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Gunter Severloh

New WW2 APC's, Tanks, & Vehicle variants

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New WW2 APC's, Tanks, & Vehicle variants

Features

This is a composition created in Eden editor using the attachto, and attachToRelative
 commands along with other code, these are new WW2 APC's, Tanks, & Vehicle variants
 that you can put into your missions.
    They are based on actual prototypes and variants developed during WW2.  
About 95% of these tanks, and vehicles you can change seats and get into the attached

guns from within the tank/vehicle or outside of it.
Theses new vehicles do not have any AI crew as i left that up to the player. 

     Only IFA3_AIO_Lite required.

Download

https://steamcommunity.com/sharedfiles/filedetails/?id=2503445603

50+ APC's,Tanks, & Vehicles include the following list:

Spoiler
  • Sd.Kfz. 251 - Spotlight
  • Sd.Kfz. 251 - Flak 38 antiair cannon
  • Sd.Kfz. 251 - 8cm Granatwerfer 34 Mortar
  • Sd.Kfz. 251 - Pak 40 antitank cannon
  • Sd.Kfz. 7/1 - Pak 40 antitank cannon
  • T34-76 - Flakvierling 38 antiair cannons
  • Opel Blitz - 8cm Granatwerfer 34 Mortar
  • Opel Blitz - Flak 38 antiair cannon
  • Opel Blitz - Mg42
  • M4A3 Sherman - 76mm ZiS-3 (M7 Priest)
  • M3A1 Half-track - M2 60mm Mortar
  • US M3 Scout Car - searchlight
  • Soviet M3 Scout Car - searchlight
  • Kubelwagen - searchlight & Mg42
  • US Willy MB Jeep - searchlight & Maxim machine gun
  • US Army GMC "Deuce and a Half" - 40 mm BOFORS AA mount
  • UK Army Churchill Kangaroo
  • Kubelwagen - Mg34 mount
  • M4A3 Sherman Kangaroo
  • SPG StuG III Ausf.G - Mg42 in loader's position
  • SPG StuG III Ausf.G - Mg34 in loader's position
  • Panther - bush camouflage & Mg42 in commander's position
  • Tiger I - Mg42 in commander's position
  • Tiger II - Mg42 in commander's position
  • 10.5cm leFH 18/40/2 L/28 (Sf) auf GW III/IV artillery SPG (self-propelled artillery gun)
  • 10.5cm leFH 18/40/2 L/28 (Sf) auf GW III/IV artillery SPG (Self-propelled AT gun)
  • Panther flakvierling 38
  • Stuh 42
  • M35A1 Halftrack - (T19 Howitzer Motor Carriage)
  • Grille 10 Flak 88mm AA
  • Grille 10 Flak 88mm Artillery
  • Flakpanzer IV (3.7cm Flak 43) “Möbelwagen”
  • Bergepanther Flak 38
  • Panzer IV Nebelwerfer
  • Bergepanther Ausf.A with spade & winch
  • Panther Ausf.A Flak Bergepanther with spade & winch
  • Flakpanzer IV (3.7cm Flak vierling 38) “Möbelwagen”
  • Jagdpanzer IV
  • Jagdpanther
  • Dak M3A1 Flakvierling 38
  • Studebaker US6 Zi3 Antitank
  • Bergetiger (P)
  • Flak Bergetiger (P)
  • Ferdinand/Elefant
  • Scout M3 US with Flak 30
  • Sd.Kfz.6/3 "Diana"
  • Opel Blitz with rear fired Pak 40
  • Opel Blitz with Flakvierling 38
  • Bren Mk.II mortar carrier
  • 2cm Flak 30/38 auf Bren Carrier (e)
  • 2,5cm Hotchkiss auf Selbstfahrlafette Bren-Carrier (e)
  • SU-76M Self-propelled gun
  • Sd.kfz. 7/1 Flakvierling 38 with armored cabin
  • Sd.kfz. 7/1 Flak 38 with armored cabin

 

50+ Variant Screenshot Overview

These are screenshots of each variant ingame and a historical picture.

Spoiler

 

Sd.Kfz. 251 - Spotlight/infrared            7WU47IJm.jpgV3ngJqCm.png

Sd.Kfz. 251 - Flak 38 antiair cannon          L45e8Rvm.jpgaK3thX2m.jpg

Sd.Kfz. 251 - 8cm Granatwerfer 34 MortarcpLVlNUm.jpgqIuLXz9m.jpg

Sd.Kfz. 251 - Pak 40 antitank cannon          9k0KYJ1m.jpgskn4WRCm.jpg

Sd.Kfz. 7/1 - Pak 40 antitank cannon           yQnMlidm.jpg

T34-76 - Flakvierling 38 antiair cannons    heLarDGm.jpgo3nB6gmm.jpg

Opel Blitz - 8cm Granatwerfer 34 Mortar    jZ2L86Sm.jpg 

Opel Blitz - Flak 38 antiair cannon                 jSdCsyQm.jpgovqV7Hsm.jpg

Opel Blitz - Mg42                                                   O2e6A1Em.jpg

M4A3 Sherman - 76mm ZiS-3 (M7 Priest)XMC88xXm.jpgKCrHJrsm.jpg

M3A1 Half-track - M2 60mm Mortar           P7YyCLRm.jpg697Cpr6m.png

US M3 Scout Car - searchlight                    OHJAdx5m.jpg

Soviet M3 Scout Car - searchlight                pDQmt4am.jpg

Kubelwagen - searchlight & Mg42              pjMvGR8m.jpgfniwQUCt.jpg

US Willy MB Jeep - searchlight & Maxim machine gun 4m3w1NLm.jpg z75J0PIm.jpg

US Army GMC "Deuce and a Half" - 40 mm BOFORS AA mount MKFRDESm.jpgElpTWdit.jpg

UK Army Churchill Kangaroo                          uK9QF4Um.jpgHLTVL3Rm.jpg

Kubelwagen - Mg34 mount                                 4WI8JeEm.jpgzNvSuvft.jpg

M4A3 Sherman Kangaroo                                   j0qanxgm.jpg3A5i7wet.jpg

SPG StuG III Ausf.G - Mg42 in loader's position vG9LCn8m.jpg

SPG StuG III Ausf.G - Mg34 in loader's position gtkSXAXm.jpgf20dxscm.jpg

Panther - bush camouflage & Mg42 in commander's position A0lJs2Qm.jpgzVt1Rcum.jpg

