SF/WO* Object Mods
Sub Category
Non-aircraft add-ons and modifications
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Terrain high resolution improvements
By wingwiner
These two mods are flat objects, that can be used as terrain improvement. These flat ( plain ) objects have high resolution textures typical for industrial / built-up areas.
It looks like roads, sidewalks and grass plains. You can put it anywhere you want to improve your target area with buildings.
Read all txt files included before you use it !
For Strike Fighters 1
( not tested on another Strike Fighter sims )
132 downloads
0 comments
Submitted
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Military Airfield
By wingwiner
Medium Airfield : runway and airfield buildings. New all models and textures. Read included info file before use it. For Strike Fighters P1.
If you want to have a night-lights for this airfield use as AIRFIELD_Radom.INI file use mod by "krfrge" : in second ZIP file !
387 downloads
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Night lights for Airfield Radom ini file
By wingwiner
This is updated AIRFIELD_Radom.INI file by "krfrge", with lights for my Radom airfield. Just unpack and copy the ini file to your terrain directory, and overwrite older ini file !
Very thanks to krfrge !
73 downloads
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43 buildings for SFP1
By wingwiner
Pack of 43 civilian buildings for terrain maps for Strike Fighters P1. High quality, photorealistic textures, all destroyable. Lets build cities and villages. All models are free, you can free modify and publish my models. If any textures are missing send me a message.
566 downloads
0 comments
Updated
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WDR combat vehicle
By wingwiner
WDR CAR - this is fictional, my own project combat car with medium gun.
For Strike Fighters P1. Check the gun type and gun range before using.
82 downloads
0 comments
Updated
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blocks of flats
By wingwiner
Two types of blocks of flats - Polish 70`s style buildings. With photo-textures photographed in my city. The sample target area ( housing ) included.
156 downloads
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M113 Fighting
By wingwiner
This is a mod of oryginal Strike Figters 1 M113 vehicle. It has a working new gun, some changes in model, and new textures.
139 downloads
0 comments
Updated
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"Ratel" armoured carrier.
By wingwiner
Ratel armoured carrier. Please use olny the gun described in included txt file !
134 downloads
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Factory Plant for StrikeFighters
By wingwiner
Factory Plant - buildings and constructions, with ready to use target area. For Strike Fighters P1.
249 downloads
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NatterSam
By RAVEN
Natter (Viper) Sam Site For (BOB V1.4 By Gepard) 06/08 Patch Level.
This Mod adds a Ba_349B Natter (Viper) Site to the BOB terrain [TargetArea164] Name=Freya.
To install: /// BACKUP THE "Battle of Britain_targets.INI AND THE "Battle of Britain_TYPES.ini"//////
Note!! All Object/Weapons 'NationsNames' are set to 'SOVIET' They need to be set to your BOB Install's AXIS NationName!!!
Unzip:
For 06 patch: Add the Objects foldercontens of the 'Add to BOB Terrain' folder to the 'Battle of Britain'folder, Objects to the Objects folder ,Weapons to the Weapons folder.
Add Weapons using the 06 weapons editor.
--------------------------------------------------------------------------------------------------
For 08 patch: 08_.ini are in the '08_Patch Data' folder and weapons require the 08 weapons editor.
Also Radar Will Track (Rotate) at 08 patch level.
-------------------------------------------------------------------------------------------------
Item's ( Models) inclued:
Ba_349BL Ba_349B Launcher 'Sam Launcher'
Nat349B Ba_349B Natter 'Sam'
Dora39T FuMG 39T Dora 'Sam Radar'
FuSE_65 FuSE 65 Würzburg-Riese 'Sam Radar'
Freya451 FuMG 451 Freya Flamme 'EWR Radar'
Freya Köthen FuMG 41G Freya Köthen 'EWR Radar'
Destroyed Models.
Templates
.
New Battle of Britain_targets.INI
New Battle of Britain_TYPES.ini
From EAW Terrain: I don't know who made these , But thankyou.
af6barackC.lod
af45radioant.lod
af46radioantbldg.lod
------------------------------------------------------------------------------------------------
Mod needed for additional items used in this mod:
http://combatace.com/files/file/14273-ba-349b-natter-viper-launch-site/
These Item's are already added to the _Types.ini
------------------------------------------------------------------------
BOB Terrain:
http://combatace.com/files/file/5203-battle-of-britain-terrain-version-14/
-------------------------------------------------------------------------------
!!!Special Note: This Mod will not work unless the 'Original Freya' is removed form the "Objects Folder'.
