Difference between pages "M6A1" and "Custom hangars"

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{{Specs-Card|code=us_m6a1}}
+
{{Notice
 +
|Custom hangars are not working on clients installed in the launcher setting "compatibility mode".
 +
|!
 +
}}
  
== Description ==
+
With the introduction of update 1.59 “Flaming Arrows”, players are able to change the hangar for a custom one.
<!--In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.-->
+
== How to create a custom hangar ==
[[File:GarageImage_M6A1Heavy.jpg|420px|thumb|left]]
+
[[File:Hangar Standard groundvehicles v159.jpg|400px|thumb|right| Standard "Hangar" for ground vehicles in version 1.59]]
{{Break}}
+
First you need to create the location. You can [[Creating locations|create it yourself]] or use a custom location created by someone else. The location file has an extension '''.bin'''.
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American heavy tank {{Battle-rating}}. It was one of the first American tanks to be released with the American ground tree in [[Update 1.45 "Steel Generals"]]. A rather unusual tank design mounting two cannons in the turret, however, it has a durable frontal armour for the battle rating it occupies.
 
  
The M6A1 is one of the most unique tanks in the game, with its large hull and being as tall as a Tiger I. Another interesting feature is that it is one of the most manoeuvrable heavy tanks in the game with a powerful Wright G-200 engine (the same engine powering the [[B-17E|B-17 ''Flying Fortress'' bomber]]) with a max speed of 35 km/h, making it very mobile in a battle situation. The tank has two 12.7 mm's in the hull which can be used but cannot be angled sideways. The M6A1 is one of the first American tanks as well in the game to have the transmission at the rear of the tank.
+
The appropriate location is situated in the game directory, you need to add it to the game root directory attached to the '''myhangar.blk''' file or create it yourself.
 +
[[File:Hangar PortNovorossiysk groundvehicles v159.jpg|400px|thumb|Right| An example of a user based hangar on the port location hangar "Port of Novorossiysk" ]]
  
Something to keep in mind is the shell arc of the secondary 37 mm cannon. Its shell will usually hit the same spot on distances up to 1400 m (~1 mile). But do not forget that the gun is offset to the left in close combat, or it will not hit the target.
+
The main parameters that are responsible for the location of the equipment in the hangar are:
 +
  level:t = "levels/*location_file_name*.bin" - path to the location designated as the hangar in the game directory.
 +
  modelRotation:r = 60 - direction of the player vehicles in the location.
 +
  modelPos:p3 = 2154, 17.7, -684.4 - vehicle placement in the location.
  
== General info ==
+
For different types of vehicles you are able to add a different place in the hangar.
=== Survivability and armour ===
+
<!--Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?
+
=== Tanks ===
  
If necessary use a visual template to indicate the most secure and weak zones of the armour.-->
+
unitPos {
'''Armour type:'''
+
  hangarPlace:t = "tank"
 +
  modelPos:p3 = 1806.49, 58.9, -1099.33
 +
  modelRotation:r = 75.8
 +
  unitOffset:p3 = 0, 1, 0
 +
}
  
* Cast homogeneous armour (Front, Transmission area, Turret)
+
=== Planes ===
* Rolled homogeneous armour (Front, Side, Rear, Roof)
 
  
{| class="wikitable"
+
unitPos{
|-
+
  hangarPlace:t = "aircraft"
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
+
  modelPos:p3 = 2154.0, 17.7, -684.4
|-
+
  modelRotation:r = 60.0
| Hull || 82.5 mm (5-35°) ''Front'' <br> 101.6 mm (5-35°) ''Transmission''|| 44.4 mm || 44.4 mm || 25.4 mm
+
  unitOffset:p3 = 0.0, 0.0, 0.0
|-
+
}
| Turret || 250 mm (6-65°) ''Turret front'' <br> 50.8 + 50.8 mm (7-62°) ''Gun mantlet'' || 82.5 mm (0-12°) || 82.5 mm (0-68°) || 25.4 mm
 
|-
 
! Armour !! Sides !! Roof
 
|-
 
| Cupola || 82.5 mm || 25.4 mm
 
|-
 
|}
 
'''Notes:'''
 
  
* Suspension wheels are 15 mm thick while tracks are 17 mm thick.
+
=== Ships / Hydroplane ===
* Frontal armour plate is unevenly curved for better ricochet chances and efficient armour thickness.
 