Tiger I - Mg42 in commander's position ntdOeSCm.jpghGgsL6mm.jpg

Tiger II - Mg42 in commander's position X4I6nvsm.jpgjtcEJ9dm.jpg

10.5cm leFH 18/40/2 L/28 (Sf) auf GW III/IV artillery SPG (self-propelled artillery gun)

P9efuArm.jpgEJRwaRDm.jpg

Panther flakvierling 38                               mLiWxOam.jpgQe5XPYGm.jpg

Stuh 42                                                                  2k2J1ODm.jpgA1DEz09m.jpg

M35A1 Halftrack - (T19 Howitzer Motor Carriage) WucdLkym.jpg2BGGkInm.jpg

Grille 10 Flak 88mm AT & Artillery                     02jzqgim.jpgft2ifAKt.jpg1cmnoPZt.jpg

Flakpanzer IV (3.7cm Flak 43) “Möbelwagen” 1msbFpLm.jpgN5w2Updm.jpg

Panther Ausf.A Flak Bergepanther with spade & winch CuNtQtdm.jpgfkd05tZm.png

Bergepanther Ausf.A with spade & winch           k2UEmrAm.jpg3Ck5Xnim.jpg

Bergepanther Ausf.A                                              nB4K6Epm.jpg ez8kRLGm.jpg

Panzer IV Nebelwerfer                                           eIN4jkEm.jpg

 

Flakpanzer IV (3.7cm Flak vierling 38) “Möbelwagen”

8DoF6uUm.jpgPnEndgFm.jpg

Jagdpanzer IV                                                          dUO7FU0m.jpgSvCklXqm.png

Jagdpanther                                                               6MFCtT9m.jpg0x74EWJm.jpg

Dak M3A1 Flakvierling 38                               Gj9Mrpum.jpg

Studebaker US6 Zi3 Antitank                            73lfbMkm.jpg

Bergetiger (P)                                                   f6TnDyOm.jpgaTSBcHtm.jpg

Flak Bergetiger (P)                                          cNY8aMem.jpg1n5n2rKm.jpg

Ferdinand/Elefant                                                 TF47BK6m.jpg5rUEXpYm.jpg

Scout M3 US with Flak 30                                 ndXBJHgm.jpg

Sd.Kfz.6/3 "Diana"                                               QnFifqFm.jpgMJOatOWm.jpgMl1R3EZm.jpg

Opel Blitz with rear fired Pak 40                   jyH6h1lm.jpgsxd5Olht.png

Opel Blitz with Flakvierling 38                      AkaonUcm.jpgxuieuGst.jpg

Bren Mk.II mortar carrier                                jUxgFQZm.jpgb542sMem.jpg

2cm Flak 30/38 auf Bren Carrier (e)         159BQTtm.jpgmLKy8ilm.jpg

2,5cm Hotchkiss auf Selbstfahrlafette Bren-Carrier (e)

PIJ77bGm.jpg5ex9cZEm.jpg

SU-76M Self-propelled gun                        xD1oqQRm.jpgved5VD0m.jpg

Sd.kfz. 7/1 Flakvierling 38 armored cabin lfPRX9um.jpgBkHxM5Jm.jpg

Sd.kfz. 7/1 Flak 38 armored cabin                yotV769m.jpgF9bUgZ8m.jpg

 

 

Video Overview

Video represents v1.8 of the composition (latest version)

Videos of versions 1.0 through v1.6

Spoiler

This video represents version 1.6 of the composition

This video represents version 1.5 of the composition

This video represents version 1.4 of the composition

This is the v1.0 overview video, it does not represent the current build.

 

 

Questions & Answers

Spoiler

Q: Are these actual new models ingame?
A: No these are individual units put together using the attachto command, along with some
other code to remove parts to make the attached guns fit and work for specific vehicles.

Q: Is this a mod, how do i find these in game?
A: It's not a mod so it wont show in the Arma 3 Launcher.
This is a composition created in the eden editor,
- so start the game with the required mods,
- go to eden editor
- once in the editor press the groups key or F2 then click on the composition icon.

Editor ---> Groups (F2) ----> (custom) Compositions ---> Steam subscribed content ---> APC


Q: The Mg42 of the halftracks are clipping through the barrels of the pak40
and the flak38 guns anyway to remove the mg42 on the halftracks?

A: No sorry, i tried many things and the gun is a part of the vehicle, i found no way or code
to remove it, it breaks immersion a little but i did add a code that disables the player or AI
from getting into the gun.

 

Q: When i place the vehicles down in the editor, some of the parts from
some of the tanks and vehicles are sticking up or not in their place, whats
the problem?

A: When you place the composition in the editor be sure you have the
(Toggle Vertical Mode) set to off which is with the horizontal line across the top, do this
before you place the composition down in the editor, and or vehicles in your mission.

Q: How do you create Compositions?
A: Everything you need to know about compositions:
https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition

 

Tutorial - (How to create new WW2 variants)

Spoiler

 

Step 1 - Vehicles & Weapons

Choose a vehicle, and choose a gun, or static weapon.

- Name the vehicle.

- Name the static weapon.

Name will go into the variable box (top).

 

Step 2 - Debug Console

In the editor, place the tank/vehicle you want to add parts too, do only one vehicle, and one gun at a time,

you may need or want to remove some parts off of it  this all depends if parts can be removed so you will

have to experiment and test, it may or may not work, depends.

      Ingame (preview) the vehicle you want to remove parts from, then place the code below in the debug console

and then press the local exec button.


