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Gepard

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Everything posted by Gepard

  1. Helikoptery do WOE/WOV/WOI

    This is a knowledge base, no place to ask questions! And by the way, the lingua franca here is english.
  2. Have not the Cuba terrain, but if both planes explode it could mean, that no airfield is available and all planes are placed at one and the same place.
  3. I agree with Wrench. WW2 scenarios should be better not september patched. I myself patched BOB and it runs. No crashes which are terrain related so far. But the feeling of flying the birds now is more arcade than sim. The balance between enemy and friendly planes is lost. By the way, which runways have the not "flatted problem"? I only remember that Caffiers was one. A short fix for it: [TargetArea042] Name=Caffiers Fliegerhorst Position=931000.000000,577600.000000 Radius=4242.640625 ActiveYear=0 Location=2 Alignment=ENEMY AirfieldDataFile=airfield_SLB kurz.ini NumSquadrons=2
  4. For the AH-1 is a updated version available at Capuns site which not is blowing up on the runway.
  5. T-80

    Lindr i included the links to 3 drawings. http://www.inetres.com/gp/military/cv/tank/T-80/T-80U.gif http://www.inetres.com/gp/military/cv/tank/T-72/T-72B.gif http://www.inetres.com/gp/military/cv/tank/T-64/T-64BV_1.gif You will see, that the running gears of T-64, T-72 and T-80 are completly different. A look on the running gear is a clear indicator for the panzer type. The autoloader of the T-64 simply not fitted into the T-72 chassis. If you look on the running gear of T-64 and T-72 you will see that the T-72 has broader tracks. Because the tanks had a definite max wide (related to the railway transport) the chassis of the T-72 had to be smaller and in the smaller chassis the T-64 joint autoloader does not fit. Thatswhy the casette autoloader of the T-72 was developed. The T-64 genesis The T-64 development started in 1954 with Object 430 (100mm smoothbore gun, 35,5 tons). (In 1960 in Nishni Targil Object 166 was developed as backup because Object 430 had to slow development progress. Preparation for serial production of Obj.166 in 1961, entered service in 1962 as T-62.) 1961 in Charkow Object 432 (115mm smoothbore gun, 36,7 tons) was developed. Shown the first time in 1962 at Kubinka weapon display. Prototyp in 1963, entered service in very small numbers in 1964 as T-64. Further development to object 434 (125mm gun, 37,3 tons), Prototype in 1964 entered service in 1967 as T-64A. 1974 object 447 (125mm gun, capable to fire gun launched guided missiles, 39 tons), entered service in 1974 as T-64B. Modified in 1983 with ERA armour (42,4 tons) as T-64BV, later to T-64BM modernised. The first T-72 version (41 tons) was definetly worser protected than the T-64A (37.3 tons). The iraqis used in 1991 mostly the basic T-72 in combat and we all know how this ended. The T-72 lacked the multi layer armour on the turret and had a thinner armour. With the T-72A version with increased armour thickness and included ceramic layers in the turret the T-72 reached the protection level of the T-64B. Live firing tests of east german T-72M1 (export version 43.5 tons) showed in 1991 that this panzers were bullet proof against 105mm NATO tank guns and ATGM warheads in head on duell situations and normal combat distances. With the T-72B (44.5 tons) the T-72 got a superior protection level against the T-64 and the T-80 as the war in Chechenya showed. The last conflict in Georgia showed also the superiority of the russian T-72BM over the polish PT-91 (polish T-72M1 mod). One of my major source is the book "Kampfpanzer heute und morgen" by Rolf Hilmes And finaly a link to a T-64 site, made by a former T-64 tankist http://www.t-64.de/frame-start.htm
  6. More German Casulties

    Read the good old book of Carl von Clausewitz "Vom Kriege" and you may know how to win such wars. But how our politicians rules this war we will face sensless losses again and again.
