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battleship

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  1. What are the names of repair animations for AI units? EDIT :Found the animation names in wiki.Is there a mod that adds new animations (combat/non-combat) ?
  2. Can any talented modder make a mod that adds realistic deployable rope ladders and fastropes to all types of helicopters (blufor/opfor) including UH-60 blackhawk, uh-1 huey , lynx, chinook ,Mi-17 etc. for realistic insertion/extraction/rescue missions. https://i.pinimg.com/736x/29/b2/5f/29b25f1bddcf1135cae6a7eca5b06d13--global-positioning-system-rope-ladder.jpg https://i.pinimg.com/originals/6c/07/8e/6c078e74efca568f35b60aa75728d403.jpg https://theaviationist.com/wp-content/uploads/2016/05/25BKPow_FotoPoork_FM_00007.jpg
  3. Is the final version of ironfront lite mod going to be released?
  4. battleship

    Addaction script help

    Will this script work for non-spawned multiple infantry groups as well which are already placed on map and named as grpone, grptwo etc.? Like using multiple radio triggers for each group with player addaction as above.
  5. Hello , what is the correct addaction for adding groupname in AI script.I have placed a AI group of units named as "GrpOne" not under player as leader. Then in player radio trigger - null = [player,grpone] execVM "script.sqf"; script.sqf _unit= _this select 0;\\player _grp = _this select 1;\\AI group sleep 1; act1 = _unit addaction ["orderAI", "AIscript.sqf"] ;\\ player addaction. How should i add groupname "grpone" in AIscript.sqf so that grpone can use script.commands such as "grpone move getpos _pos;".
  6. How should one check vertical distance between two objects? For example a helicopter flying at a certain height and an invisible H placed on LHD or any structure at a certain height. Currently (https://community.bistudio.com/wiki/distance) distance only detects horizontal distance between two objects.
  7. Here is code to add extra flares to all types of helicopters (gunships & transport) of any side (eg.civilian/blufor/opfor) to pilots seat in helicopter. this addweapon "CMFlareLauncher";this addMagazineTurret ["120Rnd_CMFlareMagazine",[-1]]; This code also adds extra flares to fighter & transport aircraft as well as aircraft which are missing flares.
  8. I have placed this code in the init field of helis to add flares - this addweapon "CMFlareLauncher";this addmagazine "120Rnd_CMFlareMagazine"; but in some helicopters this adds flares to heli crew chief or heli gunships gunner, not the pilots position, so can one add flares to pilots position/control only?
  9. How should one add extra flares to helicopters?
  10. This is a underwater sub-launched onmapclick cruise missile script , for this you have to place on map the following objects & marker- Place the objects & marker at the edge of map and name these as- invisible helipad H - launcher invisible helipad H - targetPos destroy marker - target A functions module on map. To simulate a warship firing a cruise missile place frigate on sea and attach invisible helipad H (launcher) to frigate using attachto command. in 1st radio trigger- cruiseMissile = [] execVM "launch1.sqf"; //HE warhead. Click on target position with mapclick and missile will be launched towards mapclick position & will hit target position.Note that due to terrain elevation or slope sometimes the missile may miss its target. in 2nd radio trigger- cruiseMissileCL = [] execVM "launch2.sqf"; //HE Warhead + cluster munitions. Click on target area with mapclick and missile will overfly target position & drop cluster munitions.You can change cluster munition type by changing the bomblet's classname in launch2.sqf. Place launch1.sqf & launch2.sqf in mission folder. launch1.sqf //Cruise Missile Script. player sidechat "Requesting cruise missile strike on target position!, over!"; sleep 1; [West,"HQ"] sideChat "Specify target coordinates on map!"; sleep 1; titleText ["Click on map position to mark position!","plain down"]; sleep 0.1; mapclick = true; onMapSingleClick "targetPos setPos _pos;""target"" setMarkerPos _pos;mapclick = false; onMapSingleClick ''; true;"; waitUntil {!mapClick}; sleep 3; Hintsilent "Launching missile!"; sleep 1; private ["_path", "_pathS"]; _path = "\ca\air2\cruisemissile\"; //" _pathS = _path + "data\scripts\"; //" //Spawn the launch variant of the cruise missile and its flare. private ["_misL", "_misFlare"]; _misL = "CruiseMissile1" createVehicle [(getpos launcher select 0), (getPos launcher select 1),-1]; _misFlare = "CruiseMissileFlare1" createVehicle [(getpos launcher select 0), (getpos launcher select 1),-1]; _misFlare inflame true; //Start the launch. _misL setVelocity [0, 0, 40]; [_misL] execVM (_pathS + "watersplash.sqf"); //Unhide animated parts. _misL setObjectTexture [0, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [1, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [2, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [3, "#(argb,8,8,3)color(0,0,0,1.0,co)"]; _misL setVariable ["cruisemissile_level", false]; sleep 0.5; [_misL, _misFlare] execVM (_pathS + "cruisemissileflare.sqf"); _misL setObjectTexture [4, _path + "data\exhaust_flame_ca"]; _misFlare say3D "CruiseMissileLaunch"; [_misL] execVM (_pathS + "exhaust1.sqf"); [_misL] execVM (_pathS + "exhaust3.sqf"); //Missile Launch Sequence. sleep 2; [West,"HQ"] sideChat "Missile Launched!"; for "_i" from 0 to 1 do { for "_i" from 0 to 80 do {sleep 0.01; _misL setvelocity [0,0,70];_misl setvectorDir [0,0,0]; [_misL,-1, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [10,0,10];_misl setvectorDir [0,1,0]; [_misL,-1*3,0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [20,0,0];_misl setvectorDir [6,1,0]; [_misL,-2*3, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [30,0,0];_misl setvectorDir [8,1,0]; [_misL,-5*3, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [10,1,0]; [_misL,-8*3, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [15,1,0]; [_misL,-15*3, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [20,1,0]; [_misL,-50, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [20,1,0]; [_misL,-70, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [20,2,0]; [_misL,-100, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; _misL setObjectTexture [0, ""]; _misL animate ["Cover1", 1]; _misL animate ["Cover2", 1]; _misL animate ["Fin1", 1]; _misL animate ["Fin2", 1]; _misL animate ["Fin3", 1]; _misL animate ["Fin4", 1]; _misL animate ["Wing1", 1]; _misL animate ["Wing2", 1]; _misL animate ["Intake1", 1]; sleep 0.01; _misL setObjectTexture [1, ""]; _misL setObjectTexture [2, ""]; drop [_path + "cl_cover1", "", "SpaceObject", 1, 40, [-3, -3, -0.5], [-5, 0, 50], 2, 10.0, 1.0, 0,[1], [[1, 1, 1, 1]], [0, 1], 0, 0, "", "",_misL]; drop [_path + "cl_cover1", "", "SpaceObject", 1, 40, [3, 3, -0.5], [5, 0, 50], 2, 10.0, 1.0, 0,[1], [[1, 1, 1, 1]], [0, 1], 0, 0, "", "",_misL]; _misL