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Strike Fighters 1 Series by Thirdwire

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    1. On mid-November 1941, six months had passed since Rommel's Afrika Korps and the Italian Army of Libya had driven back the Western Desert Force to Marmarica, secured positions at Sollum and Halfaya, surrounded and besieged the port of Tobruk. All of the Allied ill-planned counter-attacks against Rommel's strong positions so far had failed. Yet, though scarcely and expensively supplied by sea, the Tobruk Fortress still stood fast, fixing enemy forces and denying this strategic supply port to the Axis. Now Rommel was ready to deliver a heavy and, he hoped, decisive blow against Tobruk by November 20. Therefore, he had ordered his subordinates to ignore all of the deceptive maneuvers the British could attempt against his Eastern positions in order to disorganize the assault.
       
      Unfortunately for Rommel, it was a major offensive that Cunningham's Eighth Army was actually planning, named 'Crusader' after the new cruiser tank model just delivered on the Desert front - both the tank and the offensive crystallizing great hopes. While the XIII Corps was to threaten and locally outflank the main enemy positions at Sollum and Halfaya, the XXX Corps, with 7th Armoured Division as a spearhead, was to advance deeply into Rommel's rear lines and seek a decisive battle in the open against the outnumbered Panzers. The flanking maneuver began on November 16, and when the 7th Armoured Division stroke the Italian division 'Ariete' on November 18 at Bir-el-Gubi, Rommel didn't understand at once that he was to lead a major and decisive battle.
       
       

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      Welcome to the first of my first two campaigns designed for TK games – actually, for a marvellous free add-on for TK games. A 'Gazala 1942' campaign shall indeed be uploaded very soon. So please forgive some possible mistakes and omissions, due to sometimes scarce or conflicting sources. I need your indulgence, and possibly, if wanting to share, your informations and sources to amend my database for my other projects.
       
      Almost all of the required planes and objects are provided already in the excellent Wings over Africa mod, except an Italian skin for Stuka. Fortunately, Wrench has designed an adequate model which is available for downloading at Combatace. Also, my own Soft targets for WoA will be required. All of the links are included in the ReadMe file. Some modified files are provided, allowing some Italian units to fly the Fiat G-50 in campaign with adequate markings, and giving higher hosting allowance to several airfields in order for them to manage the large number of units posted as historically as possible on the start line of the offensive (accurate details in the ReadMe file). A French translation of the campaign texts, as well as a handful of new counters are also included. Now time to take off and fight for Tobruk!
    2. May 1942. Rommel's successful counter-offensive, following the retreat of Autumn 1941, had regained most of Cyrenaica by February. But since, the Axis forces had been blocked before the Gazala Line: a deep minefield running through the desert from Gazala to Bir Hacheim, stippled with fortified "boxes", and supported by mobile armoured reserves. Having received enough supplies, Rommel now planned to brutally unfreeze the situation. 'Operation Venezia' implied a daring flanking move South: while the Italian X and XXI Corps were tasked to fix the Allied attention North, around Gazala, the Afrika Korps and the Italian XX mobile Corps would outflank the fortified "box" of Bir Hacheim, and face the British tank reserves in the open, far away from the minefields cover, where the supposed superior range of German guns should give a decisive advantage to the Axis forces.
       
      The frontal attack on Gazala was launched in the afternoon of May 26. The flanking move began that same night. In the morning of May 27, the Axis tanks overran one brigade, surprised while isolated in the open, and drove back two others. The Afrika Korps kept the momentum, heading Northeast, while behind it, the Italian armoured division 'Ariete' was tasked to capture Bir Hacheim and secure the supply lines.
       
       

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      Here is my second campaign for Wings over Africa, the free add-on by The Dev A-Team re-enacting the War over the most legendary battlefields of North Africa. All of the required planes and objects are provided already, except my own Soft targets for WoA whose download will be required (link included in the ReadMe file). One single modified file is provided additionally, giving higher hosting allowance to several airfields in order for them to manage the large number of units crowded as historically as possible on both parts of the Gazala Line (accurate details in the ReadMe file). This file is actually the same that the one enclosed with my former campaign Crusader 1941, so is compatible with both campaigns, and doesn't spoil the other campaigns by The Dev A-Team. A French translation of the campaign texts, as well as a handful of new counters are also included. Now choose your side, and protect or break open the gate to Egypt!
    3. This campaign is made for a tutorial with the title:
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      What i must do to to bring a new Air Force in a stock campaign?
      ===========================================
       
      Lets say i want to mod the WOE stock campaign Red Thunder 1962 and want to include the westgerman and the east german airforces.
       