  7. T-80

    The T-64 was the first tank of a new panzer generation. Smoothbore gun 115mm, multi layer armour (Chopham or sandwitch by western terms), autoloader etc. Developed in Charkow (Kharkow) by the same construction bureau which had already developed the very successfull T-34 and T-54. The first T-64 had massive problems with reliablility of the engine. As a backup for the T-64 in Nishni Targil was developed the T-62. This tank was simply a stretched version of the T-55 with a 115mm smoothbore gun without autoloader. In Charkow the problems with the T-64 were solved with a new version, T-64A. New features were a 125 mm smoothbore gun with autoloader and a new turret., the multi layer armour was increased, so that this tank was bulletproof against 105mm AT ammo of the Nato. The T-64A was introduced only in soviet troops. The weakpoint was the light weight wheels and his high production costs. Produced in ca 8000 units (all versions) In Nishni Targil the T-64 was used as basic for the development of a mass production panzer. It got new running gear and a other diesel engine. To fit in this the chassis must be newly developed. In the new chassis the autoloader of the T-64 does not fit, so it must newly developed etc. By the end the T-72 was heavier, but not as good protected as the T-64A. The production cost were much lower. It has been produced in over 30.000 units (all versions) In 1977 the T-72 was shown the first time on the parade and went into export. For the soviet army the new T-72A version was introduced by this time. (355mm turret armour against 281 mm in the basic version), later the T-72B version followed (380mm turret plus ceramic elements). In mid 1980the the ERA armour was integreted, so that T-72BV were nearly invulnerable against NATO ATGM in head on engagements. 1988 a new version T-72BU was developed (450mm + ceramic + ERA turretarmour), Laser jammer, fire guidance electronic of the T-80U etc. This panzer became later the designation T-90. The T-80 was no product of Charkow, but of a Leningrad construction bureau. Fisrt a gas turbine was implemented into a T-62, later into the T-64. New electronic, a new running gear, better armour etc made the way to the T-80 which was produced in Leningrad and Omsk. In Charkow the T-64 was produced till 1984 as T-64BM then the further development was canceled, because the running gear was to weak for a further increasing of weight. Thatswhy the T-80 was produced also in Charkow. There was tested to replace the gas turbine with a new diesel engine. So the T-84 was developed. Today the T-84 is produced in the Ukraine, the T-80U in Russia for export only and the T-90 for the russian army and export. While weapon tests in India between T-90 and M1A2 Abrams the russian tank astonishingly proved as superior and was selected as the new standard panzer for the Indian Army. Pakistan instead had choosen the T-84. From the outside all this tanks (T-64A/B, T-72 A/B/M, T-80 A/B,U, T-84 and T-90) looks very similar, so that i think we could use the standard T-72 model of WOE for modelling all this tanks.
  8. EricJ, the direction of Jalalabad AB and the other airfields i have changed now acording to the data i have taken from FS2004. THe Problem of the plane hanging mid into the air is simple. You had run against the "invisible" wall around each terrain. You cant go closer than 80km to the edge of a terrain. If you look on your screenshot you will see that you were at x = 920km on a 1000km terrain. But in the end version of the terrain it will be no problem. All targets are west of Jalalabad.
  9. JS-1

    Nice model. But it is a IS, not a JS. IS stands for Iosif Stalin your JS would mean Josif Stalin, but would be a wrong translation from russian into english. :;-):
  10. Tja, the problem of the nonfiring groundunits i face in WOI and WOE with September patch. Without this patch i have now in WOE Talibs firing at airfields, convois, barracks. The progress of Afghanistan terrain is slow, because i had to correct a mistake. In my preview you can already see, where i intended to place Kabul. After finishing Kabul i realized, that i missplaced this town and had to rebuild this area by hand. Give me one or two weeks and i can release a first Beta which is concentrated on the area of Jalalabad, Bagram and Kabul. This area i have now completly tiled, placed the 3 airfields and now i'm working on the ground targets etc.pp
  11. With the new terraintiles Afghanistan terrain will looks great. Its very nice. And when the tileset is out, then also WOE users can fly over Afghanistan. Then the best is a basic WOE without the September patch. By the way, where can i change the altitude of the clouds?