Luc_findAnimationSourcesB =
 {    
 params ["_obj"];
 
  {
  diag_log format ["animation source: %1",(configname _x)];
  }  
 foreach (configProperties [(configFile >> "CfgVehicles" >> (typeOf _obj) >> "animationSources"),"isclass _x",true]);
 };
 
[cursorTarget] call Luc_findAnimationSourcesB;

Note the alternative or longer way is to right click the vehicle, or weapon, and search the config viewer, if you do you need to

go to animatesources line in the config, this will take you alot longer then using the code above, which bypasses the config viewer and grabs

all the animationSources sources for a vehicle, or weapon for you.

 

Step 3 - Rpt codes

1. Be sure you have your logs set to off (box unchecked in the parameters) so you get a full rpt.

2. Locate the Arma3 RPT here ----> C:\Users\your username\AppData\Local\Arma 3

3. Open the latest rpt, and scroll to the bottom, you should see some code that looks like this:

Spoiler

3:41:24 "animation source: wheel_1_1"
 3:41:24 "animation source: wheel_2_1"
 3:41:24 "animation source: recoil_source"
 3:41:24 "animation source: muzzle_rot_cannon"
 3:41:24 "animation source: MainTurret_Hide"
 3:41:24 "animation source: MainGun_Hide"
 3:41:24 "animation source: left_stand_Hide"
 3:41:24 "animation source: right_stand_Hide"
 3:41:24 "animation source: wheel_1_1_Hide"
 3:41:24 "animation source: wheel_2_1_Hide"
 3:41:24 "animation source: Shield_up_Hide"
 3:41:24 "animation source: Shield_small"
 3:41:24 "animation source: chassis_lift_rotate"
 3:41:24 "animation source: Shield_down_rotate"
 3:41:24 "animation source: left_stand_rotate"
 3:41:24 "animation source: left_brake_rotate"
 3:41:24 "animation source: left_handle_rotate"
 3:41:24 "animation source: left_handle_locker_translate"
 3:41:24 "animation source: right_stand_rotate"
 3:41:24 "animation source: right_brake_rotate"
 3:41:24 "animation source: right_handle_rotate"
 3:41:24 "animation source: right_handle_locker_translate"
 3:41:24 "animation source: SightX"
 3:41:24 "animation source: Rotation_Chassis"

You'll need one or a few of these codes depending on what you need to remove, for example

lets say your trying to attach a Pak 40 to a Sdkfz 7/1 halftrack you would only need the following codes:

For the Halftrack

this animateSource ["back_side_hide",1];

this animateSource ["windshield_hide",1];

 

For the Pak 40

this animateSource ["left_stand_Hide",1];

this animateSource ["right_stand_Hide",1];

this animateSource ["wheel_2_1_Hide",1];

this animateSource ["wheel_1_1_Hide",1];

 

How do you determine what needs to be removed?

If the pak 40 (static AT gun) has wheels then use the codes for the wheels, the stands in the code

represent the legs, the shield is the .. shield or wall in the front..use your imagination, but experiment.

 

Step 4 - Inserting codes into the init box

Take the codes for the vehicle and copy and paste them into the init box of the vehicle,

be sure that the code looks like this for example in this format:

this animateSource ["back_side_hide",1];

Do this for the vehicle, and do this also for the gun, just note that the codes you got for the vehicle are for the vehicle only,

you will need to insert the codes for the weapon or static into the init box for the weapon or static only.

 

Step 5 - Attach the static/weapon to the vehicle

Add the following code to the static or weapon you wish to attach to the vehicle:

this attachto [PaKSd01,[0.1,-0.0,-0.7]];

What the code above means below:

 

this attachto     is the command that will attach the gun to the vehicle.

PaKSd01   is the name (use whatever you named your vehicle) of the vehicle your attaching the gun too.

[0.1,-0.0,-0.7]];   is the xyz coordinates or position of where the gun will be situated on the vehicle.

 

Use this guide for the coordinates or positioning of the gun on the vehicle:

 

[0.1,-0.0,-0.7]];
==========
first--->         0.1     (x):  left - right

second--->  -0.0    (y):  backward - forward

third--->       -0.7     (z): downward - upward.

If you use or add the - negative to a number it will lower the value.

 

Step 6 - Set the direction the static or weapon will face

this setdir 0;    <--- goes in the init box of the weapon.

 

Based on compass bearings.

0 = North

90 = East

180 = South

270 = West

 

Step 7 - Enable the player to get into the gun

Using the following code will allow the player or AI to get into the attached gun on the vehicle once ingame.

this addAction ["Get in Pak40", {(_this select 1) moveingunner Pak1;}];

 

"Get in Pak40"    <---- this here is the text that shows up in your action menu, so this can be anything you want.

moveingunner Pak1     <----- the Pak1 is just a name i used for one of my weapons, so put the name of the weapon you have in replace.

 

Step 8 - Disable cargo - see this thread for details

What the following code does, is it disables the get in action to the commander's seat or seat for a turret or commanders position.

Will do the same for the vehicle if the vehicle is a tank.

Pak lockCargo true;

 

Pak is the name of the gun or weapon, it should be what you named your static or weapon.

 

Step 9 - Putting it all together

Heres a working example of the codes in the init box of the vehicle, and the weapon im using for the

Sd.Kfz. 251 - Pak 40 antitank cannon variant

 

Sd.Kfz. 251

Name - PaKSd

Init box - this addAction ["Get in Pak40", {(_this select 1) moveingunner Pak;}]; this lockTurret [[0],true];

 

Pak 40

name - Pak

Init box -

this attachto [PaKSd,[-0.1,-0.2,-1.1]];this animateSource ["left_stand_Hide",1]; this animateSource ["right_stand_Hide",1]; this animateSource ["wheel_2_1_Hide",1];

this animateSource ["wheel_1_1_Hide",1]; Pak lockCargo true;  this setdir 0;

==============

This concludes the tutorial, any questions please ask.