      First we need the files
       
      woeCamp1.ini
      and
      WOECAMP1_DATA.ini
       
      both files you find in the folder Campaigns/woeCamp1
      if not, then you must extract them with an extraction tool like SFP1E extractor
       
       
      Make following steps:
       
      1.) open files woeCamp1.ini with windows notepad editor
       
      2.) look for the lines
       
      [CampaignData]
      CampaignName=1962
      DataFile=1962_data.ini
      CampaignMap=GermanyCE
      Service001=USAF
      Service002=RAF
      Service003=France
       
      3.) add now
       
      Service004=EGermany
      Service005=WGermany
       
      4.) save the file.
       
       
      Now we have included the Luftwaffe and the LSK/LV as new airforces which can deploy units in the campaign.
      Our next step is to bring 2 east german and 3 west german units in the campaign. The east germans we place at Holzdorf AB and Peenemünde while the west germans we place at Wittmundhafen, Neuburg and Büchel.
       
      5.) open file WOECAMP1_DATA.ini with notepad editor
      scroll to the last airunit entry which is
       
      [AirUnit078]
      AircraftType=IL-28
      UnitName=305 BFAP
      ForceID=2
      Nation=SOVIET
      StartDate=11/15/1962
      DefaultTexture=SovietSilver1
      BaseArea=Parchim Airbase
      ......................
       
      6.) after this entry we will place the 2 east german units
       
      // ----------------------------------LSK
      [AirUnit079]
      AircraftType=MiG-17F
      UnitName=JG-8
      ForceID=2
      Nation=EGermany
      DefaultTexture=SovietSilver1
      BaseArea=Holzdorf Airbase
      BaseMoveChance=10
      RandomChance=100
      MaxAircraft=16
      StartAircraft=16
      MaxPilots=16
      StartPilots=16
      Experience=50
      Morale=80
      Supply=50
      MissionChance[sWEEP]=40
      MissionChance[CAP]=40
      MissionChance[iNTERCEPT]=40
      MissionChance[ESCORT]=0
      MissionChance=25
      MissionChance[CAS]=25
      MissionChance[sEAD]=0
      MissionChance[ARMED_RECON]=0
      MissionChance[ANTI_SHIP]=0
      MissionChance[RECON]=0
      UpgradeType=NEVER
      Supply[001].WeaponType=FAB250
      Supply[001].Quantity=880
      Supply[002].WeaponType=UV16
      Supply[002].Quantity=440
      Supply[003].WeaponType=Tank400_MiG17
      Supply[003].Quantity=240
       
      [AirUnit080]
      AircraftType=MiG-21F
      UnitName=JG-2
      ForceID=2
      Nation=EGermany
      DefaultTexture=LSK
      BaseArea=Peenemünde Airbase
      BaseMoveChance=10
      RandomChance=100
      MaxAircraft=16
      StartAircraft=16
      MaxPilots=16
      StartPilots=16
      Experience=50
      Morale=80
      Supply=50
      MissionChance[sWEEP]=40
      MissionChance[CAP]=40
      MissionChance[iNTERCEPT]=40
      MissionChance[ESCORT]=20
      MissionChance=25
      MissionChance[CAS]=25
      MissionChance[sEAD]=0
      MissionChance[ARMED_RECON]=0
      MissionChance[ANTI_SHIP]=0
      MissionChance[RECON]=0
      UpgradeType=NEVER
      Supply[001].WeaponType=FAB100
      Supply[001].Quantity=480
      Supply[002].WeaponType=FAB250
      Supply[002].Quantity=880
      Supply[003].WeaponType=FAB500
      Supply[003].Quantity=300
      Supply[004].WeaponType=UV16
      Supply[004].Quantity=440
      Supply[005].WeaponType=Tank490_MiG21
      Supply[005].Quantity=240
      Supply[006].WeaponType=AA-2
      Supply[006].Quantity=240
       
