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09-26-10, 06:38 PM | #106 | |
Watch
Join Date: Jul 2010
Location: Germany
Posts: 23
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Quote:
I have uploaded the file to : http://www.filefront.com/17324205/SP...patch_ver2.rar
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09-26-10, 10:34 PM | #107 |
Grey Wolf
Join Date: Dec 2009
Posts: 897
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Very Useful!
Txema, muchisimas gracias por el buen trabajo!Te agradecemos todos!
rinik |
09-27-10, 12:00 PM | #108 | |
中国水兵
Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
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Quote:
Thank you very much for uploading the file there Txema |
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09-27-10, 02:39 PM | #109 |
Watch
Join Date: Jan 2010
Posts: 28
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Hello All,
I have a question to anybody knowledgeable on the SP 1.5 beta mod. I highly appreciate all the work that you talented folks have done and I am enjoying this addition to SF greatly. However, I do have a technological question, or perhaps a bug report. When playing the Marder III, I cannot move/traverse the gun when in the gunsight view. It is just stuck and doesn't move at all, no matter how much I move my mouse. Did anybody else notice this? Or is it just me not knowing which button to press to unlock the gun? Any help with that would be great. Thanks, FW |
09-28-10, 12:45 AM | #110 |
Grey Wolf
Join Date: Dec 2009
Posts: 897
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REnds Prokhorovska beta mod
Rends I downloaded and installed your new Prokhorovska Beta Campaign.6 missions! Man you are spoiling us./Unfortuntaely I wasn't able to play it because I installed late last night and when I tried to play it this morning I got a white screen ( possibly my pc giving me trouble again).I will install it on my laptop with my spare games and tried to play your missions.Anyway, in anticipation, a huge thank you for the work you are doing.I am very eager to play your new missions and give you feedback.
Is there anyway I could use your new Kursk maps?Do you have them in datapack format?I would install them in my ME and remake some of the stock SF missions.Please let me know. Anyway on behalf of all SF fans Vielen Dank! |
09-28-10, 12:47 AM | #111 |
Grey Wolf
Join Date: Dec 2009
Posts: 897
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Marder IIII
FW, I have the same problem.I didn't pay attention to it because at the time I was testing the Marder I was hit by a T34/85 and simply thought that the hit had disabled my gun.I haven't seen any report of a bug on the Avia forum.I think the only way to know is to test your Marder in a trial mission in the ME. Try pressing all the keys until you hit the spot.A short list of likely keys would be G or O. Have you tried letting the AI man the gun while assuming another position either commander, loader or driver?May be the AI is programmed in the game to automatically unfasten the gun from its mount?Then once the gun is free you can take over as gunner.Try that with just a few enemy tanks to see if it works for you....
Cheers |
09-28-10, 04:43 AM | #112 |
Engineer
Join Date: Dec 2006
Location: New England
Posts: 216
Downloads: 9
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Txema... Thank's for the translation mod... it works great!
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09-28-10, 05:42 AM | #113 |
Engineer
Join Date: Dec 2006
Location: New England
Posts: 216
Downloads: 9
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Was just running a mission with the Marder I and was able to traverse the main gun with no problems.
I have my JSGME set up for the game as follows... Playable Panzer II, III & StuG v0.2, Unofficial_patch_SF_v0.1_eng, stugIIIG_Mod_v1.0, Steel_Sound_Mod_v1.1(fix)_eng, Steel_Panzer_Mod_v1.5_beta and SPM_V1.5_beta_English-patch. A couple of screens taken from the gunner's position and traversing the main gun while stopped and firing on the enemy tanks. http://img.photobucket.com/albums/v4...07_24_0000.jpg http://img.photobucket.com/albums/v4...07_47_0001.jpg
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09-28-10, 07:04 AM | #114 |
Grey Wolf
Join Date: Dec 2009
Posts: 897
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Mods
Woofiedog you don't need to have the Playable Panzer II, III & StuG v0.2,
stugIIIG_Mod_v1.0 mods enabled anymore as they are contained in the Steel Panzer 1.5 beta.You'll see the Stug IIII F missions included in the game menu. Cheers |
09-28-10, 07:51 AM | #115 |
中国水兵
Join Date: Mar 2005
Location: Basque Country
Posts: 284
Downloads: 365
Uploads: 0
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Fix for the Marder released by Stone 2009 in the russian Forums.
************************************************** ************ Fixed a problem with the sight of Marder , as well as an issue where , together with a platoon of machine gunners WPRA appear anti-aircraft guns. Download here: http://www.sukhoi.ru/forum/attachmen...9&d=1285670878 ************************************************** ************* |
09-28-10, 10:34 AM | #116 |
Engineer
Join Date: Dec 2006
Location: New England
Posts: 216
Downloads: 9
Uploads: 0
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Thank's for the information... will update my JSGME files!
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09-29-10, 10:11 AM | #117 |
Ace of the Deep
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Greeting Woofiedog mate!, long time no see from the UBI IL-2 forum days.
Best Regards Aces
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09-29-10, 11:17 AM | #118 |
Engineer
Join Date: Dec 2006
Location: New England
Posts: 216
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Aces it is very good to hear from you... they still ask about IL2-MAT Manager from time to time.
Take it Easy!
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09-29-10, 11:34 AM | #119 |
Watch
Join Date: Jan 2010
Posts: 28
Downloads: 0
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Thanks for the Marder III-fix, Txema. Now the gunsight works.
FW |
09-30-10, 10:10 PM | #120 |
Medic
Join Date: Mar 2005
Location: North Atlantic
Posts: 162
Downloads: 73
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Just d/led the 1.5 beta.
I currently have about every mod for SF active so, not knowing what the 1.5 beta includes, my question would be: What mods should I use with 1.5 beta? I would think the Sound mods would be okay but what else? Thanks!
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