Jump to content
Sign in to follow this  
Gepard

Battle of Britain 2 Terrain Operation Seelöwe

Recommended Posts

Battle of Britain 2 Terrain Operation Seelöwe


Battle of Britain 2 Terrain Operation Seelöwe
*****************************************************
This mod is made for SF2E.

----------------------------------------------------------
I.

Battle of Britain 2 terrain Operation Seelöwe is a complete rework of my Battle of Britain terrain from 2009. It is completly new tiled, to give it a much better look. Each tile has now a size of 1024x1024 pixel, what is 4 times higher than in the old terrain.
The terrain is made with "Operation Seelöwe" in mind. This operation was a german military plan from 1940 to land with strong forces on english soil. This operation was planed in a timeframe from summer till early autumn 1940. Thatswhy i made no seasoned tileset. To simulate the ground battles after the german invasion i set some german beachheads on the map, so that now CAS missions can be flown.  
The area of Londow along the river Themse is new tiled by using satellite images. To hold the frame rate of the game as high as possible, i made the rivertiles not as tga files, but as ordinary jpg files. Thatswhy you will not find waves and reflexions on the river Themse and the most other rivers in this terrain.
The City of London is populated with house blocks. So is is destroyable by bomb raids.
The airfields in Britain are made by using old air footages from WW2. The design of the german bases is fiction. I was not able to find air footages from 1940 for this airfields. Please make sure, that your bombers have the setting
MinBaseSize=MEDIUM    
in their data.ini of the plane. Otherwise the bombers will also use fighter bases.
At the moment Battle of Britain 2 terrain contains 312 target areas. Some target areas are named PQsomething. PQ comes from the german word "Planquadrat", which is in english "grid". I decided to use the term PQ to simulate german planningmaps.
The terrain comes with two new nations. First the Luftwaffe of the Third Reich and the fictionary Deutsche Luftstreitkräfte of the Republic of Germany. Both nations have own insiginas, which you can select for single missions. The swastika i made only in a "camouflaged" version, because in Germany it is not allowed to handle this symbol in a game.
I have also moded the missioncontrol.ini file. Now the planes are closer to their base when they start a landing approach.

The terrain comes with 3 campaigns.
No.1 is Operation Seelöwe, the german invasion in Britain in late summer 1940
No.2 is the so called Nonstop Offensive, the british air strikes over the Channel in 1941
No.3 is Operation Seelöwe in 1956 with a fiction Republic of Germany as invader.

For the campaigns you need following planes:

BF109E-4 by RussoUK         https://combatace.com/files/file/14035-bf109e-47z/
Ju-88A-1 by Veltro2k   https://combatace.com/files/file/15445-junkers-ju-88-a1/
Do-17P by Veltro2k       https://combatace.com/files/file/15196-dornier-do-17p/

Spitfire Mk.1 by TMF   https://combatace.com/files/file/13510-sf2-ww2-spitfire-mk1a-by-mod-mafiatmf/
Hurricane IA by Raven   https://combatace.com/files/file/13646-sf2-ww2-hawker-hurricane-ia-etobob-by-raven/
WW2 RAF Bombers pack by Wrench   https://combatace.com/files/file/13795-sf2-ww2-raf-bombers-pak/

For the german 1956 campaign you need a MiG-17 cockpit
The best is made by Stary   https://combatace.com/files/file/12684-mig-15-mig-15-bis-mig-17-cockpit/

 


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

II.

CREDITS:


While making Battle of Britain 2 terrain i used a lot of files made by other modders. Thanks for this files!

The tileset is basing on Jan Tumas tileset for First Eagles
The most tod files are made by me, but i also used files made by Stary.
The white cliffs objects are made by GKABS.
The airfield objects are made by Geezer.
Some hangars are taken from AirfieldDevKit_v1.1
The Robinson hangars are made by RussoUK2004
The industrial factories are made by Geezer.
The fortification objects are made by Geezer.
The cargoships which you find in London Docks are made by Nils 'Julhelm' Dücker

I hope that have nobody forgotten.


----------------------------------------------------------
III.

INSTALLATION:

-Unzip the folders into your SF2 mod folder


----------------------------------------------------------
IV.

For remarks, comments, bugs, etc please use the forum or send me a PM.
-------------------------------------------------------------

V.

Battle of Britain 2 terrain Operation Seelöwe and all of his parts are FREEWARE. COMMERCIAL USE IS NOT ALLOWED!

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


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


Hope you enjoy it.


Michael (Gepard)


Made in Germany
May 2021

 


 

  • Like 5
  • Thanks 3

Share this post


Link to post
Share on other sites

Thank You very much ! :good:

I go to rebuild my BoB install... :pilotfly:

P.

Edited by Coupi
  • Like 1

Share this post


Link to post
Share on other sites

Much anticipated and very good indeed!

  • Like 1

Share this post


Link to post
Share on other sites

I can’t wait to set up an install for this. Thank you for all the time and hard work that went into this. 

Share this post


Link to post
Share on other sites

One of the best looking terrains I've ever seen. Congrats Michael!

