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    STA2.3 version

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    lockie
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    STA2.3 version

    Post by lockie on Sat Nov 28, 2015 7:01 pm

    STA 2.3 (Steel Tank Add-on) mod, which is specially designed for GMP(Game Mission Pack) Steel Fury:
    - GMP1.x
    - GMP2.x
    - GMP3.x
    - GMP4.x

    Steel Fury demo version

    STA2.3 is available only via donation.
    Send PM lockie or Txema for details.
    STA team needs the funds to get Source Code.

    RUSSIAN OCCUPANTS GET LOST FROM UKRAINE!



    IMPORTANT:
    1. All files are protected with a password
    2. It is STRICTLY recommended before sound mod installation - delete the next folder:
    ...data\k42\loc_rus\sounds\speech\
    Then install SSM 2.42.
    3.  It is highly recommended to create a new player's profile to get all changes available
    4. To see the d/l links u've to be "logged in"
    5. To d/l from 4shared you have to be registered there
    How to d/l from 4share:

    Describe here all bugs, which were spotted.

    Installation:
    Here's a video tutorial how to install STA mod. Created by Geoweb35
    1. SSM 2.42 (Steel Sound Mod)
    2. GMP1.x (optional)
    3. GMP2.x (optional)
    4. GMP3.x (optional)
    5. STA 2.3, includes MarUpd 2017 and all previous updates.
    6. 4Gb patch use more than 2Gb memory. Works only with WIN 7,8,10. Details
    7. v.12 fix widscreen(16:9) STA2.3(enables aspect 16:9, resolution 1920x1080)
    8. Quick fix v.2.2, March Update 2017. It fixes some minor bugs.
    9. Cockpit T-34/85 v.1.1, STA2.3 (optional)
    10. Any weather mod (optional)



    Notes
    - before SSM2.42 installation you must delete the next folder:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\sounds

    Features
    Three new Campaigns
    1. Nazi Power, (summer 43, GER, Tiger I, 10 missions)
    2. Fury (spring 45, USA, Sherman M4A3/76/E8, 5 missions)
    3. Schulze's Diary (42-45, GER, SPG: StuG III, Jagdpanther, Jagdtiger, 11 missions)
    4. Two new missions with a "Panther" ausf. A, GMP4.0
    02. Breakthrough, 30.03.44, 10:30 ("Panther" ausf.A)
    03. Outcome, 02.04.44, 15:30 ("Panther" ausf.A)


    Weather mods:
    1. Winter v.2.4 STA2.3
    2. Winter Muddy v.1.2 by kapulA. U've to install this mod after Weather Winter. Details.
    3. Africa mod v1.2 former "Desert mod" by NSU.
    4. Scorching summer v1.1 by kapulA
    5. Early spring by Lajcak
    6. Autumn v1.2 by Lajcak
    7. Autumn late v1.2 by Lajcak
    8. Winter no snow v1.0 by Lajcak

    Utilities:
    1. JSGME to enable mods.
    2. Nvidia Inspector, see more. To enable in the game Anti-Aliasing mode. It's available only for Nvidia videocards.
    3. Notepad++ To edit text files.
    4. ExamDiff to compare the content of the files.
    5. Game Commander 3 to operate with unit by voice.
    6. TSM (Tank Server Mod) by bupar. Replace the default user's tank on the other one without Mission Editor using.

    Recommended mods:
    1. Grey color 1941 v1.3 by kapulA & lockie. Restore a GREY camo for the German Panzers. Install after STA2.3.
    2. Soviet uniform 1943 by kapulA. Replace the default Soviet uniform on the more real one.
    3. Nomore birds signing by lockie. Replace the default musics and ambients with a silence.
    4. Hardcore target v1.2 by lockie. Mod disable marker of the target. Details.
    5. TSM (Tank Server Mod) by bupar. Replace the default user's tank on the other one without Mission Editor using.
    6. All missions opened v01.2 by lockie. It is a "Cheat mod" opens all missions. Install the last in line.
    7. Cockpit T-34/85 v.1.1, STA2.3 by will73. This mod available only via donation. Install after the current update.
    8. All missions opened v01.5. This mod opens all missions in Campaigns.  Install after the current update. After installation - create the new user's profile.


