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RE: [REL] Satchel Charge MOD
Posted: Thu Apr 17, 2008 8:37 am
by rickier65
Ah - thats why it looks different than my xml files look.
Thanks
RE: [REL] Satchel Charge MOD
Posted: Thu Apr 17, 2008 9:23 am
by Marc von Martial
Hey, how about the adding in the "Panzerwurfmine" ?
http://www.lonesentry.com/articles/panz ... index.html
Used from 43 on by Fallschirmjäger and Luftwaffe Fielddivisions.
RE: [REL] Satchel Charge MOD
Posted: Thu Apr 17, 2008 10:49 am
by Mobius
Marc. the Panzerwurfmine, Geballte Ladung, Hafthohlladung, Tellermine,
Panzerhandmine 3 and 4 are in the Guns folder. They haven't been added to any unit as we thought that since they can't be used on AFVs that they wouldn't be useful. I didn't realize someone might want to use them on other infantry.[X(]
There is a selection of Russians RPG grenades, but I don't know if there are any units possessing them.
RE: [REL] Satchel Charge MOD
Posted: Thu Apr 17, 2008 10:57 am
by Mraah
ORIGINAL: Marc Schwanebeck
Hey, how about the adding in the "Panzerwurfmine" ?
Cool ... I can make another mod ... you'd have to test it on release and let me know.
I like the link ... entitled
How to Throw the Panzerwurfmine ... [:D]
Used from 43 on by Fallschirmjäger and Luftwaffe Fielddivisions.
Ok ... I'll add it to the Fsjager 43, 44, 44 late, and 45 Infantry files.
Look for my
[WIP] Panzerwurfmine thread for details.
Rob
RE: [REL] Satchel Charge MOD
Posted: Thu Apr 17, 2008 11:23 am
by Mraah
ORIGINAL: Mobius
Marc. the Panzerwurfmine, Geballte Ladung, Hafthohlladung, Tellermine,
Panzerhandmine 3 and 4 are in the Guns folder. They haven't been added to any unit as we thought that since they can't be used on AFVs that they wouldn't be useful. I didn't realize someone might want to use them on other infantry.[X(]
Mobius,
Great!! I won't have to make the stats then.
On a side note, regarding using these weapons on Tanks within 25 m ...
I noticed that currently the German Regular 44 unit in the game has a Panzerfaust 30 ... so, perhaps selecting this weapon for an attack on a Tank will work ... as opposed to your tests (PCOWS or PcK?) that say it goes to close assault instead. I'll have to try it. I think it will default to close assault if you use Rifle's AP ... I dunno ... I haven't had the time to do a battlefield test and Erik said it might work ... he wasn't sure as well.
On another note ...
Enlight of your comment about the SHELL KILLPOWER XML, I've decided this on the next version of the Satchel Charge :
1. Change HEAT to HE value.
2. Use 119 as the new caliber ... Using a 3kg charge seems to equate this caliber.
Reference the screenshot ... I did some research on amount of kg in HE projectiles ... a 105mm - average 2kg ... 155mm average 6-7kg. The right picture is from the website Erik posted up top ... the Satchel Charges the Finns used. Makes a good reference point for now.
Any thoughts?
I'm glad you guys put these extra bomb goodies in the guns folder [:)].
Rob

RE: [REL] Satchel Charge MOD
Posted: Thu Apr 17, 2008 12:29 pm
by Mobius
That looks pretty good.
It made me look at the Tellermine again. It has slightly wrong info. The size says 75mm. But that is the height not the diameter whichi is 316mm. Since it is wide and flat both numbers are wrong for HE size. It should be equivalent to a 145-152mm shell. No unit uses it right now so that is a moot point.
RE: [REL] Satchel Charge MOD
Posted: Sun Apr 20, 2008 5:08 pm
by z1812
Hi All.
Mraah you are doing great work! Does the campaign and the satchel mod both go to the mod handler?
