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Showing most liked content on 04/08/2021 in all areas
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10 pointsMy wingman kept yelling "Sam Launch", and I'm thinking "yeah, I heard you". Then I looked down...
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4 points. Hellshade, I agree about the dogfights now, at least the few I've had so far. Much more intense and harder to get an upper hand. Here are a few screenshots from my DID Campaign pilot's morning sortie, an escort of five Breguets of ESC 218 down to attack the Hun lines south of Amiens. On the return a kette of DR.1s tried to spoil the show. My man, Captain Frederick Abbott of 65 Squadron, got to experience the new AI features firsthand when he wound up in a VERY protracted go-round with a particularly skilled air Hun. The King's own did win the day, but it took a long time to do it. Well done OBD, you've made an already challenging WWI combat flight sim even more so. I love it! Forming up 'B' Flight and heading across to the rendezvous point. Check out that enhanced scenery with all settings max'd out in the workshop. Keeping watch over the Breguets as the armada heads south, passing Amiens along the way. Captain Abbott's dance partner for this waltz. Each time Freddy thought he was about to get a shot on the Hun, the slippery fellow eluded him. Round and round and round they went, a swirling fight all the way. But in the end Abbott got a bead on his opponent; the twin Vickers barked and brought the affair to a close. The Captain followed the DR.1 down where it was seen to crash into a line of trees. Freddy makes a note of the location for his report, and climbs away to rejoin the rest of his crew for the return home. .
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4 pointsYou're right Frenchie. Nothing of special but is a gap in the TMF pack and needed for the Campaign I posted above as the correct one. Unfortunately I can't add the small Felix on the external tanks as isn't build in the TMF model Also working on other two skin for the same mod, for the Indy Air Wing. The VF-32 with the less know and less glamorous markings And the sister squadron VF-14 wit these stars & bars with inverted colors Some time ago I've also realized the VF-143 correct markings for the early '80s
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4 points
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3 pointsI've had the pleasure of playing BHAH II most of today and can testify to how hard dogfights seem to be now. Had a run in with a Camel in QC and it was hard getting any decent shot in for ages and he nearly had me too. Loving the new landscapes and buildings, the new sounds and all the other improvements that have been made. Oh and I'm LOVING the goggles
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3 pointsHere's a flight with some campaign stuff. Please excuse my out-of-practice fumbling for un-remembered keystroke combinations. Also, my joystick trigger was broken so I was trying to muscle-memory the spacebar on the fly. Those are pretty much my only excuses... Also, Louvert is a moderator over here?!? *bes on best behavior, bes on best behavior*
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3 pointsearly 1951, VMR-161 working up for deployment to Korea (stahri's H19/HO4S/HRS-1, now with decals!!)
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3 pointsNot the beta thread anymore thankfully! I'd say WOFF: BHaH II knows how to make you feel like you are in a dogfight for your life!
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3 points
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2 points(I love the new sim so far - just think it is wonderful! (just getting that out-of-the-way first)) This is in no way a certainty for any particular user, and I am not concluding that this will be the case for everyone. Indeed, people's experiences can vary and be different. Users may experience different outcomes depending on their own systems and set-ups. This however, is my experience. My system: Windows 10, i5-7600, Nvidia GTX 1660 Super, 16GB system ram: run at 1080p. Rationale: I wanted to know specifically what impact BH&H II would have on my system in comparison to what I was running with WOFF Platinum Edition. I used my PE settings with VonS graphical presets installed because after all, what is meaningful to me is how BH&H II performs to what I already had (so this was NOT a purely native PE comparison). Proceedure: Before I uninstalled Platinum Edition, I ran several benchmarks with it in anticipation of BH&H II. For the purpose of testing, I chose 3 quick scenarios: Defend St. Omer, Snipes Intercept DFW, and Large Dogfight. I utilized FRAPs benchmarking function and timed a 2-min play through fps tracking for each of the 3 missions five times. I did this after panning around the entire environment for approx. 