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    1. ---------------------------------------------------------------------------
      TBM-3E Avenger for SF2I Expansion Pack - 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 SF2I Suez Expansion Pack. 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 SF2I (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 SF2I Mod Folder.
       
      3) Copy or move the following items from the A-Team TBF/TBM Avenger to the \Objects\Aircraft\TBM-3E folder in your SF2I Mod Folder:
       
      - TBM Avenger-R5.LOD
      - TBM Avenger-R5.OUT
      - \Cockpit [the entire folder "as is"]
       
      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.
       
      Although packaged for SF2I, this mod will work fine in Wings Over Israel (WOI), provided you move the decals to their proper texture folders in the TBM-3E folder and install the AN/APS-4 radar pod to your WOI Weapons folder.
       
      ~~~~~~~~~~~~~~~~~
      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
      - moved decals to SF2 \Decals folder
      - added USERLIST.INI
      - added custom Hangar & Loading screens
      - added updated Loadout image
      - added DestroyedModel data
      - tweaked flight model for Hard settings in SF2
      - 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
      212 0
    2. Infantry Outpost version 1 February 2011
       
      I got this idea from observing and learning from many terrain / modeling folks here at CA.
      Since I am a ground guy (INFANTRY) I have always wanted to see more CAS against good ground targets. This is my very humble attempt to create realistic ground targets and I know there is a lot more to do.
       
      This Infantry Outpost is a friendly outpost but can be easily converted to an enemy outpost.
       
      It has been tested in the TW Series One terrains.
       
      Suggestions / problems please contact me at Combat Ace.
      Enjoy
       
      KRFRGE
      Feb 2011.
      252 0
    3. Artillery Firebase Ver 1 February 2011
       
      This is my second attempt at creating good ground targets. My first is the Infantry Outpost.
       
      The Artillery Firebase is friendly but can be easily converted to an enemy firebase.
       
      What's included in this file:
       
      1. Arty_Firebase.LOD - a converted groundplatte LOD from Mitch's original Factory Place. Drop it into the terrain of your choice.
       
      2. ground_plateFB.TGA - my attempt on a artillery battery. Drop it into the terrain of your choice.
       
      3. Add-ons needed to make this mod work. Drop these into the terrain folder.
      The following items were borrowed from:
       
      Bunker03 from ODS terrain
      af63tentround from ODS terrain
      hwzsite01 from ODS terrain
      barbwire2 from ODS terrain
      wall03 from ODS terrain
      M109A1 by Rebel Rider at http://combatace.com/files/file/9015-m-109/
      af1aaagun_single from Major Lee's DBS (rename this to Defensive_pos_
      unimog Argentine Trucks models for Mod Malvinas by BANIDOS TEAM and SUICIDAL at http://combatace.com/files/file/10868-camiones-argentinos/
      Australian M113 ACAV from Timor Ground Units at http://combatace.com/files/file/2574-timor-ground-units/
      Pillbox from Wrench's Southwest terrain
      Sign from Wrench's Libya terrain
      Flagpole from Wrench's Libya terrain
       
      4. Add to your terrain_TYPES file
       
      [TargetTypexxx]
      Name=Arty_Firebase
      FullName=Artillery Fire Base
      ModelName=ground_plate_Firebase.LOD
      TargetType=MISC
      ActiveYear=1960
      TargetValue=0.0
      UseGroundObject=FALSE
      DamagePoint=0.0
      ArmorValue=0.0
      ArmorType=0
      RepairRate=10.0
      StartDetectChance=100
      StartIdentifiedChance=50
      IncreaseDetectChanceKey=10
      MaxVisibleDist=10000.0
      ZBufferOffset=6.000000
      FlatObject=TRUE
      DamagedModel=
      DestroyedEffect=
      DestroyedModel=
      SecondaryChance=0
       
      [TargetTypexxx]
      Name=defensive_pos
      FullName=Vehicle defensive position
      ModelName=defensive_pos.lod
      TargetType=AAA BUNKER
      UseGroundObject=FALSE
      ActiveYear=1915
      TargetValue=0
      RepairRate=0.0
      StartDetectChance=50
      StartIdentifiedChance=10
      IncreaseDetectChanceKey=10
      MaxVisibleDist=6000.0
      DamagedModel=
      DestroyedEffect=SmallRocketGroundExplosion
      SecondaryEffect=VehicleFireEffect
      SecondaryChance=100
       