Some resources for the tutorial:

 

Changelog

Spoiler

v1.8 - August 6th, 2021
- Added a function that enables the player to get into an attached gun for two variants.
- Added and scaled a round plate to cover all the BergePanther's/Tiger's turret holes that were open.
- Added and scaled a round plate to cover turret holes that were open on a few variants.
- Adjusted position of flakvierling 38 on the M3A1 Halftrack.
- Adjusted mortar position of the Sd.Kfz.251 halftrack.
- Adjusted position of flakvierling 38 on the Bergepanther V (Ausf.A) Flak 38 and added Turret plate.
- Adjusted position of the ZI3 on the Studebaker US6 Zi3 Antitank.
- Adjusted some of the Armor plates on the Pz4 leh18 variant.
- Applied a new code to seven variants that allows the player to get out of an attached
 gun without floating, or being stuck and positions them behind the vehicle on the ground.
 
- Changed the code using the Attachto, to attachToRelative on several variants.
- Scaled the Panther flak38, Jagdtiger, Pz4 Nebelwerfer, & Ferdinand/Elefant guns.
- Removed a line of code that wasn't needed in a few of the variants.
- Updated M3a1 Flakvierling 38 disabling seats where the gun would be.
- Upgraded the sd.kfz. 7/1 Flak 38 with armored cabin.

 

New Variants
- Bergepanther Ausf.A with spade & winch
- Panther Ausf.A Flak Bergepanther with spade & winch
- Bergetiger (P)
- Flak Bergetiger (P)
- Ferdinand/Elefant
- Scout M3 US with Flak 30
- Sd.Kfz.6/3 "Diana"
- Opel Blitz with rear fired Pak 40
- Opel Blitz with Flakvierling 38
- Bren Mk.II mortar carrier
- 2cm Flak 30/38 auf Bren Carrier (e)
- 2,5cm Hotchkiss auf Selbstfahrlafette Bren-Carrier (e)
- SU-76M Self-propelled gun
- Sd.kfz. 7/1 Flakvierling 38 with armored cabin.

 

v1.7 - July 3rd, 2021

- Lowered the front walls on the Flakpanzer IV (3.7cm Flak 43) “Möbelwagen” and the
Flakpanzer IV (3.7cm Flak vierling 38) “Möbelwagen”

- Lowered the Zi3 76mm howitzer on the M35A1 Halftrack - (T19 Howitzer Motor Carriage)

- Lowered and extended zi3 cannon on M7 priest, and added 50cal machine gun

 

New Variants
- Dak M3A1 Flakvierling 38
- Studebaker US6 Zi3 Antitank

 

v1.6 - June 28th, 2021

- Adjusted the position of the walls on the Flakpanzer IV (3.7cm Flak 43) “Möbelwagen”
- Changed some of the get in gunner action names based on the type of tank your getting
 into so its more specific to the type of tank.

- Swapped the T34 Flakvierling tank with the German class side captured version.

 

New Variants
- Bergepanther (without walls)
- Bergepanther (without flak 38)
- Flakpanzer IV (3.7cm Flak vierling 38) “Möbelwagen”
- Jagdpanzer IV
- Jagdpanther

 

v1.5 - June 20th, 2021

- Fixed the get out position for Sd.Kfz.251 Flak38

- Fixed the get out position for Sd.Kfz.251 Mortar
- Moved Mg42 & Mg34 forward a little on the Stug 3 so that player is inside the open hatch
 and not clipping through the rear of it.

- Updated the sd.kfz. 7/1 Flak38, added walls flat on the sides and rear.

 

9 New variants
- Panther flakvierling 38
- Stuh 42
- M35A1 Halftrack - (T19 Howitzer Motor Carriage)
- Grille 10 Flak 88mm AA
- Grille 10 Flak 88mm Artillery
- Flakpanzer IV (3.7cm Flak 43) “Möbelwagen”
- Bergepanther V (Ausf.A) Flak 38
- Bergepanther Flak 38
- Panzer IV Nebelwerfer

 

v1.4 - June 14th, 2021
9 New Variants:
- Kubelwagen/ Mg34 mount
- M4A3 Sherman Kangaroo
- SPG StuG III Ausf.G with attached Mg42 in loader's position
- SPG StuG III Ausf.G with attached Mg34 in loader's position
- Panther Ausf.D with attached bush camouflage and attached Mg42 in commander's position
- Panzerkampfwagen VI Tiger Ausf.E Tiger I with attached Mg42 in commander's position
- Panzerkampfwagen Tiger Ausf.B Tiger II with attached Mg42 in commander's position
- 10.5cm leFH 18/40/2 L/28 (Sf) auf GW III/IV artillery SPG (self-propelled artillery gun)
- 10.5cm leFH 18/40/2 L/28 (Sf) auf GW III/IV artillery SPG (Self-propelled AT gun)

 

Other Updates
- Adjusted the center of the Churchill Kangaroo as it was off center left.
- Enabled hull machine gunner for the Churchill Kangaroo.
- Changed the tank skin of the T34/76 w/Flakvierling 38 to Captured (Tarn 52).
- All APC's, Tanks, & Vehicles will now allow you to get out
of the attached weapon and remain in the vehicle/tank.

 

Player is now hidden when he gets in as gunner of
the mortar for the following APC's & Vehicles:
=====================================
- M3A1 US Halftrack w/Mortar
- Opel Blitz w/Mortar
- Sd.Kfz.251 w/Mortar

 

Removed the back gate of the following:
   - US GMC truck w/61k AA
   - Opel Blitz w/Flak 38

 

v1.3 - June 5th, 2021

- Changed name of Composition.
- Added new variant - Churchill Kangaroo
- Adjusted position of Flakvierling 38 moving it forward a little.

Locked the commander's seat on the following variants:
- T34/Flakvierling 38
- M4 Sherman/Zi3 (M7 Priest)

 

v1.2 - June 4th, 2021

New variant
- US Army GMC "Deuce and a Half" with 40 mm BOFORS AA mount

Other updates
===========
Removed the push, and hitch action in the following variants:
- Sd.Kfz. 251 - Pak 40 antitank cannon
- Sd.Kfz. 7/1 - Pak 40 antitank cannon
- M4A3 Sherman - 76mm ZiS-3

- Disabled the commander seats for the variants above.
- Removed the seats and plates on the T34-76 - Flakvierling 38 antiair cannons, so
now you will only have a gunner seat.