3-5 secs each time. I recognize that it was impossible to do a purely scientific evaluation/benchmark as extraneous variables could not be controlled precisely (eg. cloud positioning not identical, AI (both enemy & friendly) not reacting identically, player not able to be exact in reactions at precise time in precise way each time, different aircraft getting damaged (or not), etc. -- in essence, different situations each play through). However, this was the best that I could do and it gives at least a very reasonable "indication" of the performance of each incidence. When I installed BH&H II I was careful to utilize the exact same workshop settings. I followed the same procedure and ran the exact same 3 missions 5 times each - benchmarking with FRAPS. Results: I have data on each run's minimum and maximum FPS as well as average FPS over that 2 min interval in each case. The minimum and maximum don't interest me much here as these variables are particularly influenced by extraneous events (eg. 3 aircraft burn and break-up on the screen at the same time -- not saying that happened, but you get the idea). For the purpose of this testing, I was most interested in average FPS and will be reporting that. In each case, I report the 5 run average. Platinum Edition: Defend St. Omer: 98.1 fps average Snipes Intercept DFW: 89.8 fps average Large Dogfight: 99.8 fps average Overall average: 95.9 fps Between Heaven & Hell II: Defend St. Omer: 70.5 fps average (-21%) Snipes Intercept DFW: 64.1 fps average (-28.6%) Large Dogfight: 70.0 fps average (- 29.9%) Overall average: 70.5 fps (-26.5%) Conclusion: Obviously I took quite a framerate hit. BH&H II, everything else being equal, is quite demanding on my system. I have not done any campaigning yet - and it may likely be impacted even greater there. It is probably at the max limit I want to go with my system. I may look to turn down some of the workshop settings (but it is always more painful to take things away than add them). I will also try to see whether VonS graphic presets from PE work and have an impact (but that is another investigation). On a side note - though I haven't specifically been measuring this, one thing I seem to be noticing is that stutter appears to be GREATLY diminished vs PE (and that is a FANTASTIC thing!) - in other words, I can put myself in situations where I would normally get some stutter (or trigger it often with PE) but not have it occur with BH&H II. Not saying it is gone completely -- but is sure seems improved to me at this point. Happy flying everyone!
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2 pointsI wish if there was a tool like the WeaponsEdit or GunsEditor to edit the _data.INI file for the models (Air/Ground).
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2 pointsCould not agree more... Looking forward to it. Oh, and good info Redwolf!
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2 pointsCurrent known issues 2022-09-09 Issues found in Version 1.34 ; 1) In Jasta 26 19th Aug 1917. If you are a highest rank, you may see a message that a new aircraft Albatros DIII OAW has been assigned. However it then shows an Albatross DIII profile image, then says no aircraft avail for player. However you easily work around this - press Esc key when you see the message with no aircraft available (stops auto day advancement). Next when in the campaign screen click "Inventory/Workshop" area in the middle of the campaign screen, and then click on the aircraft area next to the player's name (top right area) to choose another aircraft. If you are a lower rank you may be assigned an Alb DIII. You can use this or change it as above in Inventory/Workshop screen.
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1 pointMicrosoft Set To Purchase CombatACE It's no secret Microsoft is looking to expand its services and enhance overall user experience by purchasing companies such as Discord. While such moves may seem obvious to most, one move Microsoft is making has many in the tech industry wondering about the things Microsoft is planning next. To the members here at CombatACE are familiar with developers such as ThirdWire and Eagle Dynamics. Earlier this month Microsoft attempted to purchase Eagle Dynamics and take over the DCS World many have to come to love. However Eagle Dynamics told Microsoft to step off and tinker with their little flight simulator. Microsoft angrily shook their fist at Eagle Dynamics and then pointed to a lone developer somewhere in Texas and announced they would purchase his humble company called ThirdWire. When it comes to big companies like Microsoft purchasing companies like ThirdWire a lot of footwork is done. While doing their research Microsoft learned about other sites they can buy to enhance their user experience. CombatACE is the top of their list and Microsoft is pleased to see a humble community filled with amazing people, programmers, and mod developers. "It's like all these things we wanted rolled into one little package" said William J Tinsdale Vlll "CombatACE will make a fine addition to our collection." But what will this mean for the users at CombatACE? To answer that question we reached out to the man himself. @Erik "Well at first I was against it" Erik stated "We built a thriving community for ourselves and not some corporate giant just to come in and take over and do whatever they want with it." So, okay, so why is Microsoft buying CombatACE if that's the case? "When someone offers you a free slightly used $200 million private jet with a full crew, free fuel, and millions of dollars for the pocket. You just gotta ask where to sign you know. Besides do you know how hard it is to run a website as large as CombatACE on a daily basis? It's rewarding work but it's hard work and if Microsoft want's to take over I'm cool with that. This jet is awesome and I have a surprise for all of the long time members here. They can get 1 free trip." Looking nice there man! An inside look the dining area "Regardless of the direction Microsoft chooses to take" Erik explains "they've assured me they'll continue to maintain the aspects that make CombatACE a great website. It is my hopes the community will continue to thrive and that people will get a kick out of this obvious April Fool's article entirely made up by Skyviper" Seriously @Erik, @MK2 , Mod Developers, CombatACE Staff and Members, thank you for making this site the awesome place it is.
