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Nice to see the trenches as standalone, but I was wondering, will there also be desert variants?

Or maybe hiddenselections and/or the system GRAD uses that automatically applies the ground texture from the map.

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3 minutes ago, GordonWeedman said:

Nice to see the trenches as standalone, but I was wondering, will there also be desert variants?

Or maybe hiddenselections and/or the system GRAD uses that automatically applies the ground texture from the map.

There will be more textures in the future

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Hey guys. Is there a known bug with the MG3 ammo since the last version? If we take this ammo from Arsenal it will be converted automatically to medic stuff?!

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20 hours ago, Knight81 said:

Hey guys. Is there a known bug with the MG3 ammo since the last version? If we take this ammo from Arsenal it will be converted automatically to medic stuff?!

Hey there, we are aware of this bug and it has already been fixed in our dev branch. Update is comming soon

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Hey Guys. Is there already a fix to download?

 

I have one more question. I've placed some AI "MG3 AI Lafette" or the AI GMW but they don't shoot at enemy's. Seems that they also have no ammo or so? Any idea?

 

I gave them full ammo and skills etc. and also when I give them the order to attack they don't shoot. 😕

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By the way: Thank you so much for your help and this awesome Mod! 🙂

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Hey there. Fixes are in production.

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Changelog:
Version 1.12.171
- Changed building small and large camonet is now a driver user action, if large camonet has been deloyed the engine of the vehicle turns off and will only start again when large camonet is undeloyed again
- Changed resized the stand for the trenches (it's larger now)
- Updated japanese translation
- Changed name from "Light Truck gl "Wolf"" to "LKW leicht gl "Wolf""
- Fixed M120 Tampella will work again with ACE reload (Not with the new csw feature)
- Fixed Fuchs San and Wolf San are now be recognized as a vehicle where soldiers can heal (Vanilla)
- Fixed GMW and MG3 ammoboxes are no longer recognized as medickits
- Fixed large camonet on Marder is now removeable again
- Fixed removed "topdown" mode from all Milan and TOW weapons on all vehicles 

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8 hours ago, Reddiem said:

Fuchs San and Wolf San

Sorry for off optic but.... Anime reference? Cute. ❤️ 

 

Thanks for the update, Reddiem & Tank! Love your mod as always. 

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Version 1.12.173
- Fixed Missing Artillerycomputer for M120 in Vanilla

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Evening Redd. \o

 

Given the license, I assume you don't allow re-textures? Is there any chance we could get some AAF-themed camouflages further on down the line? They seem to be a bit partial to German vehicles in-universe with the Wiesel and the Leopard already.

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Hi there! Here are a couple of Pictures of our upcoming Leo 1A5 _Ingame_ " W.I.P."

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Wow! Happy to hear from you guys again! Celebrating your comeback with some real gems I see 😉

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On the chance this mod is still getting developed, two questions:

 

What sort of state is the Leopard in?

 

Also, I've been having an issue where I'm unable to aim/slew the TOW launcher on the Wiesel 1A2 TOW variant. I can turn out, enter the launcher and see all of the zoom/thermal levels, as well as fire the missile, but aiming/slewing the launcher doesn't work.

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I guess that the mod is now abandoned, as we can see no answers from creators.

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