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BRS

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Reply with quote  #1 
I don't know if I can ever finish this one. So just to let you know that this one is in progress:

https://www.dropbox.com/s/yiqzni76muege0e/BS_Wespe_Progress_1.jpg?v=0rc-

If there is any interesst about, I will place some more screenshots here during the building phase.
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Poor Old Spike

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Reply with quote  #2 
Nice job, a couple of Wespes can stand off and systematically demolish an enemy-held village with direct-fire 105mmHE shells, then the troops can go in to mop up because the enemy pose no threat if they're mush..
I regularly use the tactic with standard tanks but it takes longer because they're usually only 75mm to 88mm calibre, so a few Wespes would be very welcome.
"Never fear to use weapons of mass destruction, let the fear be your enemies"- one of my wargaming sayings

A Wespe

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Lennard

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Reply with quote  #3 

You'll probably never be able to put it in IF since it doesn't support modding, but it certainly looks like a good start.

Looking forward to see more WIPs. 


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BRS

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Reply with quote  #4 
I really don't know how much details will make sense for a custom IF44 (ARMA) model.
Here is my first try of the drivers front hatch:
https://www.dropbox.com/s/1130zg8stm9orx7/BS_Wespe_Drivers_Front_Hatch.jpg?v=0rc-
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Fudge

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Reply with quote  #5 
That is looking too detailed to me. However you can create a really high detail version of a model, and then use that to assist in a lower detail version as well as being able to bake the details to the texture. So in other words make it as detailed as you like, later on however you will duplicated the model and create it with less detail. Keep up with the screenies!
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Fudge

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Reply with quote  #6 
Saying that; You will use different models (LODS) for different view ports. So the driver view will use a separate model to the 3rd person view. Therefore the camera will be really close to the hatch and you could benefit from this extra detail.

Main LOD 0.00 Max detail view from outside, i.e. third person view and if you run up to the model. Likely too much detail.
Driver View port. Can't see the rear of the vehicle so can remove details there. Frees up resources to use on parts that obscure the camera view, such as this hatch.

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Joe98

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Reply with quote  #7 
It would be terrific if the vehicle used the Artillery Computer as the mortar does.

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Santa Six

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Reply with quote  #8 
Quote:
Originally Posted by Joe98
It would be terrific if the vehicle used the Artillery Computer as the mortar does.

I know what you mean. I had that idea when I added it to the wishlist. The Wespe in I44 plays like a Marder II tank destroyer. So I wouldn't count on that happening
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BRS

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Reply with quote  #9 
Quote:
The Wespe in I44 plays like a Marder II tank destroyer.

So this means that there is a working model of this vehicle already done?
Wuah, I didn't know that, never had a look into I44. Could you upload a screenie?
Beside having fun building this project it could become useless now.
For the behavior of this vehicle, from my sight it has to be done as
artillery not as tank destroyer.
It was no Nashorn or Panzerjaeger 1 or one of the Marder series.
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Poor Old Spike

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Reply with quote  #10 
Quote:
Originally Posted by BS
...So this means that there is a working model of this vehicle already done?...


No there's no Wespe in IFL44 or D-Day DLC, and nobody else is workng on a mod of one so carry on..
The largest calibre HE firer in the game is the Russian JS-122 (122mm), and the largest calibre German HE-firers are the Tiger and Kingtiger (88mm) so the Germans need a Wespe (105mm) to close the 'HE gap'.

For the record these are the games standard ammo loadouts-

JS-122 Stalin
12 x AP
16 x HE

Kingtiger
30 x AP
10 x APCR
40 x HE

Tiger
30 x AP
12 x APCR
50 x HE

(APCR stands for Armour-Piercing Composite Round, only the Germans had it, it was a solid non-explosive tungsten round with high muzzle velocity and better penetration than standard AP rounds and was used for punching holes in the very heaviest Russian tanks such as the Stalin that standard AP might not be able to penetrate.
Personally I rarely bother using APCR for two reasons:- firstly if you've got an AP in the breech of your German tank gun and you spot a Stalin, you can't afford to waste precious time reloading with APCR, and secondly AP rounds usually contained an amount of explosive so even if they don't penetrate the Stalin the blast might still rip off its tracks, knock out the gun and stun the crew etc.
So if you've got the shot, TAKE IT while you still can, regardless of what's in the breech!
Anyway AP can fairly easily penetrate a Stalins thinner side or rear)   

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Fudge

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Reply with quote  #11 
Arma 2 has a free WWII mod called Invasion 44, there is a small video of it in action here. Still not a reason not to create your own version though. If things were only ever modelled once there would never be any improvements!



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BRS

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Reply with quote  #12 
Quote:
If things were only ever modelled once there would never be any improvements!

true
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Poor Old Spike

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Reply with quote  #13 
I helped playtest Invasion 44 a few years ago and plastered dozens of screenshots in the BI forum but can't remember a Wespe, they must have added it after I moved on, ha ha.
But it's definitely not in IFL44 and D-Day DLC.

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Santa Six

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Reply with quote  #14 
It was added in the most resent patch. I was excited to use the first WWII SPG in an Arma game. The gun is great but you have to play it as I said before, an open tank destroyer. So if you can find the scriptes for the Arma II mobile Artillery unit and make it work with your Wespe. That would be a game changer. Don't ask me how, I wouldn't have a clue.
It would be a great balance against the Katyusha. That is if it was working
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BRS

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Reply with quote  #15 
@Fudge
Quote:
That is looking too detailed to me. However you can create a really high detail version of a model, and then use that to assist in a lower detail version as well as being able to bake the details to the texture

I think that is what I have to do.
I will try to make the model as good as I can first. Sure it's a pain knowing to crack that all down again later. I had a quick look to the ARMA2 BIS models and was surprised with how less details they worked.
I have to find infos about these different lods, their meanings and the how to later.

@
Santa Six
I believe that I will have not so much problems to script that thing as I would like it should be, myself.
But first of all I need to finish the model itself, crack it down, clue it together in oxygen again, make textures, choose sounds and so and so on.. And not to forget that dammed cfg thing.
Last one is still a big mystery for me. But I think here are a lot experts who will bring me, if needed, on the right track then.

Here is what I added last days:
https://www.dropbox.com/s/o1y5yya9nn3lwbv/BS_Wespe_Progress_2.jpg?v=0rc-
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