123 files
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SF2 Korea Terrain (V3)
By Wrench
Korea Terrain (V3) for SF2
== For SF2, Full 5 Merged, @ July 2012 Patch Level, -ONLY- ==
* Note: while this terrain references the GermanyCE.cat for terrain objects, it =MUST= be used in the SF2NA (or Full-5 Merged) environment. Use in any other type of install is at the End Users risk, as carrier operations have some 'oddities withou the necessary SF2NA coding. No support is/will be available for those End Users withOUT SF2NA. It it also supremly reccomended (read: required!) that you have SF2I's Expansion Pak 1, as several of the aircraft (soon to be) supplied WILL be needed for historik 1950s usage. SF2V is also required for it's Skyraider. If you do NOT meet these requirements, you download this at your own risk. It is also probable, that without heavy editing, this terrain MAY NOT WORK in 1stGen SF/Wo* game installs. *
This is a higly detailed terrain, with many new custom tiles and TODs. Due to the large number of terrain and ground objects used, you may experience exceptionaly long loading times. It has been fully tested in a Full-5 merged SF2 install, at the July, 2012 patch level (meaning: both a stand-alone KAW-centric game install, and with the terrain in SF2NA).
This is the terrain you've all been waiting for --
This is the KAW "Korea" terrain. It replaces any and ALL other versions of this part of the world you may have; this is likely the most accurate terrain EVER released for the Third Wire series.
While designed with the Korean War in particular mind, like all my other terrain mods, it has a full 100 Year Operations Span , allowing for use well into Modern Times. This is a Full 4-Season terrain, with all the various tiles and terrain objects requred.
However, it IS HIGHLY suggested you create a seperate KAW mods folder built from the SF2NA exe, as this terrain makes use of NA specific coding for carrier operations via the water bmp. There are 2 "CV Zones" on the map, in their semi-historic locations; Yellow Sea and Sea of Japan. This terrain also makes use of the LimitedNations=TRUE statement, locking in regional participants. And yes, as expected, there ARE Easter Eggs.
When building you KAW Mods Folder, you are advised to leave all the stock items intact, due to the Year Spread, and when the other 1950s KAW Parts are released, simply add them. It is vitally important to use ONLY the era-specific ground objects I'll be supplying!! Of course, adding SAMs the NK's have and their associated radars, and HAWK units is also important! So, feel free to add those AD or Ground units that fit this particular region.
GroundObjects included in this pak are very limited; in fact, some you may have already. The full KAW GO, Weapons, Pilots and other items will be released as soon as possible. With the exception of some aircraft; they'll be along as soon as they're done. In the meantime, there ARE plenty era-specific aircraft downloads at CA to keep you happy for a short while
Geophysical Disclaimer: some rivers and other water features may not follow their Real Life courses, be placed in their Real Life locations, or exist at all. Several cities and other physical features, including target areas, will also fall into that classification. Some target areas (cities, etc) exist only as named places, with no strategic or tactical values. Just someplace to fly over. Also, the targeting in Japan is exceptionally minimal -- this was done purposfully to reduce the chance of Enemy Aircraft showing up far beyond their operational ranges over the Home Islands. If necessary for 'later year' useage, this can be expanded as needed (what with all those superdetailed F-104J and F-4EJs available, to say nothing of JASDF Sabres in the download section).
As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended (ie: REQUIRED!!!) you read the document through after unzipping, but BEFORE installing. As always, the Notes and Other Nonesense section may make for entertaining reading.
It's also VERY IMPORTANT to read the Legal Statement at the bottom, as it reflects changes in policy to ALL my terrain works.
Happy Landings, and Good Hunting!
wrench
kevin stein
-for the KAW Team
3,933 downloads
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Angola/South West Afrika Full terrain With REDONE Campaigns
By Spudknocker
Campaigns Updated! Units updated and fictional campaign issues fixed... A few sample Angolan MiG skins added! More available here at CA!
Full and Final Angola and South West Afrika terrain! Also includes a few different campaigns set throughout the border war period and after.
Menu screens to fit the SAAF Theme they make the name of the Sim, Strike Fighters 2 The Last Domino, after the famous SADF documentary...
Also includes working FAPLA Mi-8 and Mi-24, as well as an Impalla Mk2 Stand in and Alouette III for the SAAF.
Ground objects from Tiospilotos have also been included so that AAA and SAMs will show up on your install.
This terrain is a Massive terrain covering most of South West Afrika with the Caprivi Strip, as well as Almost all of Angola as well as much of Botswana, some of Zambia and a small portion of the Congo. It is meant to cover the entirety of the Border War Conflict between FAPLA, SWAPO and the SADF, UNITA and SWADF. The Terrain covers many types of environments from the Skeleton Coast to the wetlands to the great plains and Bush of Ovomboland. This is meant to be a truly African terrain to fly the assortment of South African Air Force birds available here at CA.
Credits: Stratos, Ludo.m54, Jeanba, Pualopanz, Coupi, recently me Spudknocker and even more recently tiospilotos.
Here are links to all required aircraft thanks to Emp_Palpatine...
Cheetah_E, Cheetah_C, Mirage3R2Z, Mirage3EZ, Mirage3CZ : http://combatace.com...-d-e-superpack/
MF-1AZ http://combatace.com...6-mirage-f-1az/
MF-1CZ http://combatace.com...8-mirage-f-1cz/
MF-1CZ Late http://combatace.com...age-f-1cz-late/
Buccaneer-Mk50_1980 http://combatace.com...0-saaf-for-sf2/
CanberraBI12_Late http://combatace.com...saaf-canberras/
Angolan Flogger skins in Flogger super package
A note on campaigns- You may want to fly in Medium flight model mode due to the high altitude of the terrains and the limits of the SF2 AI system
Happy Terrorist Hunting!!
3,194 downloads
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Desert Terrain V.4
By Piecemeal
This is the latest (and my final) version of the Desert terrain. After months of tweaking and testing I've come to realise that this is as good as I'm going to get it.
So thus I've decided to just release it to the masses and see how it goes....
Desert 4 is similar to Desert V.3 albeit with a few important differences:
1. MOST IMPORTANTLY!!! - This terrain has been navalised, so you'll need to have SF2:NA in order to have missions work the way they should.
As to whether this terrain will work without SF2:NA , I'm not sure and I can't guarantee it; but you're free to give it a try.
2. This terrain is based on the STOCK DESERT TERRAIN, so DON'T use the tiles from V3 as that mod is based on Polak's desert terrain. The tiles
along the coast will be totally messed up.
3. D9 and D10 Airbases are still based in the mountainous north-western region of the map. However, the problem of having AI flights crashing
into a nearby mountain soon after take-off from D10 has been solved by removing the hill in question. Huge thanks has to go to to Baffmeister
for his work with that! Credit also has to go to Baffmeister for the surface levelling and re-tiling work around those and other airbases, as
well as his work on the islands.
4. The tiles are the work of JSF_Aggie, which are a huge improvement from the stock ones. Note: the tiles within the terrain folder have been
resized to 512 X 512 pixels for better framerate performance. But for those with higher spec PCs, you can get the full size tiles in the
download section here:
http://combatace.com/files/file/12368-hi-res-desert-tiles/
5. I've used Stary's excellent Desert Ground Environment mod, which for that region of the world, brings 110% more realism to town and city
regions, with more realistic buildings and trees.
6. More target areas have been added, as well as a few more "Easter Eggs". So get flyin' and start lookin'!
2,395 downloads
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Germany terrain rework (Part 1 of 3)
By Rends
This is a major overhaul of Thirdwires stock Germany terrain for Strike Fighters 2 Europe.
This mod includes Starys wonderfull GermanyCE hires terrain textures V3 with some small tweaks like grey painted roads or different river colors and a few new tiles.
All airfields has been modified with new buildings . A couple are made from scratch.
Try out Florians Pferdsfeld or Büchel airbases if you fly for the Nato. They are outstanding! Try Drewitz or Marxwalde or Gerwin field airfields if you are fighting for the Red side .
Lots of strike targets has been modified or moved into towns. Hamburg and Wismar got real harbours and you find new objects all over the terrain.
I also included hi ho silver's new city night textures and a modified ENVIRONMENTSYSTEM.INI as additional install if you want to fly night missions that looks like real nights.
Special thanks to Ravenclaw_007 and 76.IAP-Blackbird. Both made some objects i realy needed for this rework and supported me to create this mod. Another Special thank to Gepard for his German airfields mod.
And a special thank to Florian who made the best looking airfields i've ever seen in any Sim!
And i want to thank all creators who made all the great objects i used for this mod. Without your work i would never had started this project.
Thank you all!
Rends
2,345 downloads
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Southwest United States for SF2
By JSF_Aggie
*******************************************************************************
********************** Southwest United States Terrain ************************
*******************************************************************************
This is a remake of Dave's & Deuces SCal terrain, as included in the TopGun
campaign from 2003.
The following are the biggies:
- Previous target areas moved to their correct locations
- Several new target areas added
- The HeightMap has been regenerated as previous was 3x reality
- Completely retiled with 1024x1024 tiles, via gerwin's TFDTool
- Custom Nellis AFB and Edwards AFB layouts
- Bombing/Gunnery range just east of China Lake
Yuma and Tonopah are hostile airfields.
Currently, the enemy is set to be the Soviets. This is temporary, as I am
currently working several TopGun campaigns and updated, Hi-Res skins, for the
A-4 aggressors. You can change this if you like, in the SWUS_NATIONS.INI file.
