I will be in touch! I have to get things prepared for open source development.
I will be in touch! I have to get things prepared for open source development.
Actually, I am. Take a look at the most recent article on the Fortress Europe moddb page. I could definitely use help with attribs.
I know this comment is really old, but we just released an old tech demo for all to enjoy!
Although we do not support piracy, we will have direct downloads available online to supplement the Steam Workshop downloads. There are disadvantages to this, as both you and we will have to keep up-to-date with releases.
It is already possible to make mods with new units. However, if you mean with new art assets, such as models, who knows?
Nope! Still actively being developed. ModDB does not have the best notification options, so we often do not see when comments are posted here. You can always visit our Steam Community or Reddit pages for faster replies!
Thanks! We do not have a set date yet. There are some things we are ironing out, such as the new UI.
We feel the same way, and are just as excited to see what others think when we release! :)
The tools are fine. In fact, they are really good. The complaints are probably about how modding in general is more limited than it was with CoH1, which is true. However, even with these limitations, there is a lot of other stuff that you can do with CoH2 that you could not with CoH1.
Sure thing! Thanks!
Vehicles are units. Skins are textures. I am not sure what you are asking?
The mod you are referring to might depend entirely on custom models, which are not currently supported. I doubt they would stop working on their mod due to lack of support for skins.
It is still WIP, but essentially each tab would have a number of Platoons associated with it. So, a German Volksgrenadier-Division would have several Volksgrenadier-Zug in the Company tab, several Maschinengewehr-Zug and Granatwerfer-Zug in the Battalion tab, etc.
Then, you would click on the Platoon and it would show you the Sections associated with it. In this example, we already had a Volksgrenadier (Sturm)-Zug expanded.
We plan to show more as we make more progress. :)
Conversely, I would be interested to know where you got 300mm, and what kind of system you guys have.
369mm due to the slope and type of round. Also, the armor is actually CHA, but at the time of the screenshot it reported (incorrectly) RHA.
Overmatching is for significant difference between diameter of shell and thickness of plate. 8mm is not significant overmatch.
I would recommend reading WWII Ballistics: Armor and Gunnery.
Are you talking about a system for N44, or a new mod for CoH2?
Infantry skins are not supported, and we are not skinners.
Actually, check out our latest video... ;)
Yes, mods are currently multiplayer only. However, we do plan on adding support for AI, so that players can team up with and/or fight against the AI in a multiplayer match. That may or may not make it into the initial release, though.
ModDB will be just one of many places you can download the mod. Others will include fortresseuropemod.com, companyofheroes.com, coh2.org, and relicnews.com.
Sure, but this is not the place to ask them. I would gladly answer questions you post in the modding forums at relicnews.com, companyofheroes.com, or coh2.org.
With 122mm APBC, the IS-2 can penetrate 201mm of RHA @ 0° from the vertical.
The Jagdtiger has effective resistances against 122mm APBC of 157mm, 274mm, and 268mm for the lower hull, upper hull, and superstructure, respectively. So, hits against the lower hull would penetrate with a 1.28 ratio, which guarantees over 100% chance.
We are still figuring out the best way to distribute hits, but it does have at least a chance against a Jagdtiger!
We hope so, too! However, custom animations and models are not currently supported.
There is a hole in the turret, where the gun mount sits. That area is only covered by the mantlet. Most of the turret front sits around the mantlet, and areas where they overlap are fairly small. We might take those areas into account at some point, but it is not universally the same thickness.
We'll look into it, though.
Actually, I made another video that shows ricochets. You can find it here: Youtube.com
As for the crew, our plan is to have the same soldier models used across a battlegroup. In this example, the PaK 40 crew is support for a Grenadier-Kompanie. However, we do not have custom skins or models, so the use of the splittertarn Grenadier model is just placeholder.
No ETA as of yet. I hope we can get something released this summer, though!
Roughly equivalent to the current ranges, but slightly longer based on caliber. No more than 100, though.
We mainly use it for cast and high hardness armour. As far as balance goes, it means that most Soviet tanks will have less resistance due to high hardness. We got the BHNs from the book WWII Ballistics.
The penetration-to-resistance ratio determines other factors. The penetration chance in this case is 0%, due to the angle of impact and slope of the plate. This is just a hit on the superstructure, so it does not mean the Jagdtiger will never penetrate an IS-2.
Well, hitting the turret of an Ostwind in Fortress Europe will definitely result in some crew members getting injured or killed.
Yup! We have separate hull, superstructure, and turret hit boxes. Jagdtiger vs. IS-2 sounds like a good match-up, I will put that one up next.
eliw00d
Paavo joined
Aspiring programmer, motivated modder.