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SF2 Falklands Mod (Redux) 3.01

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About This File

Kesselbrut's

"Falklands '82" (Operation Corporate)

for Strike Fighters 2

 

This package contains an updated version of Kesselbrut's "Falklands '82" (Operation Corporate) mod package for Strike Fighters 2 (SF2). In addition to making the original mod compatible with SF2, this updated version also adds a number of other mods that were released in the years subsequent to Kesselbrut's original effort.

 

This mod package should be applied to SF2 or SF2V installations (or merged installs incorporating SF2 or SF2V) that are patched to the Dec2009 or later patch level, including Feb2010, Mar2010, May2010, Jun2010, Dec2010, Jan2011, May2011, Jun2011, Jul2011, or Aug2011. If you are running SF2 or SF2V at an earlier patch level and do NOT intend to update to one of the later patch levels mentioned above, you should NOT install this mod package.

 

Note that this is a COMPLETE mod package. There is no need to install the original "Falklands '82" mod for SFP1.

 

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Minimum Requirements

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To install and play this mod, you must have the following installed:

 

SF2 VERSION: Strike Fighters 2

or

Strike Fighters 2: Vietnam

 

PATCH LEVEL: Mar2012 or higher

 

This mod does support installations that include "Strike Fighters 2: North Atlantic" (SF2NA), however, SF2NA is not required (nor is it sufficient by itself to use this mod).

 

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Installation

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Before installing this mod package, please ensure the installation of Strike Fighters 2 that you intend to use is updated to at least the Mar2012 patch level (the Apr2012 or higher patch level is recommended). The latest patches for Strike Fighters 2 can be downloaded from ThirdWire:

 

http://thirdwire.com/downloads.htm

 

Also, please be aware that the mod requires either the original "Strike Fighters 2" (with the Desert terrain) or "Strike Fighters 2: Vietnam" (SF2V). If you will be using SF2V as a mod base, then you will have one additional step at the end of the installation process.

 

This mod can be installed to SF2 installations that incorporate "Strike Fighters 2: North Atlantic" (SF2NA). If SF2NA is part of your target install base, there are some additional items for you to install as part of another optional installation step.

 

The main installation process consists of three main steps. Please read the following instructions carefully and follow them religiously. If you wind up with a non-working mod install, then you likely failed to follow the instructions properly.

 

NOTE: If you installed the verison of this mod released in Dec. 2010, we recommend that you NOT install this newer version over that older version. Instead, start from scratch, using a fresh/new Mod Folder.

 

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* STEP 1: PREPARE THE MOD FOLDER *

----------------------------------

 

This mod requires a separate mod folder. Please do not attempt to install this mod over or combine it with other mods such as NATO Fighter 4+ or the SF2V Expansion Pack.

 

- Open your SF2 Installation directory and make a copy of StrikeFighters2.exe or StrikeFighters2 Vietnam.exe, Rename the copy to StrikeFighters2_Falklands.exe (or whatever unique name you prefer).

 

- Run the newly copied and renamed .EXE file, then exit back out to the Windows desktop after navigating through a few menus. A custom Mod Folder for your Falklands'82 mod install will have been created in one of these locations:

 

Windows XP: \Documents and Settings\[username]\My Documents\ThirdWire\[YourModFolder]

Windows Vista: \Users\[username]\Saved Games\ThirdWire\[YourModFolder]

Windows 7: \Users\[username]\Saved Games\ThirdWire\[YourModFolder]

 

...where [YourModFolder] matches the name of the copied .EXE file that you created.

 

- Open your Mod Folder and delete the \Objects sub-directory (including everything in it).

 

Now you're ready to install the Falklands'82 mod proper.

 

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* STEP 2: INSTALL MAIN COMPONENTS TO MOD FOLDER *

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This is the easiest step.

 

- Unpack the SF2_Falklands82.7z archive package to a location on your hard drive.

 

- Move the contents of the \To_Mod_Folder directory to your Mod Folder (created in Step 1 above).

 

If you've moved everything correctly, you should have a new \Objects sub-directory in your Mod Folder, along with a few new other sub-directories.

 

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* STEP 3: EDIT OPTIONS.INI *

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This last step involves a bit of text editing, so please pay attention.