 

v1.1 - June 3rd, 2021

Added 5 new vehicle variants:
- US M3 Scout Car with searchlight
- Soviet M3 Scout Car with searchlight
- Kubelwagen with searchlight and passenger seat Mg42
- US Willy MB Jeep with searchlight and passenger seat M1919A4 Browning machine gun
- Soviet Willy MB with searchlight and passenger seat Maxim machine gun

 

v1.0 - June 1st, 2021

Release

 

Credits

  • Rydygier - for helping to sort out bugs, research on commands and code.
  • johnnyboy - for his help with code, and the debug console.
  • Kerc - for information, and code.
  • Turfy - for his insights, ideas, and code.

==============

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Great stuff Gunter! Thanks for this. 👍

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Great job Gunter!  WWII just got that much more dangerous.  As always thanks for the detailed documentation and tutorial.

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Thanks fellas, wouldn't have been possible without those whom i listed in the credits!

Working on new ideas for new variants and i may use call BIS_fnc_attachToRelative;

for some things it depends, real issue is trying to remove parts of vehicles so we'll see.

 

As a source of inspiration for my work i use this website:

https://tanks-encyclopedia.com/ww2/germany/panzers.php

every country lists and has an illistration of all the variants of a vehicle or a tank they created, so for example

the Sdkfz 251 half track with the pak 40 was an actual variant that the Germans used in WW2

SdKfz-251-22_ausf-D_75mm_KwK38.png

same goes for the Flak 38

SdKfz-251-23_Ausf-D_mitt2cm.png

 

The tank you see with the Soviet artillery cannon the ZI3 attached to the Sherman, this inspired that

M7 Priest

M7_Priest-NWestEurope-1944.png

although the current version in the composition dont have the mg up top, i may add that.

 

If anyone is interested in having the tutorial in a video format then reading and trying to implement code and such

let me know, maybe both can complement each other.

 

The process isn't hard but what makes it hard is you have to test the animationsource codes you get from a vehicle

to see if they remove parts, and when something says wheel and it dont remove, then your SOL (shit out of luck) 😄

 

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Update

v1.1
=====
Added 5 new vehicle variants
- US M3 Scout Car with searchlight
- Soviet M3 Scout Car with searchlight
- Kubelwagen with searchlight and passenger seat Mg42
- US Willy MB Jeep with searchlight and passenger seat M1919A4 Browning machine gun
- Soviet Willy MB with searchlight and passenger seat Maxim machine gun

 

Notes

For the Kubalwagen i was able to remove the windshield so the mg42 can be there.

For the Willy Mb Jeeps, i was unable to remove the windshields, so if you use them then lower the windshield manually.

as for this variant --->  US Willy MB Jeep with searchlight and passenger seat M1919A4 Browning machine gun

the passenger or gunner of the 30 cal will be prone, nothing i can do about that, the gun is meant for a prone or low position.

 

     I tried attaching weapons from the objects but when you put them upright in the editor in the position you want, they are lying on their side

in the position you put them, so i had to scrap that idea as i dont know how to make them stay upright, even though the guns to work.

 

All for today, more variants in the works, pics of the new variants down below!

Cheers!

 

55C208713F3EEBAB88EDC5B6F11FA5B7B0BF9CEF

E4AD13E76AF23E5FCAEC6A4D2DC253D5D18A14BC

923AC3D7BC0E47A5826CE4568EFEDE65A7597309

B9224992CFC7CCE7D80668E2B8AF9555CFC80D55

62CE4BD94EB8FCD50EF19B89E923ABDA5F9B95C7

 

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Update

v1.2

New variant

  • US Army GMC "Deuce and a Half" with 40 mm BOFORS AA mount

69201D1F7BC1FF4E857F954BD0FD6CC58089F95D
This truck was inspired by this:

d4f7d88846167ab5fee02efd1ba089df.jpg
 

Other Updates
Removed the push, and hitch actions you see in your action menu when your the gunner in the following variants:
Sd.Kfz. 251 - Pak 40 antitank cannon
Sd.Kfz. 7/1 - Pak 40 antitank cannon
M4A3 Sherman - 76mm ZiS-3 (M7 Priest)

- Disabled the commander seats for the variants above.
- Removed the seats and plates on the T34-76 - Flakvierling 38 antiair cannons, so
now you will only have a gunner seat.

 

Credits

I want to thank Kerc on discord for his help with some code, thanks my friend. 🙂

 

More variants and updates to come!

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Update

v1.3 - June 5th, 2021

- Changed name of Composition.
- Added new variant - Churchill Kangaroo
- Adjusted position of Flakvierling 38 moving it forward a little.

Locked the commander's seat on the following variants:
- T34/Flakvierling 38
- M4 Sherman/Zi3 (M7 Priest)

 

About the new variant:

There were variants of tanks converted to mobile troop carriers, the goal of these tanks that had

their turrets removed was to allow many troops to be transported with maximum armor to the front lines

turning the tanks into Armored APCS. Here is a link to the various variants of the Kangaroo APCS that were built by the British

and Canadians https://tanks-encyclopedia.com/ww2/canada/kangaroo-series.php

 

   In today's update we have the Churchhill Kangaroo

based on the tank encyclopedia illustration of what the Churchhill version looked like

Churchill_Kangaroo.png

Actual picture

330px-Churchill_Kangaroo_tank.jpg

 

New Variant ingame with added 50cal machine gun.

