (JSGME). Get it here: http://simhq.com just follow the instructions on how to install and how to use JSGME. Next we need to get the patchs which can be downloaded here: http://tanksim.org.ru/wfdownloads-viewcat.cid-17.htm or the Mediafire site. These are the patchs you want: 1). Unofficial_Patch_SF_v0.1_eng 2). Fix Widescreen Bug *NOTE* You might not need this patch as not all widescreen users have a problem with SFK42 in widescreen Now on to the mods. Again most can be found here: http://tanksim.org.ru/wfdownloads-viewcat.cid-15.htm or the Mediafire site. I will list the mods, name the author and give a brief discription (most have full readme at the Tanksim.ru site or included with the mod file). *Steel_Panzer_Mod_v1.5 Beta. The mod is cumulative over previous SPM mods and usually includes any stand alone mods that came out after the last SPM release. So for the most part the latest SPM version is all that will be needed in SFK42 to get the mods that came out between the SPM releases. For example the Tiger_Mod 1.0 + T-34/85 mod that came out after SPM 1.4 is now incorporated in SPM 1.5 Beta, so the stand alone Tiger_Mod 1.0 + T-34/85 mod is not needed by JSGME anymore to have these units in SFK42. Also as with all the SPM releases a few extra vehicles have been added, some have their own missions/campaigns while others like the Panther and Ferdinand do not have their own missions/campaigns yet. But being the models are in the game it is now possible to make them player controlled in your own user made missions via the SFK42 Mission Editor. A good example is what Rends has done with his excellent Kursk/Prokhorovka user missions. If you would like to upgrade SPM 1.4 to SPM 1.5 Beta you will have to get access the file at the following link as it's too large a D/L file for the Mediafire site. http://files.mail.ru/VSM7BV SPM 1.5 Beta authors: egorOgr kote SHUN Sidorov Mishel_new mikhayl Hemul natalex Maleshkin stone2009 Many thanks for making SFK42 what it is today. My apologies to anyone not listed here, if you were involved let me know and I'll get you in here. *Steel_Textures_Mod_v1.0 eng by Tanx. This mod adds better textures to the following armor: KV-1, T-34 cockpit, ZiS-5. *Better Head Movement for Tank Crews by Fercyful. This mod allows a better first person POV in and out of the tank. *Free Camera Mod by Tanx. This mod allows you more freedom then the games original camera. *Compass Mod v.03 by Tanx. This mod put compass heading degrees on the games compass rose, the original game did not have them. *Muddy & Dusty Textures Mod Part 1 by ICDP. Adds muddy & dusty textures to the following armor: Pz-IV, T-34, Matilda and KV-1. No part 2 has been done to date by this author. *Optics_Mod_for_SPM_1.4_eng by Hemul. This mod adjusts the tank gun sights to a more realistic level. *Winter_Mod_Beta 2 by stone2009. Like your eastern front battles in the snow? Then this is the mod for you. SFK42 does not model seasons so in order to revert back to the original spring setting you have to deactivate this mod in JSGME SFK42 has currently has four flavors of sound mods. The first three mods are available at Tanksim.ru, all are available at the MediaFire site. *Frontline Acoustics 1.1 by TangoRomero *Sound Mod for SF by NSU *Steel Sound Mod v1.1 Fixed version (english). *Steel_Sound_Mod_Collection by stone2009. Okay now you have all these mod, what order should I activate them for SFK42 using JSGME? Well there really isn't any right way, best rule of thumb is to have the SPM 1.5 Beta installed last unless you have a mod that states specifically in the installation instructions that the mod has to be added after the SPM 1.5 Beta mod. There also maybe certain older mods you might want activated after SPM 1.5 Beta (I will explain this in the next section). Also since the SPM 1.5 Beta does not have an english version yet, there is no english readme file to compare to the SPM 1.4 read me file to know everything that was added or adopted as standard over SPM 1.4. So for now it quite possible some of the mods I listed above maybe redundent by activating SPM 1.5 Beta. So lets make a hypothetical example. Say you have The Steel_Sound_Mod already activated in JSGME prior to activating SPM 1.5 Beta. When you select SPM 1.5 Beta in the JSGME mod section and select it to the activate section you see in the JSGME activation box any files SPM 1.5 Beta wants to overwrite before you click the activate button. So lets say when you do this you see SPM 1.5 Beta wants to overwrite the Steel_Sound_Mod with the Frontline Acoustics Mod (which the SPM authors have adopted