 

Open the Options.INI in your Mod Folder. Locate the "Instant Action" section and replace it with the following:

 

[instantAction]

AircraftType=HarrierFRS1

MissionMap=Malvinas

StartTime=15:15:00

StartDate=05/21/1982

StartTimeDeviation=10

TextureSet=0

NationalMarking=0

SquadronMarking=0

AircraftNumber=0

KillMarking=0

 

Just below the "Instant Action" section is the "Single Mission" section. At minimum you should change the EndYear= statement to 1983 or higher. I recommend setting the StartYear= and EndYear= as follows:

 

StartYear=1982

EndYear=1983

 

Finally, a little further down you should find the "Campaign" section. Replace it with the following:

 

[Campaign]

CampaignName=19820425 Operation Corporate

PlayerService=RoyalNavy

PlayerUnit=No.800 NAS

AircraftType=HarrierFRS1

Difficulty=NORMAL

Length=NORMAL

AircraftSupply=NORMAL

WeaponSupply=NORMAL

LoadCampaign=FALSE

CampaignSavename=DefaultCampaignSave

 

Save your changes and close the Options.INI file.

 

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* STEP 4: Optional Step for SF2NA Users *

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This optional step is for those whose install base include "Strike Fighters 2: North Atlantic" (SF2NA). Included with this mod are a number of custom files that allow SF2NA users to enjoy some of the new functionality included with SF2NA, including:

 

- Carrier battle groups in campaigns

 

- Carrier start in single missions (select aircraft)

 

- New mission types in campaigns, including NAVAL_SEARCH,

NAVAL_ATTACK, & CRUISE_MISSILE

 

TO INSTALL: drag and drop the contents of the \_For_SF2NA folder into your Mod Folder, allowing Windows to merge and overwrite any folders and files it prompts to.

 

For a discussion of how these SF2NA features have been integrated into the "Falklands '82" mod, see the "Notes on SF2NA Features" section later in this ReadMe.

 

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* STEP 5: Optional Step for SF2V Users *

----------------------------------------

 

This last step is for those who are using Strike Fighters 2: Vietnam (SF2V) as mod base instead of the original Strike Fighters 2 (with the Desert terrain). If your SF2 installation does not include the original SF2 (with the Desert terrain) and you're using SF2V as a mod base, then you must swap out terrain .INIs so that your MALVINAS.INI points to the correct .CAT file.

 

- In your SF2 Mod Folder, open the \Terrains\Malvinas folder. Delete the file Malvinas.ini.

 

- In \Terrains\Malvinas\Alt you will find the file Malvinas_vietnamsea.INI. Copy it to the \Terrains\Malvinas folder (just above the \Alt sub-folder) and re-name it to Malvinas.ini (thus replacing the file you deleted just above).

 

If your Mod base also happens to include SF2NA and you've installed the SF2NA files from the revious step, then you must make the same INI swap for the FALKLANDS.INI terrain INI.

 

- In your SF2 Mod Folder, open the \Terrains\Falklands folder. Delete the file Falklands.ini.

 

- In \Terrains\Falklands\Alt you will find the file Falklands_SF2NA_vietnamsea.INI. Copy it to the \Terrains\Malvinas folder (just above the \Alt sub-folder) and re-name it to Falklands.ini (thus replacing the file you deleted just above).

 

* * * * *

 

THAT'S IT. Your "Falklands'82 for SF2" mod should now be ready to use. You may consider installing some of the "optional" items as described in the next section.

 

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Installation of Optional Items

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Included in the \Optional folder are a number of optional items that you may consider installing (if your installation has the required base installation items).

 

- Canberra62: this is an alternate version of the Canberra B.Mk62, based on the 3rdWire Canberra B.6 model. In order to use this model your base installation must include SF2E Expansion Pack 2. TO INSTALL, simply drag the \Canberra62 folder to your SF2 Mod Folder and drop it in \Objects\Aircraft. The campaigns will automatically start using this newer model.

 

- Harrier3: this is an alternate version of the Harrier GR.3, based on the 3rdWire model included in SF2E. In order to use this model your base installation must include SF2E. TO INSTALL, simply drag the \Harrier3 folder to your SF2 Mod Folder and drop it in \Objects\Aircraft. The campaigns will automatically start using this newer model.

 

- IAI-Dagger: this is an alternate version of the IAI Dagger, based on the 3rdWire Nesher model included in SF2I. In order to use this model your base installation must include SF2I. TO INSTALL, simply drag the \IAI-Dagger folder to your SF2 Mod Folder and drop it in \Objects\Aircraft. The campaigns will automatically start using this newer model.

 

- MB-339A: this is the original version of the MB-339A included in all previous releases of the "Falklands '82" mod. It is offered as an optional aircraft in case anyone prefers the original version over the newer, updated model introduced with the "August 2012 Update."