0655A6DA97FD5E762766B9FD979B428F11D116C5

 

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Update

v1.4 - June 14th, 2021

 

 


9 New Variants:
- Kubelwagen/ Mg34 mount

9074CC41BDAD036E311CD10CF5717D6F1BE4E5AA
- M4A3 Sherman Kangaroo

IWM-NA-24043-Priest-Kangaroo-Conselice-1

3F9B4CC1C9F9ECD32CE77245FD3804F4830F8488
- SPG StuG III Ausf.G with attached Mg42 in loader's position

Stug-IIIG_StmgzBrig23-Russia-43-s.png

AC14C8F3BE44558BCAE4244EA55A8BE051E06D3B
- SPG StuG III Ausf.G with attached Mg34 in loader's position

78E962D0FCBC2C18FEC2F5E271A2141861412C72
- Panther Ausf.D with attached bush camouflage and attached Mg42 in commander's position

Panther_Ausf-D_Normandy44.png

CE614647D4139A78D7E6A76D04E3DBBED083DA8A
- Panzerkampfwagen VI Tiger Ausf.E Tiger I with attached Mg42 in commander's position

PanzerVI_Tiger-I_Ausf_SSPzabt102Ndy44.pn

BA8E98FE4B86596CBC5C687E125B0846D9E337BC
- Panzerkampfwagen Tiger Ausf.B Tiger II with attached Mg42 in commander's position

screenshot coming soon!
- 10.5cm leFH 18/40/2 L/28 (Sf) auf GW III/IV artillery SPG (self-propelled artillery gun)

105cm-leFH18-1-sf-aufGW-IVB.pngalkett-prototype-105mm-spg.jpg

105mm-lefh-18-auf-gw-3-4.jpg105mm-lefh-gw-iii-iv.jpg

105mm-lefh-gw-iii-iv-spg.jpg

706AE883A5A0CBAB3B3D84DF8B83F7FD92CD63F3
- 10.5cm leFH 18/40/2 L/28 (Sf) auf GW III/IV artillery SPG (Self-propelled AT gun)

8A1A77572D7328B5910813D7F969C7231AAFD2ED

1044EB30308C2DE85ADB086CC2FC797E94967EDB

 

Other Updates
- Adjusted the center of the Churchill Kangaroo as it was offcenter left.
- Enabled hull machine gunner for the Churchill Kangaroo.
- Changed the tank skin of the T34/76 w/Flakvierling 38 to Captured (Tarn 52).

- Players now can switch seats to and from the attached weapon
- All APC's, Tanks, & Vehicles will now allow you to get out
of the attached weapon and remain in the vehicle/tank.

 

Player is now hidden when he gets in as gunner of
the mortar for the following APC's & Vehicles:
=====================================
- M3A1 US Halftrack w/Mortar
- Opel Blitz w/Mortar
- Sd.Kfz.251 w/Mortar

 

Removed the back gate of the following:
   - US GMC truck w/61k AA
   - Opel Blitz w/Flak 38

===================

 

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Update

v1.5 released!

 

v1.5 - June 20th, 2021

- Fixed the get out position for Sd.Kfz.251 Flak38

- Fixed the get out position for Sd.Kfz.251 Mortar
- Moved Mg42 & Mg34 forward a little on the Stug 3 so that player is inside the open hatch
 and not clipping through the rear of it.

- Updated the sd.kfz. 7/1 Flak38, added walls flat on the sides and rear.

 

9 New variants
- Panther flakvierling 38 - screenshot
- Stuh 42 - Screenshot
- M35A1 Halftrack - (T19 Howitzer Motor Carriage) - screenshot
- Grille 10 Flak 88mm AA - screenshot
- Grille 10 Flak 88mm Artillery - screenshot
- Flakpanzer IV (3.7cm Flak 43) “Möbelwagen” - screenshot
- Bergepanther V (Ausf.A) Flak 38 - screenshot
- Bergepanther Flak 38 -  screenshot
- Panzer IV Nebelwerfer - Screenshot

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Update

v1.6 released!

 

 

v1.6 - June 28th, 2021

- Adjusted the position of the walls on the Flakpanzer IV (3.7cm Flak 43) “Möbelwagen”
- Changed some of the get in gunner action names based on the type of tank your getting
 into so its more specific to the type of tank.

- Swapped the T34 Flakvierling tank with the German class side captured version.

 

New Variants
- Bergepanther (without walls)
- Bergepanther (without flak 38)
- Flakpanzer IV (3.7cm Flak vierling 38) “Möbelwagen”
- Jagdpanzer IV
- Jagdpanther

 

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A very hard-working man, best wishes. 

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Update

v1.7 - July 3rd, 2021

- Lowered the front walls on the Flakpanzer IV (3.7cm Flak 43) “Möbelwagen” and the
Flakpanzer IV (3.7cm Flak vierling 38) “Möbelwagen”

 

- Lowered the Zi3 76mm howitzer on the M35A1 Halftrack - (T19 Howitzer Motor Carriage)

- Lowered and extended zi3 cannon on M7 priest, and added 50cal machine gun

 

New Variants
- Dak M3A1 Flakvierling 38
- Studebaker US6 Zi3 Antitank

==============

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Update - News

Just letting those who are subbed to this, and have interest in my project here that there is

and will be a v1.8 to be released soon this week. 

      I was supposed to release it over the past weekend on the 17th/18th but with compositions

there are some things that always need to be further tested and researched so some things got delayed.

 

The good news is this next update will be fairly big as i have several new variants which a few of them surprised me

that i could pull off, and some misc updates like adjustments, changes and a fix or two.

 

    Some other good news is i have a friend (no its not my Polish brother Rydygier 😄 ) who is working on an aspect of the

project with me who is very good at coding who volunteered to help, whom started last week.

 

    There is in development a part of the project that i cannot reveal i will surprise you guys when the time comes

but basically this will enable all the coding and the compositions to work together,  and add something that is beyond whats

already currently functional in the variants so it will be a something pretty cool to look forward too for the WW2 fans 😉 you will like it trust me.

   All for today! Cheers!

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Update
v1.8 Should be released by Wednesday August 4th if all goes well if not Thursday for sure
this update will be massive along with a video to review it too.

==============

Past two weeks for me have been hectic at work, i ended up working the weekend both the 24th, and 25th of the week i was supposed

to release according to my last post.   So i been tired and unmotivated and somewhat working on the projects a little at a time since then.

