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krfrge

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Files posted by krfrge

  1. CV-22

    CV-22B for SFP1, WoE, WoI. '08 Patch level
     
    This is my modification of Zurawski's MV-22B into the USAF's CV-22.
     
    The CV-22 is the Special Operation Forces variant of the U.S. Marine Corps MV-22 Osprey. The first two test aircraft were delivered to Edwards Air Force Base, Calif., in September 2000. The 58th Special Operations Wing at Kirtland AFB, N.M., began CV-22 aircrew training with the first two production aircraft in August 2006.
     
    The first operational CV-22 was delivered to Air Force Special Operations Command's 1st Special Operations Wing at Hurlburt Field, Fla., in January 2007. Initial operational capability was achieved in 2009. The 27th Special Operations Wing, Cannon Air Force Base, NM, received its first CV-22 in May 2010.
     
    Credit:
    Zurawski for MV-22
    Kesselbrut for the 160HeloGunnerR
     
    If I missed anyone please let me know and I will update this accordingly.
    Questions / comments / concerns please contact me here at Combat Ace.
     
    KRFRGE
     
    January 2013

    537 downloads

       (3 reviews)

    3 comments

    Updated

  2. South China Sea 250m v 0.1 BETA

    ===================================================================
    South China Sea 250m v 0.1 BETA                December 2017
    ===================================================================
    This is a work-in-progress (BETA project) developed as a stand-alone for a merged Strike Fighters 2: Vietnam and North Atlantic.
    Included are 2x 7z files; Project South China Sea-pt1.7z (contains the menu and objects) and Project South China Sea-pt2 (contains the terrain).
    This project has been underway for over two years and started as a Strike Fighters Project One terrain add-on. Initially I used a standard resolution terrain but thanks to Stary's terrain tests I have managed to develop this terrain at the 250m scale. Not all locations are accurate due to game engine limitations.
    This terrain is massive and covers an area 3000x3000km. Currently there are 511 tiles, which is a byproduct of building custom local/islands tiles for the region. I am not able to build all islands due to game engine limitations. Some Island tiles are very simplistic while others are pulled from Wikimapia and reworked.
    Due to the large area coupled with 250m resolution you will need a strong system to run the game.
    Please send me feedback if you find issues with the terrain.
    ===================================================================
    REQUIRED for this terrain.
    1. A merged copy of SF2V and SF2NA.
    2. Terrain: Stary's Green Hell 3.5  
    You sir are truly a master!
    My customized special tiles compliment Stary's work.
    These include additional terrain, river, stream, mountain and Island tiles (some fictional).
    ===================================================================
    Optional
    I used a lot of helicopters for this project (AH-1 series, AH/OH-6, CH-47, CH/HH-53, UH-1, UH-60).  If you have Yakarov79's AH-1F, I added an Australian skin to the basic AH-1F model.  Yakarow79 was gracious enough to provide 2x regional specific cobras; AH-1J_PinoyCobra & AH-1J_TOW_PinoyCobra.  Jarek thank you for taking the time to customize these cobra's for the South China Sea project!
        
    The OV-10D - I took the OV-10 and modified the DATA.INI into an OV-10D NODS platform. I know the Philippine Air Force is still using the OV-10 airframe. Its not perfect but it is the best I can do currently. All I did was some .INI work and skinning (my skinning skills for this a/c aren't so good).
    The PC-9A - I created a Philippine Air Force skin for DELS PC-9A using existing templates.
    As an added option, I created 2 new screens; Main Screen and Single Mission. Drop the JPGs into your Menu folder.
    ===========================================================
    License:
    This is a freeware; yet it can be redistributed ONLY in other CombatACE mods/mod packages.
    This terrain may NOT in any way, shape or form be used in any payware additions.
    ===========================================================
    Final Words.
    A lot of thanks to Menrva and Stratos for their continuous support during this process.
    Stary, thank you for the superb GH tiles and allowing me to take some artistic license with your excellent work.
    Erik, Wrench and the other administrators at Combat Ace. If it weren't for this site, no one would be reading this.
    I am solely responsible for this project. I hope you enjoy it.
    Krfrge - December 2017.
     

