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    Pz.III bugs, fix and new feature

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    Pointer

    Posts : 158
    Join date : 2015-04-17
    Location : Poland

    Pz.III bugs, fix and new feature

    Post by Pointer on Mon Jun 29, 2015 7:20 pm

    During playing the campaign "Not quiet on the eastern front" (very cool!), I've found the following bug of Pz.III ausf.J (mesh=pz3).
    There're 3 sights provided for the loader:
    - forward (ok),
    - right placed in the turret wall (ok),
    - right placed in the loader's hatch - this one is bugy.
    At the begining, I thought, that this is a bug of blindness, but its character is of another type.
    The view direction is inverted: from the outside into inside of the tank, what can be seen very well while opening the hutch.

    I've fixed this bug by editing pz3.go file and rotating s_camera_loader_02 chunk 180 degs round axis Y.



    The second found bug belongs to the category "semi-bug".
    It occurs in the Pz.III ausf.J (mesh=pz3) and also in the Pz.III ausf.N.
    I mean the improper commander's cupola sight views sequence with violation of the rule:
     PageDown ==> clockwise (next to the right),
     PageUp ====> counterclockwise (next to the left).

    This rule has been implemented in the stockgame playable tanks:
    - Pz.IV F2 (the commander's cupola),
    - T-34 mod.41 (the driver's 3 periscopes),
    and also as in the alternative 3d-model of Pz.III J (mesh=pz3jn) and in majority of other STA tanks.

    IMO, it should be treated as the obligatory standard, so I've fixed that for both Pz.III ausf.J (mesh=pz3) and Pz.III ausf.N.



    Additionally, I have a proposition of a new feature of the Pz.III ausf.J (mesh=pz3).
    During editing pz3.go file, I additionally corrected (by 90 degs rotation round axis Y), the d_antenna chunk point of rotation (so its axis of rotation now is parallel to axis X).
    This has been done to enable the animation of the aerial. The control of its position (horizontal/vertical) I've linked to the gunner's hatch.
    Why to the gunner's?
    I considered also the radio operator. It would be formally proper and good for the human player, but not for the AI. The radist has no unbuttoned position, so the AI would rise the aerial only while escaping.
    The commander would be better, but in this case the human player may want to fight in pointing targets mode, occupying unbuttoned position.
    So I've given the aerial position control to the gunner's hatch. The gunner has the unbuttoned position and the AI uses it only when quiet and no enemy in the neighbourhood. In that situation the turret stays oriented to 12 o'clock and there is no risk of conflict with the rised aerial.
    Because the player may want to control the aerial position from any crew position with key "6" command "open/close all hutches", I've disabled animation of 2 front service hatches (as has been done earlier by the authors of STA Pz.III ausf.N).

    I have tested this new feature in several missions and found, that it works as I expected.



    Here fix dedicated to f09_Fix_MayUpd_2015:
    http://sendfile.pl/pokaz/410663---zOoO.html



    And finally, I'd like to report one unfixed bug: lack of the icon of shells type "PzGr39(lg) 5 cm".
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    woofiedog
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    Re: Pz.III bugs, fix and new feature

    Post by woofiedog on Mon Jun 29, 2015 8:39 pm

    Excellent find and thank's for the fix. Giving it a try now.

    Again thank's. Smile
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    lockie
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    Re: Pz.III bugs, fix and new feature

    Post by lockie on Wed Jul 01, 2015 4:22 am

    Pointer wrote:During playing the campaign "Not quiet on the eastern front" (very cool!), I've found the following bug of Pz.III ausf.J (mesh=pz3).
    I've fixed this bug by editing pz3.go file and rotating s_camera_loader_02 chunk 180 degs round axis Y.
    All fixes are reasonable and will be included into the next upd.

    The second found bug belongs to the category "semi-bug".
    It occurs in the Pz.III ausf.J (mesh=pz3) and also in the Pz.III ausf.N.
    I mean the improper commander's cupola sight views sequence with violation of the rule:
     PageDown ==> clockwise (next to the right),
     PageUp ====> counterclockwise (next to the left).
    This is a good fix. Now we've a simple rule how to look through Commander's cupola. To say the truth I always press any keys:  PageDown or PageUp and don't know which view will be the next.

    And finally, I'd like to report one unfixed bug: lack of the icon of shells type "PzGr39(lg) 5 cm".
    I'll have a look.
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    Pointer

    Posts : 158
    Join date : 2015-04-17
    Location : Poland

    Re: Pz.III bugs, fix and new feature

    Post by Pointer on Wed Jul 01, 2015 3:44 pm

    lockie wrote:All fixes are reasonable and will be included into the next upd.

    It's very nice.
    And what about my previous fix for the Pz.IV ?
    http://stasf2008.ephpbb.com/t354-prehistoric-pz-iv-cupola-bug
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    lockie
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    Re: Pz.III bugs, fix and new feature

    Post by lockie on Wed Jul 01, 2015 9:41 pm

    Pointer wrote:
    And what about my previous fix for the Pz.IV ?
    http://stasf2008.ephpbb.com/t354-prehistoric-pz-iv-cupola-bug
    Already included Wink

    Pointer wrote:And finally, I'd like to report one unfixed bug: lack of the icon of shells type "PzGr39(lg) 5 cm".
    I can't recreate this bug. See PM.

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    Re: Pz.III bugs, fix and new feature

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