HWK ZSU 57-2

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Authors: [EC] HAWK, HAWK

Last revision: 8 May at 20:00 UTC

File size: 133.28 MB

On Steam Workshop

Description:

This is long time planned implementation of old soviet era dual barrel’s 57mm Anti aircraft gun.
By it’s huge firepower It is still used but mainly as infantry support vehicle not anti aircraft, but for slower air units like helicopters or big drones on short range can be still deadly even for armoured vehicles with AP rounds is very dangerous, weak side of this is no radar or ballistic electronic just pure mechanic and optic.
– it is still in progress DEV stage so some things still can be not finished.

included features:
– 2 independent (in game each barrel is separate gun what produce it’s own projectile and fire effects not like most of mods with 2 barrel guns) – real double cannons shooting in 3 different modes (linked, complementary, separate)
– real speed of elevation gun and rotation of turret
– real parameters of projectiles (speed and range, hit)
– real range of gun elevation -5/85 degree,
– real servo sounds
– real engine and physix parameters
– back ammo box and shells extraction animations
– fully animated model of hull and turret (control wheels with crew members, servo wheels, optical targeting mechanism), also separate sounds added for animations.
– animated driver elements
– fully animated suspension with non linear movment of wheels (not just up/down in Z axis but moving with suspension column in real path
– animated engine fan under back covers of engine compartment (animation is synchronised with real rpms of engine)
– real shifted main wheels (due to suspension type – like most of tanks using suspension on torsion shafts)
– reloading ammo animations and loaders hands needed for manage reloading of both guns magazines
– overheat of cannon makes reloads slower,
– visualisation of ammo storage with animation
– moving ammo from hull to turret to refil priority ammo storage, during longer delays in firing
– fully animated suspension (not straight but on spockets and with all details of limiters
– fully detailed multi shadow lods (not 1 of 2 like in most ported models)
– 6 levels of view details to super fine optimisation of level details LODs with manually made sub models (not by decimate technique what makes UV maps broken)
– separate geometry for fire and physix, buoyancy
– separate view geometry lod
– destructable (visually) tracks and hull elements
– wreck multiparts dynamic model
– damage mechanics
– custom engine and cannon sounds

Whole model and scripts is maximally optimized (in poly counts in every single LODs) and in scripts loops for save FPS and network usage on MP game play. Optimisation is one of the most important parts what is downplayed by most of modders and some of them even don’t know that is it beacouse all thinking that actual power of PCs in conjunction to age of A3 engine is eunogh but real is brutally different and in most cases A3 lags and FPS drops is caused by not optimized mods.

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HWK AMS SYSTEM - CORESteam Workshop