  12. It was so, that in a campaign usualy one transport aircraft was circling around. With settingRandomTransportType=NO the plane was gone, with ANY you got it. If you had more transport plane types then the game selected the plane. You had also the chance to state which plane you wanted to see circling RandomTransportType=C-130 or RandomTransportType=AN-2
  13. There are two versions of Weapon editor and gun editor. For WOI and the other sims after latest patch you need the new version, for SFP1 and WOE, WOV before the September patch you need the old one. Using the wrong WE causes problems
  14. Wrench, i think we had spoken about different things. If i put a convoi with the movements.ini on the map, and place groundobjects like artillery on his way, then the ari will open the fire. I think this is what you mentioned. My intention was different. I wanted to place the groundobjects only on the map. I wanted to make the truck convois with BR-60 and T-55 escord by hand and wanted to place the taliban with RPG-7 and AK-47 around the convoi in the kind of a trap or ambush, dont know the right english term, in german i would say Feuersack. The lines of such an example i will hang on below. With the standard WOE (without September patch) i got a nice fireexchange with the end, that all Trucks and one or 2 BTR would burn, only the tank would survive and fight till all talibs would be killed or the ammo was off. After installing the September patch talibs and convoi had no fireexchange anymore. [TargetArea003] Name=Convoi Position=876000.0,681700.0 Radius=7071.067871 ActiveYear=0 Location=1 Alignment=FRIENDLY Target[001].Type=BTR-60_E Target[001].Offset=-150.00,0.00 Target[001].Heading=270.0 Target[002].Type=SovietTruck Target[002].Offset=-100.00,3.00 Target[002].Heading=270.0 Target[003].Type=SovietTruck Target[003].Offset=-50.00,5.00 Target[003].Heading=270.0 Target[004].Type=SovietTruck Target[004].Offset=0.00,0.00 Target[004].Heading=270.0 Target[005].Type=SovietTruck Target[005].Offset=50.00,3.00 Target[005].Heading=270.0 Target[006].Type=BTR-60_E Target[006].Offset=100.00,5.00 Target[006].Heading=270.0 Target[007].Type=T-55 Target[007].Offset=150.00,5.00 Target[007].Heading=270.0 [TargetArea004] Name=Taliban Feuersack Teil 1 Position=876000.0,682000.0 Radius=7071.067871 ActiveYear=0 Location=1 Alignment=ENEMY Target[001].Type=RPG-7 Target[001].Offset=-150.00,0.00 Target[001].Heading=180.0 Target[002].Type=RPG-7 Target[002].Offset=-100.00,30.00 Target[002].Heading=180.0 Target[003].Type=RPG-7 Target[003].Offset=-30.00,50.00 Target[003].Heading=180.0 Target[004].Type=RPG-7 Target[004].Offset=30.00,50.00 Target[004].Heading=180.0 Target[005].Type=RPG-7 Target[005].Offset=80.00,50.00 Target[005].Heading=180.0 Target[006].Type=Taliban Target[006].Offset=-180.00,50.00 Target[006].Heading=180.0 Target[007].Type=Taliban Target[007].Offset=-130.00,50.00 Target[007].Heading=180.0 Target[008].Type=Taliban Target[008].Offset=-80.00,50.00 Target[008].Heading=180.0 Target[009].Type=Taliban Target[009].Offset=-40.00,50.00 Target[009].Heading=180.0 Target[010].Type=Taliban Target[010].Offset=20.00,50.00 Target[010].Heading=180.0 Target[011].Type=Taliban Target[011].Offset=50.00,50.00 Target[011].Heading=180.0 Target[012].Type=Taliban Target[012].Offset=90.00,50.00 Target[012].Heading=180.0
  15. I think i found the cause of the problem of the non existing groundbattle. Its the latest patch. I tested Afghanistan terrain with WOE. In my WOE without the September Patch i had a very nice fire exchange, with the September patch it was silence on the battlefield. Sh...t.