 

   This past weekend i must have put in 30hrs into Arma 3 working on nothing but the project, and got ALOT accomplished and more then what i had expected

including many new variants to be added to the list and when i say many i dont mean like 4 or 5 either 😉.

       Alot of research goes into each variant, im not building variants off the top of my head, their being built based on what was actually created during WW2.

What makes them look cursed is and not look exactly like the real thing is the limit of parts and the ability to remove certain things to make

other things work so its a puzzle to say the least.

 

   Anyways as said there will be a video for this update which will review each new variant and other aspects of the update so i hope my time and energy

are on point and i should be able to record and edit it tomorrow (Tuesday) and have it ready for Wednesday, i say this as when i get off

work (3rd shift) its when i work on this stuff in the morning.    All for today stay tuned!

 

Edit .... as of August 3rd (Tuesday)

i had just solved a couple small issues with some of the variants which was some missing parts in a code,

and solved a long time problem with a brilliant solution which i will demonstrate in the video when its ready.

      However because of this, the update has been delayed to where i only have enough time to record the video today,

which means im pushing the update to friday the 6th, why friday exactly?

   Aside the video im still applying a new code solution to some of the variants so it wont be ready for wednesday, also theres a

bit to do aside just updating the workshop file as there are other things related.

 

For now im aiming for friday for sure, but it could be sooner, sorry for this back and forth but i promise its worth it!

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Update

Version 1.8 released!

Finally was able to release it but not as promised per my last post, sorry about that,

had figured out a new solution and added some code to fix some of the variants that needed it thanks to

@Rydygier for helping me out on this! Thanks once again!

 

This update was 3 weeks+ in the making, i will let the video and the changelog speak for itself 😄

 

 

v1.8 - August 6th, 2021

  • Added a function that enables the player to get into an attached gun for two variants.
  • Added and scaled a round plate to cover all the BergePanther's/Tiger's turret holes that were open.
  • Added and scaled a round plate to cover turret holes that were open on a few variants.
  • Adjusted position of flakvierling 38 on the M3A1 Halftrack.
  • Adjusted mortar position of the Sd.Kfz.251 halftrack.
  • Adjusted position of flakvierling 38 on the Bergepanther V (Ausf.A) Flak 38 and added Turret plate.
  • Adjusted position of the ZI3 on the Studebaker US6 Zi3 Antitank.
  • Adjusted some of the Armor plates on the Pz4 leh18 variants.
  • Applied a new code to seven variants that allows the player to get out of an attached gun without floating, or being stuck and positions them behind the vehicle on the ground. - (thanks to Rydygier for his help with this!)
  • Changed the code using the Attachto, to attachToRelative on several variants.
  • Scaled the Panther flak38, Jagdtiger, Pz4 Nebelwerfer, & Ferdinand/Elefant guns.
  • Removed a line of code that wasn't needed in a few of the variants.
  • Updated M3a1 Flakvierling 38 disabling seats where the gun would be.
  • Upgraded the sd.kfz. 7/1 Flak 38 with armored cabin.

New Variants

  • Bergepanther Ausf.A with spade & winch
  • Panther Ausf.A Flak Bergepanther with spade & winch
  • Bergetiger (P)
  • Flak Bergetiger (P)
  • Ferdinand/Elefant
  • Scout M3 US with Flak 30
  • Sd.Kfz.6/3 "Diana"
  • Opel Blitz with rear fired Pak 40
  • Opel Blitz with Flakvierling 38
  • Bren Mk.II mortar carrier
  • 2cm Flak 30/38 auf Bren Carrier (e)
  • 2,5cm Hotchkiss auf Selbstfahrlafette Bren-Carrier (e)
  • SU-76M Self-propelled gun
  • Sd.kfz. 7/1 Flakvierling 38 with armored cabin

The Composition now consists of over 50 new WW2 variants! with more variants to come, and another aspect of this

project to be enhanced in the real near future making alot of these variants more functional on another level aside what your

already able to do.

Lastly the OP post will be updated a little bit to include screenshots of each variant in the list relative to their names.

      Any questions, problems, and or variant ideas please let me know. Cheers!

 

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Great stuff Gunter! Thanks.👍

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Great job Gunter!  I can tell that was a lot of work, and that you have a deep knowledge of WWII vehicles.

 

For the universal carrier, I assume you hid the mortar gunner because he is clipping with the model in bad looking ways.  If you want, when unit gets in as a mortar gunner, you could spawn another dummy eye-candy unit that has same uniform as gunner unit, and attach him near the mortar using the most appropriate animation you can find.  When gunner exits mortar, you hide or delete this eye-candy mortar gunner.  Just an idea.  You could just have one eye-candy unit per universal carrier pre-attached and hidden, and just show/hide him on mount/dismount actions (and change his uniform and headgear to match new gunner when mounting).

 

I guess a downside is players will want to shoot the eye-candy unit, so you might have to add a killed event handler on him, to kill the actual hidden gunner.  Haha, what a wonderful can of worms ARMA modding is!!!

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Superb work Gunter !! 👍 ...with the tools you had to play with, you did the best you can and they look great.

 

Thank you for your time and dedication to your mod, I love it, especially anything WWII.

 

All the best. 

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On 8/6/2021 at 12:38 PM, johnnyboy said:

Great job Gunter!  I can tell that was a lot of work, and that you have a deep knowledge of WWII vehicles.

Thanks johnnyboy! Yes and no i do a bit of WW2 from years of just studying it but most of the variants built were

research specific to find enough pics with different angles and such, and to learn about what guns were used and why

what chassis they were put on if any, among other things.

 

    Its a bit time consuming but i rather enjoyed it as i looked into building one variant i'd run across some other ones and

contemplate if i could pull them off, so alot of the variants were part specific, trying to change the look of something is almost next to

impossible unless you retexture it, even then i think to do that you need an actual model, thats a whole nother project and coding in itself.