    Last edited by lockie on Sun Oct 15, 2017 9:19 pm; edited 141 times in total
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    frinik
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    Re: STA2.3 version

    Post by frinik on Sun Nov 29, 2015 5:03 am

    I found a bug which I corrected. Not sure if it's mine installation or STA 2.0 which has been remarkably bug-free so far. The Panzer IV H both green and yellow would not load shells at all. The poor things were getting killed without being able to shoot back. I checked the tech_cfg files and all entries were fine. Opening the Common Res I found that the entries for the KWk40 L48 gun and for the PZGR 39 and 40 shells were qquite different form the July 2015 update which I had been using. I removed the L$8 at the end the KwK 40 gun entry and replaced the lines Pzgr 39 & 40. I had with those from the July update and I am happy to report that the problem is now corrected and the PZIV H load shells now bite back! Smile

    There also seems to be a problem with the various MGs being used by the US tanks. I have 3 different sound entries for the M2hb and 4 for the M19a??? Some seem to conflict and cause random crashes. Why do we need so many different variants?

    Otherwise this is a work of art signed Master Lockie as Kapellmeister ! cheers

    PS: after further testing I can confirm that the bug with the Panzer IV H shells not loading is due to the presence of the L48 at the end of the PzrIV Lwk 40L48 gun entry in the common res  :
    //PzIVH
    KWK40L48,%FL_GUNBRAKE%,%WEAP_RBARRET%,48,75,0.6,0.48,0.25,1,1,0,6,1,1,1.5,shot_kwk40,reload1,,drop1,1,txt_gun_kwk40,gunbr_shot_pat,,KWK40L48;

    All you need to do is remove the L48 part( and save please!) at the end of the line :

    //PzIVH
    KWK40L48,%FL_GUNBRAKE%,%WEAP_RBARRET%,48,75,0.6,0.48,0.25,1,1,0,6,1,1,1.5,shot_kwk40,reload1,,drop1,1,txt_gun_kwk40,gunbr_shot_pat,,KWK40;

    and bingo your Panzer IV H will have its shell complement appearing on the shell load window ( bottom left side of your mission screen when playing a mission)and the shells will be loaded.
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    Re: STA2.3 version

    Post by lockie on Sun Nov 29, 2015 4:54 pm

    Frinik, thanks for the bug report!
    I've to say that shell correspondence to the gun is not easy deal! Will73 discovered that shells were not appropriate adjusted to the gun length.
    As I've understood for the each shell there should be only one gun. Because shell speed and other parameters are reasonable only for the one gun and not for the other.
    So, at this moment more or less shells corresponds to the guns. But of course, we may always re-adjust them.
    For these purposes we need docs of the "tables shooting" and experimental data from the standard polygon with highways, where we take testing and exercises with shooting.
    I.e. during mission creation it appeared that Jagdpanter frontal armor is a very weak even against 76mm gun, because of the fragments/splinters of the armor. There is no penetration, but crew/ammo/fuealtank damaged.
    Now it looks fine  bom


    Last edited by lockie on Thu Dec 31, 2015 6:32 pm; edited 1 time in total
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    frinik
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    Re: STA2.3 version

    Post by frinik on Sun Nov 29, 2015 5:32 pm

    Nothing is perfect in life. What Will 1973 and you are doing is really herculean labour so nobody, least of all me, is going to complain about the imperfections.

    Speaking of shooting the penetration value ascribed to the Pzgr 39_43 for the Tiger II pegged at 0.93 seems a little weak. I use 0.98 for 2 years now and it works well for me.
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    Re: STA2.3 version

    Post by woofiedog on Sun Nov 29, 2015 10:38 pm

    lockie... There is no penetration, but crew/ammo/fuealtank damaged.

    I had the mission Stark Raving Mad July 1943 T-34/76 playing three times and after some German artillery shell bursts by the tank while waiting in the defensive for the German attack, I could not leave the gunner position and go to any of the other tank positions and also could not fire the main gun, only the machine gun?

    frinik... PS: after further testing I can confirm that the bug with the Panzer IV H shells not loading is due to the presence of the L48 at the end of the PzrIV Lwk 40L48 gun entry in the common res :

    That same error is also in the Nov Update files.

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    Re: STA2.3 version

    Post by Lord Haw-Haw on Mon Nov 30, 2015 4:25 am

    I found that this fixes it too:
    ...,txt_gun_kwk40L48,gunbr_shot_pat,,KWK40L48;

    The Pzgr39 & 40 shells need more range to match the optics, @1500m needs sighting for 2000m+ range.
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    Re: STA2.3 version

    Post by lockie on Mon Nov 30, 2015 3:20 pm

    woofiedog wrote:I could not leave the gunner position and go to any of the other tank positions and also could not fire the main gun, only the machine gun?
    This is bug. In fact tank been destroyed, but u still have limited controls over him.

    after further testing I can confirm that the bug with the Panzer IV H shells not loading is due to the presence of the L48 at the end of the PzrIV Lwk 40L48 gun entry in the common res :
    That same error is also in the Nov Update files.
    I've checked out Pz.IVH and ALL shells is loading without any problems. I need pictures to see what the bug does.