    1,217 downloads

       (3 reviews)

    2 comments

    Submitted

  3. Hasty Airfield

    Hasty Airstrip by Krfrge - April, 2014
     
    This was built in response to a question on Combat Ace.
     
    Credits go to Mitch for the original desert factory. I used one of the ground platte to make the aristrip. Next to Stary for his great terrain mods. If I have missed anyone please let me know so you are given proper credit.
     
    This was originally designed in WoE.
     
    What's in this package:
     
    1. GERMANYG9.bmp tile
    2. GERMANYG9.LOD
    3. HastyAirstrip1.LOD
    4. HastyAirstrip1.TGA
    5. Jungle.TGA
    6. Airfield9.ini
    7. Airfield9.LOD
    8. Airfield9_DATA.ini
     
    Installing:
     
    1. Place all 8 items into a terrain folder of your choice.
     
    2. Add the GermanyG9 tile entry to your terrain_data.ini.
    To do so, open the terrain_data.ini file with notepad and add the following entry:
     
    [Texturexxx] <--------make sure to change the XXX to the next number
    Filename=GERMANYG9.BMP
    HasWater=0
    Color=0.352682,0.385123,0.234305
    SolidObjectTexture=
    AlphaObjectTexture=jungle.TGA
     
    3. Add the GermanyG9 tile to your terrain_texture.ini.
    To do so, open the terrain_texture.ini file with notepad and add the following entry:
     
    [GERMANYG9.bmp]
    TextureType=4
    DetailType=0
    HeightMapScale=100.000000
    TransitionType=0
    TransitionTo=0
    3WayTransitionTo=0
    RiverType=0
    RoadType=0
    RandomFactor=100
    ExclusionRegion=0
    ExcludeMaxX=0
    ExcludeMinX=0
    ExcludeMaxY=0
    ExcludeMinY=0
    LimitRotation=0
    Allow0deg=0
    Allow90deg=0
    Allow180deg=0
    Allow270deg=0
    SolidObjectTexture=
    AlphaObjectTexture=jungle.tga
     
    4. Add the following to your terrain_targets.ini
     
    [TargetArea490] <-----------Renumber to the last target entry
    Name=Hasty Airstrip <-----------You can rename this
    Position=XXX000.000000,XXX000.000000 <-----Adjust the location
    Radius=2485.281250
    ActiveYear=1950 <-----------You can adjust the year
    Location=1 <-----------You can adjust the location (1 or 2)
    Alignment=FRIENDLY <-----------You can adjust the alignment (FRIENDLY or ENEMY)
    AirfieldDataFile=airfield9.ini
    NumSquadrons=1
    Target[001].Type=HastyAirstrip1
    Target[001].Offset=0.00,0.00
    Target[001].Heading=0
    Target[002].Type=ZPU-2
    Target[002].Offset=227,235
    Target[002].Heading=45
    Target[003].Type=AAA
    Target[003].Offset=8,67
    Target[003].Heading=45
    Target[004].Type=ZPU-2
    Target[004].Offset=-121,325
    Target[004].Heading=345
    Target[005].Type=Camonet
    Target[005].Offset=250,360
    Target[005].Heading=0
    Target[006].Type=Camonet
    Target[006].Offset=278,340
    Target[006].Heading=17
    Target[007].Type=AAA
    Target[007].Offset=47,274
    Target[007].Heading=17
    Target[008].Type=ZPU-2
    Target[008].Offset=-316,-351
    Target[008].Heading=220
    Target[009].Type=Camonet
    Target[009].Offset=-222,-117
    Target[009].Heading=220
    Target[010].Type=ammo
    Target[010].Offset=278,-132
    Target[010].Heading=220
    Target[011].Type=ammo
    Target[011].Offset=250,-171
    Target[011].Heading=217
    Target[012].Type=ammo
    Target[012].Offset=296,-160
    Target[012].Heading=178
    Target[013].Type=Camonet
    Target[013].Offset=282,-195
    Target[013].Heading=178
    Target[014].Type=AAA
    Target[014].Offset=-16,-121
    Target[014].Heading=180
    Target[015].Type=AAA
    Target[015].Offset=47,39
    Target[015].Heading=100
    Target[016].Type=BRDM
    Target[016].Offset=172,133
    Target[016].Heading=183
    Target[017].Type=AAA
    Target[017].Offset=235,-281
    Target[017].Heading=77
    Target[018].Type=Camonet
    Target[018].Offset=24,-325
    Target[018].Heading=7
    Target[019].Type=Camonet
    Target[019].Offset=-7,-363
    Target[019].Heading=7
    Target[020].Type=Camonet
    Target[020].Offset=-211,-250
    Target[020].Heading=187
    Target[021].Type=Camonet
    Target[021].Offset=-289,-156
    Target[021].Heading=237
    Target[022].Type=AAA
    Target[022].Offset=317,168
    Target[022].Heading=237
    Target[023].Type=ZPU-2
    Target[023].Offset=-218,-39
    Target[023].Heading=260
     