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1 pointFor the past few weeks, I have been posting beta pics and videos on several WWI-related Facebook groups. I am listing them below. There have been a lot of positive reactions and some good questions. I plan to keep posting new pics and videos but it might not hurt if anyone else wants to show a few screenshots of their own WOFF: BHaH II missions. I figure as great as the new sim is, OBD could use a little help getting the word out for those who didn't mind helping. WWI Aircraft Pilots WWI Aircraft and Earlier 1903 to 1918 Flight Simulator Enthusiasts (Official Community) Airplanes and Aces of WWI Just keep the posts positive. On the rare chance someone has a snarky remark, let it go or say something upbeat about the sim. Don't trash talk other sims because that can be a turn-off. Say other sims are great, but here's what's great about WOFF: BHaH II. Anyway, if you want to help, that would be great. I'd love to see future expansions on BHaH II and the more sales they get the greater the chance of that happening. As happy and excited as I am I still have 1 or 2 more things on my Wish list. ;) Thanks for any assistance!
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1 pointHi guys, Would this TAC resizing tweak work with Wings Over The Reich? Thanks.
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1 pointI've got the game running with VorpX! At first, I noticed the game also wouldn't run with flat screen. Not sure what changed. I reset the options.ini to default, set up the graphics for flat screen use using the in game menu, and then started a process of elimination in graphics settings after I found the game would run in VorpX after setting graphics to low. In the end, the only things I changed were setting shadows and effects details from "unlimited" to "high." I found the shadow setting significantly decreased load times, even just running flat screen. I wonder if the super long load time was making things time out? I'm using a Reverb G2. Shadows to high Effect details to high Instant Action works, single missions work, All the official maps work, several different aircraft including 3rd party modules all seem to work. Making a custom resolution like 1920x1920, setting aspect ratio to 1.0, and modifying the default camera position in some aircraft's individual ini files to be farther away from the dash all seem to be beneficial in eliminating that "too zoomed in" feeling without playing around with a bunch of VorpX settings. For me, playing with VorpX settings to resolve that always resulted in fish eye vision near the edges of the screen. I hope this works for you guys too.
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1 pointWhen you are all alone and get jumped, that's when you do want to stay in the middle of them. Damn scary encounter.
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1 pointI have had a few quick combats and two campaign flights. Looks great and runs great for me so far. I am running higher graphics settings than UE/PE and getting smooth game play. The flight of the AI planes is greatly improved, with very realistic jostling with the wind and realistic movements. Everything seems graphically 'richer'. The new sounds are really awesome and a noticeable improvement. Lots more to delve into; just scratching the surface!
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1 pointNope. I can make him attack my target even if I have a lock or I already fired at him. And, again NO, is not that. Even when he is beside me and the enemy is in front in missile's range he still sometimes, hell knows why, that he can't comply or unable or whatever. It's not quite as you put it, let me clue you in, if the leader says BREAK and on his radar are enemy targets (which obvious the wingman sees them too) the wingman knows what it will happen when he hears the command (I'm talking about real situation here , alright?) BREAK, he doesn't wait for ANOTHER command to attack as you imply, he just answers COPY, to acknowledge the leader that he is there aware of the situation and not thinking to his girlfriend or something, and then after the leader says COMPLETE (meaning he turned with his face to the enemy) he turns too and he already launched a missile. In real life BOTH leader and wingman make BREAK, one turn to right , the other to left and then , when he says "COMPLET"E boht turn forward, in this game just the wingmen breaks while you go forward. There was a game, the best ever simulator, it's beter even today but its graphic is old F-22 ADF&TAW) made by Digital Image Design, where you could see what I am talking about. That sim had a complex communication and A.I. engagement routine. For instance, if you were with 3 wingmen , just making a routine CAP, if one of them spotted on its radar a plane , but couldn't indentify it yet , you could have heard him saying : BOGEYS , two o'clock. If he already indentified them he would say: BANDITS, two o'clock. And in that game the friendly wingman A.I. was tough, you could see him , there was an action camera, what he's doing. I remember I made a flight and there were tens of flights at one time not just 8 to 10 like in SF2 and you could hear ALL the chatting all those hundreds of A.I. from diferent flights with the AWACS. yes there were there a real AWACS, you even could do missions from it and give orders to all of them from that theater of war! In that mission I noticed that an AWACS (sometimes there were even 2 AWACS in the sky at one time) which had just 2 F-22 escort planes was attacked by 8 MIG-31. one wingman was shotdown after he fighted heroic killing two enemy planes , the AWACS was shot down in the end after it managed to dodge 10 missiles, but the second A.I. wingman shot down all the MIG-31 left, all of them! And I saw the battle on that camera , it looked fantastic and realistic, he was 4 to 1 at one time and he managed to shot them down and dodged all their missiles. Those were the time...