  16. File Name: Afghanistan terrain preview File Submitter: Gepard File Submitted: 7 Oct 2008 File Category: Terrains Afghanistan Terrain Preview ======================== I. AFGHANISTAN Terrain IS MADE FOR WINGS OVER ISRAEL (WOI) !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This package is a work in progress preview. It should allow you a short view into this project. It is far away to be finished. Also, dont worry if you find bugs. *************************************** II. From December 1979 till now Afghanistan is a land in war. Soviets, Dushmans, Mudjahedin, Warlords, Taliban and Americans (OEF) destroyed the once florish land nearly completly. -At the moment i have only 2 airbases operational as skeleton airfields. They still have to be finished. -The terrain is only made between Bagram and Jalalabad. There you will find Taliban pockets of resistance. - Missions which can be flown are CAS, Armed Recon, Recon, Strike,SEAD -Air to air missions are impossible, because no taliban airfield is set (as historical correct) -I recommend a seperate installation of WOI for Afghanistan terrain. The new nations.ini would otherwise make trouble with other terrains. (I set all nations = friendly, only Afghanistan= Enemy So you can fly for the Soviets and the OEF troops( USA,UK,NL etc) against the same Enemy) You can delete not needed planes (for instance Mirages) and groundobjects (SAM, Radar,most tanks etc) and you can include needed planes, like the Mi-24 or the A-10 more easily. ******************************************* III. INSTALLATION: -Unzip the file into your Wings over Israel Thats it! ****************************************** IV. Credits At this place i want to say thank you to Geo for his permission to use his SquadCent files which i modified into Taliban warriors etc. And to Wrench for the Stinger site which i modified into Blowpipe and Strela site. ******************************************* V. Afghanistan Terrain IS FREEWARE. COMMERCIAL USE IS NOT ALLOWED. Sharing of Groundobjects which are part of this package needs the permission of their makers. If you find bugs please post them in StrikeFighters section of Combatace.com forum. ***************************************** VI. Hope you enjoy it. Good Hunting along the Jalalabad road! Michael (Gepard) ============================================ VII. Made in Germany Oktober 2008 ============================================ Click here to download this file
  17. Hinds? The work on my Mi-24D mod inspired me to make this terrain.
  18. They are placed on the map as targets like below: [TargetArea019] Name=Taliban attack position Position=866000.0,671000.0 Radius=7071.067871 ActiveYear=0 Location=1 Alignment=ENEMY Target[001].Type=RPG-7 Target[001].Offset=-150.00,0.00 Target[001].Heading=260.0 Target[002].Type=RPG-7 Target[002].Offset=-100.00,30.00 Target[002].Heading=260.0 Target[003].Type=RPG-7 Target[003].Offset=-30.00,0.00 Target[003].Heading=260.0
  19. The last hours i tried to make ground objects firing each other, but i failed. My intention was to build soviet vehicle convois encircled by mudjahedin warriors which would have a fire exchange with escorting APC. Or an other idea was to have taliban mortar or rocket attacks from the mountains down in to the airfields and barracks. I know i had some times ago made ships firing each other for a very nice seabattle, I set TargetType=Warship for it and placed them on the map, but i was unable to do it with tanks or soldiers. The stupid things looked nicely each other, but dont opend the fire. Could it be, that in WOI ARTILLERY and WARSHIP will not work for ground attack? Wrench, nice idea. Will see. Brain, a new tileset is very welcom for all guys who dont have WOI, but one of the other sims.
  20. The preview is uploaded and available at the download section. Please read the READ ME. Especially the point with the seperate installation which i think is the best way for Afghanistan terrain. If you dont want a seperate installation then dont install the files in the flight folder.