* Side skirts are 25 mm thick rolled homogeneous armour and will trigger fuses on APHE projectiles.  In most cases, APHE shells set off before reaching the main hull and destroying the ammo stack beneath. Still, both skirts and hull are not sturdy enough to withstand a regular AP shell.
 
  
=== Mobility ===
+
unitPos{
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
+
  hangarPlace:t = "ship"
 +
  hangarPlace:t = "hydroplane"
 +
  modelPos:p3 = 120.0, 2.0, 2250.0
 +
  modelRotation:r = 0.0
 +
  unitOffset:p3 = 0.0, 0.0, 0.0
 +
  unitOnWater:b= yes
 +
  cameraEllipsoidWeights:p4= 0.1, 0.0, 0.0, 0.6
 +
  cameraMinDistanceToModel:r = 10.0
 +
}
  
{{tankMobility|abMinHp= 1033|rbMinHp= 708|<!--AoAweight=(optional) -->}}
+
The above parameters are responsible for the position of units in the hangar. If different types of vehicles are given different locations, switching between them in the hangar will initiate a smooth change of camera view.
  
== Armaments ==
+
Final step - in the file '''config.blk''' you must add a parameter pointing to the name of the configuration file for your new hangar:
=== Main armament ===
+
  hangarBlk:t="myhangar.blk"
<!--Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.-->
 
{{main|M7 (76 mm)}}
 
  
{| class="wikitable" style="text-align:center"
+
We already have variants of the hangar in our client:
|-
+
  hangarBlk:t="config/hangar.blk" - default
! colspan="7" | [[M7 (76 mm)|76 mm M7]]
+
  hangarBlk:t="config/hangar_military_base.blk" - hangar with a military base on the island
|-
+
  hangarBlk:t="config/hangar_airfield.blk" - hangar on airfield (before update 1.59)
! colspan="4" rowspan="1" style="width:5em" |Capacity
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
!Stabilizer
 
|-
 
| colspan="4" | 75 || -10°/+30° || ±180°
 
|Vertical
 
|-
 
! colspan="7" | Turret rotation speed (°/s)
 
|-
 
! style="width:4em" |Mode
 
! style="width:4em" |Stock
 
! style="width:4em" |Upgraded
 
! style="width:4em" |Prior + Full crew
 
! style="width:4em" |Prior + Expert qualif.
 
! colspan="2" style="width:4em" |Prior + Ace qualif.
 
|-
 
| ''Arcade'' || 10.70 || 14.80 || 18.00 || 19.90 || colspan="2" | 21.20
 
|-
 
| ''Realistic'' || 10.70 || 12.60 || 15.30 || 16.92 || colspan="2" | 18.0
 
|-
 
! colspan="4" | Reloading rate (seconds)
 
|-
 
! colspan="1" style="width:4em" |Stock
 
! colspan="1" style="width:4em" |Prior + Full crew
 
! colspan="1" style="width:4em" |Prior + Expert qualif.
 
! colspan="1" style="width:4em" |Prior + Ace qualif.
 
|-
 
| 7.67 || 6.78 || 6.25 || 5.90
 
|-
 
|}
 
  
===== Ammunition =====
+
Have you completed your hangar? Don’t forget to share your creation with other players on [http://Live.warthunder.com Live.warthunder.com] in the section “Locations”.
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''
 
|-
 
! 10m
 
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
|-
 
| M62 Shell || APCBC || 127 || 125 || 116 || 106 || 97 || 89
 
|-
 
| M42A1 Shell || HE || 7 || 7 || 7 || 7 || 7 || 7
 
|-
 
| M79 Shot || AP || 155 || 154 || 131 || 107 || 88 || 72
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
|-
 
! 0%
 
! 50%
 
! 100%
 
|-
 
| M62 Shell || 792 || 7 || 1.2 || 20 || 63.7 || +4° || 48° || 63° || 71°
 
|-
 
| M42A1 Shell || 800 || 5.8 || 0.1 || 0.5 || 390 || +0° || 79° || 80° || 81°
 
|-
 
| M79 Shot || 792 || 6.8 || N/A || N/A || N/A || -1° || 47° || 60° || 65°
 
|-
 
|}
 
  
===== [[Ammo racks|Ammo racks]] =====
+
== More options ==
[[File:Ammoracks {{PAGENAME}}.png|right|thumbnail|x250px|[[Ammo racks|Ammo racks]] of the M6A1.]]
 
