Author Topic: Sdkfz-251/22  (Read 6353 times)

Offline Mazz

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Re: Sdkfz-251/22
« Reply #30 on: 21-10-2009, 23:10:00 »
I was answering the question above my post, more or less.

I agree with you, just saying that the system the Chevy 30WT uses allows better movement without having to worry about model clipping, which therefore would probably be easier to implement since the code is Vanilla while giving equal, if not better results.
Michael Wittmann's gunner, Bobby Woll, was known to be an excellent Marksman.
He could hit targets at range even on the move.


Offline Ionizer

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Re: Sdkfz-251/22
« Reply #31 on: 21-10-2009, 23:10:45 »
The system with the Chevy MG doesn't seem possible with the Hanomag, because the Hanomag gunner doesn't have a large, flat truck bed to maneuver around on.

That weird arm thing the MG is attached to for the rear hanomag mount, can the arm be moved around?  If so, it should be simple enough to position the arm somewhere where the MG won't clip through it if the field of fire is enlarged a bit, right?  Or perhaps somehow limit the traverse so you have to physically tip the MG and maneuver it around the arm so it never clips through, but can give a better field of fire?  Like, somehow limit the traverse of the MG to not lower if the "Arm" thing is in the way, but allow it to move over and around it?

Like:
Code: [Select]
..........
..........
....xx....
...xxxx...
The MG could move wherever a dot is, but not where an "x" is, because that's where the "Arm" thing would be.  I don't know if it's possible, though...

Or maybe make it some kind of double mount, where the Actual MG is on a basic pintle mount, but using the WASD (or the Arrow Keys) moves the arm, making it kinda like the Lafette is right now, just mounted on the ass-end of a halftrack and with no scope.  The MG still wouldn't be able to clip through the arm, but the arm could be moved, thus moving the "can't clip through here" zone and increasing the overall traverse of the MG.

I don't know, I'm just spouting out some ideas.  I'm not sure how this would work with the soldier model, though...
 

Offline Mazz

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Re: Sdkfz-251/22
« Reply #32 on: 22-10-2009, 00:10:41 »
I think I was misinterpreting what Paasky said about the Chevy then, cause I read it as the player model doesnt move period, and last time I was in the Chevy the bed seemed to small to completely rotate in, so I kinda just went with it.

A system that doesn't involve clipping of the model but increases the field of fire to something actually usable is what I'm is what I was aiming for.  
Michael Wittmann's gunner, Bobby Woll, was known to be an excellent Marksman.
He could hit targets at range even on the move.


Offline Ionizer

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Re: Sdkfz-251/22
« Reply #33 on: 22-10-2009, 00:10:09 »
I think I was misinterpreting what Paasky said about the Chevy then, cause I read it as the player model doesnt move period, and last time I was in the Chevy the bed seemed to small to completely rotate in, so I kinda just went with it.
The dude on the Chevy actually does "walk" around the MG while he rotates it.  There is just enough space on the truck to make it believable.  Even though if he's sitting still, he looks like he's squatting against a tree and getting ready to drop a deuce.  :P

A system that doesn't involve clipping of the model but increases the field of fire to something actually usable is what I'm is what I was aiming for. 
That's what we all want, I think.  It's just that the current Chevy animation/system/whatever won't work on the Hanomag.
 

Offline Mazz

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Re: Sdkfz-251/22
« Reply #34 on: 22-10-2009, 03:10:09 »
That's what we all want, I think.  It's just that the current Chevy animation/system/whatever won't work on the Hanomag.



I concur.
Michael Wittmann's gunner, Bobby Woll, was known to be an excellent Marksman.
He could hit targets at range even on the move.


Offline Cheesus Krighst

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Re: Sdkfz-251/22
« Reply #35 on: 28-02-2013, 23:02:34 »
I still wouldn't mind seeing an Sdkfz-251/21 half track in the mod :p Necro.

Offline McCloskey

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Re: Sdkfz-251/22
« Reply #36 on: 01-03-2013, 00:03:04 »
I guess a lot of people wouldn't mind seeing a lot of things in the mod. ;)

Offline THeTA0123

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Re: Sdkfz-251/22
« Reply #37 on: 01-03-2013, 16:03:13 »

I guess a lot of people wouldn't mind seeing a lot of things in the mod. ;)
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Offline sn00x

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Re: Sdkfz-251/22
« Reply #38 on: 03-03-2013, 22:03:16 »

I guess a lot of people wouldn't mind seeing a lot of things in the mod. ;)
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