as the standard sound mod in SPM 1.5). That will be your cue that if you prefer the Steel_Sound_Mod you will have to reapply the mod after the SPM 1.5 Beta activation to put it back into SFK42. Its also your cue to whatever mods you already have activated in JSGME are now made redundent by SPM 1.5 Beta. You might also want to take notes of what mods are now redundent and deactivate them before activate the SPM 1.5 Beta. Now if you do not see any message in that box telling you SPM 1.5 Beta wants to overwrite a mod you already have activated, it will not be changed and should remain in the game. Now a final word about the SPM 1.5 Beta mod and some unwanted changes it will make to SFK42. As mentioned above the english version of SMP 1.5 Beta has not been released. So when you apply the SPM 1.5 Beta it will change the GUI interface, mission briefs and just about everything to Russian, but there is a work around. The SPM_v1.5_beta english mod activated after the SPM 1.5 Beta mod will change most everything back to english. As an added insurance you can also apply the Unofficial_patch_SF_v0.1_english after the SPM_v1.5 beta english mod in JSGME. But understand while these two files do fix everything in the GUI, it doesn't always do the same for the mission/campaigns menu and some of the mission briefs. While most of the mission briefs are translated to english, well lets just say some of the translations are not perfect http://www.subsim.com/forum/images/g...lt/biggrin.gif . The two files needed can be found at the Mediafire site. If you prefer to wait for the SPM 1.5 english version all the files you need to roll back SFK42 to pre SPM 1.5 Beta can be found at the Mediafire site I hope this has helped anyone who had any questions about whats out there for SFK42. These files are not all thats out there for SFK42 but it's a good start. UPDATE Due to a problem I had to take the link to my SFK42 mod files down. All is corrected and the files are available again. You will find past and present SFK42 mods there and some SFK42 user made missions from the RU fans of SFK42. NOTE: There are several new user made missions and mods that have been developed by western fans of SFK42 since my file link has been down. You will not find some of these missions or mods at this link since I do not have permission to host them, if permission is granted I will add them. But you can find these new missions/mods from: Rends: Kursk/Prokhorovka Missions (SimHq & Graviteam site). Kyth: Kyth has granted permission so you can find his missions and mods at the mediafire link also....thanks Kyth http://www.subsim.com/forum/images/g...ult/cheers.gif lockie:Hurry up Kubelwagon v1.0 (Graviteam site) nodlew: Gunnery Range, featuring the T-34. Static German targets (hard and soft skinned) and a moving German troop convoy. (Graviteams site). I have also moved all SFK42 missions into their own subfolder (SFK42 MISSIONS) for easier location. Graviteams SFK42 forums: http://graviteam.com/forum/index.php?board=1.20 Mediafire SFK42 files: http://www.mediafire.com/?q38nkzaginphq http://www.subsim.com/forum/images/g...ult/cheers.gif Edited by godzilla1985 (11/27/10 08:08 AM) Top#3021065 - 05/29/10 06:12 AM http://www.subsim.com/forum/images/i...fault/book.gif Re: Steel Fury Kharkov 1942: The Essentials [Re: godzilla1985 ADMIN NOTE: Please only post news, info, and links to mods here. Keep this thread clean, no questions, comments, or complaints. Feel free to start a new thread to discuss something here or to ask for help. So your new to SFK42 and your wondering where to get the patches and mods? This guide will hopefully help you find, download and install everything to get the most out of SFK42. This sticky will mostly deal with patchs and mods and I will try to keep it updated as SFK42 is still evolving. Hopefully other sections will be coming to explain how to make campaigns, single missions, terrain editing and how to make new armor for SFK42. But for now lets just get started on some SFK42 basics. Thankfully most of the patches and mods can be found at Tanksim.ru and the Mediafire site (link at bottom of page). Most mods are in the English download section at Tanksim.ru, a few you might want to try are located in the Russian download section. This might sound a little intimidating but most RU mods are pretty straight foward in their installation. For the more complicated mods/missions or if the installations instructions are not well translated do not be hesitant to ask here, at Graviteams site or even at Sukhoi.ru. The authors of these mods/missions are most helpful and will try