OTH -- and NOT your fault -- a lot of our BoB era aircraft will be needing updates the /FlightData/  and possibly engine sections of their data inis. Due to the "formation takeoffs", I lose between 1/4 and 1/3 of flights on take; stalling out and crashing. It's a known problem with that style of take off -- even when used whit early jets (Sabres, T-jets, etc) there's a lot of stallouts.

I'm looking into some "easy" cheats to improve this. The Hurricane has always been a bit "off" speed wise I've thought. (I mean, WHAT aircraft climbs at 42% throttle??? :dntknw: Shouldn't be less then 70%)

  • Like 1

Share this post


Link to post
Share on other sites

Hi Gepard,

amny thanks for this truly outstanding work.

may I report a small glitch: the ground object-folder is is labelled "groundobjectS" (plural S), when it should be "groundobject" (singular, no trailing s) for sf2, so that these objects may show up in-game.

cheers

sokol

 

  • Like 1

Share this post


Link to post
Share on other sites
43 minutes ago, Sokol said:

Hi Gepard,

amny thanks for this truly outstanding work.

may I report a small glitch: the ground object-folder is is labelled "groundobjectS" (plural S), when it should be "groundobject" (singular, no trailing s) for sf2, so that these objects may show up in-game.

cheers

sokol

 

Ups, my fault. I will correct it as soon as possible.

  • Thanks 1

Share this post


Link to post
Share on other sites

Anyone else having the game crash randomly (often)?

Amazing terrain BTW!!!

Share this post


Link to post
Share on other sites
12 hours ago, amariani said:

Anyone else having the game crash randomly (often)?

Amazing terrain BTW!!!

I have never had CTD. The tiles are with 1024x1024 pixel very big. Maybe that the workload for your computer is to high. Perhaps you should lower the graphic setting.

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By VonBeerhofen
      An error I made working on the city districts drew my attention to the COSTCT tile which only shows a staggering 6 times in the entire EAW world. I'm pretty sure there are hundreds of coastal towns and seaside resorts in Europe, one of which is the one I live in. So I feel I have a choice to make, add more to the EAW coasts or free the tile to be turned into a new city tile to add more diversity to the limited set in use. Personally I think that a village or city tile one coastal tile away from shore will work just as well, after all the entire coast and beach are merely app. 1 or 2 KM deep. The question though is what is a better use in a 64 small tileset?
      Furthermore with a universal tile border there is also a much better use for the river city tiles as they can now also function outside the cities and add more diversity, as was done with other nature's in EAWPRO. Besides that industries predominantly happen on river banks, so it adds to realism too. Vice versa there's also no reason not to use other bridges inside cities like London when borders are uniform, which had 5 at the time of the blitz. EAWPRO already uses dozens of instances of the unused stock rail bridge and a much higher number of any other bridge. They're even used as piers on coastal tiles too, making fun targets to destroy!
      Here's Londen Thames with added bridges, of course the fake crossing can be removed now too.

      VonBeerhofen
    • By VonBeerhofen
      or bringing order to the chaos. I've applied a previously described algorithm of grouping tiles on the Italian cities which forms them more into what one might call 'districts', i.e. more organized then what was shown in the previous thread. The fractal algorithm can create many different layouts using various parameters, one of which is determined by looking at an entire region and the neighboring tiles surrounding a particular tile. It then randomizes smaller groups it creates and adds an occasional seed between them so the group isn't just echoing a certain tile. In the below calculation groups are created from the outside inward, taking the city's shape into account, after all the surrounding tiles influence the outcome of the calculation. As part of the fun 1/2 of the tile map uses an inverted calculation as can be seen in the last 3 pictures which is Munich, hence it's border and center differs from the  other pictures shown. The other 5 are London.









      You heard it first in www.combatace.com
      VonBeerhofen
    • By VonBeerhofen
      No more repetitive borders or center tiles and more different villages. With this randomization all village and city tiles can be used at will where ever in the game  in any possible rotational state, and it's a lot less mapping work. I already showed the idea some time ago but not with the Harvest City Set. There is still some work to be done to narrow some borders and create the right impression I'm after but I think it's slowly getting there.
      Here's a few screen shots, as an experiment a few village tiles were replaced with breaker field tiles and two different city/village layouts were tried, which means that the randomization for each layout is entirely different while the cities and village sizes and positions weren't changed. 





      You heard it first on combatace.com
      VonBeerhofen
    • By VonBeerhofen
      Here's a compilation of the 12 latest tiles for the 'Harvest' set. I created a temporary map where all other tiles were removed from and randomly filled the EAW world with these 12 tiles only. 12 screen shots were taken of which 6 are displayed now. The remaining 6 will replace these pictures at a later date as I may not have captured all 12 tiles in these screenies and to safe on page loading times .






      VonBeerhofen
    • By VonBeerhofen
      Regularly my terrain editor comes across this coastal situation for which the standard EAW tile set has no solution. It concerns a narrow passage between two land masses. Ofcourse you can simply widen the passage and use two corner tiles but I think this is sometimes more elegant when there's a large number of this situation, like for instance with a large number of islands close together. I think it serves a few more purposes so here's an example of the tile I use in 2 rotational states.

      VonBeerhofen
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..