{| class="wikitable sortable" style="text-align:center"
 
|-
 
! class="wikitable unsortable" |Full<br /> ammo
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|| '''75''' || 40&nbsp;''(+35)'' || 4&nbsp;''(+71)'' || 1&nbsp;''(+74)'' || style="text-align:center" | Yes
 
|-
 
|}
 
  
=== Additional armament ===
+
=== Hangar parameters ===
<!--Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on about how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.-->
 
{{main|M3 (37 mm)}}
 
  
{| class="wikitable" style="text-align:center"
+
Explanation of some parameters that are located at the top of file.
|-
+
<br/>
! colspan="6" | [[M3 (37 mm)|37 mm M3]]
+
:*objectSphereDefaultScreenAspectRatio Can be used to increase or reduce the spheric effect
|-
+
:*objectSphereAirplaneYFactor Can be used to increase or reduce the spheric effect
! colspan="4" rowspan="1" style="width:5em" |Capacity
+
:*objectSphereTankYFactor - Can be used to increase or reduce the spheric effect
! rowspan="1" | Vertical <br> guidance
+
:*minCamAlt - Sets the minimum height of camera
! rowspan="1" | Horizontal <br> guidance
+
:*vertRange - Sets the height of camera
|-
+
:*additionalHangarCameraBias - Changes the view distance, can add the blur effect
| colspan="4" | 202 || N/A || N/A
+
:*timeToIdle - Changes how long it takes to enable the iddle camera movement (seconds)
|-
+
:*mouseZoomSpeed - Changes the zoom speed by using a mouse scroll wheel
! colspan="4" | Reloading rate (seconds)
+
:*mouseDecalRotSpeed - Changes the decal rotation speed
|-
+
:*mouseDecalSizeSpeed:r = Changes the decal resizing speed
! colspan="1" style="width:4em" |Stock
+
:*weather - Sets the specific weather settings
! colspan="1" style="width:4em" |Prior + Full crew
+
:*hqWeather - Sets the specific weather settings
! colspan="1" style="width:4em" |Prior + Expert Qualif.
+
:*env - Used to set the default time in hangar
! colspan="1" style="width:4em" |Prior + Ace Qualif.
+
:*fmGearsSpringsCoeffMul - Sets how much the plane will bounce
|-
+
:If set to too high values it can affect some planes like the Me 163 (flipping issue)
| 3.77 || 3.33 || 3.07 || 2.90
 
|-
 
|}
 
  
===== Ammunition =====
+
=== Adjusting time settings ===
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" class="unsortable" | Type of <br /> warhead
 
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0° Angle of Attack'''
 
|-
 
! 10m
 
! 100m
 
! 500m
 
! 1000m
 
! 1500m
 
! 2000m
 
|-
 
| M74B1 || AP || 90 || 89 || 69 || 50 || 37 || 27
 
|-
 
| M63 Shell || HE || 2 || 2 || 2 || 2 || 2 || 2
 
|-
 
| M51B1/B2 || APC || 79 || 78 || 69 || 59 || 51 || 43
 
|-
 
|}
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
|-
 
! rowspan="2" data-sort-type="text" | Ammunition
 
! rowspan="2" |Velocity <br /> in m/s
 
! rowspan="2" |Projectile<br />Mass in kg
 
! rowspan="2" | ''Fuse delay''
 
''in m:''
 
! rowspan="2" | ''Fuse sensitivity''
 
''in mm:''
 
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 
! colspan="3" | ''Ricochet:''
 
|-
 
! 0%
 
! 50%
 
! 100%
 
|-
 
| M74B1 ||883 || 0.87 || N/A || N/A || N/A || -1° || 47° || 60° || 65°
 
|-
 
| M63 Shell || 807 || 0.73 || 0.1 || 0.5 || 38 || +0° || 79° || 80° || 81°
 
|-
 
| M51B1/B2 || 883 || 0.87 || N/A || N/A || N/A || +4° || 48° || 63° || 71°
 
|-
 
|}
 
  
===== [[Ammo racks|Ammo racks]] =====
+
It is possible to set the time to specific hour and then set its chance of appearance.
{| class="wikitable sortable" style="text-align:center"
 