After the campaigns are complete, I plan to work to add city tiles and trees.
*******************************************************************************
*********************** INSTALLATION INSTRUCTIONS *****************************
*******************************************************************************
1. Copy the SWUS folder into "ModFolder"/Terrains/
2. Edit "ModFolder"/Terrains/SWUS.ini to point to a stock terrain.cat file that
you have installed:
CatFile=Desert.cat
3. (Optional) Edit "ModFolder"/Terrains/SWUS.ini to point to an
EnvironmentSystem.INI file of your choosing:
EnvironmentFile=SWUS_ENVSYS_STOCK.INI
;EnvironmentFile=SWUS_ENVSYS_SARCASM_14.INI
;EnvironmentFile=SWUS_ENVSYS_SARCASM_15.INI
I needed to raise the altitude of the clouds, to prevent them from colliding
with the high mountains of the terrain. Included are three Environment
files whose only edits are the cloud height. If you are using one of
Stary's SARCASM mods (recommended), comment out the stock file, and
uncomment out the file for the version of SARCSM you're running. Files for
versions 1.4 & 1.5 are included.
*******************************************************************************
********************************* CREDITS *************************************
*******************************************************************************
Original SCAL terrain....................Dave & Deuces
Static SU-9 Model........................russouk2004
Hangars "str_han"........................Stary
Hangars "halle"..........................Mitch
TowerComplex & FireExtinguisher..........Amokfloo
FloodLight, SunShelter & HeliPad.........Pureblue
RAF_Cart & PT_Y..........................Sundowner
Fire Trucks..............................Ravenclaw
Runways & Taxiways.......................Gepard & Sundowner
Camp.....................................FirstFlight
D-20.....................................Pasko
Radars r4 & r5...........................Polak
Barbwire.................................Monty CZ
Nellis AFB object layout.................Hurc
Special thanks to gerwin, for without his TFDTool, I would not have been able
to make this.
If I left anyone out, it was unintentional. Please let me know and I will
update the README.
*******************************************************************************
******************************* LEGAL STUFF ***********************************
*******************************************************************************
Since this is still a work in progress for me, I request that you don't upload
modifications to this terrain. I would like the chance to finish it first.
Feel free to reuse the tiles for anything that is FREEWARE, but be aware, I did
not make all possible transition tiles, just the ones I needed for this
terrain.
Do not include any of this in PAYWARE.
1,965 downloads
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Iraq, Western Asia (1980-2003)
By Menrva
Iraq, Western Asia (1980-2003) Terrain
February 13th, 2017 (1st Release)
by Menrva
>For Strike Fighters 2, Recommended Full-5 Merged
This is a complete remake of the DS/IR terrain released long time ago by Wrench.
The entire map has been retargetized and retiled using a whole new tileset, combining tiles from JSF_Aggie, Stary, Centurion-1 and my bad transition tiles. All major water bodies, lakes and some minor rivers have been hand-tiled. The Caspian Sea coast had to be hand-tiled as well. Numerous target areas have been added in order to expand playability, targets of opportunity and year range.
This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look.
The terrain spans from September 22, 1980 (the beginning of the Iran/Iraq War) to May 1, 2003 (the end of major combat operations of Operation Iraqi Freedom); it is designed for the Iran/Iraq War, Operation Desert Shield, Operation Desert Storm, Operation Desert Fox and Operation Iraqi Freedom. Iraq is Enemy, Iran is Friendly, other countries are Friendly as well. Due to limitations in the terrain engine, and not wanting to make three different terrains, I opted to set Iran as Friendly together with other countries such as Saudi Arabia. While you might see US planes spawn in Iran during Single Missions even if the 1979 Iranian Revolution already happened, it's up to the users to play with missions in the editor to fix any historical oddities.
Targets reflect Real World events as accurately as possible; for instance, after the invasion of Kuwait by Iraq, Kuwaiti airfields are set as Neutral, enemy targets appear inside Kuwait, etc. Some airfields won't be available after a certain date and/or will change name according to historic changes. Various Operation Desert Storm expeditionary bases and FOBs have been added, and will appear only during Operation Desert Storm dates.
All main targets are in their Real World locations (I tried to be as accurate as possible, to such a level that even surpasses ThirdWire's stock terrains). Shiraz Int'l Airport and Prince Sultan Airbase are beyond the Wall. However, if you have SF2NA, long range AI flights can be generated from such airbases.
Ground Objects are not included. You can obtain most of them from Wrench's original Iran-Iraq terrains, or from other mod packages.
>Credits (in no particular order):
-Wrench, who reworked the original terrain and provided the CombatACE community with plenty of mods and scenarios to play with. He gave me invaluable advise, the tools I needed and introduced me to the beautiful, exhausting world of terrain modding/making. Thank you, sir!
-swambast, who offered to build two high quality 3D models (Mosul Dam and Mosul Grand Mosque), featured for the first time in this terrain, it's an honor! He also provided major help in tracking and fixing common and uncommon bugs. If the terrain is stable (no CTDs), it's his merit!
-Nyghtfall, for creating 3d models of the Kuwait Water Towers and Kuwait Freedom Towers.
-tiopilotos, for providing reworked .tga tiles with new alpha channels. Much appreciated!
-Spudknocker, who helped me complete the 1980-2003 beta version of the terrain, providing additional target areas.
-gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too.
-MigBuster, I have included some of his great hi-res textures for runways.
-mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding.
-luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting!
-Crusader, who provided me with the info I needed about ODS and other stuff related to targets.
-JSF_Aggie, for his high quality DS tileset, which I have expanded with my horrible transition tiles.
-7eleven, who directed me to a website filled with Desert Storm related info.
-Centurion-1, since I used some tiles from his Desert 4 Mountain Regions+ Addon. I tried to contact you for permission, but it seems RL got in your way. Your WIP mod about the Iran/Iraq war gave me the motivation to complete this terrain. The least I can say is thank you. Best of luck, mate!
-Stary, because his tilesets are pure art. I borrowed a few TODs and tiles from his excellent IsraelME tileset.
-Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine!
-Stratos, who supported me support during the terrain's development.
-krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much!
-comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included.
I am totally sure I missed someone, especially because the terrain was born from Wrench's original ones. So I also included Wrench's original readme files from his IR and IR2003 terrains to the end of giving proper credit to everyone involved directly or not.
>Disclaimer:
This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE.
This terrain may NOT in any way, shape or form be used in any payware additions.
1,500 downloads
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Germany terrain rework (Part 3 of 3)
By Rends
This is a major overhaul of Thirdwires stock Germany terrain for Strike Fighters 2 Europe.
This mod includes Starys wonderfull GermanyCE hires terrain textures V3 with some small tweaks like grey painted roads or different river colors and a few new tiles.
All airfields has been modified with new buildings . A couple are made from scratch.
Try out Florians Pferdsfeld or Büchel airbases if you fly for the Nato. They are outstanding! Try Drewitz or Marxwalde or Gerwin field airfields if you are fighting for the Red side .
Lots of strike targets has been modified or moved into towns. Hamburg and Wismar got real harbours and you find new objects all over the terrain.
I also included hi ho silver's new city night textures and a modified ENVIRONMENTSYSTEM.INI as additional install if you want to fly night missions that looks like real nights.
Special thanks to Ravenclaw_007 and 76.IAP-Blackbird. Both made some objects i realy needed for this rework and supported me to create this mod. Another Special thank to Gepard for his German airfields mod.
And a special thank to Florian who made the best looking airfields i've ever seen in any Sim!
And i want to thank all creators who made all the great objects i used for this mod. Without your work i would never had started this project.
Thank you all!
Rends
2,115 downloads
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Anatolia Project v2
By PureBlue
Anatolia v2 (09/25/2011) for SF2 Series by PureBlue (Umut Destan)
------------------------------------------------------------------
v2 Ramblings
-----------------------
New features:
- The tileset is now based on Stary's GermanyCE reworked tileset v1.1.
- New planning map contributed by Spectre8750
- New target areas (Mostly around the border, for future campaign plans)
- New airfields (Stefanovikio AB, Ercan and Paphos in Cyprus)
- A few airfields with new designs
- Most naval groundobjects now include properly defined "destroyed models."
- New SAM vehicles included (Crotale Standin, Avenger, L60 Bofors...)
- More work in Cyprus. Some roads, barracks, harbours.. (Still work in progress)
I suggest creating an Exclusive Install for this terrain.
The pack already includes historically accurate groundobjects, and many of the aircraft used
in the region are already available as mods and more are on the way..
Hopefully the next step for the project will be a pack that includes everything; campaings/objects/aircraft/terrain.
Have fun!
v1 Ramblings
-----------------------
This project has been in development for 3 years and is the fruit of long hours of
research, design and implementation work. I've met great people along the way and
they made many contributions to the project. I thank every one of them but my special
appreciations go to, Steve "Swambast" who worked countless hours with me and developed
STT (Swambast's Target Translator) which let me lay the foundation of this project;
and Stary, a great artist from Poland who is behind all the beautiful looks of the terrain;
Dave and the CombatAce team for providing us the platform to meet and have fun.
The project includes a large map covering Anatolia (Turkiye), Greece, Aegean, Black Sea, and eastern Med.
The download also includes many ground and terrain objects, contributed by the talented modders in our
community. It's essential to install all these components to get the complete experience.
