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-   -   Time travel s/f mod (need help). (http://forum.shrapnelgames.com/showthread.php?t=46380)

roberttt September 26th, 2010 06:01 AM

Time travel s/f mod (need help).
 
Hi

I know this is very crazy idea but I think it is gonna be so fun to play.

Imagine traveling back in time a little group of modern, advanced forces to fight with hordes. :angel

1 Merkav vs 100 Panthers and King Tigers! :D


Any ideas how to add such a fictional future countries to game?

Anybody willing help me with these?

DRG September 26th, 2010 11:19 AM

Re: Time travel s/f mod (need help).
 
King Tigers and Panthers and more are already in winSPMBT in the Red OOB

Don

roberttt September 26th, 2010 12:31 PM

Re: Time travel s/f mod (need help).
 
Hi Don.

Yes, but this is more like traveling from past to future.

Are there any obstacles to create a fictional country?
Or to create something like an alien invasion mod?



all the best

Imp September 26th, 2010 02:06 PM

Re: Time travel s/f mod (need help).
 
Yes do it in MBT or you wont get ATGMs ERA etc. Very long process as will have to overight an OOB with a WW2 one by building it yourself, cant copy it.
Marcello I think did a partial German one try doing a forum search in MBT.
Bit of a turkey shoot even a decent IFV will have fun, faster to position for flanks & way more accurate. Couple of ammo trucks & mortars so can place smoke for it to hide behind & thats it. Merk with amount of dischargers it has nobody should ever get a shot at it not that its a problem even from the side few units could scratch it.
Therefore lot of work just to provide target practice in my view.
Just do present day Israel vs a 3rd rate country if you want a turkey shoot at least they will have a slight chance. Say Lebanon or any African S.American country or reinact the Gulf Wars

troopie September 28th, 2010 10:45 PM

Re: Time travel s/f mod (need help).
 
Using Mobhack, and swapping graphics between WinSPMBT and WinSPWW2 there things you CAN do, and things you CAN'T.

You can make hyper accurate weapons, radar controlled AA guns, ground radar, TOG and laser sights, powerful tank guns that will pierce any armour.

You can make basic ATGMs, they're in the game. (X-7 Rotkappchen).
You can make ATGM carrying vehicles.
You can make assault helicopters, observation helicopters and helicopter gunships.

You can make cluster bombs, they're in the game.

You can't make atomic, biological or chemical weapons. There is no code for them, there never was any code for them and as far is I can tell, here never WILL be any code for them. They're beyond the scope of the game, forget it, end of story.

You can't make reactive armour. There is no code for that, and in SPWW2, never was.

You can't make anti-radiation missiles. That capability was removed from the windows version, as far as I know. There is no weapons type. Also in the thirties and forties, as far as I have been able to find out, anti-radiation weapons weren't even a concept.

You can't make cluster artillery rounds.

You can't make surface to air missiles. None were deployed in WW2. The Germans came close with the Schmetterling and the Rheintochter, but neither were ever deployed. The RLM fossicked about with the Schmetterling, and by the time they got serious, the Allies flattened the factories. The Rheintochter was never even tested.

The US Navy came close with the Lark (iirc). But it was a ship defence weapon, and not intended for deployment until 1946-47.

You can't make guided bombs. They were deployed in WW2, the Fritz-X by the Germans, and the AZON and RAZON by the USA, but the Fritz-X was mainly used as an anti ship weapon. And the AZON and RAZON required two aircraft to make them work, and were very inaccurate.

You might be able to make the British unguided AA-rockets, but they were used mainly as port defence, and are mostly not in the scope of the game. You might be able to make the Fliegerfaust, an unguided manpack surface to air missile developed by the Germans, but never tested and not all that useful. It had a range of 500 metres, not long enough for a useful SAM.

And why would you want to use 2000 weapons in a 1940s game? It would be like hunting cows with a sniper rifle.

troopie

Cross September 29th, 2010 08:18 AM

Re: Time travel s/f mod (need help).
 
1 Attachment(s)
There was a futuristic OOB mod made for SPMBT in 2002. I've never installed it, but I'll attach it to this post.

This is what the text notes say:


Steel Panthers MBT Traveller 2300 OOB

The OOB is based on weapons from the role playing game Traveller 2300. T2300 is a "future history" RPG where Earth has moved out into the stars. Earth is at peace with itself for the most part, but still has military challenges in the far flung reaches of the Galaxy. The dominant power in T2300 was France, with China and North America coming in second and third. Although set in the late 22nd Century, the designers did not envision huge technological advances over the next several hundred years. Much of current early 21st Century technology is still in use. The major advances are plasma weapons, laser weapons, and gaus weapons.

Laser Weapons - Laser weapons are what you might imagine. Energy is tranformed into a focus beam of light whith sufficient power to cause damage and death. The laser beam is not a solid beam, but rather a one onehundredth second pulse of energy at 30 to 50 megawatts, depending on the weapon. The destruction and lethality is caused by the rapid change in extreme temperature on the surface of the target.

Plasma weapons - A hydrogen fuel pellet is super heated to the plasma state and then launched down a laser beam to the target. The tennel of heated air created by the laser pulse helps to keep the plasma bolt from dissipating before it reaches its target. The current PGMP in the OOB fires a 20 megawatt bolt.

Most of the rest of the weapons used are self-explanatory.
Gaus weapon - Gaus weapons fire a high density metal "needle" down a barrel using magnetic pulses. Because the "needle" does not touch the barrel, there is almost no friction, which allows for very high velocity. The FAM-90 fires a 4.5mm x 20mm flechette at 1600 meters per second. Gaus weapons are very low noise, and have no muzzle flash, therefore making such troops hard to locate.

Although I've tried to cover all of the bases, there is still some minor work to be done. Some of the unit costs probably need tweaking, and at least one unit, the Strat Bomber, is experimental. I'm trying to develop a bomber that can't be shot down (because in actuality, it would be at 30,000 ft, and thus out of range of any of the game SAMs), but as it stands, it has a much increased survivability. Most SAMs can't touch the A/C. Any suggestions or comments regarding this OOB are welcome.

Jeff Ashman





Cross

DRG September 29th, 2010 03:08 PM

Re: Time travel s/f mod (need help).
 
If this was made in 2002 there is no way the OOB's will work in winSPMBT

Don

troopie October 2nd, 2010 07:47 PM

Re: Time travel s/f mod (need help).
 
Quote:

Originally Posted by DRG (Post 759532)
If this was made in 2002 there is no way the OOB's will work in winSPMBT

Don

It isn't. The weapons show up, but the units are just names without equipment and the formations don't show up at all.

troopie

DRG October 3rd, 2010 10:49 AM

Re: Time travel s/f mod (need help).
 
That's because the weapons list code hasn't changed since then but all the rest has. The only way to view it would be with a 2002 era MOBHack but there would be no way to copy it to the newer format

Don


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