------------------------------------------------------------------------------------------------
Credit’s:
TW
3D Models, Textures Myself
BOB Terrain, Gepard (Original Readme included)
Target Data, Wrench (and the Legal BS)
This is freeware; it CAN be distrubuted if the original readmes and all other pieces of the package remain intact.
The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes.
This package may NOT in any way, shape or form be used in any payware additions.
Raven
10/08/13
105 downloads
0 comments
Updated
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Ba_349B Natter (Viper) Launch Site
By RAVEN
Ba_349B Natter (Viper) Launch Site
Terrain target objects for any WWII ETO terrain.
Unzip and drop the contents of the ‘Add to Terrain’ folder into a Terrain folder then add data to the Targets.ini and Types.ini files. I have supplied ‘Reference Data only’.
-----------------------------------------------------------------
Zip includes:
4 Ba-349B Natters.
1 on a Trailer.
1 on Trailer with a T-20 Komsomolets armored tractor (Captured).
1 Engine maintenance and repair station.
1 Field type Pinepole launch gantry.
And Destroyed models for each.
Templates.
Credits:
Models, Textures Myself
Legal BS: By Wrench
This is freeware; it CAN be distrubuted if the original readmes and all other pieces of the package remain intact.
The names of all contributors, modders, suppliers, etc =MUST= be listed in any new readmes.
This package may NOT in any way, shape or form be used in any payware additions.
Raven
09/22/13
88 downloads
0 comments
Submitted
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F-106A Landing Lights
By Cliff7600
This is a new data.ini file for Pasko's F-106A Delta Dart adding landing lights.
Tested with WOE
Thanks Pasko, Kesselbrut and Column5.
Cliff11
123 downloads
0 comments
Updated
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A-12 Avenger II Lights (How to add to the data.ini)
By Cliff7600
You will find the few lines you have to add to the A-12_DATA.ini for navigation and landing lights.
You will have to add the lines yourself ; it's not practical but the data.ini may have been modified already.
Just copy the lines and don't forget to change the XXX to the accurate number.
Modify this file as you wish, but don't use it for any payware!
Cliff11
91 downloads
0 comments
Updated
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Mirage IV A alternate data file
By Cliff7600
This is an alternate file for the Mirage IV A previously released by Veltro2K.
Credit goes to him : )
The original 3D model is not available anymore!!!
so => Don't download this file
...unless you're a dinosaur and already have the damn LOD
First, back up the original data file
then, read the readme
This is an updated file, better than the previous one (lol)
- Landing gears and fuel tanks are almost ok.
- New flight model, tested on WOE 06 & 08.
Freeware only, not to be sold in any way!
230 downloads
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Rafale lights and airbrakes
By New Guy
Just a .ini edit containing lights and airbrakes for Dev A-Team Rafale BETA. The airbrakes are my creation though, so it wouldn't be exact accurate.
*Tested in WOV only*
Have fun! -New Guy-
269 downloads
0 comments
Updated
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Soft targets for Wings Over Africa
While working on some new campaigns for Wings Over Africa, I have examined many detailed orders of battle for ground units and sub-units. And always in search of ultimate accuracy, I have realized that several of these units, even at division-level, couldn't honestly be materialized on this dusty battlefield with any of the many tanks, SP guns, or even armoured cars provided with the mod. Lacking armour and engines, these units should be definitely classified as 'soft' targets. Yes, that sort of targets that allow pure fighters even carrying machine-guns only to enrich their score anyway, besides...
Needless to say (safe for credits and acknowledgements), this work is an adaptatation from Kesselbrut's famous mod providing infantry squads and AT guns crews as 'soft' ground objects. Some files and several skins come from Heck's work for First Eagles, a handful of other skins come from various other objects, sometimes with my own graphical modifications. Proper credits and links are given in the ReadMe file. These new infantry objects will be required for a couple of new campaigns for WoA that I plan to deliver soon.
142 downloads
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Soft targets for Wings Over Russia
While working on some new campaigns for Wings Over Russia, I thought it could be a good idea to transpose into the infinite plains of Mother Russia my former mod providing infantry objects for Wings Over Africa – and thus, to hand over soft targets to be strafed by your Shturmoviks and Jabos. Here you will find Soviets and Germans, but also Romanians, Hungarians, Italians, Poles and Finns: actually, several of the enclosed units are linked to Eastern battlegrounds not included at the moment in Wings Over Russia (Poland in 1939, Finnish Winter & Continuation Wars, Danubian Europe 1944-45...); but I still hope that in some future they will be!
