Knights of the Sea II

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Re: Knights of the Sea II

Postby SYN_Bandy » Tue Jul 15, 2014 10:09 am

SYN_Vander wrote:Yes, I'm working on the tirpitz gun and adding the new gun flash effect. I'll also fix the barrel texture (shadow is now on top!)

Hi Vander, if you simply want to fix the texture on the barrel (rather than rotate the barrel, which on reflection means a whole lot of other steps not necessary if just repairing the texture file), I'll do that. I was just concerned that it may be difficult not to leave a seam. But I'll be careful.
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Re: Knights of the Sea II

Postby Waxworks » Sun Jul 20, 2014 10:26 am

I'm not sure we need to be concerned about the flash effect of the guns at night, as I doubt they were fired then...? If there is a texture fix, should the concrete be darker?

New version:
knights1918.123.zip
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Re: Knights of the Sea II

Postby Waxworks » Fri Jul 25, 2014 12:44 pm

[Repost from TheAerodrome.]

Excerpted from - The Sky Their Battlefield - DH-4 A'8065 of 217 Squadron shot down of Zeebrugge Mole with Fellowes and Sgt. F.N. Pritchard aboard. Left at 02:35 AM

"The crew noted above shared a daring raid on Zeebrugge mole on the 28th. A 214 Squadron Handley Page, piloted by Canadian Capt. CH Darley (in 0/100 3135?) glided in at the lock gates from the sea at about two hundred feet and dropped three bombs. One exploded near the gates. Ten minutes later, this DH-4 crew came in on another low attack and dropped two more bombs. One may have hit the target. Fellowes, who was the CO of 61st Wing, and Pritchard were shot down and taken prisoner."
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Re: Knights of the Sea II

Postby Waxworks » Tue Jul 29, 2014 9:09 pm

Knights1918 1.3C with added Hanriots!
knights1918.13.zip
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Re: Knights of the Sea II

Postby SYN_Vander » Sat Aug 09, 2014 8:34 am

Hi Waxworks! I just returned from holiday. Before my holiday I had updated the Tirpitz guns with your damage settings, fixed some graphics issues and added LODs and gun flashes. Not sure if uploaded it already? Anyway, here it is. The only thing that may still change is the gun flash effect, but that is not a big deal.

Tirpitz_Battery_Object_v1.1.zip


Please remove old version with GSME before installing this one.
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Re: Knights of the Sea II

Postby SYN_Bandy » Sat Aug 09, 2014 9:36 am

Thanks for that Vander.

Guess you missed my post at the top of this page re: texture? No poblem, wasn't a big issue to start with, but nice to have it fixed. S! :grin:
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Re: Knights of the Sea II

Postby Waxworks » Sat Aug 09, 2014 12:23 pm

I have the 1.1 guns, but will everyone need to have this version installed? I've also begun to experiment with soldiers, I'll have to add that to the required mods in the title.

It occurred that the Belgian air force might make a good subject for an 'Active Front' mission, as they operated a good variety of machines from a single field?
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Re: Knights of the Sea II

Postby Waxworks » Thu Aug 21, 2014 6:53 pm

This 131 version has the 1.1 guns installed and the new CAM and 9er Hanriot schemes, it also uses soldiers.
knights1918.131.zip
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Re: Knights of the Sea II

Postby Waxworks » Wed Sep 03, 2014 8:39 pm

An error corrected, but this version still has not had any playtest time:
knights1918.1321.zip
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Re: Knights of the Sea II

Postby Waxworks » Wed Oct 22, 2014 6:09 pm

This mission is on the server tonight- password 'Tirpitz'.
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