    Lord Haw-Haw wrote:The Pzgr39 & 40 shells need more range to match the optics, @1500m needs sighting for 2000m+ range.
    I confirm that gunsight reticle for the AP round Pzgr39 was not calibrated properly. It must be fixed. HE round works fine at all distances, but suppose it became too powerful. HE round may hit even Panther!
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    Re: STA2.3 version

    Post by woofiedog on Mon Nov 30, 2015 9:45 pm

    lockie... This is bug. In fact tank been destroyed, but u still have limited controls over him.

    Another look at this same problem, I had setup the mission "Seek and Destroy, 25 January 1945 (Panther "G")", but had changed the Panther G to a Panther D.  Near the end of the mission my tank took some direct hits from a enemy anti-tank gun and the same thing had happened. In this case I did get some screenshots.

    Here is the gunner's position inside of the Panther after the hits, I can only fire the machine gun and not the main gun, also I can not change to another position in the tank with either F1 F2 F3 F4 or Ctrl F1 Ctrl F2 Ctrl F3 Ctrl F4.



    And here is an external screenshot of my Panther tank... even though my Panther is destroyed, at this time I could still switch back to the internal gunner's position and again still fire the machine gun.

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    Re: STA2.3 version

    Post by Pointer on Tue Dec 01, 2015 2:32 am

    woofiedog wrote:lockie... This is bug. In fact tank been destroyed, but u still have limited controls over him.

    Another look at this same problem, I had setup the mission "Seek and Destroy, 25 January 1945 (Panther "G")", but had changed the Panther G to a Panther D.  Near the end of the mission my tank took some direct hits from a enemy anti-tank gun and the same thing had happened. In this case I did get some screenshots.

    Here is the gunner's position inside of the Panther after the hits, I can only fire the machine gun and not the main gun, also I can not change to another position in the tank with either F1 F2 F3 F4 or Ctrl F1 Ctrl F2 Ctrl F3 Ctrl F4.



    And here is an external screenshot of my Panther tank... even though my Panther is destroyed, at this time I could still switch back to the internal gunner's position and again still fire the machine gun.


    You can fire MG only up to the end of the current tape. And then the same situation as with the main gun: no possibility of loading, so no possiibility of firing.

    As Lockie wrote, this is a known SF bug: after "Mission complete" the player is partialy immortal, or rather a zombie after death: can act, but without possibility of changing the positon when other crewmen are also dead.
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    Re: STA2.3 version

    Post by woofiedog on Tue Dec 01, 2015 1:15 pm

    Pointer...  As Lockie wrote, this is a known SF bug: after "Mission complete" the player is partialy immortal, or rather a zombie after death: can act, but without possibility of changing the positon when other crewmen are also dead.

    Thank's for the reply and yes, this would explain the Zombie tank effect with the "Seek and Destroy, 25 January 1945 (Panther "G")" mission as I did continue the game after having a successful mission.

    But back to the "Stark Raving Mad July 1943 T-34/76' mission. Although this is an excellent mission and well planed, I had the Zombie tank effect before the mission ends.

    After making it to the Headquarters's position for the first part of the mission. You next go to to Defense position and there is a German artillery attack with shrapnel shells.

    This is where the Zombie tank problem starts with this particular mission. The player's tank does come under attack and is hit with these shrapnel shells and afterwards the same Zombie tank effect took place after three different mission plays.

    Again you can move the tank, fire the machine gun from the gunner's position. But at the same time you can not go to any other tank position using either F1 F2 F3 F4 or Ctrl F1 Ctrl F2 Ctrl F3 Ctrl F4 controls or fire the main gun?

    I'll try some other missions today to see if I can reproduce this same happening with my STA 2.0 setup and also I will start with another fresh setup of the game, to see if there could be a corruption problem.

    My mod setup is the following.

    SSM 2.2=1
    STA 2.0=2
    STA_GMP_1.45=3
    STA_GMP_2.37=4
    STA_GMP_3.3=5
    u_NovUpd_2015=6
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    lockie
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    Re: STA2.3 version

    Post by lockie on Tue Dec 01, 2015 4:22 pm

    This is where the Zombie tank problem starts with this particular mission. The player's tank does come under attack and is hit with these shrapnel shells and afterwards the same Zombie tank effect took place after three different mission plays.
    Did u close all hatches and all members crew inside the tank?
    Plz, repeat all er issues here:
    http://stasf2008.ephpbb.com/t422p15-mission-stark-raving-mad-t-34-7643

    Again you can move the tank, fire the machine gun from the gunner's position. But at the same time you can not go to any other tank position using either F1 F2 F3 F4 or Ctrl F1 Ctrl F2 Ctrl F3 Ctrl F4 controls or fire the main gun?
    I'll have a look. Though, this mission was tested many times without described issue.