their best to explain "how to". But keep in mind even with the best intentions sometimes you might still be unsure of what to do. SFK42 is able to do multiple installs so it's best have another install on your HD just to experiment with. First you will need the JoneSoft Generic Mod Enabler (JSGME). Get it here: http://simhq.com just follow the instructions on how to install and how to use JSGME. Next we need to get the patchs which can be downloaded here: http://tanksim.org.ru/wfdownloads-viewcat.cid-17.htm or the Mediafire site. These are the patchs you want: 1). Unofficial_Patch_SF_v0.1_eng 2). Fix Widescreen Bug *NOTE* You might not need this patch as not all widescreen users have a problem with SFK42 in widescreen Now on to the mods. Again most can be found here: http://tanksim.org.ru/wfdownloads-viewcat.cid-15.htm or the Mediafire site. I will list the mods, name the author and give a brief discription (most have full readme at the Tanksim.ru site or included with the mod file). *Steel_Panzer_Mod_v1.5 Beta. The mod is cumulative over previous SPM mods and usually includes any stand alone mods that came out after the last SPM release. So for the most part the latest SPM version is all that will be needed in SFK42 to get the mods that came out between the SPM releases. For example the Tiger_Mod 1.0 + T-34/85 mod that came out after SPM 1.4 is now incorporated in SPM 1.5 Beta, so the stand alone Tiger_Mod 1.0 + T-34/85 mod is not needed by JSGME anymore to have these units in SFK42. Also as with all the SPM releases a few extra vehicles have been added, some have their own missions/campaigns while others like the Panther and Ferdinand do not have their own missions/campaigns yet. But being the models are in the game it is now possible to make them player controlled in your own user made missions via the SFK42 Mission Editor. A good example is what Rends has done with his excellent Kursk/Prokhorovka user missions. If you would like to upgrade SPM 1.4 to SPM 1.5 Beta you will have to get access the file at the following link as it's too large a D/L file for the Mediafire site. http://files.mail.ru/VSM7BV SPM 1.5 Beta authors: egorOgr kote SHUN Sidorov Mishel_new mikhayl Hemul natalex Maleshkin stone2009 Many thanks for making SFK42 what it is today. My apologies to anyone not listed here, if you were involved let me know and I'll get you in here. *Steel_Textures_Mod_v1.0 eng by Tanx. This mod adds better textures to the following armor: KV-1, T-34 cockpit, ZiS-5. *Better Head Movement for Tank Crews by Fercyful. This mod allows a better first person POV in and out of the tank. *Free Camera Mod by Tanx. This mod allows you more freedom then the games original camera. *Compass Mod v.03 by Tanx. This mod put compass heading degrees on the games compass rose, the original game did not have them. *Muddy & Dusty Textures Mod Part 1 by ICDP. Adds muddy & dusty textures to the following armor: Pz-IV, T-34, Matilda and KV-1. No part 2 has been done to date by this author. *Optics_Mod_for_SPM_1.4_eng by Hemul. This mod adjusts the tank gun sights to a more realistic level. *Winter_Mod_Beta 2 by stone2009. Like your eastern front battles in the snow? Then this is the mod for you. SFK42 does not model seasons so in order to revert back to the original spring setting you have to deactivate this mod in JSGME SFK42 has currently has four flavors of sound mods. The first three mods are available at Tanksim.ru, all are available at the MediaFire site. *Frontline Acoustics 1.1 by TangoRomero *Sound Mod for SF by NSU *Steel Sound Mod v1.1 Fixed version (english). *Steel_Sound_Mod_Collection by stone2009. Okay now you have all these mod, what order should I activate them for SFK42 using JSGME? Well there really isn't any right way, best rule of thumb is to have the SPM 1.5 Beta installed last unless you have a mod that states specifically in the installation instructions that the mod has to be added after the SPM 1.5 Beta mod. There also maybe certain older mods you might want activated after SPM 1.5 Beta (I will explain this in the next section). Also since the SPM 1.5 Beta does not have an english version yet, there is no english readme file to compare to the SPM 1.4 read me file to know everything that was added or adopted as standard over SPM 1.4. So for now it quite possible some of the mods I listed above maybe redundent by activating SPM 1.5 Beta. So lets make a hypothetical example. Say you have The Steel_Sound_Mod already activated in JSGME prior to activating SPM 1.5 Beta. When you select SPM 1.5 Beta in the JSGME mod section and select it to the