 

- Mirage IIIEA: this folder contains an alternate Mirage IIIEA cockpit based on the 3rdWire Mirage IIICJ cockpit from SF2I. It is a replacement for the stock cockpit of the Mirage IIIEA and requires SF2I to be part of the installation. TO INSTALL, simply drag the \MirageIIIEA folder to your SF2 Mod Folder and drop it in \Objects\Aircraft, allowing it to overwrite file as prompted.

 

- Vulcan B2: this folder contains files to install the Vulcan B2 bomber to your Mods folder. TO INSTALL, simply drag the \VulcanB2 folder to your SF2 Mod Folder and drop it in \Objects\Aircraft. Be sure to read the "Notes on the Vulcan B2" section below for a discussion on using this aircraft in the "Falklands '82" mod, as there are significant limitations.

 

- WaterNormal: this folder contains various alternate WaterNormal.BMP files, which can be used to change the texture or appearance of the water in the Malvinas terrain. To use any of these alternate .BMPs, simply drag the file you wish to use to your SF2 Mod Folder and drop it in the \Terrains\Malvinas folder, allowing it to overwrite the version already there. Note: the default/original .BMP used by this mod is in the \3rdwire sub-folder.

 

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Game Play Notes (PLEASE READ)

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There are some important things you should know about playing this updated version of the "Falklands '82" mod.

 

1. Single Missions vs Campaigns

 

Like the original "Falklands '82" for SFP1, the Malvinas & Falkands terrains are set up to use different years for Single Missions (i.e., "Create Mission") and the Campaigns.

 

Campaigns: both campaigns automatically start on May 1, 1982, and continue

into mid June 1982.

 

Single Missions: when flying Single Missions, set the "Mission Date" to 1983. If

you set the date to 1982, you may get a CTD (crash to desktop)

when attempting to start the mission.

 

As Kesselbrut noted in his original ReadMe, game-generated single missions ("Create Mission") should be flown in 1983 because the only British air base on the islands was build in late May. If you have a mission date before May 29, 1982, the game will CTD becaue there is no air base for British aircraft to use. User-created missions (with a 1982 mission date) will work normally. British aircraft will still have to take off from a carrier before May 29, though, even in user-created missions for 1982.

 

2. Recommended "Gameplay Options"

 

Some of the island-based airfields are a bit rough. It is highly recommended that you change the "Landing" Game Play option to "Normal" or "Easy." If you use a "Hard" landing option setting, you may see aircraft exploding on the runway either because they start without landing gear deployed or because they lose their landing gear halfway down the runway. This is esp. true of Stanley Airfield.

 

You can fly all fixed wing aircraft on "Hard" or "Normal" Flight Model. Helicopters are best flown on "Normal" Flight Model.

 

3. Canberra Bomb Sight

 

In the Canberra, you can switch between Pilot and Bombadier with "Hook" key to use the bomb sight.

 

4. Carriers

 

In the original campaigns that use the default Malvinas terrain ("Falklands/Malvinas")), all Carriers have zero speed. Were they allowed to sail normally, they would cruise wildly through the ship formations.

 

In the new campaigns that use the NavalMap-enabled Falklands terrain ("South Atlantic"), carriers do move, and they have carrier battle groups consisting of frigates, destroyers, and support ships to accompany them. To use the new campaigns, though, you must have SF2NA as part of your SF2 install base.

 

5. Infanty Speed

 

Note from Kesselbrut: "The infantry units have too much speed - when I use normal Footslogger speed there are no ground battles."

 

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Notes on SF2NA Features

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1. New terrain - "South Atlantic"

 

The "August 2012 Update" for this mod introduces a new version of the familiar "Falklands/Malvinas" terrain named "South Atlantic" (and found in the \Terrains\Falklands folder). The "South Atlantic" terrain is NavalMap-enabled -- meaning, that it requires SF2NA to be part of the SF2 install base used for the mod. It is included as part of Step 4 (For SF2NA users) during the installation process.

 

This new terrain uses carrier battle groups for many, but not all ships. Some ships are still static terrain objects, just as they are in the original "Falklands/Malvinas" terrain. The main British carrier task force elements, for example, appear as part of carrier battle groups. So, too, all Argentinian ships that operate away from the islands and closer to the Argentine mainland (the task groups with the Belgrano and 25 de Mayo, for example).

 

Immediately around the islands themselves, however, most ships still appear as static terrain objects, either because they need to appear in certain places only on certain dates or because it would have been impractical to get them into their final campaign positions by allowing the game engine to sail them into those positions as part of carrier battle groups. The ships the make up the San Carlos Landing Group are probably the best examples here.

