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Sid

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Posts posted by Sid

  1. Well, anybody trying to navigate cross country should have a compass and know how to use it........shouldn't they....?

    Anyway, there are compasses fitted to some of the driver positions within the in game tanks so hopefully this will explain how to use them should you choose to do so. The tanks fitted are:

    PzIII M

    PzIV

    PzV

    PzVI

    M4A2

    There are only 2 keys needed for use with the compass, 'Compass director: left' and 'Compass director: right' the default ones are LSht Z and LSht X. Don't pay attention to the keys on the piccies, they are my custom ones.

    All of the compasses fitted are electrically powered and power up automatically so the engine must be running for the compass to work. Also, the compass needs to settle down for a couple of seconds before it is usable.

    The idea is simple. There are 2 scales, the lower one is floating, the upper one can be set by the driver. The floating one gives the actual tank hull heading and is displayed in the HUD, the other can be set to your desired heading using the assigned keys. Keep the 2 lined up and away you go on your desired heading.

    The M4A2 has a familiar compass rose of 360 degrees so is quickly understandable. The German tanks however use a scale of 1 through to 12. I did think it may have been linked to the alternative compass rose marked out in mils but there are 6400 of those in 360 degrees so I think not. So, you can either use the German ones like a clock face where north is 12 o'clock (3 o'clock is 90 degrees, 6 o'clock is 180 degrees etc.) or multiply any headings by 30 to give you a compass heading (eg. 9 o'clock multiplied by 30 gives you 270 degrees).

    What isn't modelled is the effect of magnetism (not the type Painless usually deploys) as this wouldn't be possible. Magnetic variation due to the earth's magnetic field, hull magnetism and all the other effects could be too difficult to incorporate because we are now in 2021 not the 1940s - magnetic variation was a different figure then and it also depends where in the world you are. It doesn't stop the adjusters being modelled, we just can't do anything with them....thankfully. This is one of those things that needs to be kept simple, eh Dogz?

    Don't ya just love this game....hope this helps....don't get lost out there.....although you won't because you will have your HUD on....

    Cheerzen

     

     

    Tank compass keys.jpg

    M4A2 compass.jpg

    German compass.jpg

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  2. :)

    Bit more of an explanation - 'Scope view'.

    On the Su tank destroyers it appears that the sight view available for the commander is a scope that enables him to direct fire within the gun's arc of fire up to 56 degrees in any direction. Could be used for direct fire ie. against visible targets or indirect fire ie. as an artillery piece.

    In game the reticule is movable using the visor adjust controls. In co operation with the driver and gunner the commander can place the reticule over the target and adjust the fall of shot accordingly. Brilliant.

    This game is really Tank Crew....the more I look into it the more I can see the work put it into it to make it accurate and workable with a human crew...

    Su commander sight.jpg

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  3. Maybe some of you will find these useful...

    I have attached a Word document sheet and a downloadable jpeg each for Allied and Axis that shows, by type, the actions and default key mappings for each crew position. I found it really useful to go through the positions and try the mappings available to see what occurred. I found some interesting stuff eg.

    How to get the Su122 gunsight working Topic here

    KV1 commander operates the rearward firing machine gun from within the turret

    Lots of visor views

    The Sherman visors are height and horizontally adjustable so they fit your field of vision

    Some of the views from the gunner’s visor positions in some of the tanks would in real-life be from the loader’s position. This position isn’t modelled hence the view from the opposite side of the main gun when cycling through the gunner’s visor views

    Russian gunsights have extra zoom....German don't

    If you have a look and find something on them that may not be right or have found something else please let me know 🙂 Download as jpegs here

    Cheerzen

     

     

     

    Axis TC positions and associated actions etc.jpg

    Tank Crew positions, actions, views and keys - Axis.docx Tank Crew positions, actions, views and keys - Allied.docx

     

    Allied TC positions and associated actions etc.jpg

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  4. Looks like this is a way to use the Su122 at last....

    The gunsight has been a mystery. I have prepared some crew position/action/views/default keys sheets (will be on a different post) so I found this out whilst looking at the Su122.

