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Non-aircraft add-ons and modifications

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    1. Terrain high resolution improvements

      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

         (2 reviews)

      0 comments

      Submitted

    2. Military Airfield

      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

         (3 reviews)

      1 comment

      Updated

    3. Night lights for Airfield Radom ini file

      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

         (0 reviews)

      1 comment

      Submitted

    4. 43 buildings for SFP1

      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 reviews)

      0 comments

      Updated

    5. WDR combat vehicle

      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 reviews)

      0 comments

      Updated

    6. blocks of flats

      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

         (5 reviews)

      5 comments

      Updated

    7. M113 Fighting

      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

         (3 reviews)

      0 comments

      Updated

    8. "Ratel" armoured carrier.

      Ratel armoured carrier. Please use olny the gun described in included txt file !

      134 downloads

         (3 reviews)

      3 comments

      Updated

    9. Barracks

      Barracks - the target area with new building types.

      173 downloads

         (1 review)

      3 comments

      Updated

    10. Factory Plant for StrikeFighters

      Factory Plant - buildings and constructions, with ready to use target area. For Strike Fighters P1.

      249 downloads

         (4 reviews)

      3 comments

      Updated

    11. NatterSam

      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 reviews)

      0 comments

      Updated

    12. Ba_349B Natter (Viper) Launch Site

      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

         (1 review)

      0 comments

      Submitted

    13. F-106A Landing Lights

      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 reviews)

      0 comments

      Updated

    14. A-12 Avenger II Lights (How to add to the data.ini)

      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 reviews)

      0 comments

      Updated

    15. Mirage IV A alternate data file

      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

         (1 review)

      1 comment

      Updated

    16. Rafale lights and airbrakes

      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 reviews)

      0 comments

      Updated

    17. 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

         (0 reviews)

      3 comments

      Updated

    18. 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

         (1 review)

      1 comment

      Updated

    19. Tiran Pack(israeli T-54, T-55, T-62)

      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

         (1 review)

      0 comments

      Updated

    20. Infantry Outpost

      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 reviews)

      0 comments

      Updated

    21. Artillery Firebase

      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

         (1 review)

      0 comments

      Updated

    22. Alled Base Camp

      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 reviews)

      0 comments

      Updated

    23. Combat Outpost

      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

         (1 review)

      0 comments

      Updated

    24. **UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects

      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

         (6 reviews)

      0 comments

      Updated

    25. *update* v1.11 Siberian Sky -- Experimental 3-D Rocket Exhaust

      *** 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

         (3 reviews)

      5 comments

      Updated

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