|-
 
! class="wikitable unsortable" |Full<br /> ammo
 
! class="wikitable unsortable" |1st<br />  rack empty
 
! class="wikitable unsortable" |2nd<br />  rack empty
 
! class="wikitable unsortable" |3rd<br />  rack empty
 
! class="wikitable unsortable" |4th<br />  rack empty
 
! class="wikitable unsortable" |5th<br />  rack empty
 
! class="wikitable unsortable" |6th<br />  rack empty
 
! class="wikitable unsortable" |Visual<br /> discrepancy
 
|-
 
|| '''202''' || 85&nbsp;''(+12)'' || 161&nbsp;''(+41)'' || 121&nbsp;''(+81)'' || 81&nbsp;''(+121)'' || 41&nbsp;''(+161)'' || 1&nbsp;''(+201)'' || style="text-align:center" | Yes
 
|-
 
|}
 
  
=== Machine guns ===
+
env{
<!--Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.-->
+
  env:t = "13"
{{main|M2HB (12.7 mm)}}
+
  weight:r = 90.0
 +
}
  
{| class="wikitable" style="text-align:center"
+
:*env - Sets the time, can be set in range from 0 to 24
|-
+
:*weight - Sets how often the game will choose this setting, the higher the number, the more often it will appear
! colspan="7" | [[M2HB (12.7 mm)|12.7 mm M2HB]]
 
|-
 
! colspan="7" | ''Pintle mount''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 1,000 (200) || 576 || -10°/+50° || ±120°
 
|-
 
! colspan="7" | ''Hull mount #1''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 3,000 (200) || 576 || -10°/+35° || ±15°
 
|-
 
! colspan="7" | ''Hull mount #2''
 
|-
 
! colspan="4" rowspan="1" style="width:5em" |Capacity (Belt capacity)
 
! rowspan="1" | Fire rate <br> (shots/minute)
 
! rowspan="1" | Vertical <br> guidance
 
! rowspan="1" | Horizontal <br> guidance
 
|-
 
| colspan="4" | 3,000 (200) || 576 || -10°/+35° || ±15°
 
|-
 
|}
 
  
== Usage in battles ==
+
=== Adding units in the background ===
<!--Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).-->
 
  
The M6A1 is at first a powerful machine with a 76 mm gun able to penetrate the front of most Rank III tanks. Once, bought make sure to stay behind cover as much as possible as one good hit can knock out the 76 mm gun. Another note is that with all multi-gun tanks, the secondary gun should be fired separately to maximize the efficiency of the shells. Since the tank is at Rank III, beware of [[IS-1]]s,[[Panther D|Panther]]s, [[Tiger H1|Tiger]]s and [[M4A3E2|Jumbos]] as they can all easily penetrate the weak frontal armour. Make sure to keep the rear safe as the M6A1's engine is very large for a heavy and is likely to set fire on the first hit. The M6A1 is only as powerful as to how the player uses it to its advantages.
+
Adding units to the custom hangar can be achieved by using this code:
  
=== Modules ===
+
backgroundModel{
{| class="wikitable"
+
  fmName:t = "b-17e"
!Tier
+
  pos:p3 = 2068.4, 18.6, -766.8
! colspan="2" |Mobility
+
  rotation:r = 44.3
!Protection
+
  tag:t = "country_usa"
! colspan="2" |Firepower
+
  forUnitType:t = "aircraft"
|-
+
}
|I
 
|Tracks||
 
|Parts
 
|Horizontal Drive||M51B1/B2
 
|-
 
|II
 
|Suspension||Brake System
 
|FPE
 
|Adjustment of Fire||M79 shot
 
|-
 
|III
 
|Filters||
 
|Crew Replenishment
 
|Elevation Mechanism||
 
|-
 
|IV
 
|Transmission||Engine
 
|
 
|||
 
|}
 
=== Pros and cons ===
 
<!--Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".-->
 
'''Pros:'''
 