Enjoy!
INFO & INSTALLATION
--------------------------------------------------------------------------------------------
This project is designed for 2nd Gen SF2 series.
Succesfully tested in SF2:Europe and above. (A merged EXP2 install is recommended but not a requirement.)
There are 2 ways/methods to install this Mod.
#1 An exclusive install just for this Mod.
#2 Installing on top of the mod folder you already are using. (meaning, merging with your own install)
*** The preferred method of install is the (1) exclusive install. Since there are many groundobjects,
ships and air defense systems placed in handpicked locations, it's better to only use the objects that
come with this projects' files. The included ones are the makes/models that Turkish and Greek sides have
in their inventory. (As best as I could research and find appropriate mods for)
INSTALL METHOD #1
1. Rename a set of your "game.exe and game.ini" files to "Anatolia.exe and Anatolia.INI"
(eg. StrikeFighters2 Europe.exe and StrikeFighters2 Europe.INI)
Run the newly renamed Anatolia.exe once, so you have a new Mod Folder.
Check this link if you don't know what a ModFolder is. http://combatace.com/topic/62302-what-is-the-mod-folder/
2. Now go into your new ModFolder and delete the "Objects\GroundObject" folder.
3. Time to copy the project files. Copy the included "Terrains" and "Objects" folders to your ModFolder.
With this project, a terrain folder, groundobjects and their respective guns/weapons are included.
INSTALL METHOD #2
With this method, you only copy the included "Terrains" and "Objects" folders to your ModFolder.
IMPORTANT RECOMMENDATIONS
1. Everytime you load up the game. Run a quick single mission and quit without flying.
All the successive SingleMission/Campaign games will work as designed and expected.
(Why do this? Because the project includes many ground objects, seldomly the game engine has problems loading
everything, so the first mission you load up will have many objects/ships missing from the map.
The game does some kind of caching so after that first mission, everything will show!)
2. If you don't have a powerfull computer, lower your settings to avoid crashes.
If your game crashes or locks up at %100 LOAD, try running your first mission with Settings:
-Enemy Air Activiy: LIGHT, Enemy Air Defense: LIGHT
3. The Terrain has LimitedNations set the TRUE. So you'll only get aircraft with only Turkish and Greek markings.
4. A specific Anatolia_EnvironmentSystem.INI is included and you can edit it to your liking.
Take note that in the Environment file the clouds are set to a specific MinBaseAltitude to overcome the cloud bug.
5. All included Guns/Weapons/Sounds are for the necessary ground objects. Nothing extra is included here.
Without the GroundObjects and their respective files, the map will not look as designed.
(For example, naval traffic in the Aegean, historical sam sites and navy/army bases)
6. Most naval traffic in the Aegean Sea is classified as NEUTRAL. You can attack them but you can't order your
wingman to do so. If you want, edit & classify the target areas as "Alignment=ENEMY" in the Anatolia_TARGETS.INI
CREDITS (Thank you all!)
==================================================================================
- STT (Swambast's Targeting Tool) by Steve "Swambast"
- TK and Thirdwire
- Stary for the Tileset and Hangars,Lighthouses
- 8 new airbases for WOE by Gepard
- Factory Places, Subpen/bridges by Gepard
- Many airfields Light mods by Comprnt
- Sundowner: B_Trailer_Mk82, M_trailer, B_TrailerLGB, Y_Tractor, RAF_Cart, B_Duel_Y_Trac, C_Type, RAF_Bunker, TAB_Vee, HAS_M, HAS_E, c_store, Earth Walls, mounds, blast walls and all desert variants of these objects
- Planning map contributed by Spectre8750
- Wrench! Army Bases, and many other target area items/layouts, design ideas, objects, repaints, by the master himself!
- Wingwiner's FactorPlace and Buildings, TwoCars mod
- LandRover1tonne_Command; LandRover1tonne_Cover; LandRover_Cover; LandRover_open;
Scorpion (Skin by Richard, 3D Model by Daniel ôKessselbrutö Himmel)
- Ural-375D, Ural-375D-U (Converted by Suicide and Spectre8750
- Julhelm's Factory Collection, models by Julhelm, LOD conversion by pureblue
- Nike Units: mod by ErikGen, compiled by Fubar512
- SA-10/S-300 system by Monty CZ
- StingerSite by Monty, packaged by Capun and Wrench
- Trawler and the 'small dock' with the little boats, CA_Stary & Cocas
- Fletcher DD GrinchWSLG
- Airfield Objects by Sundowner
- Hawk Batteries by Pasko
- Radar Dome by Grampotmus
- Railroads and Locomotive/Railcars by OldDiego (You must get permission from him to use them in any project)
- Static Airliners - Amokfloo
- Objects from AirbasesWithSomeSpice Mod, CREDITS:
Amokfloo, ControlTower, ForkLift, FireExtinguisher, ShelterZu
Ravenclaw, Fire Trucks Faun6x4
Pureblue, FloodLight, SmallGenerator, ConcreteBlock, SunShelter
Comrpnt, QRA and Lights
Gepard, Ahlhorn Airfield with modified Parked Aircraft, QRA
Polak, tools
- DaringRAN, HMS Cradiff by Hinchbrook
- Various target areas such as Oil Refineries, Scud Sites and Firebases Satellite and Radio Antennas, Sandbag walls, nuclear plant from ODS Mod
- USNCargoship, AK-Class by Polak
- Oiler by Fubar
- Bofors, M1_90mmAA, and Desert Pak Vehicles and Mods, BTR-60E by Pasko
- M-47 by Stefano "Steve" S.
- M60A1,A3 Pasko,Kesselbrut
- M270MLR by Bigal1
- M60A1 / M60A3 (Kesselbrut 70s to now Armor Pack)
- ARA_Sobral, ARA_Somellera by Adrian Benetti "TerceraEscuadrilla"
- ARA_Intrepida, ARA_Indomita by Adrian Benetti "TerceraEscuadrilla"
- ARA_Sanluis, ARA_Salta by IKL-209 ARA-SAN LUIS PRODUCIDO POR BANIDOS TEAM (PATO POLI, TORNO, SUICIDAL, ALEJANDRO)
- ADATS from ODS Mod
- HMS Plymouth (Type 12M/Rothesay Class Frigate) by Hinchinbrooke, updted by Eric Howes
- GAZ-66 6x6 trucks by Spectre8750
- Meko200 Anzac by Richard "Gramps" Kaminski, modified from base A-Team mod
- BMP-1, N109, M109A6 by RebelRyder
- AMX by Stefano "Steve" S.
- BursaUlucamii by NGHENGO (Mau!)
- Atlantic_Conveyor, Atlantic_Causeway, by Polak from Falklands mod
- Humvee-M1046 TOW Carrier (SF-1 gen) by SUICIDAL-ART & Tercera Escuadrilla
- Roland by Gabilon and Mig Master
- Carguero Cargo ship by BANIDOS Team, 3D Model:SUICIDAL, Skins: TORNO
- BaresWindTurbine, BoshphorusFerry, Pier_260x10x4, Pier_130x10x4, Yesilkoy, Istanbul Ataturk Airport objects, PTT Building, by Pureblue
- Rio Iguazu, 3D models and textures by TerceraEscuadrilla
- SwissAir, Lufthansa static aircraft by Ravenclaw
- Argentine Trucks models for Mod Malvinas by BANIDOS TEAM and SUICIDAL, 3D Model Unimog : ALIKO, 3D Model Mercedes 1114: SUICIDAL, Skins: TORNO
- Many target area layouts, items and ideas from Desert3 MOD by Piecemeal
- PECCO Crane model by Fubar512
+ 105mm_L118_Howitzer; 105mm_L118_Howitzer_FB; 105mm_Recoilless_Rifle;
105mm_Recoilless_Rifle_FB; Argentine_Marines; Argentine_Squad; AR_Cal50; AR_Foxhole;
AR_Navy_Tug; Blindfire; BlowpipeAR; BlowpipeUK; CommTrailer; Exocet_Launcher; Fearless;
MVTor_Caledonia; OerlikonAAA; Panhard; Rapier; RH202; Roland_Shelter; Sir_Class_LSL;
Skyguard; SmallCargoShip; SSCanberra; Submarine; Trawler1; Trawler2 UK_Cal50;
UK_Foxhole; UK_Marching_Column; UK_SAS_TEAM; UK_Squad; Airfields at
Stanley, Goose Green and Pebble Island, All civil buildingsà, Helopilot1; Helopilot2
by Daniel ôKessselbrutö Himmel (From Falklands mod)
- By unknown developers: Blue Airfields, Freighter2, SAM_Site
- F122 class Frigate by Amokfloo, textures by JimBeamer5, converted to Elli/Adrias class by Pureblue
- BoforsL60 by SUICIDAL-ART
- Komar (LaCombattanteIIa standin) by Pasko
- M38Jeep skins, red & yellow by Badfrank
- Pantsir SAM (Crotale standin) by Abhi and Aleks
- Stryker M-1134 ATGM (SF-1 gen) by SUICIDAL-ART
- T-80BV model by SWS, converted by BPAo and Fubar512, 331Killerbee
- AN/TWQ-1 Avenger by Abhi, Suicidal, Yeyeye
// If I've forgotten anybody please mail me so I can give you the credit you deserve ;)
// Anatolia Terrain by Pureblue (Umut Destan)
//
// Istanbul 2011
1,427 downloads
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Iran-Iraq Terrain
By Wrench
Iran-Iraq Terrain
- For SF2, Full-4 Merged (or any with access to the Desert cat) -
(Although Perfered Usage is as a Complete Stand-Alone Iran/Iraq War Mod)
This is a complete and total rebuild of the Iran/Iraq terrain from oh, so long ago. The entire map has been retiled, using Polak's Desert Storm set (also with some updates) with the addition of rivers, more farms, cities and an major expansion of the target areas. Simply put, those that have or seen the original probably won't recognize the place!!