Once more, this work is an adaptatation from Kesselbrut's famous mod providing infantry squads and AT guns crews as 'soft' ground objects (with some files and skins from Heck's work for First Eagles, a handful of other skins from various other objects, and my own tweaked graphical modifications). Proper credits and links are given in the ReadMe file.
93 downloads
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Tiran Pack(israeli T-54, T-55, T-62)
By Gepard
Tiran Panzers
*****************
----------------------------------------------------------
I. HISTORY
In the 6 days war Israel captured hundrets of egyptian and syrian T-54 and T-55. In opposite to the common trevia the Israelis accepted this panzers as good, reliable and powerfull vehicles and used them under the designation Tiran in the IDF. Tiran1 were the T-54 and Tiran2 the T-55.
Tiran panzers proofed very successfull in Yom Kippur war. For instance: the war deciding israeli panzer attack at Sinai was launched by Tiran vehicles. The major plus point of the israeli Tiran over their arab counterparts was the superior crew training. While arab crews were only able to fire from stand the israeli Tiran crews were able to fire while moving. Arab crews needed 20 -30 second for a aimed shot. Iraeli crews needed 15 seconds. The difference seems to be not much on the first view, but it is deciding.( Mind experiment: 10 egyptian T-55 and 10 israeli Tiran2 detect each other at the same time at a range of 1.800 meters, the israelis will fire after 15 seconds. At this range the hit chance of the vehicles gun (D-10TS) is 2/3 = 66,666% What means, that after the first israeli salvo only 3 to 4 egyptian tanks survive. If the egyptians fire 5 - 10 seconds later they will hit 2 - 3 Tiran. 7 - 8 surviving israeli tanks will shoot back and will kill the rest of egyptian tanks with the next salvo)
During Yom Kippur war israeli forces captured further T-54, T-55 and T-62. The later ones were pressed in service under designation Tiran3. Modernised T-62 with 105mm gun L-7 got the designation Tiran 6.
+++++++++++++++++++++++++++++++++++++
II. CREDITS:
The models itself are made:
~~~~~~~~~~~~~~~
by TK
and only the small ini edit are made by me.
----------------------------------------------------------
III. INSTALLATION:
-1. Unzip all files into your objects/groundobject folder.
Thats it
----------------------------------------------------------
IV. REMARKS
For remarks, comments, bugs, etc please use the forum or send me a PM.
-------------------------------------------------------------
V. IMPORTANT!!!!!
The Tiran Pack is FREEWARE. COMMERCIAL USE IS NOT ALLOWED!
------------------------------------------------------
Hope you enjoy it.
Michael (Gepard)
Made in Germany
December 2010
233 downloads
0 comments
Updated
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Infantry Outpost
By krfrge
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.
251 downloads
0 comments
Updated
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Artillery Firebase
By krfrge
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.
287 downloads
0 comments
Updated
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Alled Base Camp
By krfrge
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.
227 downloads
0 comments
Updated
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Combat Outpost
By krfrge
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.
466 downloads
0 comments
Updated
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**UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects
By Lexx_Luthor
Update 1.3 fixes a titanic blunder in 300kt late cloud effects -- the flat clouds spread across the map at weapon detonation, which is badly wrong. More in the update details section below. The B-47 screenshot shows 300kt late cloud effect as it should be.
Updates 1.1, 1.2, and 1.3 are listed at the bottom of this page.
Included are nuclear weapon grafix effects from the initial double peak pulse to simplified late cloud development, and most major things in between, spanning a time of about 1/20 second to several hours, depending on yield. No weapons are included, but only visual grafix to be set up for use by your weapons.
Surface targeted warhead effects (for bombs, ASMs) are modelled for 3kt, 30kt, 300kt, 3Mt, and 30Mt. Low airburst only -- see the weapondata "Add To" file.
AAM and SAM airburst effects are modelled for 300t, 3kt, 30kt, 300kt, and 3Mt.
** The latest Bunyap Weapons Pack is required for the use of two grafix files contained in that pack -- the SMOKE3 and SMOKE4 tga files . This pack is found here at the CombatAce.
As the sim does not yet support physical nuclear explosive effects, use conventional high explosives and experiment with very high warhead powers. The Weapon Editor can use exponential notation, and 1E+11 is a good start for experimenting with physical yields.
PROJECT USE PRE-REQUISITES:
(1) Know how to work the sim's conventional weapons and the Weapon Editor. This editor and some basic tutorials are found here at the CombatAce.
(2) Know how to work the Cat Extractor to extract several encrypted text files for editing. This extractor is found here at the CombatAce.