  
* Great main 76 mm gun with a secondary to ward off some low-priority threats
+
:*fmName - Sets the unit type
* Good gun depression
+
:Only flying units are allowed, you can find their names [https://wiki.warthunder.com/CDK_Reference here]
* Reload rate isn't generally affected when losing crew members
+
:*pos - Sets the unit's position in the hangar
* Has .50 cal AA machine gun, as well as a dual-mount .50 cal in front
+
:It is the best to load the location in the mission editor, put the unit in the place you want and then copy its coordinates
* First standard heavy tank in the US tree, which can dish out and take punishment equally
+
:*rotation - Sets the unit's direction
* Lower portion of the hull sides are protected by additional 25.4 mm armour sheet
+
:*tag - Makes it so only specific units are appearing for different nations
* Adequate roof armour of 25 mm means aerial strafing will be of a little issue without large-calibre weaponry
+
::Available tags:
* Rear mounted transmission means it is not affected with a frontal penetration
+
::*country_usa
* Big hull increases the chance of surviving after a penetrating hit
+
::*country_germany
* Good acceleration and power-to-weight ratio
+
::*country_italy
* Good hill-climbing abilities
+
::*country_ussr
* Very good cross country performance due to large tracks
+
::*country_britain
 +
::*country_australia
 +
::*country_japan
 +
::*country_france
 +
::*country_sweden
 +
::*country_china
 +
:*forUnitType - Sets for which unit type will it show background models
  
'''Cons:'''
+
=== Adding objects in the background ===
  
* Lots of weak armour points, such as gun mantlet, upper side armour, driver port, MG port, and front armour cheeks
+
It is possible to add many different objects and effects like pumpkins, lights and other similar.
* Armour profile overall is quite flat, no angling benefits
 
* Ammo is stored in the lower side armour
 
* All automotive module mounted in the rear, easily prone to damage, set ablaze, or exploded when shot
 
* Slow top speed
 
* Mediocre turn speed
 
* Pretty large in general, will stand out in the battlefield
 
  
== History ==
+
backgroundObject{
<!--Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).-->
+
  res:t="red_balloon_a_dynmodel"
===Development===
+
  tm:m=[[-0.20992, 0.0, 0.586354] [0.0, 0.622798, 0.0] [-0.586354, 0.0, -0.20992] [1785.91, 58.87, -1075.34]]
When World War II broke out, limited development in the United States meant that the military possessed very few tanks and so development hastened and eventually gave them tanks such as the [[M3 Lee|M3 Lee]] and [[M4|M4 Sherman]]. On May 20, 1940, the US Army Ordinance Corps began to work on a 50-ton heavy tank for their army. Initially, it was going to have a multi-turret design, two turrets with the 75 mm gun and one secondary turret with a 37 mm gun with a coaxial machine gun, then one more with a 20 mm gun with coaxial. Plus, four .30 cal machine guns were to be put on ball mounts on the front glacis and rear corners of the hull. This project was approved on June 11, 1940, and moved on as the ''Heavy Tank T1''. However at the same time, similar concepts in Europe of heavy breakthrough tanks such as the Soviet [[T-35]] and the German [[Nb.Fz.|Neubaufahrzeug]] tanks were falling out of favour due to lack of combat effectiveness and unfavourable performance for their cost, and the US did the same in October so the design was changed.
+
}
  
The tank now had one turret with a 3-inch (76.2 mm) gun alongside a coaxial 37 mm gun. The turret housed three crew members and was powered by an electrical traverse system. The commander's cupola was copied from the M3 Lee, featuring a hatch with it sown machine gun. Two .50 cal machine guns now protruded from the bow mount (fired by bow gunner) and two .30 cal machine guns as well (fired by the driver). The entire tank held six crew members, the commander, gunner, driver, assistant driver, loader #1, and loader #2. While the construction of the vehicle was feasible, the engine was not enough to power the vehicle reliably due to heavy 57-ton weight.
+
:*res - Name of the object
 +
:Only simple models are allowed
 +
:*tm - Sets the object coordinates
 +
:To get them you need to add place the object in the mission editor, save the mission and copy its coordinates from the blk file
  
In 1941 to 1942, three prototypes were constructed with the different transmission, one with electrical and the rest with a torque converter. The ones with the torque converters were designated the '''Heavy Tank M6''' and '''M6A1'''. The electrical transmission design designated '''M6A2''', was never approved by Ordinance, but was to be manufactured anyway. It was hoped that 115 of these tanks could be built for further testing and production started in December 1942 with design changes. The commander's cupola now featured a regular hatch rather than the machine gun one, which was removed along with one of the machine gun in the front hull. By the time the M6 was ready for production, the Army was moving forward and interest waned on these heavy tanks with the [[M4|M4 Sherman's]] performance in the war. The M6's armour was only slightly thicker than the Sherman's and the 3-inch gun didn't offer too much improvement over the 75 mm gun, plus it had a large profile and low ergonomics, not to mention mechanical issues.
+
backgroundModel{
 +
  effectName:t="light_indoor_10_yellow"
 +
  pos:p3=1786.68, 63.5254, -1075.87
 +
}
  
