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SF/WO* Object Mods

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    1. This is the first of several packages aimed at giving many of the older WW2 birds some 'bullet holes' when they get hit.
      Included in this set are "_Holes.tga" for the following aircraft:
       
      -Dev A-Team Aircraft:
       
      Hurricane series
      Spitfire series (to Mk 8 & Seafire 1 & 3)
      Ju-88 series
      Ju-188
      Beaufighter series
      Beaufort & Ki-48 'Lilly'
      SM-79
      Bf-110 series
      Me-262
      Me-262B
      Blenhiem series
       
      -Wolf257 Aircraft:
       
      Bf-109 (F & G models)
      F4U-1 Corsair (includes other variants)
      FW-190
      Ki-27 Nate (version2)
      Ki-43 Oscar
      Ki-21 Sally, Ki-57 Topsy
      P-38 Lightning series
      P-39 Airacobra
      P-40B series
      P-47D-20 Thunderbolt (razorback)
      P-47D-25 Thunderbolt (bubble canopy)
      P-51A/B Mustang
       
      The only problem I forsee, is that Wolf's aircraft are not available for general usage anymore. If you have them, this set is for you. If not, you have my apologies.
       
      Also included is a repainted stock seat for pilot usage, and instruction on how to add it; complete with the data to be added to the aircrafts data ini.
      This is a fairly detailed readme -- SO READ IT!!! There are EXTREAMLY important details in there!!!
       
      Enjoy!
      Wrench
      Kevin Stein
      271 0
    2. Mod for First Eagles. Add more realistic head movement to your cockpit. With this mod you will move around in your cockpit from g forces and plane movement reactions. The stall shake is also much more violent now.
      650 0
    3. Multiple Aggressor Pilot skins by Diego
      608 0
    4. This adds landing lights to the flyable aircraft for Wings Over Europe patched up to v08.30.06.
       
       
      It includes landing lights for the following aircraft.
       
      A-10A, AV-8A, F-4C, F-4D, F-4E, F-4F, F-4M, F-15A, F-100D ,F -105D , HarrierGR1 ,HarrierGR3 & Hunter FGA Mk.9.
       
      I have done the best I can with the light positioning especially with some of the aircraft that don’t have their landing lights modelled such as the A-10A but they look close enough and have the desired effect any way.
       
      Update v1.1 20.11.06
       
      Landing Light for the Hunter FGA Mk.9 now included.
       
       
      Enjoy
       
      SF
      919 0
    5. Landing/Taxi/Position lights for all Phantom variants...
      ********************************
      Install instructions included...
       
      Some of these were already done by their authors,,i just went over each one,tweaked & added some lights..
       
      Thanks to Russo Uk for the original Landing Lights fix....
       
      Thanks to all the artest who made the Mighty Phantoms...
      656 0
    6. [Note]
      This mod replaces an earlier version by adding approach and airfield lights for the large two-runway airfield (Airfield3). This update can be used in place of that earlier one as it also incorporates the lights for Airfield's 1, 2 and 4 in WOE.
       
      [Acknowledgement]
      The approach lights in this mod are the mostly the work of Sidewinder, Piett and Eightlein. With the exception of Airfield3 (see below), I simply ported them into WOE. I have also based my Heli-pad on the previous excellent work of Eightlein. My thanks to them for their previous hard work.
       
      Credit where credit is due. :-)
       
      This mod introduces approach lights and anti-collision lights to WOE's airfield 1, 2, 3 and 4 air bases. Basically, all of the friendly airbases in WOE. The anti-collision lights are defined for all the tall buildings and structures around the airfield.
       
      There are two layouts for Airfield 1 (just to be awkward) so I've modified the GermanyCE_targets.ini file to point each Airfield1 reference at it's correct layout file containing the lighting information.
       
      Airfields 2 and 4 use the same layout as Airfield 1 Layout 2, so it was simple to port across everything but the tower lights (see below) for their use.
       
      Airfield 3 represents the most work I've put into this mod due to the sheer number of lights it contains and also that the version of the previous work I downloaded (done by Sidewinder and Piett) had some bugs I wanted to fix. Airfield 3 now has approach lights for all four runways. Also, I've cleaned up the taxiway lights, removed some spurious lights that were incorrectly placed on the centre of the main runway and completed the taxiway lights at the end of runway 06/24 which were partly missing in the version I downloaded.
       