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1 pointI doubt that the L stands for Lokator. The P indicated already that it was a plane with radar. P stands for perekhvatchik = interceptor. F stands for Forsash = afterburner or increased power. I think the L stands for Lokhki = light.
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1 pointWINGS OVER FLANDERS FIELDS BETWEEN HEAVEN & HELL II We are pleased to announce that after 18 months of non-stop intensive work, a new standalone product in the venerable and well regarded WOFF series is NOW AVAILABLE Please see our website for details https://www.overflandersfields.com/index.html
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1 pointI thought about it and my idead was ''stupid'' as you already have it in the campaign :) Then seems like a ''jump'' in the texturesetXXX sequence like it happend to me with the L-39 in my Red Flag campaign... I don't know where the skin you have by default stands in the sequence but might have a look from the one you have by default and go up to the new one you made. There must have an error in the sequence or something...
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1 pointWAAAAAHHHH!!! It's NOT FAIR!!!!!!! Hellshade has got all the aeroplanes and he WON'T LET ANYONE ELSE PPLAY WITH THEM!!!!! (flings keyboard at computer monitor) ...I did warn you :)
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Version 1.0.0
392 downloads
Mirage 5 Gheddafipedia Mirage 5D : Export single-seat ground-attack aircraft of the Mirage; 53 built. Mirage 5DE : Single-seat radar-equipped fighter-bomber version for Libya; 32 built. Mirage 5DR : Export version of the Mirage 5R; 10 built. Mirage 5DD : Two-seat trainer for Libya; 15 built. WHAT'S IN: - All planes done, with Matra Magic rails in 77 upgrade - a plenty of skins 3 and 2 tones (maybe fake but nice). - EAF skins for borrowed planes 1971-73 (Kippur War) - new LARAF pilots (no oxygen mask tubes outside the pit anymore!) - historical decals (3 decalsets for each type) - historical loadouts - weapons - real ATAR sound CREDITS: - 3D parts & Rhinoplastic surgery: Dr. Denis Oliveira - new pilots (4 types): GKABS - loadouts and avionics: Crusader - Weapons: Ravenclaw & The Mirage Factory - template base: Ludo - sounds: Spillone104 - references & testings: RustyKurnass - skins, decals, screens, ini edits: paulopanz INSTALL: - You need SF-2 or SF-2I and DLC 28 - delete all your previous Mirage 5D and Mirage 5DE mods - put all in main mod folder and overwrite OPERATIONS: - Mirage 5D/DE/DR: Key 10 to canopy open NOTES: - inside DE and DR folders you'll find some reverse camo skins as option. I followed mostly Crusader in this skin confusion, but if you don't, you can change! - this mod starded from the RustyKurnass who liked to use Matra Magic on Mirage 5 in 77 agaist Egypt campaign. It needs upgrades. Please send a good OBB if you have to edit it. No more LARAF MiG-17, please! - Denis gave me some of his famous spare noses and now its's a real Mirage 5 Gheddafipedia - this pack waits a second one from Ludo, Denis, Crusader, Pierre, etc. etc. Go on gents, please. - try some ship kill using AS-30 .... a scourge (see pics!). Enjoy @paulopanz -
1 point
Version 2.0
559 downloads
Mirage 5D : Export single-seat ground attack aircraft of the Mirage 5 for Libya; 53 built. WHAT'S IN: - A flyable plane with restore file to cut and past relevant lines after patching - Stock LARAF with new tail and decals position, historical serial numbers - EAF skin for planes sent to Egypt - LARAF yellow skin asked for by Ludo - new userlist to use if You have some Mirage 5 PAF installed OPERATIONS: Key=10 as usual opens the canopy (now autoclosing) CREDITS: - Temps by Ludo INSTALL: - delete any previous Mirage 5D install - all in main mod folder and overwrite. Enjoy @paulopanz -
1 point
Version 1.02
857 downloads
Sweden, Baltic Rim (2004-2018) Terrain March 13th, 2018 (1st Release) by Menrva >For Strike Fighters 2: Europe, Recommended Full-5 Merged This is a complete remake of the Sweden terrain made by gillg, but set after the Cold War era. What began as a simple tiling bugfix, for JonathanRL's The Scandinavian Front mod, turned out to be a huge overhaul upon noticing a number of inaccuracies. The terrain has been retargetized and hand-tiled to a good extent; major changes have been done to the Baltic states, which were pretty inaccurate in terms of target locations. Some rivers have been added and/or retiled to mimic Real World courses. Numerous target areas, including airports and highway strips, 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 March 30, 2004 (the beginning of NATO's Baltic Air Policing) to December 31, 2018; it is designed for The Scandinavian Front's scenarios by JonathanRL, taking place after the Cold War era. This terrain is a standalone version of the one which will be included in the last iteration of the TSF mod package by JonathanRL. The terrain that will be included in the TSF mod package will likely differ slightly from this one, so users are advised to keep that in mind. Also, this terrain uses only a single tileset. The TSF's version will use different tilesets according to the season, as originally designed by our fellow modder, Stary. 