===Production and cancellation===
+
:*Name of the effect
In early 1942, the M6 production was set for 250 a month but was cut down in September from 5,000 to a mere 100 when manufacturing focus moved to planes. By the end of 1942, Sherman's performance in the war proved its role in the war was more adaptable than the M6 heavy tank while remaining cheaper and lighter for transportation and supplying. This caused the M6 production to lower even more to just 40, before being shut down. Though testing with a 90 mm gun found the M6 to be a good gun mount, the poor layout of the tank restricted it, and the project was shut down before further development could be made.
+
:*Sets the effect coordinates
  
In August 1944, the Ordinance Corps planned to modify some of the M6 heavy tanks with more armour and heavier armament to breach fortified areas. These were to be the '''M6A2E1''' and weighed 77 tons with a 190 mm front armour and a 105 mm gun. Eisenhower rejected these as impractical and cancelled it. The M6 was found to be obsolete by December 1944 with only 40 units produced and never seeing combat service. They served as a propaganda piece during the war and were all scrapped after it except one, which is put on display at Aberdeen, Maryland at the United States Army Ordinance Museum. During development, the M6 turret was modified to become the turret for the [[M10 GMC|M10 Tank Destroyer]].
+
=== Adjusting the iddle camera movement ===
  
=== In-game description ===
+
Iddle camera movement can be adjusted by using this code:
"At the end of May 1940 the US infantry chief of staff responsible for armor put together requirements for future tanks in light of what was happening in Europe: the German army was relentlessly moving toward France and using armor with great success along the way. The Wehrmacht's use of new Pz.IV tanks with 75 mm guns instantaneously made the American tanks and their 37 mm cannons obsolete.
 
  
The new tank type had to be heavy (around 50 short tons), with 76 mm and 37 mm cannons arranged side-by-side in the turret. It had four machine guns (two heavy caliber and two rifle caliber), a Wright G-200 engine, a Hydromatic transmission, and a top speed of 25 mph. The green light was given for the construction of four prototypes in February 1941.
+
procCamera{
 +
  fov:r=80.0
 +
  zNear:r=0.05
 +
  time:r=8.0
 +
 +
  from{
 +
 +
    start{
 +
      nodeName:t="wing_l_dm"
 +
      offset:p3=0.0, 1.0, 0.5
 +
    }
 +
 +
    end{
 +
      nodeName:t="wing_l_dm"
 +
      offset:p3=1.0, 1.0, 0.7
 +
    }
 +
  }
 +
 +
  to{
 +
 +
    start{
 +
      nodeName:t="pilot_dm"
 +
      offset:p3=0.0, 1.0, 0.0
 +
    }
 +
 +
    end{
 +
      nodeName:t="pilot_dm"
 +
      offset:p3=0.0, 1.0, 1.0
 +
    }
 +
  }
 +
}
  
The prototypes developed by the Baldwin Locomotive Works were designed with different transmissions and hulls in the interests of finding the best option for full-scale production. Two modifications at most were permitted, and on April 13, 1942, the T1E2 and T1E3 were standardized as the M6 and M6A1. The latter added a welded hull, Wright G-200 engine, and torque converter to the M6.
+
:*fov - Sets the zoom
 +
:*time - Sets for how long will it last
 +
:*nodeName - Part of the unit which will be followed by the camera
 +
: Can be found in the Asset Viewer in '''_skeleton''' models
  
Mass production was scheduled for November 1942, though a report by General Jacob Devers on December 7 indicated that the M6s would enjoy only limited tactical use due to their size. Moreover, two M4s equipped with 75 mm and 76 mm weapons could be built in place of two heavy tanks. As a result, the Armored Corps hurried to revoke the contract.
+
== How to setup custom hangar ==
  
Between 1942 and 1943 the Baldwin Locomotive Works ended up producing 12 M6 heavy tanks. They did not join the army or see combat."
+
If you are the author of your own hangar, your installation will be completed already when referring to the "how to create a custom hangar" instructions. When downloading a custom location from “[http://Live.warthunder.com Live.warthunder.com]” for example, you need to correctly add the location of the hangar and set the path to the appropriate files.
  