  21. Afghanistan terrain preview

    Version

    682 downloads

    Afghanistan Terrain Preview ======================== I. AFGHANISTAN Terrain IS MADE FOR WINGS OVER ISRAEL (WOI) !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This package is a work in progress preview. It should allow you a short view into this project. It is far away to be finished. Also, dont worry if you find bugs. *************************************** II. From December 1979 till now Afghanistan is a land in war. Soviets, Dushmans, Mudjahedin, Warlords, Taliban and Americans (OEF) destroyed the once florish land nearly completly. -At the moment i have only 2 airbases operational as skeleton airfields. They still have to be finished. -The terrain is only made between Bagram and Jalalabad. There you will find Taliban pockets of resistance. - Missions which can be flown are CAS, Armed Recon, Recon, Strike,SEAD -Air to air missions are impossible, because no taliban airfield is set (as historical correct) -I recommend a seperate installation of WOI for Afghanistan terrain. The new nations.ini would otherwise make trouble with other terrains. (I set all nations = friendly, only Afghanistan= Enemy So you can fly for the Soviets and the OEF troops( USA,UK,NL etc) against the same Enemy) You can delete not needed planes (for instance Mirages) and groundobjects (SAM, Radar,most tanks etc) and you can include needed planes, like the Mi-24 or the A-10 more easily. ******************************************* III. INSTALLATION: -Unzip the file into your Wings over Israel Thats it! ****************************************** IV. Credits At this place i want to say thank you to Geo for his permission to use his SquadCent files which i modified into Taliban warriors etc. And to Wrench for the Stinger site which i modified into Blowpipe and Strela site. ******************************************* V. Afghanistan Terrain IS FREEWARE. COMMERCIAL USE IS NOT ALLOWED. Sharing of Groundobjects which are part of this package needs the permission of their makers. If you find bugs please post them in StrikeFighters section of Combatace.com forum. ***************************************** VI. Hope you enjoy it. Good Hunting along the Jalalabad road! Michael (Gepard) ============================================ VII. Made in Germany Oktober 2008 ============================================
  22. My handmade version. Its not perfect, but it seem to work. Perhaps some small errors included: [TerrainData] TerrainTileSize=2000.000000 HeightScale=100.000000 [ObjectMap001] MapFilename=terobject_buildings1.bmp MapClass=0 ObjectTypeCount=7 ObjectType001.ObjectName=BoxBuilding1 ObjectType001.ShapeType=0 ObjectType001.CastShadow=0 ObjectType001.SizeDeviation=0.000000 ObjectType001.Width1=15.000000 ObjectType001.Length1=15.000000 ObjectType001.Height1=15.000000 ObjectType001.TextureCoord01=0.000000,0.500000 ObjectType001.TextureCoord11=0.250000,0.750000 ObjectType001.TextureCoord02=0.250000,0.500000 ObjectType001.TextureCoord12=0.500000,0.750000 ObjectType001.TextureCoord03=0.500000,0.500000 ObjectType001.TextureCoord13=0.750000,0.750000 ObjectType001.TextureCoord04=0.250000,0.500000 ObjectType001.TextureCoord14=0.500000,0.750000 ObjectType001.TextureCoord05=0.000000,0.250000 ObjectType001.TextureCoord15=0.125000,0.375000 ObjectType002.ObjectName=BoxBuilding2 ObjectType002.ShapeType=0 ObjectType002.CastShadow=0 ObjectType002.SizeDeviation=0.000000 ObjectType002.Width1=20.000000 