      7.) and now the 3 west german units
       
      //------------------------Bundesluftwaffe
      [AirUnit081]
      AircraftType=F-104G
      Squadron=JG 71
      ForceID=1
      Nation=WGermany
      DefaultTexture=GermanSilver1
      BaseArea=Wittmundhafen Airbase
      BaseMoveChance=10
      RandomChance=100
      MaxAircraft=16
      StartAircraft=16
      MaxPilots=16
      StartPilots=16
      Experience=100
      Morale=100
      Supply=50
      MissionChance[sWEEP]=25
      MissionChance[CAP]=50
      MissionChance[iNTERCEPT]=50
      MissionChance[ESCORT]=25
      MissionChance=25
      MissionChance[CAS]=50
      MissionChance[sEAD]=25
      MissionChance[ARMED_RECON]=25
      MissionChance[ANTI_SHIP]=0
      MissionChance[RECON]=10
      UpgradeType=NEVER
      Supply[001].WeaponType=M117
      Supply[001].Quantity=880
      Supply[002].WeaponType=Mk82
      Supply[002].Quantity=440
      Supply[003].WeaponType=Mk84
      Supply[003].Quantity=240
      Supply[004].WeaponType=LAU-3A
      Supply[004].Quantity=240
      Supply[005].WeaponType=Tank195_F104
      Supply[005].Quantity=240
      Supply[006].WeaponType=Tank170_F104
      Supply[006].Quantity=240
      Supply[007].WeaponType=AIM-9B
      Supply[007].Quantity=240
      Supply[008].WeaponType=BLU-1
      Supply[008].Quantity=480
      Supply[009].WeaponType=CBU-24B
      Supply[009].Quantity=80
       
      [AirUnit082]
      AircraftType=F-104G
      Squadron=JG 74
      ForceID=1
      Nation=WGermany
      DefaultTexture=GermanSilver1
      BaseArea=Neuburg Airbase
      BaseMoveChance=10
      RandomChance=100
      MaxAircraft=16
      StartAircraft=16
      MaxPilots=16
      StartPilots=16
      Experience=100
      Morale=100
      Supply=50
      MissionChance[sWEEP]=25
      MissionChance[CAP]=50
      MissionChance[iNTERCEPT]=50
      MissionChance[ESCORT]=25
      MissionChance=25
      MissionChance[CAS]=50
      MissionChance[sEAD]=25
      MissionChance[ARMED_RECON]=25
      MissionChance[ANTI_SHIP]=0
      MissionChance[RECON]=10
      UpgradeType=NEVER
      Supply[001].WeaponType=M117
      Supply[001].Quantity=880
      Supply[002].WeaponType=Mk82
      Supply[002].Quantity=440
      Supply[003].WeaponType=Mk84
      Supply[003].Quantity=240
      Supply[004].WeaponType=LAU-3A
      Supply[004].Quantity=240
      Supply[005].WeaponType=Tank195_F104
      Supply[005].Quantity=240
      Supply[006].WeaponType=Tank170_F104
      Supply[006].Quantity=240
      Supply[007].WeaponType=AIM-9B
      Supply[007].Quantity=240
      Supply[008].WeaponType=BLU-1
      Supply[008].Quantity=480
      Supply[009].WeaponType=CBU-24B
      Supply[009].Quantity=80
       
      [AirUnit083]
      AircraftType=F-104G
      Squadron=JBG 33
      ForceID=1
      Nation=WGermany
      DefaultTexture=GermanCamo1
      BaseArea=Büchel Airbase
      BaseMoveChance=10
      RandomChance=100
      MaxAircraft=16
      StartAircraft=16
      MaxPilots=16
      StartPilots=16
      Experience=100
      Morale=100
      Supply=50
      MissionChance[sWEEP]=5
      MissionChance[CAP]=20
      MissionChance[iNTERCEPT]=20
      MissionChance[ESCORT]=25
      MissionChance=55
      MissionChance[CAS]=50
      MissionChance[sEAD]=55
      MissionChance[ARMED_RECON]=55
      MissionChance[ANTI_SHIP]=0
      MissionChance[RECON]=10
      UpgradeType=NEVER
      Supply[001].WeaponType=M117
      Supply[001].Quantity=880
      Supply[002].WeaponType=Mk82
      Supply[002].Quantity=440
      Supply[003].WeaponType=Mk84
      Supply[003].Quantity=240
      Supply[004].WeaponType=LAU-3A
      Supply[004].Quantity=240
      Supply[005].WeaponType=Tank195_F104
      Supply[005].Quantity=240
      Supply[006].WeaponType=Tank170_F104
      Supply[006].Quantity=240
      Supply[007].WeaponType=AIM-9B
      Supply[007].Quantity=240
      Supply[008].WeaponType=BLU-1
      Supply[008].Quantity=480
      Supply[009].WeaponType=CBU-24B
      Supply[009].Quantity=80
       
       
       
      8.) save the file.
       