    1. Go into gunner's position Ctrl C

    2. Take control of the gun T

    3. Open hatch RAlt C This moves the gunner upwards to the top of the compartment

    4. Open visor LWin C This opens the visors on the top so that the sight can see out of the compartment (see attached piccies)

    5. Nestle to the gunsight LSht T

    Bang Bang!!

    Su122 visors closed.jpg

    Su122 visors open.jpg

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  5. 1 hour ago, Parts said:

    Hello Sid - We did speak about this some time back but I thought that I would drop it into conversation again (drop a bollock lol!) I wanted to have a skin with a decent pair of nads (The Dogz bollocks so to speak). I couldn't find an image of a good pair of K9 clusters so I thought that using something like the comedic cartoon nuts in this image (not the whole image) might suffice. Just something to hang off the back of my tank really.

    Possible do you think?

     

    FUNNY OLD BALD MAN MASK LATEX BALLS SCROTUM CHIN STAG PARTY DICK NOSE  ACCESSORY | eBay

    😄 Very unique mate.....

    What tank, what colour, any other markings? PM me with all the details....🙂

  6. Multicrew does take it further.....it is another dimension to the game, a good one.

    Pooka, Swep, Painless and I, me hosting, went on the AAS map, the one that ends at the sea with the ship. We went German and ran with Panthers and Tigers, crewing them as a pair and went for driver, gunner and commander positions thinking that anyone could swap positions once in a tank. 

    Quite soon we worked out that whoever chooses the tank from the spawn point is able to crew all positions except the one chosen by his partner so when operating as a pair in a German tank, whoever is going to drive also needs to fire the gun so they are the one that selects the tank from the spawn point. The partner doesn't choose a tank from the spawn point and instead chooses a position from their partner's tank by using the 'Become gunner' button on the map screen. However, they can only stay in that position, they can't move positions like the tank 'owner' can. This should be different in a T34 because the commander is also the gunner so should be able to swap from one to the other leaving the driver in that position although we didn't try it. Next test perhaps?

    This meant that, for example, in the Panther and Tiger Painless drove and was also the gunner. I stayed as commander and, with my view positions ie out of the hatch, out of the hatch with binoculars or through the visor in the cupola, I was able to guide Painless. I could give him a heading using the compass in the bottom left as we both see the hull direction angle. This worked fine as he could drive from the gunner's position if he chose. When I drove I stayed in the driver's position using the visor zoomed in or out. Bit restrictive but not as bouncy as driving from the gunner's position. When engaging the enemy I swapped into the gunner position. At no time did I have to unlock the main gun when changing positions, it always remained unlocked.

    As commander you are able to spot for the gunner HOWEVER don't get too focused on the spotting as tanks can approach you from all angles......a few times we had to go 'AHHHHH.....TURRET RIGHT RIGHT....LEFT LEFT' as we were likely to get taken out by something not nice very close.

    As far as the comms went it got to the point where I was pretty oblivious to what Pook and Swep were saying to eachother in their tank although it is inevitable that we talked over eachother. I wasn't aware of individual tank chatter being a nuisance to the other one. There were only four of us though....I'm sure this wouldn't be the case if there were more.

    I really enjoyed the session....we didn't progress far and there were many MANY enemy vehicles but it was fun, tense, frantic but mostly very enjoyable. :)

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  7. More fool those buying the cards that have more money than sense and are feeding the dickhead scalpers. It'll stop eventually, it's a fad that unfortunately would affect us and others like us at a time when we would prefer less stress ie. not being able to play online because a graphics card has broke.

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  8. 410th BG

    4 aircraft took off from Eindhoven to carry out a recce in the area north east of Prum. An uneventful flight to the area apart from the fighter escort appearing then disappearing, didn't see them for the rest of the flight duration. On reaching the patrol area and just before turning onto the Northern leg along the lines we were attacked by Fw190s. These were called out by Delta but they attached themselves to us very quickly. Sid picked up damage in their first attack so he turned back over the lines and headed home but was chased by a determined 190. Delta and Crash had a dogfight for a short period until support came in the form of welcome 485th P38s. Crash and Delta were able to break off and begin the northern leg but Delta picked up flak damage soon after. They got rid of bombs on artillery targets and headed back to friendly lines. Delta's damage caused him to head for Aachen to land but didn't get there, he ditched south east of Monchau. Crash headed home. Meanwhile the persistent 190 chasing Sid was damaged by the rear gunner and, when turning to engage a P38 lost control and went in north of Prum. Sid was very badly damaged and decided to head for the airfields on the west of his route back to Eindhoven but had to bail south east of Petit Brogel.