On 8/6/2021 at 12:38 PM, johnnyboy said:

For the universal carrier, I assume you hid the mortar gunner because he is clipping with the model in bad looking ways. 

Ya the universal carrier variant for the mortar imo was a fluke really, the mortar isn't supposed to be on top of the thing,

going by this pic, this is what i wanted to create Aust_3_inch_mortar_carrier(AWM_134428).j

ideally the mortar was to be inside the thing with the personnel in it and possibly viewable.

 

Having the player not hidden while the mortar is on top would make it look even more silly.

   Your idea is pretty cool but i dont plan to do anymore with that, i have some better variants im interested in building, theres quite a bit more variants

that even i have never seen before after all these years.

 

Here is a new variant using the Universal Carrier as the chassis that i will be building

universal-at-17.JPG

another variant like the above but smaller also universal carrier

universal-at-18.jpg

 

The Germans really loved the British UC they mounted all sorts of cannons and guns to the thing, and used it for

transport of troops, aside ammo and other things, even to tow stuff. Small and compact, put a powerful gun on it

and you have a deadly weapon, not only would it be fast, small, but it would do alot of damage provided its not seen.

 

That same concept the Germans used to build the Jagdpanzer 38 (Hetzer)

Hetzer-11SSPzd-Nordland44-45.jpg

A quote from Tanks Encyclopedia on this tank based on its role and armament on the field

Quote

 

The Jagdpanzer 38 tank hunter was designed to have a very low profile which made it hard to target and easy to conceal.

It was only 2.10 m (6 ft 10.6 inches) high which was ideal for ambush tactics. It was armed with a powerful high velocity 75 mm Pak 39 L/48 gun that

could knock-out most enemy tanks. It was cheaper and quicker to build than a Panzer IV, Panther or Tiger tank.

 

It was not designed to be a close combat vehicle, used at the head of an attack like a tank. It was a self-propelled anti-tank gun that was intended to be

deployed on the flanks to stop counter-attacks. A pack of Jagdpanzer 38 tank hunters would hide in a wood or thick hedgerow

and pick off enemy tanks at long range.

     The sloping front armor gave the crew reasonable protection from frontal attack. So long as the driver pointed the front of the vehicle at any threat, the crew

could expect to survive a hit from an enemy armor-piercing shell. The thin armor on the sides of the vehicle and at the rear meant that there was a risk of being knocked

out by flank and rear attacks with armor-piercing shells. If there was a danger of being outflanked, the driver had to change to a different location quickly.

 

About 2,827 of those were built, and then there were many variants on top of those, it was pretty insane the scale of production for the war considering the war only

lasted roughly 1939-1947, with 1945 being the true end for all armored and mass infantry based warfare.

 

16 hours ago, Dogone said:

Superb work Gunter !! 👍 ...with the tools you had to play with, you did the best you can and they look great.

Thanks Dogone!

I'm happy that you recognized limits as some people may say some of the variants look like crap or are cursed ect,.

I get it but their are limits to which are out of my hands, theres only so much you can do when you have only so many things to work with.

    Yes all the variants are limited to what IFA3 has available to work with, however these exceeded it a bit considering that

Iron front the game that is, all tanks and vehicles had break away parts, like literally a vehicle and tank were all little parts that created one model,

so with that, there was a massive list in the empty (objects) section of the editor that i used to create various armor, plates, and other gun aspects.

       This is a good reason as to why the composition is so expansive as it is.

 

Ideally if the IFA3 team had a wide selection of the following:

  • Base chassis of - pz2, pz4, tiger, kingTiger, Elefant, SU76, and other chassis variants including American, British, and Soviet without any guns on them.
  • All turrets ( from paks, to flaks, mgs, and howitzers of every kind )from 1939 to late war
  • The ability to change all camouflage on the tanks, giving a few different texture options such as base, camo, desert, and winter.
  • Parts such as armor, plates, detached functional guns, ect,.

With this list i could literally build almost any Armored, tank, and vehicle prototype of variant from any faction from WW2.

Instead of having models i mean ideally you would but if there is a limit to what was or is built, i could make of the difference

in terms of more options to choose from.

 

Most of the variants in terms of weaponry being used are pretty close to accurate, some are not because there is not gun available, for example:

The Sd.Kfz.6/3 "Diana" desert truck used an earlier gun with no muzzle break, it was a captured Soviet Howitzer.

   The Ferdinand/Elefant i have a pak 40 attached when a pak 43 was the real gun that was used, a pak 43

Quote

When using the standard AP round, the gun could penetrate 182 mm of armor sloped at 30° at a range of 500 m. At 1,000 m this dropped to 167 mm, and at 2,000 m to 139 mm.

The pak 43 was probably one of the most powerful cannons in WW2 that was mounted on a tank.

================

OP PICS

Anyways today im working on the OP of the thread and adding a section of screenshots and pics, this will basically be a

photo reference of a variant's name with screenshot and then a pic from WW2 of that exact tank or vehicle, it will be a in a spoiler so

you dont have to scroll the thread a mile just to get to something, lol

 

Tutorial

Later i plan on building a tutorial with video on its own thread on how to build variants like i did here

with all the code i learned in the past couple months, why? because i like to share and im sure there are Arma players out there

that either just like to mess around or would be interested in creating something of their own be it for modern or WW2.

 

Variants from other mods

Lastly in the near future i may look into other WW2 mods to see what other possible variants i could create, however

if and when i do create a new variant using another mod along side IFA3 i will only have that variant or variants require

only the mod that uses parts, guns ect,. from that mod.

   Problem is putting that into the current composition i currently have would make the composition require that other mod regardless,

so i may instead just create another workshop page for variants using IFA3 and another WW2 mod, and go from there.

 

     I really dont like the idea of using a vehicle/tank in a mission that requires a ton of mods just to work, then add whatever other mods

on top of that for whatever else the mission may need, simple is best and more efficient. All for now, Cheers!

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Update

OP updated!

I have the variant list in a spoiler by itself

then the same list with screenshots and historical photos at least for what i found of them

in their own spoiler below the variant list. Cheers!

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