Although designed with the 1980-88 War in mind, it can (with EXTENSIVE reworking) be made over for use for any time period, up to and including the Iraqi Invasion of Kuwait/Desert Shield (more in the "Notes" below). While many of the neighboring countries DO have (minimal) targets added, they are set as NEUTRAL, and have 0 value targets, as they are beyond the scope of the main focus of the map -- the Iran/Iraq War. However, the major airports ARE there, also NEUTRAL.
MANY new tiles have been added, updating of some originals (to make them fit and look better), and LOTS of custom TODs for buildings and trees and such. Including ALL new river AND road tiles for all 3 types of terrain (desert, farm, mountain), with all the transitions. While not perfect, given game/terrain engine limitations, these changes make the region look more like it should. Unfortunately, however, some rivers and other terrain features are NOT replicated due to the height field display of the terrain, making it virtually impossible to do so. This is especially true for regions in Iran that are heavily mountainous; or have some other "oddities" due to airfield flattening. Roads may also NOT follow their actual paths.
Other changes are to Runway 2 and Runway 3, that have been retextured to fully paved (no more FOD from dirt!!)
It is also reccomened you have the Pasko's Ground Objects, and Kesselbrut's Vehicles Pak, the GAZ trucks, etc; in short any and all add-on SAMs, AAA, vehicles, ships, and whatnot from any and all other terrain mods. HOWEVER -- make sure said add-on objects are CORRECT for the theatre and timeframe. (SA-2, SA-3 and SA-6 for the big Iraqi SAMs -btw, 2 & 6s are stock items) While NOT all are included, some are. Wherever possible, I've tried to stick with stock, historic items. Several new, "nation specific" items ARE included. Aircraft are NOT.
As to be expected, there are some Easter Eggs. Most are scattered around the map; some are actual historic World Heritage sites.
While this can be used in a SF2 series (any), it is reccomended that it be used in a Stand-Alone Mods Folder dedicated to the Iran/Iraq War only. As it uses desert tile/terrain naming conventions, it points to the Desert.cat. As all tiles and most terrain objects are either stock or included, it should work with any of the stock Cats, =EXCEPTING= SF2:I's IsrealME. Use of that cat is =NOT= reccomended.
It is highly reccomended that you READ this entire document through before installing this mod. If you don't, you're SURE to run into problems. And then, well, you know the drill. You get clowned on. Hard. As usual, the expansive "Notes and Other BS" section for clarifications, elaborations, explainations and general ramblings.
Happy Landings!
Wrench
Kevin Stein
1,711 downloads
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Photo Real UK Terrain V2.
By Sundowner
This terrain now uses the 250 meter resolution as described here....
http://combatace.com/topic/89389-kamchatka-250m-version-with-adjusted-tileset-etc/
Thanks Stary.
Please be aware that due to the terrain resolution, number of objects etc this terrain may take a while to load or not even run at all...Reading the README's is vitally important..!!
What's new ?
We now have seasons but the winter version dose'nt have snow as I cant seem to get it right.
Quite a few new tiles and tod's for the new airfield layouts by myself.
Lots of new objects including several complete RAF style airbase layouts made by myself.
I have included a few ground object files, some downloaded from here [ships] and some made by myself [RAF trucks and radar etc] but to make sure everything shows I would get just about every UK ground object you can from the CA downloads section.....there are just too many for me to add to the file and keep its size fairly small.
FINALLY a big "THANK YOU" to EVERY body that has made any mods for the SF2 series..........there's a good chance some of you work is used here ....Thanks again.
1,702 downloads
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Alaska, Bering Strait (1955-2018)
By Menrva
Alaska, Bering Strait (1955-2018) Terrain
April 13th, 2017 (1st Release)
by Menrva
>For Strike Fighters 2: Europe, Recommended Full-5 Merged
This is a complete remake of the DBS terrain made by Major Lee and further tweaked by Wrench.
Wrench kindly allowed me to improve upon his work; the entire map has been retargetized and retiled using a whole new tileset, combining tiles from Brain32 and Stary. Some water bodies, lakes and rivers have been hand-tiled. Most of the terrain has been hand-tiled to a great extent. Numerous target areas have been added in order to expand playability, targets of opportunity and year range.
This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look.
The terrain spans from June 22, 1955 (the date of the first known Cold War incident in the Bering Straits between the U.S. and the Soviets) to December 31, 2018.
I didn't bother to add all of the possible RL airports. However, when compared to the original DBS terrain, this one has a lot more to offer, especially on the Blue Side. The Soviets (Red Side) only have two flyable airfields. Don't even try to fly Red Side long-range bombers from said small airfields. Reason for this is that the original DBS terrain was rather fictional and included airbases which in reality didn't and don't exist. I made major researches and what I am providing here is a realistic representation of the area, given the terrain engine limitations. Anyway, I added some Off Map Airbases for both Blue Side and Red Side; if you have SF2NA, you can benefit from this addition, as long range AI flights can be generated from such airbases.
The area in reality is pretty barren, so don't expect a terrain with much targets. Still, you can enjoy CAS missions at St. Lawrence Island and Lopp Lagoon being invaded by Soviet forces, and the usual dogfights over the Bering Straits.
Ground Objects are not included. You can obtain them from Wrench's original DBS terrain release. Only very few of them should be needed anyway.
>Credits (in no particular order):
-Major Lee, who came up with the idea of recreating such an interesting scenario in the Strike Fighters world.
-Wrench, who kindly allowed me to improve upon his work by giving me a blank cheque and trusting my capabilities. Thank you, sir!
-swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs.
-gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too.
-mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding.
-luk1978, for the snowy runway textures he made for his Korean terrain repaint (unofficially released) and the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting!
-MigBuster, I have included some of his great hi-res textures for runways.
-Brain32, for the original hi-res DBS tileset he made and which I have expanded with my bad transition tiles.
-Stary, because his tilesets are pure art. I borrowed a TOD and few tiles from his excellent Kamchatka tileset repaint.
-Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine!
-krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much!
-comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included.
Because the original terrain was born from Major Lee and was later tweaked a number of times by Wrench, I included the ReadMe files from the original packages, to the end of giving proper credit to everyone involved directly or not.
>Disclaimer:
This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE.
This terrain may NOT in any way, shape or form be used in any payware additions.
1,434 downloads
- bering
- bering strait
- (and 3 more)
-
Full-Scale Iceland Terrain
By Baltika
***********************************
Iceland 02 Full-Scale Terrain v2.0
by Baltika
***********************************
This is a major upgrade to my little Iceland terrain.
New features:-
Forest tiles and trees - yup, there are now some forests on Iceland, just as in reality.
Extensive targetisation upgrade, with many newly targetised areas.
Several new terrain tile types.
Network of NATO radar stations, with accurate operational dates.
Re-tiling of some coastal areas to fix tsunamis.
Some terrain HFD work for greater accuracy.
Custom environment file to create snowstorm conditions for inclement weather. Cheers to Stary for that one ;-)
No substitute for SF2:NA, I know, but Merry Christmas everybody ;-)
This will likely be the final version of this terrain. But, if anybody spots any show-stopping bugs, please drop me a line at Combatace and I'll try to sort them out.
Slainthe!
Baltika
21 December 2011
***********************************
Thanks to:-
Gepard for his terrain tutorials, which started this adventure off all those years ago. Also for his WoE European style runways which are included here.
JSFAggie for his Highway runway Mod, which has been altered and modded for use as glacier-based FARPs.
Brain32 for sound advice on creating terrain tiles. Cheers mate;-) Your hi-res lava tile has not been used here, but may see the light of day if I ever manage a hi-res set for this little terrain.
CA_Stary for being terrain guru extraordinaire. Also, thanks to Stary for his Heavy Snowfall mod for WoX series. I have included this for Iceland terrain and updated it for SF2 shaders, so you will get near-whiteout blizzard conditions for inclement weather setting. Happy flying ;-)
Thanks also to Brain32 and CA_Stary for their forest tiles and trees, which I have adapted for use as Iceland's sparse forests. Cheers guys ;-)
GrimViper, for pointing out that Iceland does actually have trees and forests. . . Cheers mate, hope you like it ;-)
Wrench, Dave & all the gang at CA for invaluable advice on how to make things work, garnered over the years and hopefully put to good effect here.
MajorLee, Deuces, Edward and anyone else who made a terrain mod and posted about how to do it. Thanks!
TK for making the whole bag of bolts hang together.
***********************************
Installation instructions:-
Delete your old "ICELAND02" folder. This version is a complete replacement for any previous version.
Unzip the package to your desktop, or wherever is convenient.
Drop the "ICELAND02" folder into your Username\Saved Games\Thirdwire\StrikeFighters2\Terrains folder.
If there is no terrains folder in your mod folder, create one and drop the ICELAND02 folder into it.
Drop the "Effects" folder into your Username\Saved Games\Thirdwire\StrikeFighters2\ folder.