 

If you select the "South Atlantic" terrain for game-created Single Missions and happen to be flying a carrier-enabled aircraft, you will start the mission on the deck of a carrier that forms the base of a carrier battle group.

 

If you wish to play a campaign that exploits SF2NA features such as carrier battle groups and new mission types, you should select one of the "South Atlantic" (SA) campaign variants, discussed in the next section.

 

2. New "South Atlantic" campaigns

 

As noted above, this updated version of the "Falklands '2" mod includes "South Atlantic" (SA) campaign variants that exploit the new features of SF2NA, including carrier battle groups and new mission types:

 

- 19820425 Guerra de las Malvinas (SA): an Argentinean campaign, with the player-flyable

A-4Qs of 3 Esq. de Caza y Ataque starting on 21 May and operating from Rio Grande AB.

 

- 19820425 Operación Rosario (SA): a variant of the Argentinean campaign, with the player-

flyable A-4Qs operating from the ARA Veinticinco de Mayo during the early days of the

conflict.

 

- 19820425 Operation Corporate (SA): the main British campaign, with four different battle

groups including the Hermes Carrier Group, the Invincible Carrier Group, the Amphibious

Task Group, and the Bristol Reinforcement Group. The first three appear at the start of

the campaign. The last appears on 23 May.

 

Please keep in mind that we have attempted to remain somewhat faithful to the general historical outlines of the original conflict. That means you will not find that any of these campaigns turn into a major carrier duel between the 25 de Mayo and the British Task Force.

 

We experimented with such a scenario in testing and can assure you that the results are quite boring: massive losses on both sides with most if not all carriers sunk within the first few days of the conflict. The whole thing ends very quickly, and what gets lost in the mayhem is the actual historical jousting over the islands themselves -- a drama much more interesting and compelling than an SF2NA-style naval duel.

 

It also needs to be noted that as welcome SF2NA's new features are, the original campaigns based on the "Falklands/Mavinas" terrain with static ships are still as engaging as they ever were. Once the campaign switches to a NavalMap-enabled terrain, the campaign engine attempts to turn the campaign into a carrier duel, and the target selection becomes very dependent on and oriented towards the movement and status of the carrier groups.

 

In the historical conflict, however, the Argentine armed forces never had a sustained fix on the carriers of the British Task Force, and after some early attempts to locate and attack the carriers, the campaign eventually settled into a more routine defense of their position on the islands themselves. The British, of course, never located or attacked the 25 de Mayo before it beat a hasty retreat to port following the sinking of the Belgrano on 2-3 May.

 

Put simply, there is a case to be made that the original campaigns based on the original terrain actually play BETTER than the new "SA" campaign variants that exploit SF2NA features. Yes, the ships don't move, but that is a minor detail. The critical component, target selection and tasking of air units, is driven by the goal of retaking or defending the islands themselves, not locating and sinking opposing carrier groups.

 

3. Carriers & Carrier Battle Groups

 

As discussed above, the new NavalMap-enabled "South Atlantic" terrain allows Single Missions and Campaigns to be flown from carriers that form the heart of carrier battle groups. To allow the old terrain and campaigns to coexist with the new variants, we have included two versions of each carrier -- one old-style carrier that does not move; one SF2NA-enabled carrier that does move. The proper carrier type is automatically selected for you in Single Missions and Campaigns based on the campaign or mission map you elect to use.

 

4. Exocets

 

For this mod most third-party (i.e., non-stock) anti-ship missiles, including the Exocet, have been converted to use the ASM/cruise missile functionality introduced w/ SF2NA. At the same time, the older versions of these missiles have been preserved, as the new ASM cruise missiles can be used by AI only against ships.

 

So, for many anti-ship missiles, including the Exocet, you will now find two versions:

 

1) "Standard" guided version

 

These versions are the "old" style missiles setwith WeaponDataType=1. They can be used by AI against land and sea targets. These missiles retain their familiar names (e.g., AM 39 Exocet, AGM-84D Harpoon, Kh-59M Ovod, etc.).

 

2) ASM/cruise missile version

 

These versions utilitize the new cruise missile functionality set by WeaponDataType=7. They can be used by AI only against ships. These versions can be distinguished by their names:

 

- U.S./NATO missiles have the ASM tag (e.g., AM 39 Exocet ASM, AGM-84D Harpoon ASM).

 

- Soviet/WP missiles follow the naming convention used by ThirdWire's

Soviet cruise missiles (e.g., Kh-59M AS-13 Kingbolt).

 

At the same time aircraft that typically carry these missiles have been updated to accommodate the ASM versions. Loadouts for these aircraft have been updated to use ASM versions by default for Anti-Ship, Naval_Attack, and Cruise_Missile loadouts.