       
      BE CAREFULL: you must place the units at existing airfields. Which AB are existant you find in the GermanyCE_targets.ini.
      Make sure that the names of the baseses are the same in Targets.ini and campaign_data.ini.
       
      For instance if you write
       
      BaseArea=Wittmundhaven Airbase
       
      instead
       
      BaseArea=Wittmundhafen Airbase
       
      the unit will not exist in game.
       
       
       
      After this we must include the new created air units into the woeCamp1.ini file, if we want to fly the birds of this units. If not, then we have nothing to do anymore. But i want to fly the MiG's for the LSK and the Starfighters for the Luftwaffe, so we continue:
       
      9.) open file woeCamp1.ini
       
      10.) scroll to the end and include following lines:
       
      //LSK units
       
      [EGermanyUnit001]
      UnitName=JG-8
      ForceID=2
      UnitID=34
      StartDate=1962
      DescFile=woe1Start.txt
      StartText=woe1Start1.txt
      AircraftType=MiG-17F
       
      [EGermanyUnit002]
      UnitName=JG-2
      ForceID=2
      UnitID=35
      StartDate=1962
      DescFile=woe1Start.txt
      StartText=woe1Start1.txt
      AircraftType=MiG-21F
       
       
      //Bundesluftwaffe units
       
      [WGermanyUnit001]
      UnitName=JG 71
      ForceID=1
      UnitID=46
      StartDate=1962
      DescFile=woe1Start.txt
      StartText=woe1Start1.txt
      AircraftType=F-104G
       
      [WGermanyUnit002]
      UnitName=JG 74
      ForceID=1
      UnitID=47
      StartDate=1962
      DescFile=woe1Start.txt
      StartText=woe1Start1.txt
      AircraftType=F-104G
       
      [WGermanyUnit003]
      UnitName=JBG 33
      ForceID=1
      UnitID=48
      StartDate=1962
      DescFile=woe1Start.txt
      StartText=woe1Start1.txt
      AircraftType=F-104G
       
       
       
      The most problematic part is the UnitID= number
       
      you must count which number the single unit has. For the blue side and for the red side.
      For instance, the JG-71 is the 46th blue unit. To get this number is relativly simple. You must look in the WOECAMP_DATA.ini and look for the last "blue" air unit. If you look right it is the 42nd TRS which has in the campaign the air unit number 045 [AirUnit045].
      Thatywhy the next blue air unit has the UnitID=46, then comes 47 and so on.
       
      With the red air units it is a little bit mor difficult, because the first red air unit has in the data.ini the number [AirUnit046]. But in the woecamp.ini it is not designated as UnitID=46, because it is the first "red" air unit and thatswhy would get the designation UnitID=1 (only if the unit would be flyable)
      To get the correct UnitID= number of the 2 east german units we must count all red air units. If you do it you will see that we have in the stock campaign 33 soviet (red) air units. Thatswhy the first east german unit get the number UnitID=34 and the other UnitID=35
       
       
      11.) Save the file.
       
       
       
      12.) Finally comes the testing of the campaign.
       
      Thats it.

      121 0
    4. Jianji-7E (J-7E)
      ************
      (Jianji = chinese for Fighter)
      ----------------------------------------------------------
      I.
       
       
      In the late 80th, early 90th the chinese developed a new version of the J-7 with the degination J-7E. It had a new double delta wing, increased fueltank volume and ecm jammer. The new wing, which was fitted with slats improved the agility of the plane by 84%. It can now turn with a rate of 25°/sec.
      As radar it use the chinese copy of the british Skyranger range finder radar with a maximum detection range of 15km.
       
       
       
      This mod is made for WOI, but will also work with WOE.
       
       
      +++++++++++++++++++++++++++++++++++++
       
      II.
       