This project is designed and optimized for gameplay of hypothetical early Cold War era strategic strike and air defence operations on a massive scale, and will require a few simple, but very profound, adjustments to the sim to work well. One example why: Visible ranges to grafix effects can approach 1000 kilometers, and in one effect, far beyond.
This project works with the stock original game fully patched. However, this project was designed with the author's personal Environmentsystem file and a CRT monitor. I have no clue what this project's effects look like on LCD monitors during day or night missions.
Possible future tweaks, possible bugg fixxes, discussion of modeling methods, answers to questions, improving the effects and their ease of use for others, and discussion of what is being modelled can be found at the ThirdWire webboard at the link below.
ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3970
--------------------------------------------------------------------------------------------------------
*UPDATE 1.1 CONTENTS*
Fixed some faults in the KT/MT FireBall to HighCloud-1 transitions, especially for KT030.
All Pulse and SkyGlow emitters are set to 50% larger in the effects text files (no changes were made to any tga grafix files).
Tweaked some Visibility Distances.
Tweaked some later HighClouds for KT/MT effects.
Made FireBall particles turn a more deep red near the end of their lifetime. Too red? Tell at the ThirdWire thread.
Set the FlightEngine.ini's FarClipDistance to 5000000.0. This fixes bad flickering of large yield SkyGlows seen from very long distances.
Doubled the rate of GroundCloud emission.
And, a few other minor tweaks I don't recall right now.
Additional modding tips in the Install text file.
--------------------------------------------------------------------------------------------------------
**UPDATE 1.2 CONTENTS**
Removed all files for my personal Enviro mods, as the New Sun effect did not seem to work properly when I recently patched up to the latest
Patch (new sun caused black hole in the sky for example). Enviro mod and *new* new sun and star effects will have to be offered seperately
for better download support. This has taught me a lesson to be fully Patched with everybody else before releacing any mods.
I seemed to have found that the sim's custom Effects Details grafix option must be set to MEDIUM or HIGH. At the LOW setting, some
important nucular effects will not show.
Fixed a minor but potentially confusing Flight Engine file instruction regarding FarClip distances.
-------------------------------------------------------
**UPDATE 1.3 CONTENTS**
Fixed a devastating error in the KT300 flat clouds that I failed to catch. I had it working fine, but used the KT300 flatclouds to "experiment" with the flat layers as general weather clouds spread wide across the map, and becoming visible just after weapon detonation. I "forgot" to change it back to normal before uploading at CombatAce. This was sloppy. It works correctly now...I think.
1,794 downloads
0 comments
Updated
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*update* v1.11 Siberian Sky -- Experimental 3-D Rocket Exhaust
By Lexx_Luthor
*** Note added August 2013: Decrease the particle generation rate in case of slow flying launching platforms, such as helicoptors or WW2 fighter bombers, to avoid too high density of smoke particles which look bad.
**
June 2010. Updated to include the ancient Smoke3.tga. I had always thought this was game stock. I was wrong. Somebody, I don't know who, made the Smoke3.tga for the old Weapons Pack but that pack seems not used much today. So I include it now, finally.
**
I'm using 7zip as file compression. I first saw it at Column5's Cold War downloads pages, so I tried it and love it.
7zip ~> http://www.7zip.com/
This project is part of a planned series of grafix effects that may be used in an attempt to simulate classical era strategic strike/interception (Siberian Sky).
In 3D Rocket Exhaust, large numbers of 2D images combine to form 3D flame and smoke trails. The goal is immersive smoke/flame seen from the cockpit, and long range visibility of flame (night) and smoke (day). There can be a cpu performance hit with large numbers of missiles firing off within the defined MaxVisibility distances. Description, development, limitations, and possible employment or improvements of this and future grafix effects are at the ThirdWire webboard thread below...
ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4964
PROJECT USE PRE-REQUISITES:
(1) Know how to work the sim's weapons and the Weapon Editor. This editor and some basic tutorials are found here at the CombatAce.
(2) Know how to work the Cat Extractor to extract encrypted text files for editing. This extractor is found here at the CombatAce.
-----------
V 1.11 has Smoke3.tga included.
V 1.1 has...
(1) One additional step smaller rocket exhaust effect, and two effects for smaller unguided rockets -- U1 and U2 are made with greatly reduced particle density in expectation of large rocket volleys.
(2) Better naming system .... R1 (the new smallest effect) to R8 (the old R7 of v1.0).... also U1 and U2.
(3) Hopefully better instructions.
2,108 downloads
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