setObjectTexture [4, ""]; private ["_pos", "_vel", "_dir"]; _pos = position _misL; _vel = velocity _misL; _dir = direction _misL; deleteVehicle _misL; //Moving marker for missile. _marker1 = createMarker ["Mark1",[0,0,0]]; _marker1 setMarkerColor "ColorRED"; _marker1 setMarkerType "mil_dot"; _marker1 setMarkerShape "ICON"; _marker1 setMarkerSize [1,1]; _marker1 setMarkerText "cruise_missile"; //Spawn the actual cruising missile. private ["_mis", "_pilot"]; missilegrp = createGroup west; _mis = "CruiseMissile2" createVehicle _pos; _pilot = missilegrp createUnit ["USMC_Soldier_Pilot", _pos, [], 0, "NONE"]; _pilot moveInDriver _mis; //attach marker to missile. [] spawn { while {not isnull leader missilegrp} do {"Mark1" setmarkerpos getpos leader missilegrp; sleep 0.5; }; }; _mis setDamage 0; _mis setPosASL _pos; _mis engineOn true; _mis flyInHeight (position _mis select 2); _mis setVelocity [0,90,2]; _mis setvectorDir [20,2,0]; _mis forcespeed 120; // Guiding missile to target. sleep 10; _mis setCombatMode "BLUE"; _mis setBehaviour "COMBAT"; _mis setSpeedMode "FULL"; sleep 1; _mis domove getPos targetpos; _mis dowatch targetPos; _mis dotarget targetPos; _mis lookat targetPos; sleep 1; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; _mis setvelocity [100,100,1]; sleep 1; waitUntil {_mis distance targetPos < 2000}; _mis flyInHeight 60; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; waitUntil {_mis distance targetPos < 800}; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; waitUntil {_mis distance targetPos < 500}; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; waitUntil {_mis distance targetPos < 290}; {deleteVehicle _x} forEach (units missilegrp); [_mis,-13.99, 0] call BIS_fnc_setPitchBank; waitUntil {!alive _mis}; deleteVehicle _mis; deleteMarker "Mark1"; private ["_shell"]; _shell = createVehicle ["Bo_GBU12_LGB",[(getpos _mis select 0),(getpos _mis select 1),0],[], 0,"NONE"]; _shell = createVehicle ["Bo_GBU12_LGB",[(getpos _mis select 0),(getpos _mis select 1),0],[], 0,"NONE"]; sleep 5; targetPos setPos [0,0,0]; "target" setMarkerPos [0,0,0]; sleep 1; hintsilent "cruise missile strike available again!"; exit; launch2.sqf //Cruise Missile Script. //Cluster munitions. player sidechat "Requesting cruise missile strike on target position!, over!"; sleep 1; [West,"HQ"] sideChat "Specify target coordinates on map!"; sleep 1; titleText ["Click on map position to mark position!","plain down"]; sleep 0.1; mapclick = true; onMapSingleClick "targetPos setPos _pos;""target"" setMarkerPos _pos;mapclick = false; onMapSingleClick ''; true;"; waitUntil {!mapClick}; sleep 3; Hintsilent "Launching missile!"; sleep 1; private ["_path", "_pathS"]; _path = "\ca\air2\cruisemissile\"; //" _pathS = _path + "data\scripts\"; //" //Spawn the launch variant of the cruise missile and its flare. private ["_misL", "_misFlare"]; _misL = "CruiseMissile1" createVehicle [(getpos launcher select 0), (getPos launcher select 1),-1]; _misFlare = "CruiseMissileFlare1" createVehicle [(getpos launcher select 0), (getpos launcher select 1),-1]; _misFlare inflame true; //Start the launch. _misL setVelocity [0, 0, 40]; [_misL] execVM (_pathS + "watersplash.sqf"); //Unhide animated parts. _misL setObjectTexture [0, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [1, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [2, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [3, "#(argb,8,8,3)color(0,0,0,1.0,co)"]; _misL setVariable ["cruisemissile_level", false]; sleep 0.5; [_misL, _misFlare] execVM (_pathS + "cruisemissileflare.sqf"); _misL setObjectTexture [4, _path + "data\exhaust_flame_ca"]; _misFlare say3D "CruiseMissileLaunch"; [_misL] execVM (_pathS + "exhaust1.sqf"); [_misL] execVM (_pathS + "exhaust3.sqf"); //Missile Launch Sequence. sleep 2; [West,"HQ"] sideChat "Missile Launched!"; for "_i" from 0 to 1 do { for "_i" from 0 to 80 do {sleep 0.01; _misL setvelocity [0,0,70];_misl setvectorDir [0,0,0]; [_misL,-1, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [10,0,10];_misl setvectorDir [0,1,0]; [_misL,-1*3,0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [20,0,0];_misl setvectorDir [6,1,0]; [_misL,-2*3, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [30,0,0];_misl setvectorDir [8,1,0]; [_misL,-5*3, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [10,1,0]; [_misL,-8*3, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [15,1,0]; [_misL,-15*3, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [20,1,0]; [_misL,-50, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [20,1,0]; [_misL,-70, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; for "_i" from 0 to 1 do { for "_i" from 0 to 40 do {sleep 0.01; _misL setvelocity [40,0,0];_misl setvectorDir [20,2,0]; [_misL,-100, 0] call BIS_fnc_setPitchBank; }; }; sleep 0.1; _misL setObjectTexture [0, ""]; _misL animate ["Cover1", 1]; _misL animate ["Cover2", 1]; _misL animate ["Fin1", 1]; _misL animate ["Fin2", 1]; _misL animate ["Fin3", 1]; _misL animate ["Fin4", 1]; _misL animate ["Wing1", 1]; _misL animate ["Wing2", 1]; _misL animate ["Intake1", 1]; sleep 0.01; _misL setObjectTexture [1, ""]; _misL setObjectTexture [2, ""]; drop [_path + "cl_cover1", "", "SpaceObject", 1, 40, [-3, -3, -0.5], [-5, 0, 50], 2, 10.0, 1.0, 0, [1], [[1, 1, 1, 1]], [0, 1], 0, 0, "", "", _misL]; drop [_path + "cl_cover1", "", "SpaceObject", 1, 40, [3, 3, -0.5], [5, 0, 50], 2, 10.0, 1.0, 0, [1], [[1, 1, 1, 1]], [0, 1], 0, 0, "", "", _misL]; _misL setObjectTexture [4, ""]; private ["_pos", "_vel", "_dir"]; _pos = position _misL; _vel = velocity _misL; _dir = direction _misL; deleteVehicle _misL; //Moving marker for missile. _marker1 = createMarker ["Mark1",[0,0,0]]; _marker1 setMarkerColor "ColorRED"; _marker1 setMarkerType "mil_dot"; _marker1 setMarkerShape "ICON"; _marker1 setMarkerSize [1,1]; _marker1 setMarkerText "cruise_missile"; //Spawn the actual cruising missile. private ["_mis", "_pilot"]; missilegrp = createGroup west; _mis = "CruiseMissile2" createVehicle _pos; _pilot = missilegrp createUnit ["USMC_Soldier_Pilot", _pos, [], 0, "NONE"]; _pilot moveInDriver _mis; //attach marker to missile. [] spawn { while {not isnull leader missilegrp} do {"Mark1" setmarkerpos getpos leader missilegrp;sleep 0.5; }; }; _mis setDamage 0; _mis setPosASL _pos; _mis engineOn true; _mis flyInHeight (position _mis select 2); _mis setVelocity [0,90,2]; _mis setvectorDir [20,2,0]; _mis forcespeed 120; // Guiding missile to target. sleep 10; _mis setCombatMode "BLUE"; _mis setBehaviour "COMBAT"; _mis setSpeedMode "FULL"; sleep 1; _mis domove getPos targetpos; _mis dowatch targetPos; _mis dotarget targetPos; _mis lookat targetPos; sleep 1; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; _mis setvelocity [100,100,1]; sleep 1; waitUntil {_mis distance targetPos < 2000}; _mis flyInHeight 60; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; waitUntil {_mis distance targetPos < 