 

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Notes on the Vulcan B2

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As noted above, the Vulcan B2 bomber is now included as an optional install. You should be aware of the limitations of this aircaft within this mod:

 

1. Off Map Basing: the only British-controlled airfield large enough to accommodate the Vulcan is Wideawake air base on Ascension Island, which is an off-map air base. That means that if you want to fly Vulcan in single missions, you'll have to start in the air, because your air base is not lcoated on the map.

 

2. No Game-Generated "Black Buck" Missions: if you were expecting the game to generate "Black Buck" style bombing raids for your Vulcan, forget it -- it ain't happening.

 

In game-generated single missions, the game engine will always position you in a flight of at least two aircraft (no single aircraft bombing raids, in other words), and will schedule those flights during the day time as often as it does at night. Moreover, you will likely have fighter escorts as well as opposing interceptors to deal with.

 

We have included a custom Formation.ini that keeps Vulcan bomber flights small and the aircraft within those flights widely separated, so the Vulcans seem to operate semi-independently of each other.

 

Of course, you can always use the ThirdWire mission editor to create your own "Black Buck" missions, but that's a task we leave to you.

 

3. No Campaigns: as the game simply will not handle the Vulcan in a historically plausible way, we have not included it any of the campaigns.

 

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Known Bugs

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There are a few bugs (none "showstoppers") that you should be aware of.

 

1. Stanley Airfield

 

The terrain on which this airfield resides is treacherous. The best we've been able to do is implement workarounds for this airfield's several problems.

 

First, as noted above, set your "Landing" Game Play option to "Normal" or "Easy."

 

Second, you will find that you will start missions off center on the runway. This is done to prevent you from losing your landing gear half-way down the runway. Do not veer across the center line when taking off (stay in your lane).

 

Third, even despite doing the above, you will notice that your aircraft is slow to accelerate and tends to bounce around a bit. You may even need to run off the end of the runway to get airborne.

 

With the exception of Skyhawks (whose spindly landing gear has real problems with this runway), all Argentine aircraft can be used from Stanley. Historically, though, the runway was off-limits to the fast jets -- e.g., A-4s and Mirages.

 

2. Non-paved Airfields

 

When taking off from non-paved airfields -- esp. the Port San Carlos FOB used by Harriers -- you will notice your landing gear sinking into the ground a bit. Also, some airfield runway textures may not appear, notably the PSP/AM2 matting at Port San Carlos FOB. These are other quirks of the Malvinas terrain in SF2 that we have been unable to fix.

 

3. Rapier SAMs

 

The British Rapier SAMs will not fire in the Operation Corporate campaign due to a bug in SF2 that prevents the game from handling Blue-side static SAMs correctly.

 

4. Helicopters & AI Pilots

 

All helicopters in this mod have been made flyable. Set the "Flight Model in Game Play Options to "Normal, and use your thrust vectoring controls in conjunction with the standard SF2 flight controls to maneuver and fly the helos.

 

At the end of the day, though, Strike Fighters is NOT a helicopter sim. That means helo flight models are rough, unrealistic, and borderline unstable. It also means that AI helo pilots can occasionally run into difficulties, esp. when trying to land these things.

 

Until someone creates better helo flight models for SF2 (or TK updates the ThirdWire flight engine to accommodate helicopters), that's just the way it is. If you don't like the way the helos fly, then don't fly them.

 

5. Atlantic Causeway & Atlantic Conveyor

 

Movement for both ships has been disabled. The orientation of the models for these vessels is off, causing the ships to move sideways in the water (a very odd sight indeed). In campaigns this is a moot issue, as both ships appear only as terrain targets. In single missions, though, the game may add one or both ships to carrier battle groups. In such cases, the ships will not move with the rest of the group.

 

6. Comrpnt's Missions

 

Comrpnt created an excellent set of historical missions for his "Falklands Mod & Mission Pack." While these work fine with the original "Falklands '82" mod for SFP1, we encountered significant problems when attempting to get them to work in SF2.

 

In particular, there appears to be a bug in SF2 that causes the game to refuse to start an aircraft on the ground at an offset east or west of the defined center of the airfield target area. This bug manifests itself only in user-created single missions for some reason. The consequence is that many aircraft in comrpnt's missions have problems taking off -- esp. from the Hermes or Stanley Airfield -- because they start on the ground in the wrong position relative to the runway (whether it be a carrier deck or a land-based runway).

 

As we could not resolve these problems or find an acceptable workaround for this bug, we have not included comrpnt's missions (though we have implemented other parts of his Falklands mod pack).