      5. Add to your terrain_TARGETS
       
      [TargetAreaxxx]
      Name=Allied Fire Base
      Position=###000.000,###000.000
      Radius=2000
      ActiveYear=1969
      Location=1
      Alignment=FRIENDLY
      Target[001].Type=Arty_Firebase
      Target[001].Offset=0,0
      Target[001].Heading=0
      Target[002].Type=bunker03
      Target[002].Offset=25,62
      Target[002].Heading=10
      Target[003].Type=defensive_pos
      Target[003].Offset=189,305
      Target[003].Heading=200
      Target[004].Type=defensive_pos
      Target[004].Offset=376,-2
      Target[004].Heading=260
      Target[005].Type=defensive_pos
      Target[005].Offset=268,-270
      Target[005].Heading=320
      Target[006].Type=defensive_pos
      Target[006].Offset=-184,-289
      Target[006].Heading=50
      Target[007].Type=defensive_pos
      Target[007].Offset=-338,48
      Target[007].Heading=80
      Target[008].Type=defensive_pos
      Target[008].Offset=-165,293
      Target[008].Heading=140
      Target[009].Type=M109A1
      Target[009].Offset=189,305
      Target[009].Heading=20
      Target[010].Type=M109A1
      Target[010].Offset=376,-2
      Target[010].Heading=80
      Target[011].Type=M109A1
      Target[011].Offset=268,-270
      Target[011].Heading=140
      Target[012].Type=M109A1
      Target[012].Offset=-184,-289
      Target[012].Heading=230
      Target[013].Type=M109A1
      Target[013].Offset=-338,48
      Target[013].Heading=260
      Target[014].Type=M109A1
      Target[014].Offset=-165,293
      Target[014].Heading=320
      Target[015].Type=camonetstorage
      Target[015].Offset=-74,-230
      Target[015].Heading=15
      Target[016].Type=unimog
      Target[016].Offset=-42,-204
      Target[016].Heading=195
      Target[017].Type=camonetstorage
      Target[017].Offset=8,-238
      Target[017].Heading=30
      Target[018].Type=bunker03
      Target[018].Offset=68,-310
      Target[018].Heading=175
      Target[019].Type=USArmyM79
      Target[019].Offset=58,-309
      Target[019].Heading=181
      Target[020].Type=camonetstorage
      Target[020].Offset=252,-163
      Target[020].Heading=220
      Target[021].Type=camonet
      Target[021].Offset=282,-090
      Target[021].Heading=50
      Target[022].Type=unimog
      Target[022].Offset=315,-029
      Target[022].Heading=230
      Target[023].Type=camonetstorage
      Target[023].Offset=289,083
      Target[023].Heading=60
      Target[024].Type=M113
      Target[024].Offset=261,161
      Target[024].Heading=240
      Target[025].Type=camonetstorage
      Target[025].Offset=173,228
      Target[025].Heading=0
      Target[026].Type=USTruck
      Target[026].Offset=72,113
      Target[026].Heading=180
      Target[027].Type=USTruck
      Target[027].Offset=79,081
      Target[027].Heading=175
      Target[028].Type=USTruck
      Target[028].Offset=88,037
      Target[028].Heading=195
      Target[029].Type=M113_Ambulance
      Target[029].Offset=98,-022
      Target[029].Heading=180
      Target[030].Type=unimog
      Target[030].Offset=102,-070
      Target[030].Heading=210
      Target[031].Type=M113
      Target[031].Offset=89,-118
      Target[031].Heading=0
      Target[032].Type=USJeep
      Target[032].Offset=56,-147
      Target[032].Heading=180
      Target[033].Type=camonetstorage
      Target[033].Offset=-83,252
      Target[033].Heading=15
      Target[034].Type=camonetstorage
      Target[034].Offset=-169,206
      Target[034].Heading=195
      Target[035].Type=af63tentround
      Target[035].Offset=-102,115
      Target[035].Heading=30
      Target[036].Type=camonetstorage
      Target[036].Offset=-231,048
      Target[036].Heading=210
      Target[037].Type=pit1
      Target[037].Offset=-132,13
      Target[037].Heading=200