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. Most of the main targets have been placed accurately in their Real World locations. Due to the complexity of the area, some inaccuracies are to be expected, but I did my best! Ground Objects are not included. Download JonathanRL's The Scandinavian Front mod package to have all that you need for this scenario. >Credits (in no particular order): -gillg, who created this terrain and whose work I have admired during my rework. I can only imagine how much time he spent on tiling roads and rivers from scratch! -JonathanRL, for his exceptional TSF2 mod package, which prompted me to do something to help improve it. -Wrench, as he is always glad to help us fellow terrain modders. 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. -Stary, for the wonderful tileset he made exclusively for the original Sweden terrain included in the TSF mod package. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -tiopilotos and Stratos, who always support me during my terrain remakes. 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 this terrain is a rework of gillg's fantastic creation, I included his ReadMe file from his original package, 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 point
Version 1.02
709 downloads
Sweden, Baltic Rim (1952-1994) Terrain March 13th, 2018 (1st Release) by Menrva >For Strike Fighters 2: Europe, Recommended Full-5 Merged This is a complete remake of the Sweden terrain made by gillg. What began as a simple tiling bugfix, for JonathanRL's The Scandinavian Front mod, turned out to be a huge overhaul upon noticing a number of inaccuracies. The terrain has been retargetized and hand-tiled to a good extent; major changes have been done to the Baltic states, which were pretty inaccurate in terms of target locations. Some rivers have been added and/or retiled to mimic Real World courses. Numerous target areas, including airports and highway strips, 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 13, 1952 (the beginning of the Catalina Affair) to September 1, 1994 (the main withdrawal of Russian forces from the Baltic states); it is designed for The Scandinavian Front's scenarios by JonathanRL, taking place in the Cold War era. This terrain is a standalone version of the one which will be included in the last iteration of the TSF mod package by JonathanRL. The terrain that will be included in the TSF mod package will likely differ slightly from this one, so users are advised to keep that in mind. Also, this terrain uses only a single tileset. The TSF's version will use different tilesets according to the season, as originally designed by our fellow modder, Stary. 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. Most of the main targets have been placed accurately in their Real World locations. Due to the complexity of the area, some inaccuracies are to be expected, but I did my best! Ground Objects are not included. Download JonathanRL's The Scandinavian Front mod package to have all that you need for this scenario. >Credits (in no particular order): -gillg, who created this terrain and whose work I have admired during my rework. I can only imagine how much time he spent on tiling roads and rivers from scratch! -JonathanRL, for his exceptional TSF2 mod package, which prompted me to do something to help improve it. -Wrench, as he is always glad to help us fellow terrain modders. 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. -Stary, for the wonderful tileset he made exclusively for the original Sweden terrain included in the TSF mod package. -Gepard, for his great tutorials about terrain making, in the SF1 Knowledge Base at CombatACE. It's a gold mine! -tiopilotos and Stratos, who always support me during my terrain remakes. 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 this terrain is a rework of gillg's fantastic creation, I included his ReadMe file from his original package, 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 point
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