 

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Changes, Fixes, & Additions

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This mod was released in December 2010. In May 2014 it was updated with the following fixes and changes:

 

- performed minor fixes/updates on most aircraft & ships

- added new skins for the A-4P and Mirage IIIEA (TMF)

- added new models for the Fleet Oiler & Fleet Stores Ship

- added Type 12I & Type 23

 

Earlier, in August 2012, this mod was updated with the following fixes and changes:

 

Fixes & Updates

---------------

- all ships overhauled & brought up to SF2NA compatibility standards

- missile & guns systems on ships overhauled for functionality in SF2NA

- SF2NA versions of all three campaigns created

- land-based SAMs overhauled for performance and realism

- land-based AAA guns overhauled for performance and realism

- most other combat-related ground objects tweaked and/or fixed

- all A2G/ASM missiles overhauled for performance and realism

- all SAMs overhauled for performance and realism

- most aircraft tweaked or fixed in some way

- IA-58a Pucara flight model overhauled

- optional new skins added for: Super Etendard, MB-326GB, T-34 Mentor

- new MB-339A model added

- several new target areas added to terrain

- several bug fixes implemented for terrain items

- terrain TYPES.INI expanded to incoprorate new items

- SF2NA version of terrain added (South Atlantic)

- terrain Movement.INI expanded

- terrain front line tweaked

- Goose Green airfield taxi positions fixed

- ship smoke & flak effects tweaked

- PlanningMapScreen.INI fixed for Sf2NA compatibility

- Formation.INI and Nations.INI tweaked

- most other INIs in \Flight updated for SF2NA/Apr2012 compatibility

 

Additions

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- ships: Segui class destroyer, Drummond class corvette, Fleet Oiler

- SAMs/AAA: HS-831 30mm AAA, Bofors L60, Tigercat SAM, Stinger launcher (UK)

- guns: 76MM_Otobreda, 30MM_KCB

- weapons: Tigercat SAM, Mk.44 torpedo, Rapier Mk. 1E, & Rapier Mk. 2A

- aircraft: Vulcan B2 bomber

 

Previously, in January 2012, it was updated with the following fixes and changes:

 

Fixes & Updates

---------------

- campaigns overhauled, with revised AirOffensive schedules, unit start

dates, and other minor changes

- variant of Argentinean campaign added (Operation Rosario), which bases

3 Esq. de Caza y Ataque (A-4Q) on the 25 de Mayo aircraft carrier instead

of Rio Grande Airbase

- Operation Corporate campaign now allows players to fly the small detach-

ment of 1 Sq. Harrier GR.3s that flew from the HMS Hermes

- flak & bomb effects fixed to reduce cartoonishly large debris

- Formation.INI updated to reflect changes from the latest 3rdWire patches

- terrain Tyes.INI overhauled to standardize data and better organize/

prioritize target types for campaigns

- terrain Targets.INI tweaked to fix various minor errors & address

problems with front line

- front line (Movement.INI) adjusted to correct problems with game engine's

handling of certain target areas in campaigns

- Exocet ASMs changed to allow them to hit moving targets in Single Missions

- ship-based SAMs overhauled to improve performance

- most warships tweaked to improve performance of ship-based SAMs

- Super Etendard's weapon stations tweaked to correct roll to the left

- Super Etendard's cockpit position moved forward

- Super Etendard's decals.INI fixed to show all decals

- Ajunaidr's Canberra B.62 overhauled to add 3rdWire flight model, remove

guns, and bring weapons stations/loadouts in line with Soulfreak's B.62

- AIM-9 Sidewinder rails added to A-4Q Skyhawk

- CruiseSpeed for all Skyhawks boosted slightly

- mission radii for all Harriers reduced to prevent them from flying

missions against the Argentinean mainland

- UH-1H flight model tweaked for performance

- ground-based SAMs, AAA, & radars tweaked to improve performance

 

Previously, in May & September 2011, this mod was re-released following extensive bug fixes,

changes, and additions, which included:

 

Fixes

-----

- missing/incorrect Sea Harrier decals

- bright white Sidewinder rails on Sea Harrier

- A-4 nation decals missing

- non-working nozzel on Sea Harrier

- incorrect alignment/decals for UH-1H

- wrong missiles on Mirage IIIEA

- Mirage IIIEA unable to maintain expected high altitude speed

- wrong .INI pointer for A-109A unit in Malvinas campaign

- Type_12M frigate not appearing in terrain

- front line leaves British ships on Argentine side in campaign

- wrong alignment for Port Howard target area

- wrong model for AR_R-530R

- wrong squadron for Harrier GR.3 (No.1 not No.3)