That's it! Go fly, and fight for the liberation of Iceland.
This terrain has been completed using SF2 November 2011 patch. It is not supported on WoX series or earlier patch levels. But, if you really must try, use the files included in the "Use_in_WoX" folder for SF1 series. Your mileage may vary.
If you use a custom environmental mod, bear in mind that any changes must be made to the ICELAND02_ENVIRONMENTSYSTEM.INI file included here. Just make sure your new file includes the following line:-
InclementEffect=BlizzardEffect
Or else, you will lose the snowfall weather conditions. It is set up this way so as not to interfere with any other environmental mod you may use.
***********************************
1,343 downloads
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Afghanistan Terrain (Modern -2003 & Later)
By Wrench
Afghanistan (Modern - 2003 & Later) Terrain
== For SF2, Full-4 Merged -ONLY- (and/or SF2:I) ==
MINIMUM REQUIREMENTS are SF2 and SF2:I, as it uses the IsraelME tileset -- the
tiles are NOT included. However, during the rebuild process I did test it with
Stary's enhanced IME tile set. Several new tiles have been added for his specific
tile set. They ARE included. But DO NOT USE THEM if using the STOCK IME tiles --
there are 'matching tiles' for the stock set, already set up to be used. See the
"To Install" for more information. (meaning: right now, it's pointing to the IsraelME.cat)
This is a small update/upgrade of Gepard's Afghanistan terrain, bringing it more
up-to-date "Modernish", with regards to Allied Operations against the Taliban and
other various Bad Guys . All airfields have been replaced with 'stock', more
Western/NATO looking, as (re)constructed by Western Forces after their arrival in-theatre.
(unfortunately, when matching the airfiled types to 'real world' types, you now
lose the ability to base aircraft needing the LARGE Runway 4 - B-52s, B-1s, etc)
You =MUST= have the Gepard's original terrain to install this to. You can
download it from the following URL:
http://combatace.com/files/file/10404-afghanistan-terrain-version-10/
It will be needed for the various theatre-specific GroundObjects, and Nation.ini
modifications.
It should also be noted, that EricJ's 'enhanced targets' ini is NOT incorporated
into this mod. Due to changes in the types of runways used now, that mod is,
unfortunately, NO LONGER COMPATIBLE with this one.
The "LimitedNations" and "AllowedMissonTypes" statements have been edited to more
reflect the 2003 and later timeframe (I'm sure a left out a NATO component or 2;
please feel free to add whichever country I've missed! And let me know which
ones!)
Remember -- this is just a small, minor overhauling. No real major changes.
Good Hunting!
Wrench
Kevin Stein
Special Thanks to EricJ, who asked for this upgrade, and his invaluable assistance. And to all our Fighting Forces in the far-flung regions of the world.
1,404 downloads
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Iraq, Western Asia (2003-2018)
By Menrva
Iraq, Western Asia (2003-2018) Terrain
August 13th, 2017 (1st Release)
by Menrva
>For Strike Fighters 2, Recommended Full-5 Merged
This is a complete remake of the IR2003 terrain released long time ago by Wrench.
The entire map has been retargetized and retiled using a whole new tileset, combining tiles from JSF_Aggie, Stary, Centurion-1 and my bad transition tiles. All major water bodies, lakes and some minor rivers have been hand-tiled. The Caspian Sea coast had to be hand-tiled as well. Numerous target areas have been added in order to expand playability, targets of opportunity and year range.
This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look.
The terrain spans from May 2, 2003 (the day following the end of major combat operations of Operation Iraqi Freedom) to December 31, 2018; it is designed for fictional clashes between US-backed Iraq and Iran. It's the perfect playground for the fictive Operation Darius scenario created by the CombatACE community. Iran is Enemy, Iraq is Friendly, other countries are Friendly as well.
Targets reflect Real World events as accurately as possible; for instance, certain Iraqi airbases will be abandoned by 2004 or by other dates (some airports were converted to simple U.S. Army FOBs), etc. Some airfields won't be available after a certain date and/or will change name according to historic changes.
All main targets are in their Real World locations (I tried to be as accurate as possible, to such a level that even surpasses ThirdWire's stock terrains). Shiraz Int'l Airport and Prince Sultan Airbase are beyond the Wall. However, if you have SF2NA, long range AI flights can be generated from such airbases.
Ground Objects are not included. You can obtain most of them from Wrench's original Iran-Iraq terrains, or from other mod packages.
>Credits (in no particular order):
-Wrench, who reworked the original terrain and provided the CombatACE community with plenty of mods and scenarios to play with. He gave me invaluable advise, the tools I needed and introduced me to the beautiful, exhausting world of terrain modding/making. Thank you, sir!
-swambast, who offered to build two high quality 3D models (Mosul Dam and Mosul Grand Mosque), featured for the first time in this terrain, it's an honor! He also provided major help in tracking and fixing common and uncommon bugs. If the terrain is stable (no CTDs), it's his merit!
-Nyghtfall, for creating 3d models of the Kuwait Water Towers and Kuwait Freedom Towers.
-tiopilotos, for providing reworked .tga tiles with new alpha channels. Much appreciated!
-Spudknocker, who helped me complete the 1980-2003 beta version of the terrain, providing additional target areas.
-gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too.
-MigBuster, I have included some of his great hi-res textures for runways.
-mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding.
-luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting!
-Crusader, who provided me with the info I needed about ODS and other stuff related to targets.
-JSF_Aggie, for his high quality DS tileset, which I have expanded with my horrible transition tiles.
-7eleven, who directed me to a website filled with Desert Storm related info.
-Centurion-1, since I used some tiles from his Desert 4 Mountain Regions+ Addon. I tried to contact you for permission, but it seems RL got in your way. Your WIP mod about the Iran/Iraq war gave me the motivation to complete this terrain. The least I can say is thank you. Best of luck, mate!
-Stary, because his tilesets are pure art. I borrowed a few TODs and tiles from his excellent IsraelME tileset.
-Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine!
-Stratos, who supported me support during the terrain's development.
-krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much!
-comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included.
I am totally sure I missed someone, especially because the terrain was born from Wrench's original ones. So I also included Wrench's original readme files from his IR and IR2003 terrains to the end of giving proper credit to everyone involved directly or not.
>Disclaimer:
This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE.
This terrain may NOT in any way, shape or form be used in any payware additions.
1,243 downloads
- kuwait
- persian gulf
- (and 2 more)
-
Germany terrain rework (Part 2 of 3)
By Rends
This is a major overhaul of Thirdwires stock Germany terrain for Strike Fighters 2 Europe.
This mod includes Starys wonderfull GermanyCE hires terrain textures V3 with some small tweaks like grey painted roads or different river colors and a few new tiles.
All airfields has been modified with new buildings . A couple are made from scratch.
Try out Florians Pferdsfeld or Büchel airbases if you fly for the Nato. They are outstanding! Try Drewitz or Marxwalde or Gerwin field airfields if you are fighting for the Red side .
Lots of strike targets has been modified or moved into towns. Hamburg and Wismar got real harbours and you find new objects all over the terrain.
I also included hi ho silver's new city night textures and a modified ENVIRONMENTSYSTEM.INI as additional install if you want to fly night missions that looks like real nights.
Special thanks to Ravenclaw_007 and 76.IAP-Blackbird. Both made some objects i realy needed for this rework and supported me to create this mod. Another Special thank to Gepard for his German airfields mod.
And a special thank to Florian who made the best looking airfields i've ever seen in any Sim!
And i want to thank all creators who made all the great objects i used for this mod. Without your work i would never had started this project.
Thank you all!
Rends
2,170 downloads
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Eastern Mediterranean Terrain for SF2
By Wrench
Eastern Mediterranean Terrain for SF2
= For SF2, Any and All =
This is a complete rebuild of the WW2 "North Africa" terrain by Edward, for use in modern time (ie: 1970s-to date). It has been completely rebuilt, from the bottom up, and completely retiled using a 'combo set' of various and sundry imported tiles. Also, there are =MANY= totally new tiles, and their assiciated TODs, that can be used for either the Desert or the IsrealME terrain. Read: lots of new transitions that fill in 99.9% of the blanks of the original tilesets.
This terrain does =NOT= have the SF2NA "NavalMap" statement activated, either on the _waterbmp or in any ini. It is designed =ONLY= for ground-based air forces. It is highly suggested it remain as such.
The LimitedNations statement is set to TRUE, and Egypt is now classed (on this terrain ONLY!) as a Friendly Nation. Don't be surprised to see IDF birds parked on EAF bases, or EAF birds in Turkey and Greece!
This terrain covers the area from the bottom of the Gulf of Sirte (S/E corner), north to central Greece, east to western Turkey (Anatolia), back south to Egypt, as far east as the Suez Canal. Covering the Eastern Med, Crete, Agean Sea, and points in-between.
See the planning maps for full coverage. It'll make a nice companion Map for both the Modern Libya, and PureBlue's Anatolia terrains.
Those familiar with Edward's orignal WW2 version will recognize the base region, but the targeting and tileing have been completly redone, and is more reflective of the Real World . Place names have been changed to local spelling (where discoverable, spellable and pronounable). Expect to find several World Heritage Sites scattered around and, as always, the occasional Easter Egg.
Also included is a modifiend SingleMission.ini, that adjusts the minimum values for various missions.