    Given the weather and fighter activity it was a very interesting mission. Well done boys for surviving....

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  9. 😐

    I'm lost here Friar.

    You have saved a copy of your input file. You create a mod with it and then activate it when you go tanking. Aren't you just overwriting the original input file with exactly the same information? For this to work, and I think I can see how now, don't you have to remove the original input file you have altered so that it can be replaced by the new specific one?

    I get it now, I think I was having a Sid Viscous moment....

  10. 4 hours ago, Friar said:

    Did anyone have any frame issues at all last night?, was gameplay smooth? just wanted to check as I did not see any server errors and I had over 100 AI on the map (just thinking about the next one :) )

    I had that one occasion I told you about where my frame rates crashed completely. I left the server and rejoined and they went back to normal.

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  11.  

    A set of 20 Sherman skins for use in Dogz events. There are 4 zip files, one has the 20 skins in for placing directly into the "_M4A2" skins folder, another has the 20 skins as a JSGME ready folder that goes into your 'Mods' folder and there are 2 that have the skins split into 2 packs as some encountered issues downloading a pack of 20. Select which one, or ones, you want. The JSGME one allows you to remove the skins easily after the event.

    Produced by Sid using the game M4A2 template.

    • Thanks 4
  12. 410th BG Debrief

    A partially successful mission was carried out by Crash, Delta and Sid. We were tasked with bombing transport locations in Schiedem. Again, cloud cover dictated that we stayed below the cloud at approximately 6000ft and we set ourselves up for a run in with a tailwind by heading west out to sea and returned east inland. The ground targets were quite elusive and couldn't be confirmed from this height until we were close, also there were many flak units mixed in so it was decided to carry out a low level bomb run. All pilots broke off from height and made individual runs onto the target destroying trucks, facilities and buildings. We each made 2 runs however Delta unfortunately stalled in a tight turn and crashed....too low to survive. His determined and accurate persona will be missed. Crash and Sid returned to Eindhoven with no damage to either aircraft via a longer route to the south in order to avoid a dog fight further north.

    Major E Shoo

  13. 2 hours ago, Friar said:

    Will that be "Ponty" for short?

    :)

     

     

    Well, I think that 3-syllable Pontius would eventually come out as 2-syllable Ponchus anyway.....

    Welcome DD_Pontius, hope you are able to catch us in the skies when flying Adelaide time 👍

  14. 410th BG Debrief

    A successful mission was carried out by Delta and Sid. We were tasked with bombing the railway station in Krefeld. Cloud cover dictated that we stayed below the cloud at approximately 6000ft and we set ourselves up for a run in with a tailwind. High windspeed, 10m/s, at this height provided us with a very gusty and wobbly platform...Sid dropped close but missed the train...Delta dropped down whilst Sid diverted the flak's attention, Delta then carried out a perfect low level drop along the line of the track and took out the train and rolling stock. Both aircraft made a rendezvous at Venlo and landed back at Eindhoven with no damage to either aircraft. No other aircraft were seen and flak over the target was relatively light.

    Major E Shoo

     

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  15. It's the Hasegawa 1/32 Fi156 C Storch. It came with two figures, one pilot and one standing Rommel so I had to raid the spares box for other figures however Mussolini is a generic old man resin figure off the net, only one I could find wearing a Homberg hat..

    A coat of primer cleans them up and prepares them ready for some colour...it's very rare I paint figures so this could be fun :) Most of the figures won't be seen as the fuselage is narrow and hides most of them and the canopy and frames will obscure much of the upper parts.

    As for the canopy frames I try wherever possible to get a ready made printed masking set made from the yellow modelling masking tape, I can generally get one supplied for every aircraft I have built. If not, then yes, lots of masking.....

    IMG-20210120-WA0003.jpg

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