      Target[038].Type=af63tentround
      Target[038].Offset=29,-015
      Target[038].Heading=70
      Target[039].Type=camonetstorage
      Target[039].Offset=-219,-106
      Target[039].Heading=0
      Target[040].Type=af62tent_lg
      Target[040].Offset=125,-090
      Target[040].Heading=0
      Target[041].Type=af62tent_lg
      Target[041].Offset=135,-90
      Target[041].Heading=0
      Target[042].Type=Tent1
      Target[042].Offset=155,-90
      Target[042].Heading=0
      Target[043].Type=ammo
      Target[043].Offset=50,-100
      Target[043].Heading=20
      Target[044].Type=ammo
      Target[044].Offset=65,-105
      Target[044].Heading=0
      Target[045].Type=tools
      Target[045].Offset=62,-110
      Target[045].Heading=0
      Target[046].Type=ammo
      Target[046].Offset=-45,138
      Target[046].Heading=0
      Target[047].Type=ammo
      Target[047].Offset=-89,7
      Target[047].Heading=0
      Target[048].Type=ammo
      Target[048].Offset=-48,-7
      Target[048].Heading=0
      Target[049].Type=barbwire2
      Target[049].Offset=-154,-164
      Target[049].Heading=0
      Target[050].Type=tools
      Target[050].Offset=-64,-180
      Target[050].Heading=0
      Target[051].Type=ammo
      Target[051].Offset=318,12
      Target[051].Heading=0
      Target[052].Type=barbwire2
      Target[052].Offset=17,-332
      Target[052].Heading=0
      Target[053].Type=barbwire2
      Target[053].Offset=75,-331
      Target[053].Heading=0
      Target[054].Type=barbwire2
      Target[054].Offset=107,-330
      Target[054].Heading=0
      Target[055].Type=barbwire2
      Target[055].Offset=144,-330
      Target[055].Heading=0
      Target[056].Type=barbwire2
      Target[056].Offset=181,-329
      Target[056].Heading=0
      Target[057].Type=barbwire2
      Target[057].Offset=218,-325
      Target[057].Heading=0
      Target[058].Type=barbwire2
      Target[058].Offset=255,-320
      Target[058].Heading=0
      Target[059].Type=barbwire2
      Target[059].Offset=293,-296
      Target[059].Heading=320
      Target[060].Type=barbwire2
      Target[060].Offset=-16,-331
      Target[060].Heading=0
      Target[061].Type=barbwire2
      Target[061].Offset=-53,-330
      Target[061].Heading=0
      Target[062].Type=barbwire2
      Target[062].Offset=-90,-330
      Target[062].Heading=0
      Target[063].Type=barbwire2
      Target[063].Offset=-127,-329
      Target[063].Heading=0
      Target[064].Type=barbwire2
      Target[064].Offset=-164,-329
      Target[064].Heading=0
      Target[065].Type=barbwire2
      Target[065].Offset=-201,-329
      Target[065].Heading=0
      Target[066].Type=barbwire2
      Target[066].Offset=-233,-301
      Target[066].Heading=40
      Target[067].Type=barbwire2
      Target[067].Offset=319,-257
      Target[067].Heading=310
      Target[068].Type=barbwire2
      Target[068].Offset=349,-197
      Target[068].Heading=309
      Target[069].Type=barbwire2
      Target[069].Offset=369,-147
      Target[069].Heading=308
      Target[070].Type=barbwire2
      Target[070].Offset=391,-96
      Target[070].Heading=307
      Target[071].Type=barbwire2
      Target[071].Offset=408,-47
      Target[071].Heading=270
      Target[072].Type=barbwire2
      Target[072].Offset=414,-7
      Target[072].Heading=270
      Target[073].Type=barbwire2
      Target[073].Offset=414,33
      Target[073].Heading=260
      Target[074].Type=barbwire2
      Target[074].Offset=402,66
      Target[074].Heading=250
      Target[075].Type=barbwire2
      Target[075].Offset=378,112
      Target[075].Heading=240
      Target[076].Type=barbwire2
      Target[076].Offset=356,156
      Target[076].Heading=240
      Target[077].Type=barbwire2
      Target[077].Offset=331,198
      Target[077].Heading=230
      Target[078].Type=barbwire2