    You can substitue any of the above targets with others of your choice and additional targets to fit your requirements.
     
    5. Add the following entries into the terrain_types.ini
     
    [TargetTypexxx]
    Name=HastyAirstrip1
    FullName=Hasty Airstrip
    ModelName=HastyAirstrip1.lod
    TargetType=SMALL_RUNWAY
    ActiveYear=0
    TargetValue=1000
    UseGroundObject=FALSE
    DamagePoint=140.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=10.0
    StartDetectChance=100
    StartIdentifiedChance=50
    IncreaseDetectChanceKey=10
    MaxVisibleDist=30000.0
    ZBufferOffset=6.000000
    FlatObject=TRUE
    DamagedModel=
    DestroyedEffect=
    DestroyedModel=
    SecondaryChance=0
     
    [TargetTypexxx]
    Name=Runway9
    FullName=Runway
    ModelName=airfield9.lod
    TargetType=SMALL_RUNWAY
    ActiveYear=0
    TargetValue=0
    UseGroundObject=FALSE
    DamagePoint=10.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=10.0
    StartDetectChance=100
    StartIdentifiedChance=50
    IncreaseDetectChanceKey=10
    MaxVisibleDist=30000.0
    ZBufferOffset=6.000000
    FlatObject=TRUE
    DamagedModel=
    DestroyedEffect=
    DestroyedModel=
    SecondaryChance=0
     
    6. You can takeoff using the north-south runway currently. I am working on improving the line-up and use of the 30 degree offset runway.
     
    I subscribe to the Comabt Ace Freeware Policy.
     
    If you have questions contact me at Combat Ace.
     
    Krfrge April 2014.
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~
     
    Change 1 - Adjustment to airfield9_DATA.ini
     
    The below adjustment should correct the displacement off the airfield
     
    [Runway001]
    Heading=0
    Offset=135,-145
    Length=300
    Width=50
    TouchDownHead=0,125
    TouchDownTail=0,-125
    TakeOffHead=0,130
    TakeOffTail=0,-130
     
    TaxiHead[01].Heading=90
    TaxiHead[01].Offset=-10,143
    TaxiHead[02].Heading=90
    TaxiHead[02].Offset=-10,-143

    68 downloads

       (2 reviews)

    0 comments

    Updated

  4. Artillery Firebase

    Artillery Firebase Ver 1 February 2011
     
    This is my second attempt at creating good ground targets. My first is the Infantry Outpost.
     
    The Artillery Firebase is friendly but can be easily converted to an enemy firebase.
     
    What's included in this file:
     
    1. Arty_Firebase.LOD - a converted groundplatte LOD from Mitch's original Factory Place. Drop it into the terrain of your choice.
     