      CREDITS:
      The LOD file is made:
      ~~~~~~~~~~
       
      by 101TFS
       
       
      The flight model is made :
      ~~~~~~~~~~~~~~~~
      by TK (originally the MiG-21F-13 FM)
      and modded
      by me
       
       
      The Cockpit is made
      ~~~~~~~~~~~~~~
       
      by Mago (Paladrian)
       
       
       
      The HUD and the Radar are a mod of my F-20A radar and HUD.
      (all values are dispayed in meters and kilometers/hour)
       
       
      ----------------------------------------------------------
      III.
       
      INSTALLATION:
       
      -Unzip all files into your objects/aircraft folder.
       
       
      ----------------------------------------------------------
      IV.
       
      For remarks, comments, bugs, etc please use the forum or send me a PM.
      -------------------------------------------------------------
       
      V.
       
      The J-7E is FREEWARE. COMMERCIAL USE IS NOT ALLOWED!
       
      ------------------------------------------------------
       
       
      Hope you enjoy it.
       
       
      Michael (Gepard)
       
       
      Made in Germany
      December 2011
      617 0
    5. F-7ME IRAN (Fiction)
      *****************
       
      ----------------------------------------------------------
      I.
       
      In the 1980th the F-7M was a modernized export version of the chinese J-7II.
      With the help of US american and british companies the Chinese put new avionics into the old airframe. Mainly the british Skyranger rangefinder radar and a HUD, but also an improved engine and 4 instead 2 wing hardpoints increased the combat capabilities of this bird. The F-7M was exported to Iraq, Egypt, Iran and other 3. world contries.
       
      In the late 80th, early 90th the chinese developed the J-7E version with double delta wing, increased fueltank volume and ecm jammer. The new wing, which was fitted with slats improved the agility of the plane by 84%. It can now turn with a rate of 25°/sec.
       
      The F-7ME is fiction. It is a iranian F-7M updated to J-7E level.
       
       
      This mod is made for WOI, but will also work with WOE.
       
       
      +++++++++++++++++++++++++++++++++++++
       
      II.
       
      CREDITS:
      The LOD file is made:
      ~~~~~~~~~~
       
      by 101TFS
       
       
      The flight model is made :
      ~~~~~~~~~~~~~~~~
      by TK
      and modded
      by me
       
       
      The Cockpit is made
      ~~~~~~~~~~~~~~
       
      by Mago (Paladrian)
       
       
       
      The HUD and the Radar are a mod of my F-20A radar and HUD.
       
       
      ----------------------------------------------------------
      III.
       
      INSTALLATION:
       
      -Unzip all files into your objects/aircraft folder.
       
       
      ----------------------------------------------------------
      IV.
       
      For remarks, comments, bugs, etc please use the forum or send me a PM.
      -------------------------------------------------------------
       
      V.
       
      The F-7ME is FREEWARE. COMMERCIAL USE IS NOT ALLOWED!
       
      ------------------------------------------------------
       
       
      Hope you enjoy it.
       
       
      Michael (Gepard)
       
       
      Made in Germany
      December 2011
      543 2
    6. F-7M Airguard IRAN
      *****************
       
      ----------------------------------------------------------
      I.
       
      In the 1980th the F-7M was a modernized export version of the chinese J-7II.
      With the help of US american and british companies the Chinese put new avionics into the old airframe. Mainly the british Skyranger rangefinder radar and a HUD, but also an improved engine and 4 instead 2 wing hardpoints increased the combat capabilities of this bird.
      The F-7M was exported to Iraq, Egypt, Iran and other 3. world contries.
      The F-7M in this package is an iranian bird, as it is used by the Iranian Air Force up today. In iranian service it use american or american based weapons, but can also carry chinese weapons.
       
      This mod is made for WOI, but will also work with WOE.
       
       
      +++++++++++++++++++++++++++++++++++++
       
      II.
       
      CREDITS:
      The LOD file is made:
      ~~~~~~~~~~
       
      by 101TFS
       
       
      The flight model is made :
      ~~~~~~~~~~~~~~~~
      by TK
      and modded
      by me
       
       
      The Cockpit is made
      ~~~~~~~~~~~~~~
       
      by Mago (Paladrian)
       
       
       
      The HUD and the Radar are a mod of my F-20A radar and HUD.
       