ObjectType002.Length1=20.000000 ObjectType002.Height1=20.000000 ObjectType002.TextureCoord01=0.500000,0.000000 ObjectType002.TextureCoord11=0.750000,0.250000 ObjectType002.TextureCoord02=0.750000,0.000000 ObjectType002.TextureCoord12=1.000000,0.250000 ObjectType002.TextureCoord03=0.750000,0.000000 ObjectType002.TextureCoord13=1.000000,0.250000 ObjectType002.TextureCoord04=1.000000,0.000000 ObjectType002.TextureCoord14=0.750000,0.250000 ObjectType002.TextureCoord05=0.125000,0.250000 ObjectType002.TextureCoord15=0.250000,0.375000 ObjectType003.ObjectName=LongBuilding1 ObjectType003.ShapeType=0 ObjectType003.CastShadow=0 ObjectType003.SizeDeviation=0.000000 ObjectType003.Width1=10.000000 ObjectType003.Length1=30.000000 ObjectType003.Height1=15.000000 ObjectType003.TextureCoord01=0.000000,0.500000 ObjectType003.TextureCoord11=0.500000,0.750000 ObjectType003.TextureCoord02=0.750000,0.500000 ObjectType003.TextureCoord12=1.000000,0.750000 ObjectType003.TextureCoord03=0.250000,0.500000 ObjectType003.TextureCoord13=0.750000,0.750000 ObjectType003.TextureCoord04=0.750000,0.500000 ObjectType003.TextureCoord14=1.000000,0.750000 ObjectType003.TextureCoord05=0.625000,0.375000 ObjectType003.TextureCoord15=0.750000,0.500000 ObjectType004.ObjectName=FlatBuilding1 ObjectType004.ShapeType=0 ObjectType004.CastShadow=0 ObjectType004.SizeDeviation=0.000000 ObjectType004.Width1=10.000000 ObjectType004.Length1=10.000000 ObjectType004.Height1=5.000000 ObjectType004.TextureCoord01=0.500000,0.250000 ObjectType004.TextureCoord11=0.750000,0.375000 ObjectType004.TextureCoord02=0.750000,0.250000 ObjectType004.TextureCoord12=1.000000,0.375000 ObjectType004.TextureCoord03=0.625000,0.250000 ObjectType004.TextureCoord13=0.875000,0.375000 ObjectType004.TextureCoord04=1.000000,0.250000 ObjectType004.TextureCoord14=0.750000,0.375000 ObjectType004.TextureCoord05=0.750000,0.375000 ObjectType004.TextureCoord15=0.875000,0.500000 ObjectType005.ObjectName=BoxBuilding3 ObjectType005.ShapeType=0 ObjectType005.CastShadow=0 ObjectType005.SizeDeviation=0.000000 ObjectType005.Width1=20.000000 ObjectType005.Length1=20.000000 ObjectType005.Height1=20.000000 ObjectType005.TextureCoord01=0.000000,0.750000 ObjectType005.TextureCoord11=0.250000,1.000000 ObjectType005.TextureCoord02=0.500000,0.750000 ObjectType005.TextureCoord12=0.250000,1.000000 ObjectType005.TextureCoord03=0.500000,0.750000 ObjectType005.TextureCoord13=0.750000,1.000000 ObjectType005.TextureCoord04=1.000000,0.750000 ObjectType005.TextureCoord14=0.750000,1.000000 ObjectType005.TextureCoord05=0.250000,0.250000 ObjectType005.TextureCoord15=0.375000,0.375000 ObjectType006.ObjectName=FlatBuilding2 ObjectType006.ShapeType=0 ObjectType006.CastShadow=0 ObjectType006.SizeDeviation=0.000000 ObjectType006.Width1=15.000000 ObjectType006.Length1=20.000000 ObjectType006.Height1=5.000000 ObjectType006.TextureCoord01=0.000000,0.000000 ObjectType006.TextureCoord11=0.500000,0.125000 ObjectType006.TextureCoord02=0.250000,0.125000 ObjectType006.TextureCoord12=0.500000,0.250000 ObjectType006.TextureCoord03=0.000000,0.000000 ObjectType006.TextureCoord13=0.500000,0.125000 ObjectType006.TextureCoord04=0.250000,0.125000 ObjectType006.TextureCoord14=0.500000,0.250000 ObjectType006.TextureCoord05=0.875000,0.375000 ObjectType006.TextureCoord15=1.000000,0.500000 ObjectType007.ObjectName=FlatBuilding3 ObjectType007.ShapeType=0 ObjectType007.CastShadow=0 ObjectType007.SizeDeviation=0.000000 ObjectType007.Width1=15.000000 ObjectType007.Length1=15.000000 