Geophysical Disclaimer: some rivers and other water features may not follow their Real Life courses, be placed in their Real Life locations, or exist at all. Several cities and other physical features, and target areas will also fall into that classification. Some target areas (cities, etc) exist only as named places, with no strategic or tactical values. Just someplace to fly over.
As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping, but -BEFORE- installing. As always, the Notes and Other Nonesense section may make for entertaining reading.
Please also read the New Standard Usage Discalimer, as it's been changed slightly to reflect a change in my policy. It's listed at the bottom, in the Legal Statement Section, with the URL back to the CA post.
Happy Landings!
Wrench
Kevin Stein
1,647 downloads
0 comments
Updated
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Persian Gulf Terrain - For SF2
By Wrench
Persian Gulf Terrain for SF2 (Original Beta by Gepard)
== For SF2, Any/All -Full 4/5 Merged, @ May 2012 Patch Level ==
*Note: should be usable at April 2012 level, but will have issues with Primary Targets for Anti-ship, CAS and Armed Recon. The May 2012 patch fixes this*
This is a finalized, completed version of Gepard's Persian Gulf terrain. It replaces the Beta in it's entirety.
A companion terrain for the Iran/Iraq2003 Op Darius terrain, or a 'stands by itself' terrain. This terrain covers the eastern end of the Persian Gulf; from southern Iran & the Straits of Hormuz, west to the UAE/Qatar/Bahrain and Saudi Arabia. Consult the
planning maps for a full view of the region. It should be noted that Kuwait and Iraq are unsable, due to their proximity to The Wall. There is one 'carrier station' (ie: using the SF2NA style water bmp marker) for Friendly usage.
This is a higly detailed terrain, with many new custom tiles and TODs. Due to the large number of terrain and ground objects used, you may experience long loading times. It has been fully tested in a full-5 merged SF2 install, at the May, 2012 patch level.
Geophysical Disclaimer: some rivers and other water features may not follow their Real Life courses, be placed in their Real Life locations, or exist at all. Several cities and other physical features, and target areas will also fall into that classification. Some target areas (cities, etc) exist only as named places, with no
strategic or tactical values. Just someplace to fly over.
As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended (ie: REQUIRED!!!) you read the document through after unzipping, but BEFORE installing. As always, the Notes and Other Nonesense section may make for entertaining reading.
It's also VERY IMPORTANT to read the Legal Statement at the bottom, as it reflects changes in policy to ALL my terrain works (even if finishing someone elses).
Good Hunting!
Wrench
kevin stein
1,577 downloads
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Kamchatka 250m version with adjusted tileset etc
By Stary
Kamchatka Peninsula 250m heightmesh update with corresponding tweaks and rejuvenated/extended tileset and layout
for Strike Fighters 2, best fully-merged installation
v1.0
by Stary
July 2016
^^^^----------------------------------------------^^^^
This is test rebuild of Baltika's and Wrench's Kamchatka terrain, based on Kamchatka v2.0 which is major update to original Baltika's
terrain by Wrench.
This is semi-experimental update aimed at demonstrating and testing in wider userbase usage of denser resolution heightmesh.
I can >>not<< guarantee the stability of this terrain due to engine limitations and what I observed and what seems to be slight memory handling issues of the SF2 engine
Credits:
Baltika and Wrench for their work on Kamchatka map.
Gerwin for TFD tool and BMP2TFD
Combatace and Thirdwire
All the nice people around here
Extended information, please read carefully!
The height mesh:
The stock Thirdwire .hfd terrain format uses publictly available DEM (digital elevation model) databases to produce 500 meters vertex
spaced terrain meshes with 2000 meters tiles covering them. This is proven, easy to use system but 500 meters is awfully 1999 technology
for 2016 systems. Thus given my efforts into NA LOD-based terrains creation stalled due to lack of knowledge and tools I decided to
reproduce one of more interesting yet obscure maps available, the Kamchatka Peninsula.
The mesh in this download currently uses 250 meters resolution which is twice the density and detail* compared to original terrain.
Please note that due to being based on low resolution hfd file output the actual height representation is somewhat off compared to real terrain!
Not much and not that it really matters much. "If it looks good it is good"
New heightmap was created in several steps which I now describe to help other more advanced terrain modders possibly use this method:
First steps -Gerwin's TFDTool and Photoshop:
-I used Gerwin's TDF tool to output the heightmap via F9 key
-Also created the textures bitmap as a helper file via F7 key
-The created file in grayscale is 3000x3000, which corresponds to 500m resolution on 1500000m map (3000/2=1500! Magic!)
-Thus I rescaled the file to 6000x6000 pixels, the same with the texture bitmap which I copied to greyscale file for reference
-The 6000x6000 or twice the original is the 250m per pixed heightfield file
-I filled the blue water areas TFDTool creates with pure black 0,0,0
-Then I spent some time in Photoshop working on several layers and using several brushes and tools to slightly tweak the grayscale height
image, mostly to brighten the higher areas and adjust some more interesting places. Mostly blur, stroke tools and some slight wave-y
filers to add some detail to now ARTIFICIALLY pumped up resolution (further on this below)
-Pro tip: to get rid of any water/shore artifacts is easy way, the so called tsunami waves or coast areas on slopes I selected the
texture map layer, selected all water areas (select by pixel color) and created another pure black layer on top of the main height layer,
that drops slight shadows around it (2 to 4 pixels black shadow) -this way the heightmap gets toned down for few pixels (two is good
value) when near the water areas; think smart not hard as The Ancient One says :P
when the heightmap was considered ready I flattened it and converted to 8bit palleted file using the stock Thirdwire terrain editor
palette (you can do this palette by exporting any heightmap as bitmap from within the TE and saving it's palette to file, most programs
allow palette saving)
Second step -Thirdwire Terrain Editor, the 042106 version:
so now I had the TE-format palleted 8bit heightmap but to import it without further data loss I needed to adjust the TerrainEditor.ini
settings via notepad:
-the line that specifies the min-max scale of height present in the file is this line:
[bitmapImport]
HeightScale=15 <---- this line, by default uses value of 10
MinLandHeight=0 <---- by default 1
experimenting with this value gives you the similar results as using PGUP/PGDN keys when using Gerwin's bmp2tfd tool, basically sets the global vertical scaling of min-max values in file
To create new 250m resolution the values at creating new map are as follows:
Terrain Map Size: 1500 (km, like original Kamchatka terrain)
Texture Tile Resolution: 2000 (meters, like all common SF2 maps and tilesets)
Height Field Resolution: 250 (meters, compared to defaul 500 meters)
Then if you do have the texturelist loaded yo ushould get new flat terrain with textures filling the areas, just impor t he
heightmap from the created 6000x6000 paletted bitmap and save.
This is basic procedure, same can be used to create 125 meters resolution terrains (I did so for Korea3 terrain so far) BUT those are unstable and I am still trying to get
perfect values in BOTH flightengine.ini and given terrain's _data.ini
*now the heihgt information/detail gets lost every time we index the heightmap so one must then increase the HeightScale= value to get
more or less proper -OR GOOD LOOKING height values. Also be warned that Gerwin's TFDTool doesn't properly translate non-standard maps
(1000 kilometers ones go ok though) that is why the TE hassle
That said -the height scale is a bit OFF in this map so if you are a purist complain all you want, I wanted better looking mesh more than
geographical accuracy. To have the latter we need to come up with otehr height data sources for denser terrains. I have yet to look into
the tools and programs I own what could be of use.
Installation:
Before installing this mod BACKUP your Kamchatka terrain!!! There is possibility you won't get this terrain working at all so I warned
you!
To install this exctract the zip and move the content of the included folder to your Kamchatka terrain, overwrite when asked.
This way now you have new terrain tfd and hfd files, new inis, TODs and new reworked tileset in both summer nad winter flavours in their respective folders.
The mod has all the nedded tweaks into kamchatka.ini and kamchatka_data.ini already present,
HOWEVER to use this terrain in efficient way (ie, not to experience CTDs when loading the map every signle time) please do adjust few
things in your installation:
The essential is making small adjustments to your flightengine.ini file
[backgroundSceneClip]
FarClipDistance=70000
by default uses value of 80000, and while I now use the original value to prevent possible memory crashes use the 70000 value which lowers the loaded terrain "bubble" around the camera.
Also if you do use very extended trees/objects drawing distances (with or without additions of Mue's extra distance fading shaders) I
recommend lowering the DetailMeshSize= values, start with something like 8 or 10 and try if the map loads for you, can then increase this
further, it might be very VERY system-dependent
Known Bugs:
YES this is test and YES you might get constant CTDs when loading missions; might be very computer or installation dependent. I have
medium-high system and work ok with the values I use in inis. Also can't guarantee if some crazy large scale missions wouldn't prevernt the
terrain OR textures to load, as I have hit some engine limitations during more brutal force tests. That is why the tileset, albeit I have
it in 1024px resolution too, is 512 version.
Also you should have much less of issues when using ObjectsFade=TRUE and not using Mue's extender draw distance shaders. That is because
the sim engine apparently does not have to load ALL the TODs at once during mission loading, just later when need be.
Anyway that is my assumption, I might be totally wrong
Legal stuff:
CA Fair Use license apply, not to be used as base or part of any sort of payware
That should be all,
have fun (I hope) and if you are terrain modder, try my method. Again, 500m res is soo 1999 :P
Stary
673 downloads
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Libya, Central Mediterranean (1980-2011)
By Menrva
Libya, Central Mediterranean (1980-2011) Terrain
February 13th, 2018 (1st Release)
by Menrva
>For Strike Fighters 2, Recommended Full-5 Merged
This is a complete remake of the Libya terrain made by Dave and further tweaked by Wrench during the years.