800}; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; waitUntil {_mis distance targetPos < 500}; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; waitUntil {_mis distance targetPos < 300}; _targetDir = [_mis,targetPos] call BIS_fnc_DirTo; _mis setdir _targetDir; waitUntil {_mis distance targetPos < 190}; // releasing Bomblets _B1 = "sh_85_he" createvehicle (getPosASL _mis); _B1 setVeLOCITY [1,0,-6]; sleep 0.1; _B2 = "sh_85_he" createvehicle (getPosASL _mis); _B2 setVeLOCITY [-1,0,-6]; sleep 0.1; _B3 = "sh_85_he" createvehicle (getPosASL _mis); _B3 setVeLOCITY [0,1,-6]; sleep 0.1; _B4 = "sh_85_he" createvehicle (getPosASL _mis); _B4 setVeLOCITY [0,-1,-6]; sleep 0.1; _B5 = "sh_85_he" createvehicle (getPosASL _mis); _B5 setVeLOCITY [0,1,-6]; sleep 0.1; _B6 = "sh_85_he" createvehicle (getPosASL _mis); _B6 setVeLOCITY [0,1,-6]; sleep 0.2; _B7 = "sh_85_he" createvehicle (getPosASL _mis); _B7 setVeLOCITY [0,1,-6]; sleep 0.1; _B8 = "sh_85_he" createvehicle (getPosASL _mis); _B8 setVeLOCITY [0,1,-6]; sleep 0.1; _B9 = "sh_85_he" createvehicle (getPosASL _mis); _B9 setVeLOCITY [0,1,-6]; sleep 0.1; _B10 = "sh_85_he" createvehicle (getPosASL _mis); _B10 setVeLOCITY [0,1,-6]; sleep 0.1; _B11 = "sh_85_he" createvehicle (getPosASL _mis); _B11 setVeLOCITY [0,1,-6]; sleep 0.1; _B12 = "sh_85_he" createvehicle (getPosASL _mis); _B12 setVeLOCITY [0,1,-6]; sleep 0.1; _B13 = "sh_85_he" createvehicle (getPosASL _mis); _B13 setVeLOCITY [0,1,-6]; sleep 0.1; _B14 = "sh_85_he" createvehicle (getPosASL _mis); _B14 setVeLOCITY [0,1,-6]; sleep 0.1; _B15 = "sh_85_he" createvehicle (getPosASL _mis); _B15 setVeLOCITY [0,1,-6]; sleep 0.1; waitUntil {_mis distance targetPos > 270}; {deleteVehicle _x} forEach (units missilegrp); [_mis,-9.99, 0] call BIS_fnc_setPitchBank; waitUntil {!alive _mis}; deleteVehicle _mis; deleteMarker "Mark1"; private ["_shell"]; _shell = createVehicle ["Bo_GBU12_LGB",[(getpos _mis select 0),(getpos _mis select 1), 0],[], 0,"NONE"]; sleep 5; targetPos setPos [0,0,0]; "target" setMarkerPos [0,0,0]; sleep 1; hintsilent "cruise missile strike available again!"; exit;
  11. There is also a artifacts bug with Ju-87D in ironfront mod a2co - Can this graphical bug be fixed?
  12. battleship

    Who won the WWII ( in Europe )?

    Japan was prepared for an allied invasion in 1945 even though they had lost all the territories they had captured in asia.Soviet union had also planned to invade japan.To counter this threat of invasion after japan had lost its naval superiority in the pacific,they still had thousands of planes and millions of infantry reserves ready to defend themselves from the naval invasion.If such an sea invasion would have taken place ,WW2 might have extended till 1946 with more civilian and military casualties.
  13. The quiet player & AI issue is in Ironfront lite version as well,one way to fix this is to add code-This addweapon "ItemRadio"; in squad leader(as player) of the group and all the AI infantry units init in a squad/group then player/AI commands & voice is enabled and audible.Also if pilots,tank crews and static artillery crews disembark their vehicle or static weapon there is again no player & AI voice sound. Will the next update have AI voices enabled to all infantry units,pilots,tank crews etc? EDIT -To enable player/AI voices, place code in squad/team leaders init- Groupname = group this; and create init.sqf and place code - {_x addweapon "ItemRadio"} forEach units Groupname; And place init.sqf in mission folder.