ObjectType007.Height1=5.000000 ObjectType007.TextureCoord01=0.500000,0.250000 ObjectType007.TextureCoord11=0.875000,0.375000 ObjectType007.TextureCoord02=0.625000,0.250000 ObjectType007.TextureCoord12=1.000000,0.375000 ObjectType007.TextureCoord03=0.625000,0.250000 ObjectType007.TextureCoord13=1.000000,0.375000 ObjectType007.TextureCoord04=0.625000,0.250000 ObjectType007.TextureCoord14=1.000000,0.375000 ObjectType007.TextureCoord05=0.500000,0.375000 ObjectType007.TextureCoord15=0.625000,0.500000 [ObjectMap002] MapFilename=terobject_trees1.bmp MapClass=1 ObjectTypeCount=2 ObjectType001.ObjectName=Tree1 ObjectType001.ShapeType=8 ObjectType001.CastShadow=0 ObjectType001.SizeDeviation=0.400000 ObjectType001.Width1=15.000000 ObjectType001.Height1=20.000000 ObjectType001.TextureCoord01=0.000000,0.000000 ObjectType001.TextureCoord11=1.000000,1.000000 ObjectType002.ObjectName=SmallTree1 ObjectType002.ShapeType=8 ObjectType002.CastShadow=0 ObjectType002.SizeDeviation=0.250000 ObjectType002.Width1=10.000000 ObjectType002.Height1=10.000000 ObjectType002.TextureCoord01=0.000000,0.000000 ObjectType002.TextureCoord11=1.000000,1.000000 [TextureTypeList] TypeName001=Sea TypeName002=Desert TypeName003=Farm TypeName004=Green TypeName005=Valley TypeName006=Mountain TypeName007=City TypeName008=Town TypeName009=Airbases TypeName010=Kanal [sea] Water=1 UseAutoPlacement=1 CheckAltitude=1 MinAltitude=0 MaxAltitude=1 CheckCity=0 MinCityDistance=0 MaxCityDistance=0 CheckSlope=0 MinSlope=0 MaxSlope=0 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [Desert] Water=0 UseAutoPlacement=1 CheckAltitude=1 MinAltitude=1 MaxAltitude=500 CheckCity=0 MinCityDistance=0 MaxCityDistance=50 CheckSlope=0 MinSlope=0 MaxSlope=0 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [Farm] Water=0 UseAutoPlacement=1 CheckAltitude=1 MinAltitude=1 MaxAltitude=900 CheckCity=1 MinCityDistance=0 MaxCityDistance=100 CheckSlope=0 MinSlope=0 MaxSlope=0 Priority=0 RandomFactor=100 GroupingFactor=10 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [Green] Water=0 UseAutoPlacement=1 CheckAltitude=1 MinAltitude=500 MaxAltitude=1000 CheckCity=0 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ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [Town] Water=0 UseAutoPlacement=0 CheckAltitude=0 MinAltitude=0 MaxAltitude=0 CheckCity=0 MinCityDistance=0 MaxCityDistance=0 CheckSlope=0 MinSlope=0 MaxSlope=0 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [Airbases] Water=0 UseAutoPlacement=0 CheckAltitude=0 MinAltitude=0 MaxAltitude=0 CheckCity=0 MinCityDistance=0 MaxCityDistance=0 CheckSlope=0 MinSlope=0 MaxSlope=0 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [Kanal] Water=0 UseAutoPlacement=0 CheckAltitude=0 MinAltitude=0 MaxAltitude=0 CheckCity=0 MinCityDistance=0 MaxCityDistance=0 CheckSlope=0 MinSlope=0 MaxSlope=0 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [TextureMapList] Filename001=ISSEA.bmp Filename002=ISSEA2DESERT25.bmp 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  23. I think tomorrow i will release a first preview of Afghanistan terrain. At the moment it covers the Kabul, Bagram, Jalalabad area. It is far away to be finished. Its only to show you how it could look. And by the way, if someone want to help with lets say to make an replacement tileset or groundobjects, like DSHK gunners, taliban with AK-47, Taliban with mortars, civilists etc, then feel free to do it.
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