      Target[078].Offset=305,242
      Target[078].Heading=225
      Target[079].Type=barbwire2
      Target[079].Offset=289,282
      Target[079].Heading=220
      Target[080].Type=barbwire2
      Target[080].Offset=266,317
      Target[080].Heading=210
      Target[081].Type=barbwire2
      Target[081].Offset=226,356
      Target[081].Heading=190
      Target[082].Type=barbwire2
      Target[082].Offset=197,357
      Target[082].Heading=0
      Target[083].Type=barbwire2
      Target[083].Offset=160,357
      Target[083].Heading=0
      Target[084].Type=barbwire2
      Target[084].Offset=124,357
      Target[084].Heading=0
      Target[085].Type=barbwire2
      Target[085].Offset=87,357
      Target[085].Heading=0
      Target[086].Type=barbwire2
      Target[086].Offset=50,357
      Target[086].Heading=0
      Target[087].Type=barbwire2
      Target[087].Offset=20,357
      Target[087].Heading=0
      Target[088].Type=barbwire2
      Target[088].Offset=270,-314
      Target[088].Heading=300
      Target[089].Type=barbwire2
      Target[089].Offset=308,-277
      Target[089].Heading=90
      Target[090].Type=barbwire2
      Target[090].Offset=334,-227
      Target[090].Heading=300
      Target[091].Type=barbwire2
      Target[091].Offset=359,-171
      Target[091].Heading=90
      Target[092].Type=barbwire2
      Target[092].Offset=379,-120
      Target[092].Heading=90
      Target[093].Type=barbwire2
      Target[093].Offset=405,-73
      Target[093].Heading=300
      Target[094].Type=pillbox
      Target[094].Offset=396,-21
      Target[094].Heading=270
      Target[095].Type=pillbox
      Target[095].Offset=381,80
      Target[095].Heading=270
      Target[096].Type=barbwire2
      Target[096].Offset=366,134
      Target[096].Heading=90
      Target[097].Type=barbwire1
      Target[097].Offset=345,177
      Target[097].Heading=90
      Target[098].Type=barbwire2
      Target[098].Offset=318,221
      Target[098].Heading=270
      Target[099].Type=barbwire2
      Target[099].Offset=298,260
      Target[099].Heading=300
      Target[100].Type=barbwire1
      Target[100].Offset=278,300
      Target[100].Heading=290
      Target[101].Type=barbwire2
      Target[101].Offset=247,339
      Target[101].Heading=270
      Target[102].Type=wall03
      Target[102].Offset=218,79
      Target[102].Heading=0
      Target[103].Type=af62tent_lg
      Target[103].Offset=216,45
      Target[103].Heading=90
      Target[104].Type=af62tent_lg
      Target[104].Offset=214,12
      Target[104].Heading=90
      Target[105].Type=af62tent_lg
      Target[105].Offset=211,-22
      Target[105].Heading=90
      Target[106].Type=wall03
      Target[106].Offset=218,-43
      Target[106].Heading=0
      Target[107].Type=wall03
      Target[107].Offset=237,-23
      Target[107].Heading=90
      Target[108].Type=wall03
      Target[108].Offset=237,12
      Target[108].Heading=90
      Target[109].Type=wall03
      Target[109].Offset=237,57
      Target[109].Heading=90
      Target[110].Type=barbwire2
      Target[110].Offset=-255,-272
      Target[110].Heading=60
      Target[111].Type=barbwire2
      Target[111].Offset=-270,-239
      Target[111].Heading=58
      Target[112].Type=barbwire2
      Target[112].Offset=-282,-212
      Target[112].Heading=65
      Target[113].Type=barbwire2
      Target[113].Offset=-294,-182
      Target[113].Heading=60
      Target[114].Type=barbwire2
      Target[114].Offset=-306,-153
      Target[114].Heading=80
      Target[115].Type=barbwire2
      Target[115].Offset=-316,-124
      Target[115].Heading=55
      Target[116].Type=barbwire2
      Target[116].Offset=-332,-89
      Target[116].Heading=60
      Target[117].Type=barbwire2
      Target[117].Offset=-348,-55
      Target[117].Heading=60