  14. In this mod only some units have voices like when they reply to commands/orders given by team leader, so is there any way that one can enable all units to speak or shout in combat. And there is also a strange sound a commander of infantry group makes when ordering units to move. http://forum.invasion-1944.com/viewtopic.php?f=9&t=654
  15. Here is a request for various types of heavy artillery/AA guns and fighter/bomber aircraft for ironfront mod a2co. The following list is for reference for addon-makers- This was the heaviest artillery guns to be fielded in ww2 by soviet union. 203mm howitzer B-4 towed by "Voroshilovets" artillery tractor. http://www.winterwar.com/images/GunsWrecoil/203_B-4.jpg Standard heavy artillery guns of soviet union in ww2- 152 mm howitzer-gun M1937 (ML-20) http://upload.wikimedia.org/wikipedia/commons/f/f7/152mm_ml20_hameenlinna_2.jpg http://upload.wikimedia.org/wikipedia/commons/e/e4/Berlin-Sowjetisches_Ehrenmal_%28Tiergarten%29_152_mm_gun-howitzer_M1937_%28ML-20%29_Denis_Apel.JPG 152 mm Howitzer M1943 (D-1) https://c1.staticflickr.com/7/6024/5958672236_21a3073e6e_z.jpg Standard heavy artillery guns of Germany in ww2- 15 cm schwere Feldhaubitze 18 heavy field howitzer. http://www.militarymodelling.com/sites/1/images/member_albums/35333/sfh18%20in%20firing%20position.jpg http://www.balsi.de/Homepage-Soldaten/Soldaten-Heer/Wilke-Heinrich-15-cm-FH.jpg 88mm Flak 36/37 with towing vehicle Sd.Kfz.7 for anti-tank and anti-aircraft role. http://www.youtube.com/watch?v=v-k2uC-Hy6Y http://youtu.be/DkBPB2aLoN0 http://www.missing-lynx.com/gallery/german/images/flak18eg_3.jpg http://www.cybermodeler.com/armor/flak36/images/kruse_flak36_02.jpg Standard AA gun of soviet union during ww2- 85 mm air defense gun M1939 (52-K)- http://upload.wikimedia.org/wikipedia/commons/c/cf/52k_nn.jpg Famous fighter aircraft that took part in campaign with many fighter aces. Bf-109 http://oi36.tinypic.com/25p1ger.jpg http://www.asisbiz.com/il2/Bf-109G/JG3-Wilcke/images/Artwork-Bf-109G2-Stab-JG3-%28-+-Wolf-Dietrich-Wilcke-Russia-Sep-1942-0A.jpg Yak-3/Yak-9 http://www.yakuk.com/wp-content/uploads/2014/05/yak-3page.jpg http://upload.wikimedia.org/wikipedia/commons/7/73/Yak-9UM_0470406_%285927311154%29.jpg Lavochkin La-5/La-7 http://cdn-www.airliners.net/aviation-photos/photos/7/3/8/1711837.jpg http://www.soviethammer.net/img/upload/la55555.jpg Ground attack aircraft types- IL-2 sturmovik http://cdn-www.airliners.net/aviation-photos/photos/6/2/3/2153326.jpg http://img.wp.scn.ru/camms/ar/264/pics/1_83.jpg Bf-110 http://3.bp.blogspot.com/-zjtL3raMC3c/T0G6GURFF-I/AAAAAAAAFeo/YoYEiQTefLo/s1600/Bf+110D-3+2.jpg http://upload.wikimedia.org/wikipedia/commons/c/ce/Bundesarchiv_Bild_101I-360-2095-23,_Flugzeuge_Messerschmitt_Me_110.jpg Long-range medium bomber and transport aircraft types- Heinkel He 111 http://2.bp.blogspot.com/-8mM1J9jqtwU/UOTgRkrsj6I/AAAAAAAAJkg/ZkseY4630Lg/s1600/he111_sweden1.jpg Junkers Ju-88 http://www.wwiiaircraftphotos.com/LCBW13/Ju88A-%28JK-267%29-Onttola-Finland-May-21-1943-213af+s.jpg http://www.treefrogtreasures.com/forum/attachment.php?attachmentid=115649&d=1358041121 Junkers Ju-52 http://www.asisbiz.com/il2/Ju-52/KGrzbV-1/images/Artwork-Junkers-Ju-52-3m-14.KGrzbV1-%281Z+KY%29-Russia-winter-1942-43-0A.jpg Tupolev Tu-2 http://www.aeromovies.fr/img/Tupolev_Tu_2.jpg Ilyushin IL-4 http://www.asisbiz.com/il2/IL-4/Ilyushin-IL-4/images/0-Profile-Ilyushin-IL-4-4GMTAP-2M87-White-8-2M88-Red-18-Soviet-Russia-1945-0A.jpg
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