    2. ground_plateFB.TGA - my attempt on a artillery battery. Drop it into the terrain of your choice.
     
    3. Add-ons needed to make this mod work. Drop these into the terrain folder.
    The following items were borrowed from:
     
    Bunker03 from ODS terrain
    af63tentround from ODS terrain
    hwzsite01 from ODS terrain
    barbwire2 from ODS terrain
    wall03 from ODS terrain
    M109A1 by Rebel Rider at http://combatace.com/files/file/9015-m-109/
    af1aaagun_single from Major Lee's DBS (rename this to Defensive_pos_
    unimog Argentine Trucks models for Mod Malvinas by BANIDOS TEAM and SUICIDAL at http://combatace.com/files/file/10868-camiones-argentinos/
    Australian M113 ACAV from Timor Ground Units at http://combatace.com/files/file/2574-timor-ground-units/
    Pillbox from Wrench's Southwest terrain
    Sign from Wrench's Libya terrain
    Flagpole from Wrench's Libya terrain
     
    4. Add to your terrain_TYPES file
     
    [TargetTypexxx]
    Name=Arty_Firebase
    FullName=Artillery Fire Base
    ModelName=ground_plate_Firebase.LOD
    TargetType=MISC
    ActiveYear=1960
    TargetValue=0.0
    UseGroundObject=FALSE
    DamagePoint=0.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=10.0
    StartDetectChance=100
    StartIdentifiedChance=50
    IncreaseDetectChanceKey=10
    MaxVisibleDist=10000.0
    ZBufferOffset=6.000000
    FlatObject=TRUE
    DamagedModel=
    DestroyedEffect=
    DestroyedModel=
    SecondaryChance=0
     
    [TargetTypexxx]
    Name=defensive_pos
    FullName=Vehicle defensive position
    ModelName=defensive_pos.lod
    TargetType=AAA BUNKER
    UseGroundObject=FALSE
    ActiveYear=1915
    TargetValue=0
    RepairRate=0.0
    StartDetectChance=50
    StartIdentifiedChance=10
    IncreaseDetectChanceKey=10
    MaxVisibleDist=6000.0
    DamagedModel=
    DestroyedEffect=SmallRocketGroundExplosion
    SecondaryEffect=VehicleFireEffect
    SecondaryChance=100
     