- loadout/weapon stations problems with S-2F Tracker

- rolling radius on Super Etendard nose wheel too high

- Airfields 1,2,5 use mix of old/new runway textures

- MB.326 & MB.339 experience nose pitch-up at speeds > 400 knots

- Harrier GR.3 & FRS.1 don't sit properly on tarmack/deck

- Harrier FRS.1 damaged 50% when landing on carriers

- aircraft on use ski jump improperly on Hermes

- AI pilots land incorrectly on Hermes

- double green Pucara's 1-Tex skin wrong color-depth

- AI pilots w/ Twin Otter not take off/land correctly

- AI pilots w/ T-34C Mentor not take off or fly correctly

- wildly inaccurate squadron strengths in campaigns for some aircraft

- "Intelligence" values on wrong force/side in Malvinas campaign

- some number decals not appear on aircraft in campaigns

- other minor errors in campaign DATA.INIs

- ReadMe for Malvinas WP not included

 

Additions

---------

- RWR/ECM corrections on Harrier GR.3

- overhauled decals on Harrier GR.3

- engine updates on Harrier GR.3

- loadout updates on Harrier GR.3

- RWR/ECM corrections on Sea Harrier FRS.1

- engine updates on Sea Harrier FRS.1

- loadout updates on Sea Harrier FRS.1

- corrected black skins from Elephant for Sea Harrier FRS.1

- new "blue-black" 800/801 skins from PanamaRed for Sea Harrier FRS.1

- corrected 809 skins from PanamaRed & Elephant

- overhauled decals for Sea Harrier FRS.1 based on work by Elephant

- Lynx & Sea King upgrades by dtmdragon

- Argentine pilot pics from IceMan

- new RAF & RN pilots from Elephant & PanamaRed

- new SquadronList.INI from STORM w/ texture data keyed to it

- WATERNORMAL.BMP from SF2 Desert.CAT

- optional verions of WATERNORMAL.BMP from luk1978

 

New Optional Items

------------------

- 3rdWire Nesher-based Dagger (SF2I only)

- 3rdWire Mirage IIIEA cockpit (SF2I only)

- 3rdWire Harrier GR.3 (SF2E only)

- 3rdWire Canberra B.Mk62 (SF2E Exp. Pack 2 only)

- alternate WaterNormal.BMPs

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

General Changes, Fixes, & Additions

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

This mod is a conversion and upgrade of the original "Falklands '82" mod released by Kesselbrut for SFP1. This version incorporates the following changes over the original:

 

General SF2 post-Dec2009 Updates/Conversions

--------------------------------------------

- Hangar/Loading Screens: converted to .JPG format

- Loadout Images: coverted to .TGA format

- Cockpit Positions: checked & updated as needed

- HUD/DTVFilter Materials: added & updated as needed

- Effects: added proper shaders to all effects

- EnvironmentSystem: added proper Dec2009 shaders & new

environment parameters

- Menu Screens: coverted to .JPG format

- Non-decal TGAs: moved to aircraft texture folders

- UserLists: added UserList.INIs to all aircraft

- AircraftShortNames: added AircraftShortName statements

to all aircraft

- Damage models: added aircraft damage models to all air-

craft DATA.INIs

- Decals: moved all aircraft decals to \Decals folder

- Pilots & Seats: moved all pilots & seats to \Pilots folder

- Radar frequencies: added radar frequency data to aircraft

radars, RWR statements, anti-radiation missiles, & ground

radars (not ships)

- converted weapons & guns to SF2

 

Other Updates & Fixes

---------------------

- added damage .TGAs to several aircraft

- tweaked weapons loadouts/stations on several aircraft

- updated flight models on Mirage IIIEA, IAI Dagger, Harrier

GR.3, Sea Harrier FRS.1, MB-326GB, C-130, KC-130, Super

Etendard, T-34C Mentor, & IA-58a Pucara

- tweaked flight models on most remaining aircraft to make

them SF2-friendly

- added additional skins to A-4CA/P/Q, Canberra B.62, Sea Har-

rier FRS.1, IA-58a Pucara, IAI Dagger, Mirage IIIEA, & KC-130

- added new Hangar & Loading screens for a number of aircraft

- made minor correction/fixes to most aircraft

- replaced original cloud mod with Cellinsky's WideSky cloud mod

- updated original Menu screens and added a few new ones to round

out the set

- created new InstantAction.INI

- added custom SpeechSystem.INI to suppress some gun-firing radio

calls ("He's firing his guns!")