The entire terrain has been retargetized and hand-tiled to a great extent using a different, more complete tileset; Sicily, Greece and Tunisia no longer are barren, deserted lands as seen in the original. Major rivers have been added and mimic Real World courses as accurately as possible. Numerous target areas have been added in order to expand playability, targets of opportunity and year range.
This terrain features a fresh new 250m resolution heightmap (instead of the stock 500m resolution), allowing for greater details and precision in elevation changes; overall it provides the whole terrain with a better look.
The terrain spans from June 28, 1980 to October 31, 2011 (the official end of NATO's Operation Unified Protector); it is designed for Operation El Dorado Canyon, the Gulf of Sidra incidents of 1981 and 1989, Operation Odyssey Dawn and the subsequent Operation Unified Protector. Also, a specific Red Side target has been added inside Tunisia (Blue Side) territory, meant for Operation Wooden Leg.
Targets reflect Real World events as accurately as possible; for instance, some airfields won't be available after a certain date and/or will change name according to historic changes. Off Map Airbases have been added and long range AI flights can be generated from them, if you have SF2NA. All main targets have been placed accurately in their Real World locations. Expect to see temples at historic sites!
Ground Objects are not included. It's up to the user to find and obtain anything that can be useful for the proposed terrain's scenarios.
>Credits (in no particular order):
-Dave, who had the idea of recreating such an important scenario in the Strike Fighters world.
-Wrench, who kindly allowed me to improve upon his work by giving me a blank cheque and trusting my capabilities. Thank you, sir!
-swambast, who provided me with invaluable help in tracking and fixing common and uncommon bugs.
-gerwin, whose TFDtool has proved to be essential in today's terrain making. If the terrain is pretty accurate to RL it's also because of him. I included his very nice Airfield 7+8 Addon Pack, too.
-mue, for the improved shaders he made, which I have included and reworked for the terrain, and for the tools he made for SF2 modding.
-luk1978, for the waternormal bitmap he shared at the SF2 screenshots thread. Your mods are very interesting!
-MigBuster, I have included some of his great hi-res textures for runways.
-Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine!
-tiopilotos and Stratos, who supported me during the terrain's development. Thank you, guys!
-krfrge, who has produced a tutorial for recreating SF2-like planning maps, which prompted me to work on templates and my own high quality planning maps. Thank you very much!
-comrpnt, for his Approach and Airfield Lighting Pack mod packages for SF1 series, which I reworked and included.
Because the original terrain was born from Dave and was tweaked numerous times by Wrench, I included the ReadMe files from the original packages, to the end of giving proper credit to everyone involved directly or not.
>Disclaimer:
This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
Any changes to the terrain package's files and/or any copy-and-paste attempts of their contents are NOT authorized if you plan to release them in other mods. But permission might be granted to those who request it to me at CombatACE.
This terrain may NOT in any way, shape or form be used in any payware additions.
1,374 downloads
- el dorado canyon
- sicily
- (and 7 more)
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India-Pakistan Terrain
By Wrench
India-Pakistan Terrain
-For SF2, Full-4 Merged, Reccomended (plus ExpPak1)-
India-Pakistan Mod, Part 1
This is the first part of the India-Pakistan mod. This package =ONLY= contains the Terrain itself. Follow on packs will the the full GroundObjects, Weapons, Menu Screens, and later, aircraft. (ExpansionPak 1 will be needed for the Vampires, and possibly some others)
This terrain is designed for use with a stand-alone Indo-Pak Mods Folder. Instructions for creating a seperate I/P install are in a seprate Word Doc, and are covered in the CombatAce SF2 Series Knowledge Base. However, it can be placed into any /Terrains folder. Just be advised you'll be missing a LOT of things! Please read the aformentioned Doc for details.
Usage in a 'all is everything' install is NOT reccomended. Doable, yes. Advisable, no. You've been warned.
It is ALSO highly reccomended you READ this entire document through before installing this mod. If you don't, you're SURE to run into problems. And then, we'll clown on you.
Happy Landings!
For the India-Pak Mod Team,
Wrench
kevin stein
1,559 downloads
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SF2:I IsraelME Terrain Remod
By Wrench
SF2:I IsraelME Terrain Remod 6/1/2015
= For SF2:I (or any Merged Install) =
**Note: This Is A MODERN (1948 and Later) Version -ONLY-!!!**
This is a remod of the stock SF2:I IsraelME terrain. It has been extensively retiled, target areas have been expanded and enhanced and so on. BE ADVISED: at this time, it's unknown of these terrain mods will break campaigns-in-progress. To be safe, back up any campaigns-in-progress inis.
It is designed to replace, and expand, the existing stock 3W terrain.
Stock in-game items have been used as much as possible, although some additional structrues HAVE been added. Add-on GroundObjects, while heavily listed in the _Types.ini, aren't included (really, there ARE -none- included -use the ones from the Israel 2 terrain remod, as they're the same). Its up to the End User to make sure that you have the theatre-specific (read: Israeli & Arab states) proper items. SF2:I is REQUIRED for this terrain (DOH!), as it references a myriad of IsrealME -only- terrain items.
A massive amount of retiling has been performed, with the addition of over 60 new tiles to fill in blanks left in the original set. BE ADVISED: these new tiles match the STOCK styling =ONLY=!! Do NOT use these new tiles in/on any IME terrain with any other tile set. They will not match!!
Geophysical Disclaimer: some rivers and other water features may not follow their Real Life courses, be placed in their Real Life locations, may visually defy gravity and other Universal Laws of Physics, or exist at all. Several cities and other physical features and target areas will also fall into that classification. Some target areas (cities, etc) exist only as named places, even if they might have had strategic or tactical values. You may also experience longer loading times; this is to be expected.
As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended (ie: REQUIRED!!!) you read the document through after unzipping, but =before= installing. As always, the Notes and Other Nonesense section makes for essential reading.
It's most important that the legal disclaimer at the bottom be read and complied with. There has been a change in policy with regards to =ALL= my terrain mods.
Happy Landings!
Wrench
Kevin Stein
802 downloads
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Israel 2 Terrain (ver 4.1) Upgrade/Update for SF2
By Wrench
Israel 2 Terrain (ver 4.1) Upgrade/Update for SF2 3/28/2015
= For SF2, Any and All (Full 5 Merged RECCOMENDED!!!) =
**Note: this terrain replaces any and all previous versions!!**
This is an (almost) complete rebuild of my 2008 build of Gepard's Israel 2 terrain. The
terrain has been 90% retiled to more match the stock IsraelME and my "Eastern Med"
terrains. However, the farm and city tiles remain in their original 'desert' style. All
other tiles have been replaced. The target areas have, for the most part, been rebuilt,
enhanced and/or expanded. As is to be expected, several new tiles, and their associated
TODs had to be created.
It is designed to be used =ONLY= in the SF2:I environment.
The addon terrain objects have been kept to a minimum (no, not really!). Stock in-game
items have been used in most cases, although some additional structrues HAVE been added.
Add-on GroundObjects, while heavily listed in the _Types.ini, have been kept to as small
an amount as possible.
I've included =SOME= of the Ground Objects needed but NOT all of them. Its up to the End
User to make sure that you have the theatre-specific (read: Israeli and Arab nations)
proper items. That means, I've given you no AAAs/SAMs/Radars, Tanks, SPGs, ships, etc (and
any associated guns/weapons they'd require).
Geophysical Disclaimer: some rivers and other water features may not follow their Real
Life courses, be placed in their Real Life locations, or exist at all. Several
cities and other physical features, and target areas will also fall into that
classification. Some target areas (cities, etc) exist only as named places, even if they
might have had strategic or tactical values (most don't!). Just someplace to fly over.
When in game, you'll see:
"Isreal 2 (Full Scale)"
Limited Nations is set to TRUE, and only contains regional states. This terrain is =NOT=
carrier capable in =any= SF2 Environment (see notes - and I don't know why!).
As always, unzip this to a temp folder or your desktop, and you'll have access to the rest
of the readme for it's instructions. It's reccomended (ie: REQUIRED!!!) you read the
document through after unzipping, but before installing.
As always, the Notes and Other Nonsense section may make for entertaining (and essential!) reading.
It's most important that the legal disclaimer at the bottom be read and complied with.
There has been a change in policy with regards to =ALL= my terrain mods.
Happy Landings!
Wrench
Kevin Stein
----------------------
Changes for 4.1:
moved Az Zaqaziq (Abu Hamed) AB
Added Hulwan AB
Added Al Mazza AB
Added Mezze AB
Retiled region between the Nile and Qaroun Lake
Please note, if you've already download this full terrain, you need not do so again. An
update containing the changed files can be found at the following URL:
http://combatace.com/files/file/15384-israel-2-terrain-ver-41-targets-tweek-for-sf2/
---------------------
740 downloads
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SF2 Series Range
By JSF_Aggie
*******************************************************************************
********* Bombing Range For SF2 ********
*******************************************************************************
This is an update to the original bombing range to make it compatible with the
SF2 series, and take advantage of some of the new features now available. It
also has terrain tiles redrawn at 1024x1024.