    My mod setup is the following.
    SSM 2.2=1
    STA 2.0=2
    STA_GMP_1.45=3
    STA_GMP_2.37=4
    STA_GMP_3.3=5
    u_NovUpd_2015=6

    Here's a new installation:
    1. Steel Sound Mod 2.2 (SSM)
    2. STA 2.0
    3. GMP1.x (optional)
    4. GMP2.x (optional)
    5. GMP3.x (optional)
    6. u1_NovUpd_2015 www.4shared.com/rar/S3nGW6vtba/u1_NovUpd_2015.html
    7. u01c_DecUpd_2015  www.4shared.com/rar/3tDmO8qXce/u01c_DecUpd_2015.html


    Last edited by lockie on Wed Dec 02, 2015 3:30 pm; edited 1 time in total
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    Re: STA2.3 version

    Post by woofiedog on Tue Dec 01, 2015 7:25 pm

    lockie... Did u close all hatches and all members crew inside the tank?

    Yes, I did have the hatches open traveling to the HQ's, but buttoned the hatches closed going to the Defense position.

    lockie... Plz, repeat all er issues here:   http://stasf2008.ephpbb.com/t422p15-mission-stark-raving-mad-t-34-7643

    I will post the problem on the Stark Raving Mad thread.

    lockie... Here's a new installation:
    1. Steel Sound Mod 2.2 (SSM)
    2. STA 2.0
    3. GMP1.x (optional)
    4. GMP2.x (optional)
    5. GMP3.x (optional)
    6. u1_NovUpd_2015 www.4shared.com/rar/S3nGW6vtba/u1_NovUpd_2015.html
    7. u01c_DecUpd_2015 www.4shared.com/rar/3tDmO8qXce/u01c_DecUpd_2015.html


    Thank's for the update link and I'll see if the problem remains after a fresh setup and adding the update.
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    Re: STA2.3 version

    Post by 33lima on Wed Dec 02, 2015 12:05 am

    British unit '1x APC M3 com + 3x APC M3 with infantry' actually appears as one M3 halftrack and three Universal Carriers, instead of 4 half tracks. Did not check the similar version with 1x APC M3 com + 2x APC M3 with infantry.
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    Re: STA2.3 version

    Post by lockie on Wed Dec 02, 2015 6:08 pm

    33lima wrote:British unit '1x APC M3 com + 3x APC M3 with infantry' actually appears as one M3 halftrack and three Universal Carriers
    Fixed! Now Commander APC has radioman.
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    Re: STA2.3 version

    Post by 33lima on Wed Dec 02, 2015 11:00 pm

    Looks good!

    Strange thing about the squad in the command half-track, though - one guy seems to have a boys anti-tank rifle. By 1944 - when the British satrted using US half-tracks in significant numbers - this had been replaced by a PIAT. I suppose the ideal would be a 1939-1942 gbr infantry HQ squad with the Boys, and a 1943-45 squad with a PIAT. HQ, because AT weapons, like the 2 inch light mortar,  were usually allocated to platoon HQ, not individual rifle sections.

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    Re: STA2.3 version

    Post by LSM on Sat Dec 05, 2015 8:24 pm

    При тестуванні помітив, що гусянки на КВ-2 видвинуті вперед на метр, не помітив в файлі комон.рес гранат для КВ-2, для Кромвеля.
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    Re: STA2.3 version

    Post by 33lima on Sun Dec 06, 2015 2:49 am

    More a model bug rather than a mod bug - the M4A2 doesn't have the little fixed mudguards either side of the lower nose. so when sandshields are fitted, there is a gap, visible here:



    The easiest fix would be to permanently disable the sandshields, as an optional part, since these were very rarely seen on Shermans in the field, especially in NW Europe.

    It was also rare for an early- or mid-production M4A2 like this to have a gun cradle, which was common only on 76mm Shermans and those with the single piece, 47 degree upper front plate.
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    Re: STA2.3 version

    Post by lockie on Sun Dec 06, 2015 3:17 am

    LSM wrote:При тестуванні помітив, що гусянки на КВ-2 видвинуті вперед на метр, не помітив в файлі комон.рес гранат для КВ-2, для Кромвеля.
    Без встановленого STA2.0 тестування не має сенсу.