Regards John
RE: [REL] Satchel Charge MOD
Posted: Mon Apr 21, 2008 12:40 am
by helm123456789
I'm assuming this has the added ability to make infantry account for itself better under close assault.
RE: [REL] Satchel Charge MOD
Posted: Mon Apr 21, 2008 3:56 am
by Mraah
ORIGINAL: z1812
Hi All.
Mraah you are doing great work! Does the campaign and the satchel mod both go to the mod handler?
Regards John
John,
thank you! I'm just a small timer when it comes to mods.
You mean the JSGE mod enabler? If so, yes. Unzip the entire contents of the zip into your MODS folder that JSGE created in you Pck folder. From there, start JSGE and activate the mod. It will both activate the satchel charge for the Pioneers and install the new campaign.
I must note ... the campaign is very generic, stats are from the the vanilla 1st Inf div. When I finish my Spting_Level 8 map I'm going to update the campaign for the satchel charge.
My plan for the map is to make the town center the focus. The new campaign will be like a Boot Camp (satchel charge training) except it will be a Random campaign of 6-10 battles, with each battle activating more special units (perhaps adding hand grenades).
Anyway, this thread might change to the name Explosive MOD ... if it gets to that point [:)].
Let me know how you like it and have any suggestions.
Thank you,
Rob
RE: [REL] Satchel Charge MOD
Posted: Mon Apr 21, 2008 3:59 am
by Mraah
ORIGINAL: helm123456789
I'm assuming this has the added ability to make infantry account for itself better under close assault.
It might !!! Let me know. If you've seen the TRUCK thread regarding the boot camp scenario I've wondered if a sathcel charge or grenade would have stop the trucks sooner.
Please give me some feedback. I've done functional testing but no actual combat testing with the satchel charge.
Your inputs are appreciated.
thank you,
Rob
RE: [REL] Satchel Charge MOD
Posted: Mon Apr 21, 2008 7:05 am
by Mraah
ORIGINAL: Mobius
It made me look at the Tellermine again. It has slightly wrong info. The size says 75mm. But that is the height not the diameter whichi is 316mm. Since it is wide and flat both numbers are wrong for HE size. It should be equivalent to a 145-152mm shell. No unit uses it right now so that is a moot point.
Mobius,
The other day it crossed my mind to ask you why you decided to use the HEAT type for hand grenades instead of HE. Then, I came across the ammuntion rule where it said that HEAT was one of the ammunition type's that would be more likely to run out. If I change the satchel charge to HE I fear it's not going to be exhausted as fast.
I'll be glad when they add a line to the XML for ammunition load. Also, this value could be randomly adjusted based on conditons in the scenario or RBG/RCG for supply purposes. It would make a nice function for the RCG when running a battle where you're surrounded and "rolls" subsequent battle's on-the-fly based on victory conditions ... digging ourselves out from be surrounded would be a daunting task indeed!! Stalingrad comes to mind.
Thanks,
Rob
RE: [REL] Satchel Charge MOD
Posted: Sat Jul 26, 2008 4:18 pm
by spwaw
ORIGINAL: Erik Rutins
My guess is that a thrown satchel charge would not penetrate much unless it landed on the top deck of the tank, but one that was planted in the right spot on the tank could. The internet is not great as a primary source, but here's some info on penetration and satchel charges:
http://www.winterwar.com/Weapons/FinAT/ ... .htm#kasap
Interesting note: "It was quickly noted that a 1 - 2 kg charge was sufficient for severing the track of a tank, if blown under or next to the track.
A satchel charge with 6 kg of explosives, built around a stick hand grenade, was powerful enough to knock out any tank met in the war, if it exploded on top the tank (usually on the rear deck of a tank)."
See what you can find, I'm sure there's a lot of good info out there and Mobius will probably chime in as well.
Lol ..Erik you find our secreat weapon on Contiune War [:'(]