      Target[118].Type=barbwire2
      Target[118].Offset=-356,-28
      Target[118].Heading=80
      Target[119].Type=barbwire2
      Target[119].Offset=-363,3
      Target[119].Heading=80
      Target[120].Type=barbwire2
      Target[120].Offset=-371,35
      Target[120].Heading=90
      Target[121].Type=barbwire2
      Target[121].Offset=-372,71
      Target[121].Heading=100
      Target[122].Type=barbwire2
      Target[122].Offset=-369,90
      Target[122].Heading=105
      Target[123].Type=barbwire2
      Target[123].Offset=-353,119
      Target[123].Heading=125
      Target[124].Type=barbwire2
      Target[124].Offset=-340,138
      Target[124].Heading=120
      Target[125].Type=barbwire2
      Target[125].Offset=-316,168
      Target[125].Heading=130
      Target[126].Type=barbwire2
      Target[126].Offset=-298,198
      Target[126].Heading=110
      Target[127].Type=barbwire2
      Target[127].Offset=-282,242
      Target[127].Heading=130
      Target[128].Type=barbwire2
      Target[128].Offset=-248,273
      Target[128].Heading=140
      Target[129].Type=barbwire2
      Target[129].Offset=-231,306
      Target[129].Heading=50
      Target[130].Type=barbwire2
      Target[130].Offset=-215,322
      Target[130].Heading=330
      Target[131].Type=barbwire2
      Target[131].Offset=-180,333
      Target[131].Heading=0
      Target[132].Type=barbwire2
      Target[132].Offset=-153,336
      Target[132].Heading=0
      Target[133].Type=barbwire2
      Target[133].Offset=-115,337
      Target[133].Heading=0
      Target[134].Type=barbwire2
      Target[134].Offset=-78,337
      Target[134].Heading=0
      Target[135].Type=barbwire2
      Target[135].Offset=-41,337
      Target[135].Heading=0
      Target[136].Type=barbwire2
      Target[136].Offset=-25,337
      Target[136].Heading=0
      Target[137].Type=hwzsite01
      Target[137].Offset=19,-253
      Target[137].Heading=0
      Target[138].Type=hwzsite01
      Target[138].Offset=-35,270
      Target[138].Heading=0
      Target[139].Type=hwzsite01
      Target[139].Offset=2,272
      Target[139].Heading=0
      Target[140].Type=barbwire2
      Target[140].Offset=-219,320
      Target[140].Heading=90
      Target[141].Type=barbwire2
      Target[141].Offset=-295,217
      Target[141].Heading=90
      Target[142].Type=barbwire2
      Target[142].Offset=-265,260
      Target[142].Heading=120
      Target[143].Type=pillbox
      Target[143].Offset=-223,307
      Target[143].Heading=60
      Target[144].Type=barbwire2
      Target[144].Offset=-5,347
      Target[144].Heading=90
      Target[145].Type=barbwire2
      Target[145].Offset=-26,356
      Target[145].Heading=0
      Target[146].Type=barbwire2
      Target[146].Offset=-37,347
      Target[146].Heading=90
      Target[147].Type=pillbox
      Target[147].Offset=17,340
      Target[147].Heading=180
      Target[148].Type=M113
      Target[148].Offset=-22,268
      Target[148].Heading=0
      Target[149].Type=camonet
      Target[149].Offset=1,252
      Target[149].Heading=0
      Target[150].Type=Flag
      Target[150].Offset=38,57
      Target[150].Heading=0
      Target[151].Type=Aus_M113_ACAV
      Target[151].Offset=-215,-157
      Target[151].Heading=260
      Target[152].Type=bunker03
      Target[152].Offset=-269,-132
      Target[152].Heading=220
      Target[153].Type=bunker03
      Target[153].Offset=-250,180
      Target[153].Heading=320
      Target[154].Type=bunker03
      Target[154].Offset=316,149
      Target[154].Heading=40
      Target[155].Type=bunker03
      Target[155].Offset=319,-155
      Target[155].Heading=130
      Target[156].Type=FB Sign
      Target[156].Offset=-12,327
      Target[156].Heading=180
      Target[157].Type=FB Sign
      Target[157].Offset=31,-317
      Target[157].Heading=0
       