    33lima wrote:the M4A2 doesn't have the little fixed mudguards either side of the lower nose. so when sandshields are fitted, there is a gap, visible here
    I think it's possible to fix this gap. There will be always a "short mudguards"


    and with probability 50% there will be additional a "long mudguards".


    Will73 has sent me updated gunsight reticle(with a new adjustments) for the Pz.IV H. I've installed it and check it out. I've to say - it works perfect! Bravo! Now we've adjusted authentic reticle TZF 5f for Pz.IV H! Cool Txema will be glad!  cheers
    Here's link to the new DecUpd.

    Installation:

    Installation:
    1. Steel Sound Mod 2.2 (SSM)
    2. STA 2.0
    3. GMP1.x (optional)
    4. GMP2.x (optional)
    5. GMP3.x (optional)
    6. u1_NovUpd_2015 www.4shared.com/rar/S3nGW6vtba/u1_NovUpd_2015.html
    7. u02_DecUpd_2015  www.4shared.com/rar/3tDmO8qXce/u02_DecUpd_2015.html
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    Re: STA2.3 version

    Post by 33lima on Sat Dec 26, 2015 12:03 am

    Couple of issues noticed playing the first 'Fury' mission:

    1. When the player's tank is stopped (M4A3 76mm HVSS), there is no engine sound.

    2. Driving sprocket animation  = normal at slower speeds, but when moving at top speed, the sprocket rotation animation becomes much slower instead of faster, and is sometimes jerky.

    3. The US loader voice reports 'On the way!' instead of 'Loaded!' or 'Up!', when they have loaded a round. 'On the way!' - as people who have played sims like M1 Tank Platoon 2 and Steel Beasts will know - is a report from the gunner, not from the loader, and means 'Firing now!"

    You can hear these calls in M1TP2 in this video, from about 1:55:

    ...and from about 15:30 in this clip from Panzer Elite:
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    Re: STA2.3 version

    Post by Pointer on Sat Dec 26, 2015 1:21 am

    33lima wrote:2. Driving sprocket animation  = normal at slower speeds, but when moving at top speed, the sprocket rotation animation becomes much slower instead of faster, and is sometimes jerky.

    It may be a stroboscope effect. Try change your monitor refresh rate 50/60 Hz and/or synchronisation option of the graphics card driver.
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    Re: STA2.3 version

    Post by 33lima on Sat Dec 26, 2015 11:59 am

    Thanks, pointer; tried that and the sprocket animation at top speed is still to slow, nearly all the time.

    Just found another issue; moving on to the second 'Fury' mission, its name is displayed ok in the 'campaigns and Missions' screen under the first mission. But when I launch mission 2, I get what appears to be exactly the same briefing and map set-up as mission 1.
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    Re: STA2.3 version

    Post by lockie on Sun Dec 27, 2015 12:04 pm

    33lima wrote:moving on to the second 'Fury' mission, its name is displayed ok in the 'campaigns and Missions' screen under the first mission. But when I launch mission 2, I get what appears to be exactly the same briefing and map set-up as mission 1.
    This mission is not ready yet. There are just draft files.
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    Re: STA2.3 version

    Post by lockie on Fri Jan 29, 2016 11:23 am

    January update 2016 is coming! Basketball


    Features:

    1. added Japan infantryman/officer with hand weapons:
    - rifle/sniper "Arisaka"
    - mg Type99
    - smg Type100
    2. added desant(6x soldiers) to USA side:
    - M4A1/75
    - M4A3/76/E8
    - M4A1/76
    - M4A2/75
    3. added tanker with a new uniform(brown) to USA side
    4. added mission N2 Campaign "Fury"
    5. re-adjusted desant positions at the T-34/85

    Retrofly

    Posts : 18
    Join date : 2016-02-01

    Re: STA2.3 version

    Post by Retrofly on Tue Feb 02, 2016 8:04 pm

    Where can I find Weather Winter 2.0?

    Thanks

    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3681
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    Re: STA2.3 version

    Post by lockie on Wed Feb 03, 2016 7:14 pm

    Here we're:
    www.4shared.com/rar/xUqY0npdba/Weather_Winter_20_STA.html
    Link placed on the first page.

    Thanks to will73 now all mission's names aligned to the left.


    According to the many misunderstandings there will be additional mission in the teach tab: Desant(infantry) mount up/dismount. It'll teach user how to operate with desant on the tank.

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    Re: STA2.3 version

    Post by Sponsored content


      Current date/time is Fri Oct 20, 2017 11:46 am