       
      ----------------------------------------------------------
      III.
       
      INSTALLATION:
       
      -Unzip all files into your objects/aircraft folder.
       
       
      ----------------------------------------------------------
      IV.
       
      For remarks, comments, bugs, etc please use the forum or send me a PM.
      -------------------------------------------------------------
       
      V.
       
      The F-7M is FREEWARE. COMMERCIAL USE IS NOT ALLOWED!
       
      ------------------------------------------------------
       
       
      Hope you enjoy it.
       
       
      Michael (Gepard)
       
       
      Made in Germany
      December 2011
      500 0
    7. ------------------------------------------
      Veltro2K's Vautour IIB/N for WOI - Updated
      ------------------------------------------
       
      This is an update of Veltro2K's Vautour IIB & IIN for Wings Over Israel (WOI). In this update (the originals available at CombatAce in the SF1 Downloads section), I have done my best to correct or mitigate these models' several anomalies: AI inability to taxi and takeoff correctly; AI aircraft exploding on the taxiway; AI problems handling the aircraft in flight; loadout errors; glaring white spots in the engine nacelles.
       
      Notes: You will notice that AI aircraft still bounce around just a bit while taxiing, but they do now take off in timely fashion. The updates applied here mirror those offered in my updated SF2I version, also uploaded to CombatAce.
       
      Thanks to Wrench for looking over an early version of this update and supplying some additional fixes and adjustments, as well as the F-86D cockpit for the IIN model.
       
      ~~~~~~~~~~~~~~~
      Updates & Fixes
      ~~~~~~~~~~~~~~~
       
      These aircraft versions incorporate a number of fixes and updates:
       
      - applied Veltro2K's fixpacks for B & N model
      - added damage TGAs from Christian59's "damage pack"
      - added new LOADOUT.BMP
      - spiffed up LOADING & HANGAR screens
      - darkened IDFCamo textures
      - removed spinner nodes to fix unsightly white
      spots within engine nacelles (no material assigned
      to spinner nodes)
      - corrected, renamed, or removed a number of node
      names within DATA.INIs
      - made engine ThrustPositions symmetrical to correct
      AI handling problems
      - tweaked landing gear data to improve AI ground handling
      behavior
      - added tail bumper to improve taxiing & takeoff stability
      - updated flight model for SF2
      - tweaked loadouts & weapon stations
      - added F-86F cockpit from Dave Zurawski & the F-86F
      Development Team to the Vautour IIB
      - added F-86D cockpit from the Sabre Dog Team to the
      Vautour IIN
      - added Israeli AF '50s/'60s pilot model by Wrench &
      PappyCheckSix
       
      ~~~~~~~~~~~~
      Installation
      ~~~~~~~~~~~~
       
      Installation is simple:
       
      1. Drop the Objects folder into your WOI installation directory.
       
      2. Add the following data to your WeaponsData.INI and save
      the changes with the 3rdWire Weapons Editor:
       
      [WeaponDataXXX]
      TypeName=TANK300_VA_CEN
      FullName=300 gal Drop Tank
      ModelName=Tank_V
      Mass=989.500000
      Diameter=0.650000
      Length=5.920000
      SubsonicDragCoeff=0.200000
      SupersonicDragCoeff=0.770000
      AttachmentType=
      SpecificStationCode=
      NationName=
      StartYear=0
      EndYear=0
      Availability=0
      BaseQuantity=0
      Exported=FALSE
      ExportStartYear=0
      ExportEndYear=0
      ExportAvailability=0
      WeaponDataType=5
      MaxFuelAmount=884.520020
      Asymmetrical=FALSE
       
      ~~~~~~~
      Credits
      ~~~~~~~
       
      Original Aircraft: Veltro2K
      Flight Model: ThirdWire
      F-86F Cockpit: Dave Zurawski & F-86F Dev Team
      F-86D Cockpit: Sabre Dog Team
      Damage Textures: Christian59
      IAF 50s/60s Pilot: Wrench & PappyCheckSix
      Misc. Fixes: Wrench
       
       
      -----------
      Eric Howes
      23 May 2009
      385 0
    8. ----------------------------------------------------------------------
      TBM-3E Avenger for Wings Over Israel - Suez Crisis
      ----------------------------------------------------------------------
       
      This is a modification of the TBM-3E released by The Wrench, which is itself a mod of the TBF/TBM Avenger available in the WWII aircraft section at the A-Team Skunkworks web site:
       
      http://cplengineeringllc.com/SFP1/
       
      This mod creates a TBM-3E Avenger for use in ThirdWire's Wing Over Israel (WOI). Included are French Navy and Royal Navy texture sets.
       