- carried over original Nations.INI tweaks to SF2 Nations.INI

- added custom pilot pics from comrpnt's mod pack

- carried over relevant customizations from original Formations.INI

to SF2 Formations.INI

- added several new sounds & updated SoundList.INI

- tweaked flak guns to improve effectiveness & use new effects

- fixed Type 12M (Rothesay) Class Frigate so that guns/missiles are

now working

- added bobrock's Invincible re-paint skin

- converted main terrain .INIs to SF2 standards

- added seven new terrain target areas for temporary ship locations

to TARGETS.INI

- added new terrain items (static models, ships, etc) to TYPES.INI

- added new terrain items (static models, ships) to TARGETS.INI

- fixed StanleyAirfield_DATA.INI to enable aircraft to take off

- tweaked FOB_DATA.INI to allow more than four aircraft to take

off properly from Port San Carlos FOB

- implemented custom terrain lights from comrpnt's mod pack

- updated campaigns for SF2-compatibility (& added MB-339A)

 

New Air & Ground Items

----------------------

- MB-339A ARA

- Twin Otter

- Type 12L frigate

- Type 21 frigate

- Type 22 frigate

- Sotoyomo & Z-28 patrol craft

- Argentine Mercedes trucks (Trucks camiones)

- Banidos team static terrain models

- several new weapons or weapons models

 

~~~~~~~

Credits

~~~~~~~

 

This update pack adds a number of new items to the "Falklands '82" mod package. These new items are from the following modders, who generously allowed their use:

 

comrpnt .......................... Falklands Mod & Mission Pack

ChrisBV .......................... Sea Harrier Pack

NeverEnough ...................... IA-58a Pucara for SF2

Tracker & Syd Adams .............. Twin Otter

ID(io)T Team...................... MB-339A

Banidos Team ..................... Static Malvinas Models

Banidos Team ..................... Trucks Camiones

Banidos Team ..................... Type 12I, 12L, 21, 22, & 23 frigates

Julhelm .......................... Fleet Oiler

Florian .......................... Fleet Stores Ship

bobrock .......................... Invincible re-paint skin

Adrian Benetti ................... Sotoyomo & Z-28 patrol craft

Adrian Benetti ................... Malvinas Weapons Pack

ChrisBV .......................... Falklands War-era Weapons Mini-Pack

Cellinsky ........................ WideSky cloud mod

SayWhat?! ........................ IA-58a Pucara skins

JefeFOSS ......................... Canberra FAA Oscuro skin

PGC .............................. Mirage IIIEA skins

torno & HrntFixr ................. C-130/KC-130 skins

torno ............................ ARA Sea King skin

Falls, nosecone, Banidos Team, ... A-4CA/P/Q skins

Fallschirmjager, 3-A-305,

& Galtieycia

PanamaRed ........................ Harrier FRS.1/GR.3 fixes, Hermes fixes,

Mentor fixes, Pucara fixes

Elephant ........................ updated Harrier FRS.1 skins & decals

STORM ............................ updated/expanded SquadronList.INI w/ a/c .INIs

luk1978 .......................... new WaterNormal.BMP versions

Ice Man .......................... Argentine pilot pics

dtmdragon ........................ Harrier 3, Lynx, & Sea King upgrades

Wrench ........................... Gazelle running lights

torno ............................ Dagger skins & antennas for 3rdWire Nesher

Soulfreak ........................ Canberra B.Mk62 (3rdWire B6 model)

ataribaby ........................ Super Etendard fixes

Wrench ........................... Exocet ASM fixes

Torno & Paulopanz ................ 25 de Mayo CV

Adrian Benetti ................... Drummond class corvette (based on ARA Indomita/Intrepida)

Paulopanz ........................ new skins for County class destroyer, Type 12I frigate,

& Type 82 destroyer

Ariell ........................... new skins for Super Etendard, MB-326GB, & T-34 Mentor

Paulopanz ........................ Vulcan B2 skin

SUICIDAL-ART ..................... Bofors L60 AAA

 

Additional skins from Edward's "Falklands Mod and Campaign for SFP1."

 

Credit for the original "Falklands '82" mod package goes to Daniel "Kesselbrut" Himmel and the team of modders that contributed to that original release for SFP1. For a list of all the modders whose work is used in the complete "Falklands '82" mod, see the original ReadMes included in \OriginalReadmes.

 

If we have neglected to credit anyone here, please let us know. We will get it fixed ASAP.

 

 

--------------------------

eburger68 & Dave (USAFMTL)

15 November 2010

3 May 2011

1 Sep 2011

5 Jan 2012

27 August 2012

1 May 2014

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