Jump to content

Recommended Posts

Rio de la Plata terrain


Rio de la Plata terrain version 1.3
*****************************************************

++++++++++++++++++++++++++++++++++++++++++

This terrain is written for SF2NA and SF2E or SF2I.

+++++++++++++++++++++++++++++++++++++++++

I. Short description:

This terrain covers the Bay of the river Rio de la Plata. South of this bay we find Argentina, north of it Urugay and Brazil. East of it is the Atlantic Ocean.
The timeframe of the terrain is from 1980 to 2020.

It is made as a NavalMap with carrier vs carrier operations in mind.
The scenario is, that in 1982, the Royal Navy answered the argentinian invasion on the Falkland islands with sending a Naval Task Force toward Buenos Aires and landing troops on the shores of Argentina.

Thatswhy you find a big british beachhead on the map.

You can fly following missions for the British and their allies, the Brazilians:
SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,SEAD,ANTI_SHIP,RECON,CAS,Armed_Recon

For the Argentinians you can fly this missions:
SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,SEAD,ANTI_SHIP,CAS,RECON

New in vesion 1.2:
- number of target area increased from 37 to 47
- all target areas are now fitted with objects. Factories, warehouses, commbuilding etc.
- Airbase Tandil moved 75 km westward. It is not yet at the correct position. I fear, that if the base is placed at the correct position, the AI would not use it, because it is to far in the west.
- At the former position of Tandil Airbase i placed a temporary aifield.
- I added the river Rio Paradana and the neigbour rivers.
- I relocated Montevideo and the Montevideo Airport. The airport is completly new made.
- I reworked all rivermouth tiles, enlarged them to 1024x1024 pixel size.

New in version 1.3
- number of targetareas increades to 82
- a lot of new factory target areas for Argentina
- included uruguayan airbases
- included static Cessna for airfield "population
- included some goodies


++++++++++++++++++++++++++++++++++++++++++++++++

II. INSTALLATION:

To run this terrain you need SF2NorthAtlantic and SF2 Israel or SF2 Europe.


Unzip all files into your saved game folder ...ThirdWire\StrikeFighters2XXXX


Thats it.


If you have SF2Europe installed you must do nothing more.
If you miss SF2E and have SF2Israel you must open file

Rio_de_la_Plata_Bay.ini

with Notepad editor and look for the lines:

//CatFile=..\IsraelME\IsraelME.cat
CatFile=..\GermanyCE\GermanyCE.cat

change the entry into:

CatFile=..\IsraelME\IsraelME.cat
//CatFile=..\GermanyCE\GermanyCE.cat


save the file
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
II.A: Goodies
I have made a new mainscreen and included a new mainscreensound. Check it out and if you like it then copy the folder Menu to your SF2 mod installation

If you own the TK's  DLC28 and SF2Israel, you can use the MirageIIIEA and MirageIIIEBR, which you also find in the goodies folder. Simply copy to your objects folder.

++++++++++++++++++++++++++++++++++++++++++++++++++

III. Credits.

Tileset            is basing on Starys Green Hell 3.0 tileset. I converted it to jpg format and
            merged the 512x512 tiles to 1024x1024 pixel tiles.
Tileset green        made by Wilches
GK-CG1            civil airport building made by GKABS
GK-CMT            civil airport building made by GKABS
GK-CT1            civil airport building made by GKABS
Base_C.lod        round parking area taken from AirfieldDevKit_v1.1, made by Pureblue
Base_H.lod        small parking area taken from AirfieldDevKit_v1.1, made by Pureblue
ControlTower.LOD        made by RussoUK
Modern Royal Navy ship pack     made by WhiteBoySamurai
            i added shipnumbers and converted the bmp to jpg files, corrected the hitboxes
ARA 25 de Mayo        made by Torno for original 25 de Mayo CV, - upgrades by paulopanz
            i made the angle deck and the Flak working and converted the bmp to jpg files
TAM            made by SUICIDAL & Torno, taken from SF2 Tanks Pack
            i converted the bmp to jpg files
TAM_Roland        made by Gabilon, i made a new skin
Unimog            made by BANIDOS TEAM and SUICIDAL
            i converted the bmp to jpg files
GearingFRAM1B_ Argentina    stock ship of SF2NA, made by TK, modded by me
SumnerFRAM2_Argentina    stock ship of SF2NA, made by TK, modded by me
Fearless Class        Austin, stock ship of SF2NA, made by TK, modded by me
Cleveland class        made by YEYEYE (General Belgrano), modded by me
Leopard1A5_Brazil        LOD file made by Gabilon, skin made by me
Gepard_Brazil        LOD file made by Gabilon, skin made by me
Factory buildings        Made by Geezer
Refinery1,2 and Factory-2    Made by Wingwiner, i renamed the files
Techniker            made by Geezer, moded by me
Mainscreensound        mady by Andrius Klimka

A special Thank you goes to Wilches and Snowburn for their support.


I hope i have not forgotten someone.
.

++++++++++++++++++++++++++++++++++++++++++++++++

IV. This Terrain is Freeware. Commercial use is not allowed.

And i say it again for the YAP, YankeeAirPirates file thiefs, the usage of this terrain and/or parts of  the terrain for commercial use is not allowed!!!!!

+++++++++++++++++++++++++++++++++++++++++++++++++

V.

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

Hope you enjoy it.


Michael (Gepard)


Made in Germany
27. April 2023

 

 

 

 


 

  • Like 1

Share this post


Link to post
Share on other sites

Holly Molly dude !!!! Awesome work , thank you so much for all the love and time invested  doing this great terrain. 

Gracias 

Marcos

 

  • 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..