== Media ==
+
*Download the new hangar location file. The file must have an extension of .bin.
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
*Add the file to a created folder in the game directory.
 +
*In the root directory place the configuration file '''myhangar.blk''' and set it up with a direct parameter to the location file '''.bin''' with vehicles. Follow the instructions "how to create a custom hangar".
 +
*In the '''config.blk''', add the parameter:
 +
hangarBlk:t="myhangar.blk".
  
== See also ==
+
The next time you run the game, you will log in to the new hangar.
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
  
* ''reference to the series of the vehicles;''
+
Remember! Custom hangars are used entirely at your own risk '''- they may function incorrectly, or cause errors in the game client.'''
* ''links to approximate analogues of other nations and research trees.''
 
  
== External links ==
+
=== Custom Hangar Examples ===
<!--Paste links to sources and external resources, such as:
+
*[http://live.warthunder.com/post/449117/ru/ Alternative hangar by White_W0lf]
* ''topic on the official game forum;''
 
* ''encyclopedia page on the tank;''
 
* ''other literature.''-->
 
  
* [https://warthunder.com/en/news/3209/current/ Official War Thunder forum article: [Vehicle Profile<nowiki>]</nowiki> Heavy Tank M6A1]
+
=== References ===
 +
*[http://static.warthunder.com/upload/myhangar.blk Download a sample configuration file of my hangar.blk]
 +
*Portal [http://live.warthunder.com/feed/ live.warthunder.com]
  
{{USA heavy tanks}}
+
[[Category:War Thunder CDK]]
 +
[[Category:Custom locations]]

Revision as of 16:19, 18 April 2020

RANK 6 BRITAIN
Rooikat 105 PACK
Msg-important.png Custom hangars are not working on clients installed in the launcher setting "compatibility mode".

With the introduction of update 1.59 “Flaming Arrows”, players are able to change the hangar for a custom one.

How to create a custom hangar

Standard "Hangar" for ground vehicles in version 1.59

First you need to create the location. You can create it yourself or use a custom location created by someone else. The location file has an extension .bin.

The appropriate location is situated in the game directory, you need to add it to the game root directory attached to the myhangar.blk file or create it yourself.

An example of a user based hangar on the port location hangar "Port of Novorossiysk"

The main parameters that are responsible for the location of the equipment in the hangar are:

 level:t = "levels/*location_file_name*.bin" - path to the location designated as the hangar in the game directory.
 modelRotation:r = 60 - direction of the player vehicles in the location.
 modelPos:p3 = 2154, 17.7, -684.4 - vehicle placement in the location.

For different types of vehicles you are able to add a different place in the hangar.

Tanks

unitPos {
 hangarPlace:t = "tank"
 modelPos:p3 = 1806.49, 58.9, -1099.33
 modelRotation:r = 75.8
 unitOffset:p3 = 0, 1, 0
}

Planes

unitPos{
 hangarPlace:t = "aircraft"
 modelPos:p3 = 2154.0, 17.7, -684.4
 modelRotation:r = 60.0
 unitOffset:p3 = 0.0, 0.0, 0.0
}

Ships / Hydroplane

unitPos{
 hangarPlace:t = "ship"
 hangarPlace:t = "hydroplane"
 modelPos:p3 = 120.0, 2.0, 2250.0
 modelRotation:r = 0.0
 unitOffset:p3 = 0.0, 0.0, 0.0
 unitOnWater:b= yes
 cameraEllipsoidWeights:p4= 0.1, 0.0, 0.0, 0.6
 cameraMinDistanceToModel:r = 10.0
}

The above parameters are responsible for the position of units in the hangar. If different types of vehicles are given different locations, switching between them in the hangar will initiate a smooth change of camera view.

Final step - in the file config.blk you must add a parameter pointing to the name of the configuration file for your new hangar:

 hangarBlk:t="myhangar.blk"

We already have variants of the hangar in our client:

 hangarBlk:t="config/hangar.blk" - default
 hangarBlk:t="config/hangar_military_base.blk" - hangar with a military base on the island
 hangarBlk:t="config/hangar_airfield.blk" - hangar on airfield (before update 1.59)

Have you completed your hangar? Don’t forget to share your creation with other players on Live.warthunder.com in the section “Locations”.

More options

Hangar parameters

Explanation of some parameters that are located at the top of file.

