NEW_QUAD_20.zip

Vincent "MEGA" Crane

This mod expands the list of available flak with the introduction of a quad 20mm static AA gun. This high resolution mod replaces either the M16 or the Werblewind (Whirlwind) anti aircraft vehicles. This mod is only suitable for missions without movement of the substituted anti aircraft vehicle.

The gun is based on MIKH's SDKFZ 7-10 from the Rommel mods. There are numerous changes to the 3D model in addition to removing the vehicle. New textures were developed for the gun and gunner. 

The gunner is wearing an authentic camoflage pattern Luftwaffe Field Division uniform. The original textures for this uniform were developed by Rangefer for Combat Mission. These textures were consolidated, modified, and adopted with permission. 

This mod has several innovative features. First, the gunner's head moves in tandem with the guns. I believe this is the first mod to implement a soldier animation. Second, the mod can be installed in three different sizes. It can be installed at scale (1.0x), but may be installed at either 1.5x or 2x as well. 

Installation
------------
Before installing this, or any other, custom modification, you are advised to make a backup of your original ww2.sqs archive. 

This distribution utilizes 512x512 (high resolution) textures.  Video card related issues including crashes to desktop may be experienced if you are utilizing a card that can not handle 512*512 textures.

Extract the contents of this archive to the WWII Fighters\Data directory.  Assuming the
default installation, this is: C:\Program Files\Jane's Combat Simulations\WWII Fighters\Data

The files will be extracted to a new directory WWII Fighters\Data\Quad_20_Six_Options.

Using Windows Explorer, navigate to the WWII Fighters\Data\Quad_20_Six_Options.

     To install the modification in the Werblewind slot, double-click on one of the "install_Quad_20_whirl" icons. The icon you select will determine the scale.

     To install the modification in the M16 slot, double-click on one of the "install_Quad_20_M16" icons. The icon you select will determine the scale.
     
This will open up a DOS session and the installation will proceed in this window. A message "INSTALLING MEGA's Quad 20 @__x" will be displayed. When the installation is complete, a message saying "INSTALLATION OF MEGA's Quad 20 @__x COMPLETE...CLOSE DOS SESSION" will be displayed in the window.  Close the DOS session by clicking on the X close button in the top right corner of the window.

Installation is now complete.


Designer's Notes

Mission Design

Utilization of this mod will require some extra care on the part of the mission designer. For one, this piece of static equipment will be replacing one of two vehicles. As a result, it is important not to create a situation where the gun is moving, such as assigning it waypoints or setting up the mission utilizing "divisions". Vehicles in divisions move when strafed.

M16 

From a damage model and size perspective, it is desirous to install this mod in the M16 slot. In doing so, it will be necessary to change the "side" from "Allied" to "Axis" in the mission file for the substituted entities. 

While using the M16 slot adds options to mission design and variety to gameplay, it does have limtations. For example, the guns will elevate, but not rotate. When destroyed, a burned out M16 is displayed rather than a destroyed quad 20. Both limitations are inherent from the original M16 and I've never found suitable work-arounds.   These are aesthetic issues and will not impact in-game performance. The main benefit in utilizing the M16 slot is to permit multiple AA types in a single mission. When the winter version is released (coming soon) it will be possible to have two quad 20 paint schemes within the same mission by utilizing both slots.  

Scale

This mod includes the option of installing at scale (1.0x), one and a half scale (1.5x), and two times scale (2.0x). The AA piece replicated with this mod was very small and at an accurate size (1.0x), it is difficult to see. The oversize versions are intended to improve gameplay by making the gun recognizable from a distance. They look much better in the target window as well. This has no impact on "target bubble" sizing or durability. I was a little reluctant to implement these oversize models in the interest of preserving realism, but finally concluded that this only offsets the artificial recognition problem created by a computer game's limitation to render an object with a small number of pixels. I am very interested on feedback on this feature.   

Frame Rate Optimization

I've spent a great deal of effort making this mod "frame rate friendly" while still providing exceptional detail up close. Note the inclusion of reduced detail L2 and L3 models. I have striven to provide detail at just the right level (while erring on the side of too much detail) so that the transition from L3 to L2 and then L2 to L1 are seamless.

The damage model does not permit the reduction of detail with distance that the base model does. The same detail is provided at all distances. Janes addresses this by providing a low detail model for destroyed vehicles. I elected to maintain the same detail as the L1 model so thay close-ups would look great, but omitted the crew man in the interest of frame rate preservation.

Other

While the flak panzers were assigned to forward units, this static AA piece would be more typical of airfield or depot defenses. Mission designers should consider making this mod the "standard" for airfield defense. A winterized version with a new authentic winter Luftwaffe gunner uniform is in the works- but not included in this distribution. 

Future plans call for a "Mobelwagen" based on the PzIV chassis and utilizing most of the parts from this mod. It will be set up to utilize the Werblewind slot.

Enjoy! 

MEGA