activate section you see in the JSGME activation box any files SPM 1.5 Beta wants to overwrite before you click the activate button. So lets say when you do this you see SPM 1.5 Beta wants to overwrite the Steel_Sound_Mod with the Frontline Acoustics Mod (which the SPM authors have adopted as the standard sound mod in SPM 1.5). That will be your cue that if you prefer the Steel_Sound_Mod you will have to reapply the mod after the SPM 1.5 Beta activation to put it back into SFK42. Its also your cue to whatever mods you already have activated in JSGME are now made redundent by SPM 1.5 Beta. You might also want to take notes of what mods are now redundent and deactivate them before activate the SPM 1.5 Beta. Now if you do not see any message in that box telling you SPM 1.5 Beta wants to overwrite a mod you already have activated, it will not be changed and should remain in the game. Now a final word about the SPM 1.5 Beta mod and some unwanted changes it will make to SFK42. As mentioned above the english version of SMP 1.5 Beta has not been released. So when you apply the SPM 1.5 Beta it will change the GUI interface, mission briefs and just about everything to Russian, but there is a work around. The SPM_v1.5_beta english mod activated after the SPM 1.5 Beta mod will change most everything back to english. As an added insurance you can also apply the Unofficial_patch_SF_v0.1_english after the SPM_v1.5 beta english mod in JSGME. But understand while these two files do fix everything in the GUI, it doesn't always do the same for the mission/campaigns menu and some of the mission briefs. While most of the mission briefs are translated to english, well lets just say some of the translations are not perfect http://www.subsim.com/forum/images/g...lt/biggrin.gif . The two files needed can be found at the Mediafire site. If you prefer to wait for the SPM 1.5 english version all the files you need to roll back SFK42 to pre SPM 1.5 Beta can be found at the Mediafire site I hope this has helped anyone who had any questions about whats out there for SFK42. These files are not all thats out there for SFK42 but it's a good start. UPDATE Due to a problem I had to take the link to my SFK42 mod files down. All is corrected and the files are available again. You will find past and present SFK42 mods there and some SFK42 user made missions from the RU fans of SFK42. NOTE: There are several new user made missions and mods that have been developed by western fans of SFK42 since my file link has been down. You will not find some of these missions or mods at this link since I do not have permission to host them, if permission is granted I will add them. But you can find these new missions/mods from: Rends: Kursk/Prokhorovka Missions (SimHq & Graviteam site). Kyth: Kyth has granted permission so you can find his missions and mods at the mediafire link also....thanks Kyth http://www.subsim.com/forum/images/g...ult/cheers.gif lockie:Hurry up Kubelwagon v1.0 (Graviteam site) nodlew: Gunnery Range, featuring the T-34. Static German targets (hard and soft skinned) and a moving German troop convoy. (Graviteams site). I have also moved all SFK42 missions into their own subfolder (SFK42 MISSIONS) for easier location. Graviteams SFK42 forums: http://graviteam.com/forum/index.php?board=1.20 Mediafire SFK42 files: http://www.mediafire.com/?q38nkzaginphq http://www.subsim.com/forum/images/g...ult/cheers.gif Edited by godzilla1985 (11/27/10 08:08 AM) Top#3021065 - 05/29/10 06:12 AM http://www.subsim.com/forum/images/i...fault/book.gif Re: Steel Fury Kharkov 1942: The Essentials [Re: godzilla1985 |
gun-sight dam fix
For "Steel Fury Kharkov 1942"
Just a small file to help with the Steel Fury dreaded gun-sight damage that happens much too often. A lot of people have made concerns over the gun sight damaged way too easy What happens is almost 60-70% of the time when something explodes by your tank, gun-sights get damaged, a you are forced to look through a whited out cracked site that you can barely barely see out of. IN real war tank did get sights damaged, but it was RARE. It's more real to have no damage, then have it damaged 50-60-75% of time. I fixed it so when your sight gets damaged, you only see the cracks on the very outer edges of the optic view.. you can still tell it, but your center view is like normal. Install into mods folder, use JSGME enable it. Feel free to upload file on another site if you like happy hunting here is the download link. http://www.4shared.com/file/h01tToEK...am_fix_12.html |
Is it possible to have other nations, playable or AI, for Steel Fury?