  • objectSphereDefaultScreenAspectRatio Can be used to increase or reduce the spheric effect
  • objectSphereAirplaneYFactor Can be used to increase or reduce the spheric effect
  • objectSphereTankYFactor - Can be used to increase or reduce the spheric effect
  • minCamAlt - Sets the minimum height of camera
  • vertRange - Sets the height of camera
  • additionalHangarCameraBias - Changes the view distance, can add the blur effect
  • timeToIdle - Changes how long it takes to enable the iddle camera movement (seconds)
  • mouseZoomSpeed - Changes the zoom speed by using a mouse scroll wheel
  • mouseDecalRotSpeed - Changes the decal rotation speed
  • mouseDecalSizeSpeed:r = Changes the decal resizing speed
  • weather - Sets the specific weather settings
  • hqWeather - Sets the specific weather settings
  • env - Used to set the default time in hangar
  • fmGearsSpringsCoeffMul - Sets how much the plane will bounce
If set to too high values it can affect some planes like the Me 163 (flipping issue)

Adjusting time settings

It is possible to set the time to specific hour and then set its chance of appearance.

env{
 env:t = "13"
 weight:r = 90.0
}
  • env - Sets the time, can be set in range from 0 to 24
  • weight - Sets how often the game will choose this setting, the higher the number, the more often it will appear

Adding units in the background

Adding units to the custom hangar can be achieved by using this code:

backgroundModel{
 fmName:t = "b-17e"
 pos:p3 = 2068.4, 18.6, -766.8
 rotation:r = 44.3
 tag:t = "country_usa"
 forUnitType:t = "aircraft"
}
  • fmName - Sets the unit type
Only flying units are allowed, you can find their names here
  • pos - Sets the unit's position in the hangar
It is the best to load the location in the mission editor, put the unit in the place you want and then copy its coordinates
  • rotation - Sets the unit's direction
  • tag - Makes it so only specific units are appearing for different nations
Available tags:
  • country_usa
  • country_germany
  • country_italy
  • country_ussr
  • country_britain
  • country_australia
  • country_japan
  • country_france
  • country_sweden
  • country_china
  • forUnitType - Sets for which unit type will it show background models

Adding objects in the background

It is possible to add many different objects and effects like pumpkins, lights and other similar.

backgroundObject{
 res:t="red_balloon_a_dynmodel"
 tm:m=[[-0.20992, 0.0, 0.586354] [0.0, 0.622798, 0.0] [-0.586354, 0.0, -0.20992] [1785.91, 58.87, -1075.34]]
}
  • res - Name of the object
Only simple models are allowed
  • tm - Sets the object coordinates
To get them you need to add place the object in the mission editor, save the mission and copy its coordinates from the blk file
backgroundModel{
 effectName:t="light_indoor_10_yellow"
 pos:p3=1786.68, 63.5254, -1075.87
}
  • Name of the effect
  • Sets the effect coordinates

Adjusting the iddle camera movement

Iddle camera movement can be adjusted by using this code:

procCamera{
 fov:r=80.0
 zNear:r=0.05
 time:r=8.0

 from{

   start{
     nodeName:t="wing_l_dm"
     offset:p3=0.0, 1.0, 0.5
   }

   end{
     nodeName:t="wing_l_dm"
     offset:p3=1.0, 1.0, 0.7
   }
 }

 to{

   start{
     nodeName:t="pilot_dm"
     offset:p3=0.0, 1.0, 0.0
   }

   end{
     nodeName:t="pilot_dm"
     offset:p3=0.0, 1.0, 1.0
   }
  }
}
  • fov - Sets the zoom
  • time - Sets for how long will it last
  • nodeName - Part of the unit which will be followed by the camera
Can be found in the Asset Viewer in _skeleton models

How to setup custom hangar

If you are the author of your own hangar, your installation will be completed already when referring to the "how to create a custom hangar" instructions. When downloading a custom location from “Live.warthunder.com” for example, you need to correctly add the location of the hangar and set the path to the appropriate files.

  • Download the new hangar location file. The file must have an extension of .bin.
  • Add the file to a created folder in the game directory.
  • In the root directory place the configuration file myhangar.blk and set it up with a direct parameter to the location file .bin with vehicles. Follow the instructions "how to create a custom hangar".
  • In the config.blk, add the parameter:
hangarBlk:t="myhangar.blk".

The next time you run the game, you will log in to the new hangar.

Remember! Custom hangars are used entirely at your own risk - they may function incorrectly, or cause errors in the game client.

Custom Hangar Examples

References