      Airfield 4 has two layouts, based on Layout 2 and a new one, Layout3. In Layout 3 the tower is a new structure and in a different location (i.e. next to the ramp). The Tower4 ground object is used on some bases instead of the normal stock Tower1 ground object. Again, for Airfield 4 I've modified the GermanyCE_targets.ini file to point each Airfield 4 reference at it's correct layout file containing the lighting information.
       
      [More Info]
      Adding QRA sheds is simple and two examples are included for each type of Layout (For Airfield 1 Wildenrath for Layout 1 and Diepholz for Layout 2, and for Airfield 2 it's Freiburg. Airfield 4 uses Lahr for Layout 2 and Hahn for Layout 3). For QRA-enabled airbases simply point the air base's GermanyCE_targets.ini entry at the _QRA.ini version of the Layout ini file.
       
      For Airfield 3 I've decided to add QRA sheds as standard to all Airfield 3 airbases. This is because I think that these bases warrant such facilities. QRA sheds are at the end of runways 36/18 and 06/24. Heli-pads are also included on the North and South ramps for Airfield 3.
       
      See here for screen shots:
      http://bbs.thirdwire.com/phpBB/viewtopic.php?p=19180
       
      and also here for additional screen shots of Airfield 3
       
      http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3293
       
      The list of additional lights for both types of layout is:
       
      Tower1, Tower2 and Tower 4
      Fueltank1 & Fueltank2
      Hangar1, Hangar2 & Hangar3
      Bunker1 & Bunker2
      Watertower
      ASR (radar)
      ShelterA (used for ramp and QRA sites)
      I've also include a Heli-pad for each layout.
       
      Each building or structure contains at least 1 anti-collision red light (in some cases up to 4 lights) and hangars also contain flood lights facing the ramp area.
       
      This mod certainly makes the home airfield's easy to spot from a distance. The red lights are on all of the time, with the other lamps and flood lights coming on at dusk and switching off after dawn. Approach lights are also set on all of the time. QRA lights are always on -- those guys don't ever sleep!
       
      Hope you like these mods. Kind regards,
       
      Paul T (PNT/comrpnt/Nazgul) :-)
      1,283 0
    7. This is an update to the original posting.
       
      Inspiration for this work came mostly from extending the excellent approach
      lights mod from Sidewinder86 (See here) and also reading up on Eightlein's details on lighting various airfield structures (here). I've extended that work and applied it only to Da Nang.
       
      Also see here for details on static/parked aircraft for Da Nang and installing the QRA sheds at the North end of the airfield.
       
      [update Info]
      I noticed that this mod makes heavy use of the ground object modifications I had included in my earlier 'statics' postings. For Da Nang that's fine, but, for all other fields in WOV that use Airfield_1 the lights would still appear, and that looked just plain weird. I've corrected this dependence with this update so you can have the lights only apply to one field.
       
      The extra lights entries detailed in this mod all live in a new file called VietnamSEA_Airfield1_DaNang.ini. This file is referenced from the existing "Da Nang Air Base" entry in the VIETNAMSEA_TARGETS.INI file. Simply change this entry to read the following:
       
      [TargetArea091]
      Name=Da Nang Air Base
      ...
      AirfieldDataFile=VietnamSEA_Airfield1_DaNang.ini
      ...
       
      The new extra lights in this mod illuminate all of the tall buildings and structures in the airfield vicinity:
      - ASR Radar dish
      - QRA Sheds (internal flood lights and external anti-collision lights)
      - Fuel tanks
      - Ramp fuel store
      - Ramp Hangars (external flood lights and anti-collision lights)
      - Heli-pad for RAF Rescue SH-3
      - Water tower
      - Bomb dumps
      - Control Tower
       
      This mod has only been tested with WOV but with some modifications this mod can be applied to SFP1. If the layout of Airfield_1 is the same then simply changing the names accordingly will enable SFP1 to pick up the changes.
       
      See the following forum entry for screenshots of the changes defined below: (http://bbs.thirdwire.com/phpBB/viewtopic.php?t=2798)
       
      I hope you like them.
       
      Regards, P.T. :-)
      677 0
    8. The F-4 'tomb' is one of my favorite planes and having recently seen some photos of RAF F-4s at night I thought that the previous excellent work of Eightlein and others could do with a tweak here and there.
       
      This mod is my attempt to add or amend the current F-4 lights to match what I saw.
       
      Hope you like it. Regards, Paul T. (comrpnt) :-)
      235 0
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