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SF Question
No there aren't .Only the last mod the Ultimate mod offers the playable Sherman M1A3 with American voices.There are othe rnaitons listed in the ME but they arwe not playable only for the AI.Never tried using them.
For more info come to our SF forum( the one here is pretty much dead) on : http://graviteam.com/forum/index.php?board=1.0 It's pretty lively and fun and you get all the latest mods and info! Cheers! |
Thanks for the reply. I'll take a look. I wouldnt mind having German vs French AI or Soviet vs Japanese AI.
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It's not going to happen. Somebody wanted to create a Western front mod but gave up because of the map limitation size and having to create buildings and landscapes which are different from the Eastern European/Ukrainian models. For what you want you may to try R.O. 2 or Iron Front Liberation 1944.Still with all the models of tanks,spgs, artillery etc in SF only Panzer Elite can pretend to be more complete in terms of hardware....
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Steel Panzer Mod v1.5 beta
How in the world does someone get this patch without having to pay a rediculous fee (more then I paid for the game) from some to the sites or is that not possible. Just bought Steel Fury from Amazon and would like to update it. Thanks
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Steel Panzer Mod v1.5 beta
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The download link is above. Have fun! |
Steel Panzer Mod v1.5 beta
When I try to use that link I get the following error messag
WWWhen I try to download the update from that link I get the following error message: Exception report message descrThe server encountered an internal error () that prevented it from fulfilling this request. excejava.lang.NullPointerException note The full stack trace of the root cause is available in the Apache Tomcat/6.0.16 logs." The only other way I have found is to pay for it, any suggestions? Thanks for the quick reply. |
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Does anyone have updated, clean download links for the patches and such? Many seem broken, dead or require jumping through a bunch of hoops for the hosting site. I just picked SF up on gamersgate and would like to patch it up.
Cheers! :up: |
Does anyone have updated, clean download links for the patches and such?
http://graviteam.com/forum/index.php?board=1.0 |
A web site for those playing "Steel Fury: Kharkov 1942".
Steel Tank Add-on is mod for the game Steel Fury. http://stasf2008.ephpbb.com/t6-steel...-on-steel-fury There are the next new features to compare with NTA: - added new tank Pz.35(t) (GER) - gun 37mm KWK34(t) 39cal. + paired 7.9mm MG37(t), 7.9mm MG37(t) radist shells: - AP, PZGR(t) umg39, 675m/s - APC, PZGR40(t)39/37, 980m/s - HE, SPRGR(t)39, 657m/s - added ATR platoon mod.1941 (GBR) - fixed tank T-35A, his shells and sights - fixed center mas for the regiment gun 76.2mm - fixed multi-sound of MG-34 - added new tank M4A2 (USA) - fixed mission "Tiger at the battle field" (GMP2.x) - added "street lamp #01" - added "street bench #01" - fixed missions #02, 03 from campaign Barbarossa and slightly adjusted polygons - added British `Valentine` MK3 with insignias - added a fuel truck Blitz (desert, tri-color camo) (GER) - added new destroyable building `toilet` - added new APC `Universal carrier` (GBR) - fixed armor of the Panther F - added new tank M3A1 "Honey" (GBR) - fixed Pz38(t) - fixed Marder III(H) |
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