      Suggestions / problems please contact me at Combat Ace.
       
      Enjoy
       
      KRFRGE
       
      Feb 2011.
      288 0
    4. Allied Base Camp version 1.a (updated 20 February 2011)
       
      I added Hesco barriers around some of the billets.
       
      This is my third addition at creating good ground targets. My first two are the Infantry Outpost and Artillery Firebase.
       
      Tested in TW Series One games.
       
      Suggestions / problems please contact me at Combat Ace.
       
      Enjoy
       
      KRFRGE
       
      20 Feb 2011.
      228 0
    5. Combat Outpost Ver 1 October 2011
       
      This is my fourth attempt at creating good ground targets. The others have been: Infantry Outpost, Artillery Firebase and Allied Base Camp.
       
      This basically a friendly combat outpost that should fit in well on the Afghanistan terrain but can be easily used on any terrain.
       
      See the READ_ME for instructions.
       
      Suggestions / problems please contact me at Combat Ace.
       
      Dedicated to those currently serving!
       
      KRFRGE
      Oct 2011.
      467 0
    6. Currrently correct Texturlist file. Download includes only the tiles needed for "simple" version without complications of the Alpine biome attempted earlier.
       
      6000km in size and purely experimental, this map is the beginning of a long term terrain project that hopefully may generate some interest in classical era strategic air warfare.
       
      USE REQUIREMENT: Be complete Master of the Terrain Editor (TE)....well the map could be used in the game as-is to experiment with, and a few example SAC and PVO airfields are located in interesting locations although some (x > 2400km) don't show up correctly in KMD which was not made for this type of oversize map.
       
      As far as I know, TE by itself can generate a maximum size map of 4800km with four GTOPO30 DEM files. This map is made of several pasted smaller maps, thus allowing a larger size. The included terrain tiles (4km size) are development blanks -- solid colours -- which are required for visibility at full zoomed out views in Terrain Editor. Included are a working Texturelist file and only the needed 71 tile blanks.
       
      Both Texturelist and the CityList filenames begin with "0" -- a zero -- so they appear first in the tiny TE open file box.
       
      A 6000 pixel import map is included. But most simple is to just "open" the HFD file (called "Baikal"), or one may import the 6000 pixel bmp file.
       
      If importing, use this in TE ini file...
       
      [bitmapImport]
      HeightScale=41.5
      MinLandHeight=1
       
      Before importing, in the TE choose File-New and use the following values...
       
      Terrain Map Size 6000
      Texture Tile Resolution 4000
      Height Field Resolution 1000
       
      MANY thanks to Gepard for sharing this tip in the Brain Base terrain tutorials ~> http://forum.combatace.com/index.php?showforum=191
       
      The 6000 pixel bmp was developed by importing many GTOPO30 DEM files at 25% height scale, then exporting them each at the TE default's 10, then importing the final cut-n-pasted 6000 pixel bmp at height scale of 41.5. This results in 456m height for Lake Baikal which is my reference, and allows a few Himalaya peaks nearing 8800m.
       
      The 4km textures and 1km height field scale are double SF standard, resulting in some loss of terrain detail but the great advantage is a reasonable map size on hard disk and in game loading. A standard detailed map is easily possible, but at four times the size -- a whopping 275MB HFD file. Also, a vastly higher horizon distance can be used without performance loss. I'm currently running 250km horizon distance with an old ATI-9200 video card.
       
      Ideas for terrain tileage came from World Biomes website ~> http://www.blueplanetbiomes.org/world_biomes.htm
      725 0
    7. This is purely experimental, rather deep, and is a first attempt at roughly modelling a moving warm front.
       
      This project is off the deep end and assumes success in setting up the cirrus mod here ~> http://forum.combatace.com/index.php?autoc...p;showfile=6567
       
      The different types of clouds almost cover a standard size 1000km map. I try to have the clouds evolve to the storm area in the following manner...
       
      Cirrus in clear skies.
      Cirrocumulus in clear skies.
      Cirrostratus filling out the sky.
      High altostratus covering the sky.
      Low altostratus covering the sky.
      Low large puffy dark clouds in the storm area (I call it "stratus" but its not really stratus).
      Rapid clearing behind the front (assume fast cold front).
       
      For "stratus" and altostratus, I use the Smoke3 and Smoke4 tga files which are NOT in the ThirdWire sims. They can be found in older Bunyap Weapons packs.
       
       
      I hopefully will be discussing ideas about this at the ThirdWire thread here, probably starting page 7...
      ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...e1544904e1856b4
      490 0
    8. Updated aurora 2.0 completely replacing previous versions, hopefully with better instructions and a deeper understanding of how these effects work. There are now two methods of aurora creation:
       
      (1) A terrain target object that generates aurora effects. This was derived from the stock power plant generator and the smokestack effect.
       
      (2) A moving ship that generates aurora effects during ship motion. This was derived from the stock Tanker ship and the ship movement effect.
       
      The aurora are vertical hanging sheets -- vertical sprites -- at roughly correct height and colours, and these can be changed easily. Red only and green only also look great. The aurora images or "particles" fade into and out of view in about 20 seconds -- speed up game time to see a most pretty thing. This effect was made for my new 6000km strategic map, but can be used in any standard size map. Other aurora ideas will be covered at the ThirdWire thread below...
       
      page 6 ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...=a&start=40
      214 0
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