      Historical purists & rivet-counters take note: what you're about to read is likely to cause nausea, dizziness, and mild vomiting.
       
      Before discussing anything else, let me tell you what's wrong with this mod:
       
      1) It uses the wrong aircraft: the French Naval Air unit participating in the Suez Crisis flew the TBM-3S/W, not the TBM-3E. I don't have access to a TBM-3S/W model, so the TBM-3E it is.
       
      2) It represents the wrong unit: the French Naval Air unit flying the Avenger in the Suez Crisis was 9 Flotilla, not 15 Flotilla. I don't have decals for 9F, so I used the 15F decals from The Mirage Factory's F4U-7 Corsair instead.
       
      3) It flies the wrong missions: the French Avenger was primarily an anti-submarine aircraft. Given that there are no Anti-Sub missions in WOI (and given that flying around over an open ocean for hours at a time would get really old really fast in this game), this Avenger is configured to fly Strike, CAS, and Armed Recon missions like other attack aircraft in the world of ThirdWire.
       
      For those of you still with me, let me provide some other information about this mod.
       
      ~~~~~~~~~~~~
      Installation
      ~~~~~~~~~~~~
       
      This mod is NOT a complete, self-contained package. It requires that you download the TBF/TBM Avenger from the A-Team's site (see above for a link). Once you've got that file downloaded, do the following:
       
      1) Unpack the A-Team's TBF/TBM Avenger into its own folder.
       
      2) Copy or move the \Objects & \Sounds folders from this mod (i.e., the Suez Avenger mod) to your WOI installation directory.
       
      3) Copy or move the following items from the A-Team TBF/TBM Avenger to the \Objects\Aircraft\TBM-3E folder in your WOI installation directory:
       
      - TBM Avenger-R5.LOD
      - TBM Avenger-R5.OUT
      - \Cockpit [the entire folder "as is"]
       
      4. Install the AN/APS-4 Radar Pod data (from ForWeaponData.txt) to your WeaponData.INI and save the changes using the 3rdWire Weapons Editor.
       
      That's it. You're ready to fly.
       
      Please note that the default unit/skin is the French Navy 15F. I've thrown in Kulbit(80)'s Royal Navy skin as a bonus. This aircraft can be flown reliably on both Hard and Normal flight model settings.
       
      This mod produces the same aircraft as the version for SF2I.
       
      ~~~~~~~~~~~~~~~~~
      Changes & Updates
      ~~~~~~~~~~~~~~~~~
       
      This mod makes extensive changes to Wrench's TBM-3E. Here's a short list:
       
      - added French Navy 15F texture set
      - added Kulbit(80)'s Royal Navy texture set
      - added custom Hangar & Loading screens
      - added updated Loadout image
      - tweaked flight model for Hard settings in WOI
      - tweaked landing gear to fix AI aircraft exploding
      on the taxiway
      - removed belly gunner node and gun
      - performed other minor, misc. tweaks & adjustments
       
      Thanks to Wrench and Kulbit(80) for testing and misc. tweaks & fixes.
       
      ~~~~~~~
      Credits
      ~~~~~~~
       
      As noted earlier, this is a modification of the TBM-3E released by The Wrench, which is itself a mod of the TBF/TBM Avenger available in the WWII aircraft section at the A-Team Skunkworks web site:
       
      http://cplengineeringllc.com/SFP1/
       
      Original aircraft: Dev A-Team (Capun, Charles, Gramps and Kesselbrut)
      TBM-3E Modifications: Kevin Stein, aka The Wrench
      AN/APS-4 radar pod: Tim Davis
      Royal Navy skin: Michal Minta, aka Kulbit(80)
      15F decals: The Mirage Factory
       
      Please see the \_Docs folder for the original readme files included with the mods listed above. Any errors or omissions are entirely my responsibility.
       
       
      ------------
      Eric Howes
      27 July 2010
      189 1
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