A QF-100D drone is included in this download. You'll see these flying around
the range, and parked at the simulated airfield. All weapons have been
removed, so they won't shoot at you.
Only hostile aircraft with a "NationName=RANGE" will show up on this terrain.
A modified version of the NATIONS.INI file has been included. It is the stock
file with the "RANGE" nation added. You need the "RANGE" nation defined if you
want the QF-100D's showing up.
Provided your other terrains have their "LimitedNations" setup, you won't see
the QF-100's anywhere except the Range.
A quick note, for the most part, this is still the original target layout.
Wrench and others have created target laydowns with a much wider array of
targets. These changes can be easily merged with this update.
Feel free to further modify this, but don't sell it, and please include the
credit list below.
*******************************************************************************
********* Installation ********
*******************************************************************************
Copy the contents SF2_Range.rar into your SF2 mods folder.
Edit the line below in RANGE.INI to point to a .cat file that you own:
CatFile=Desert.cat
SF2: Desert.cat
SF2V: VietnamSEA.cat
SF2E: GermanCE.cat
SF2I: IsraelME.cat
*******************************************************************************
********* Credits ********
*******************************************************************************
Original Bombing Range:
- Deuces
- Bunyap
- Wrench
Objects & Mods used for the SF2 Update:
- AirbasesWithSomeSpice: pureblue
Amokfloo: ControlTower, ForkLift, FireExtinguisher, ShelterZu
Ravenclaw: Fire Trucks
Rureblue: FloodLight, SmallGenerator, ConcreteBlock, SunShelter
Comrpnt: QRA and Lights
Gepard: Ahlhorn Airfield with modified Parked Aircraft, QRA
Polak: tools
- CH-47: BANIDOS TEAM
- Factory Models: Wingwiner
- Generic Hangars: CA_Stary
- New terrain tiles: JSF_Aggie, based off of original Deuces tiles
- QF-100D: JSF_Aggie, with help from Sundowner's template
1,301 downloads
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Libya - Ver 3.75
By Wrench
Lybia Terrain; Updates, Fixes and Clean-Up For SF2 Series (& SF/Wo*, too!)
What started out as a simple, quick "Limited Nations" fix, turned into a semi-major overhaul. This includes some retiling, and some fairly major targeting fixes. It has NOT been completly rebuilt; there might still be a few cities in Libya that might need re-working, but I just didn't want to futz around with them. Also, several of the NATO side targets have been vastly improved upon and expanded. Since I totally lost track of WHAT I added, I've chosen to re-release this as a FULL terrain. It is designed to replace any and all other originals or mods, as everything has been incoporated to this version, plus some additiional stuff and thingys, including some GroundObject tweeks.
As stated above, this is the FULL terrain, with all internal objects needed. You simply need to unzip and install.
This terrain mod, while designed for SF2 merged installs, is easily back-dated for use in all 1st Gen SF/SFG/Wo* game installs at the 08 Patch Level. You'll just need to change the shader statments; instructions are below. Information on the GroundObjects are in the "Notes" section.
Also added are several new tiles, updating of some other tiles (to make them fit and look better), and LOTS of custom TODs for buildings and trees and such. For those that expect them, the 'Easter Eggs' on this terrian a the same as before, with the addition of a new billboard or 2.....
It is also reccomened you have the Pasko's Ground Objects, Kesselbrut's Vehicles Pak, Fast Cargo's SA-5s; in short any and all add-on SAMs, AAA, vehicles, ships, and whatnot from any and all other terrain mods. They are NOT all included. See "Notes" below for information about Stock & 3rd Party Ships. However, some modified data inis for stock and 3rd party AAA units are included, as they are now networked to a search/track/fire control radar.
Be advised, however, of the use of the "LimitedNations=TRUE" statement, thereby limiting WHO gets to play in this sandbox.
It is ALSO highly reccomended you READ this entire document through before installing this mod. If you don't, you're SURE to run into problems. And then, we WILL clown on you.
Good Hunting!
Wrench
kevin stein
1,511 downloads
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Desert3 Terrain
By Piecemeal
UPDATED DESERT TERRAIN V1.3 FOR SF2
SF2 has always been my favourite of all the platforms; and after downloading and using the various terrain mods for SF2E and SF2V with hungry anticipation I decided to HEAVILY modify the stock Desert terrain with more than enough of eye candy.
DESCRIPTION:
Without giving too much away, the geographical story is now as follows:
*As well as Dhimar and Paran, I've added Sharnak from baffmeister's Desert 2 terrain (my inspiration for this), now a colony which is known as the British Protectorate of Sharnak. RAF squadrons are permanently based there. A couple of other bases, border posts and the like have also been added from Desert 2
*I always thought that D9 and D10 airfields were always a little too close to the border. They've now been moved to the Dhimari 'wastelands' which you'll see on the centre left side of the enclosed planning map
*About ten SAM sites have been added to various locations on Dhimar and the amount of SAM sites across Paran has been hugely increased, the biggest increase being Paran's capital city of Kurzah; which in SAM site and Flak battery terms is now more like Hanoi during the Vietnam War.
*Ships, cranes, oil tanks, warehouses and the like have been added to ports on both sides. Now the capital cities of Muthala and Kurzah, have extensive docklands. Other coastal towns have at least one docking area for shipping.
*(15TH AUG 2010): Inspired by JSF Aggie's SF2 Range terrain, all airfields on both sides have been extensively facelifted and given a new lease of life by re-populating them with huge amounts of groundobjects, both new and old. They now look a lot more like real life airfields instead of that deserted 'Chernobyl International Airport' look in the default airfields. All airfields have also been re-catagorised into two different groups; 'Red' and 'Blue'. For example, a Dhimari DESERT_AIRFIELD4 will now be 'BLUE_AIRFIELD4' and a Parani one will now be 'RED_AIRFIELD4'. New trucks have been added as default groundobjects so they'll have to be downloaded elsewhere on the site (see 'Installation' for details).
*(24TH MARCH 2012): All neccessary INI files have been updated to March 2012 standard. RAF Canopic is now called "Canopic AFB" and is a full-time U.S. Air Force facility. All friendly airfields and some enemy airfields have been enhanced further by adding more groundobjects and in general just tidying up and re-arranging buildings, etc. Offshore oil wells have been situated off the Sharnak and Dhimari coasts. U.S. bomber flights can now attack Paran via the off-map airbase at Diego Garcia. Army bases have been added across Dhimar and in Sharnak for you to defend from Parani bomber attacks.
----------------------------------
INSTALLATION (PLEASE READ CAREFULLY):
Simply unzip the FILE and put the enclosed 'DESERT3' folder into your Terrain folder. NOTE: Please ensure that you drop the enclosed groundobjects into you mod folder, otherwise there'll be no trucks anywhere in Dhimar and no oil rigs in the offshore oilfields!!
Important Note: If you don't already have these, you should download them from the SF1 downloads section, otherwise they won't show up:
*SAMs & Vehicles Pack with Desert Skins by Pasko.
*Soviet Transport Pack by Kesselbrut.
*M109A6 Paladin by rebel ryder.
CREDITS:
*Factory Target Area, Tactical Control Centre, HeadquartersR1 and Tower H1 by Wingwiner
*Enhanced Top Cloud Layer BMPs and PECCO Crane model by Fubar512
*Radar Facility by Grumpapotamus
*Railway Station and Small Oil Rig models by Gepard
*Generic Hangars pack by Stary
*Desert Factories mod by Wrench
*Small Oil Rig model by Gepard
*New DS terrain textures by comrad
*Borrowed Items from Wrench's Libya Terrain :
Tree model
Round Tents
Barbed Wire
Fences
Camonet
Russian Freighter
Oil Refinery target area
Static Helicopters
Rotten Trawlers
Libyan Koni Class Frigate (Now Parani)
*Borrowed Items From Falklands Mod :
Stanley Tower
Atlantic Causway and Atlantic Conveyor
Canberra Liner
Argentine Tugboat (now a Parani Patrolboat)
ARA Belgrano (now a Dhimari Flagship)
Baltic & Nordic Ferries
Type 1 & 2 Trawlers (including rotten models)
Type 12 Frigate
Type 42 Destroyer
Rapier SAM launcher & Rapier Generator
20mm RH-202 & 35mm Oerlikon AAA units
Crane 2 object and Jetties
All Land Rover type vehicles
*Borrowed Items From Desert Storm Mod :
Various target areas such as Oil Refineries, Scud Sites and Firebases
Satellite and Radio Antennas
SS-4_ATT
SS-4_LAUNCHER
SS-4_TANKER
SS-4_TRAILER
IraqiSquad
D-20 artillery pieces
IRBM
Sandbag walls
Ammo boxes
Nuclear Plant
*Borrowed Items From SF2 Range Terrain :
Forklift and ShelterZU by Amokfloo
Firetrucks by Ravenclaw
FloodLight, SmallGenerator, ConcreteBlock and SunShelter by Pureblue
Static Chinook model by Banidos Team
Tools by Polak
Thanks to the creators of all the above mods.
NOTE: If I've forgotten to mention anybody please get in touch so I can give you the credit you deserve!
Thanks to Deuces for his editing of some DS terrain tiles.
Special thanks to Dave for his encouragement and assistance. The project wouldn't have been taken to this level only for him pointing me towards the right people.
If you have any queries or problems please don't hesitate to send me a message.
Piecemeal
24th March 2012
1,143 downloads
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