Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

The Last Grenadier + Battlefield Compatibility Patch and CNP's Wunderwaffe enhancement
Showing 1-9 of 9 entries
Update: 12 Jan @ 10:55pm

Fixed FG42 Sound
Fixed Tiger inventory, White Ace

Update: 12 Jan @ 10:01pm

Checked that it works with both mods and Game version 1.048
Updated MG45(mg45_drum,mg45_box) Sound to play correct loop sound
Changed Armoured Kubelwagen loadout:
Swapped the MG45 Double drum for the MG45 Box. So it now has a 250 bullet ammo box.
Updated the sparer ammo to be 2000 rounds of Box ammo instead of 10 Double drums
Changed Panther 2 loadout:
Swapped the Commanders MG45 Double drum for the MG45 Box
Fixed sound for Last Gren MG42

Update: 21 Oct, 2024 @ 5:20am

Checked that it works with both mods and Game version 1.046

Update: 27 Sep, 2024 @ 10:23pm

Fixed Crash

Update: 12 Aug, 2024 @ 10:44pm

Checked that mod runs in version 1.045 of the game.
Added talk.set back from Last Gren to fix some units not having speech output anymore

Update: 22 Jul, 2024 @ 8:01pm

Updated to ensure it works with version 1.043.0 of the game. Fixed Crash

Update: 5 Jul, 2024 @ 9:47pm

Updated to work with version 1.042.0 of the game, changed version compat to “any” so that I don’t need to reupload if there aren’t any major changes.

Update: 15 Mar, 2024 @ 10:01pm

Updated to work with version 1.038.0 of the game

Update: 18 Feb, 2024 @ 9:35am

Changed the following weapons to work with Battlefield sounds:
All small arms added by The last Grenadier.
Small Arms sounds updated:
Mgun:
Breda30
Dp27
Dshhkh
Dt29
ls_m26
Ls_m26a
Mg34
Mg42
Mg45_box
Mg45_drum
Rpd

Rifles:
Ak46
As44_drum
As44_mag
Avs36
Avtomat_fedorova
Fg42a
G41a
G43a
Gewehr_33_40
M38_carcano
M91_carcarno
Mauzer
Mauzer1
Mauzer2
Mkb42
Mkb_42drum
Mkb42h1
Mosin_38
Mosin_b
Sg44
Sg44v
Sks
Sks45
Stg44_scope
Stg45m
Stg45mh
Svt40a

Smg:
Kp31
Mab38
Mp28
Mp28_50
Mp38
Mp40
Mp40a
Mp41a
Ppd40a
Pps43a
Ppsh
Ppsh41
suomi_m31

Sniper Rifles
G43a_scope
Mauzer_s
mosin_s
Vehicles

Hummel
Replaced with Vanilla HD model+textures from Liberation base game
Ensured correct camo for where they were replaced on maps

Wespe
Replaced with Vanilla HD model+textures from Liberation base game
Ensured correct camo for where they were replaced on maps

Skdfz4
Replaced with Vanilla HD model+textures from Liberation base game
Ensured correct camo for where they were replaced on maps

VK360
Fixed all MG’s on Tank to work correctly including rear turret mg
I still feel it has way too many rounds considering the size of the tank, but decided to leave it as is for now, just to get the mod published, I will perhaps change this in the future.
Smoke launchers are on the model but I didn’t add a smoke launcher as of yet.

Maus
Fixed all MG’s to work(Hull,coaxial,commander/aa/L+R Turret)
Added Smoke launcher ability
Added shell eject to both Primary and secondary cannon
put a small delay on it so that it matches with the animation of the hatch opening and closing, this has a bit of a weird effect that if you moving fast as the shell is spawned at the moment of the shot being fired, and with the delay it will just chill there until it’s time to pop even if the tank had already moved on. The other option was to have the normal shell eject animation, but then it doesn’t line up with the shell ejection hatch opening and closing on time.

Panther 2
Added Shell Eject since it has the thing at the turret flip open after each shot, even though I actually thing that was supposed to be a human hatch IRL.
Fixed all MG’s to work(Hull,coaxial,commander/aa)
Commander MG is mg 45, however, considering it has the Vampir system attached, It is mounted to the tank and not removable like a normal Commander MG.
Added smoke launcher
Added night vision to tank, for historical accuracy since it has the Vampir system attached to it, unfortunately you don’t really get any use out of this in the campaign.
Fixed amount of shells in tank based off of Warthunder estimate.

Scorpion
Added Shell Eject
Fixed cannon to be the correct one 12.8cm instead of 88cm according to information I could find. This also makes a lot more sense, as otherwise this tank serves no purpose as it is then just a crappier version of the Panther 2.
Added smoke grenades for crew to chuck with hand in case of danger
Added MG to inventory for crew self defence against infantry(not mountable to tank)

Uber Kubelwagen
Fixed 3P DC not working
Fixed the mount to have the MG as primary and Panzershreck as a secondary attachment. Now you can remove both from the inventory, however, just like in the base game with Halftracks with 2 mg's where you can only remount the front one, the same applies here, as you can only re-mount the main MG and once you have taken the Panzershreck, you cannot remount it.
Fixed ability to manually fire Panzerschreck
It is now the proper Kubelwagen of Doom! I’m pretty sure this would classify as a WW2 technical as it has AT Rocket strapped to a fast moving vehicle.
Since the model has two jerry cans, I added a second one to the inventory that has Petrol in it.
Changed mounted MG to M45, so

Known problems(Things I’m not going to fix because a) I don’t know how or b) The time effort for the payoff doesn’t seem worth it to me :
Maus - Smoke pulsing from coaxial mg(Sometimes before it was fired)
Tiger - Hatch not working properly
Panther 2 - Dude not going in when “Hatch closed”
Sdkfz 4 Werfer hatch not working, don’t know why, don’t care to try and figure it out.
Some other general stuff
Scorpion - Crew showing as 7 when it’s actually 4.

To do(maybe):
Add Smoke Launcher for VK360
VK360 - Too many damn rounds for such a tiny tank - Need to fix inventory