    5. Add to your terrain_TARGETS
     
    [TargetAreaxxx]
    Name=Allied Fire Base
    Position=###000.000,###000.000
    Radius=2000
    ActiveYear=1969
    Location=1
    Alignment=FRIENDLY
    Target[001].Type=Arty_Firebase
    Target[001].Offset=0,0
    Target[001].Heading=0
    Target[002].Type=bunker03
    Target[002].Offset=25,62
    Target[002].Heading=10
    Target[003].Type=defensive_pos
    Target[003].Offset=189,305
    Target[003].Heading=200
    Target[004].Type=defensive_pos
    Target[004].Offset=376,-2
    Target[004].Heading=260
    Target[005].Type=defensive_pos
    Target[005].Offset=268,-270
    Target[005].Heading=320
    Target[006].Type=defensive_pos
    Target[006].Offset=-184,-289
    Target[006].Heading=50
    Target[007].Type=defensive_pos
    Target[007].Offset=-338,48
    Target[007].Heading=80
    Target[008].Type=defensive_pos
    Target[008].Offset=-165,293
    Target[008].Heading=140
    Target[009].Type=M109A1
    Target[009].Offset=189,305
    Target[009].Heading=20
    Target[010].Type=M109A1
    Target[010].Offset=376,-2
    Target[010].Heading=80
    Target[011].Type=M109A1
    Target[011].Offset=268,-270
    Target[011].Heading=140
    Target[012].Type=M109A1
    Target[012].Offset=-184,-289
    Target[012].Heading=230
    Target[013].Type=M109A1
    Target[013].Offset=-338,48
    Target[013].Heading=260
    Target[014].Type=M109A1
    Target[014].Offset=-165,293
    Target[014].Heading=320
    Target[015].Type=camonetstorage
    Target[015].Offset=-74,-230
    Target[015].Heading=15
    Target[016].Type=unimog
    Target[016].Offset=-42,-204
    Target[016].Heading=195
    Target[017].Type=camonetstorage
    Target[017].Offset=8,-238
    Target[017].Heading=30
    Target[018].Type=bunker03
    Target[018].Offset=68,-310
    Target[018].Heading=175
    Target[019].Type=USArmyM79
    Target[019].Offset=58,-309
    Target[019].Heading=181
    Target[020].Type=camonetstorage
    Target[020].Offset=252,-163
    Target[020].Heading=220
    Target[021].Type=camonet
    Target[021].Offset=282,-090
    Target[021].Heading=50
    Target[022].Type=unimog
    Target[022].Offset=315,-029
    Target[022].Heading=230
    Target[023].Type=camonetstorage
    Target[023].Offset=289,083
    Target[023].Heading=60
    Target[024].Type=M113
    Target[024].Offset=261,161
    Target[024].Heading=240
    Target[025].Type=camonetstorage
    Target[025].Offset=173,228
    Target[025].Heading=0
    Target[026].Type=USTruck
    Target[026].Offset=72,113
    Target[026].Heading=180
    Target[027].Type=USTruck
    Target[027].Offset=79,081
    Target[027].Heading=175
    Target[028].Type=USTruck
    Target[028].Offset=88,037
    Target[028].Heading=195
    Target[029].Type=M113_Ambulance
    Target[029].Offset=98,-022
    Target[029].Heading=180
    Target[030].Type=unimog
    Target[030].Offset=102,-070
    Target[030].Heading=210
    Target[031].Type=M113
    Target[031].Offset=89,-118
    Target[031].Heading=0
    Target[032].Type=USJeep
    Target[032].Offset=56,-147
    Target[032].Heading=180
    Target[033].Type=camonetstorage
    Target[033].Offset=-83,252
    Target[033].Heading=15
    Target[034].Type=camonetstorage
    Target[034].Offset=-169,206
    Target[034].Heading=195
    Target[035].Type=af63tentround
    Target[035].Offset=-102,115
    Target[035].Heading=30
    Target[036].Type=camonetstorage
    Target[036].Offset=-231,048
    Target[036].Heading=210
    Target[037].Type=pit1
    Target[037].Offset=-132,13
    Target[037].Heading=200
    Target[038].Type=af63tentround
    Target[038].Offset=29,-015
    Target[038].Heading=70
    Target[039].Type=camonetstorage
    Target[039].Offset=-219,-106
    Target[039].Heading=0
    Target[040].Type=af62tent_lg
    Target[040].Offset=125,-090
    Target[040].Heading=0
    Target[041].Type=af62tent_lg
    Target[041].Offset=135,-90
    Target[041].Heading=0
    Target[042].Type=Tent1
    Target[042].Offset=155,-90
    Target[042].Heading=0
    Target[043].Type=ammo
    Target[043].Offset=50,-100
    Target[043].Heading=20
    Target[044].Type=ammo
    Target[044].Offset=65,-105
    Target[044].Heading=0
    Target[045].Type=tools
    Target[045].Offset=62,-110
    Target[045].Heading=0
    Target[046].Type=ammo
    Target[046].Offset=-45,138
    Target[046].Heading=0
    Target[047].Type=ammo
    Target[047].Offset=-89,7
    Target[047].Heading=0
    Target[048].Type=ammo
    Target[048].Offset=-48,-7
    Target[048].Heading=0
    Target[049].Type=barbwire2
    Target[049].Offset=-154,-164
    Target[049].Heading=0
    Target[050].Type=tools
    Target[050].Offset=-64,-180
    Target[050].Heading=0
    Target[051].Type=ammo
    Target[051].Offset=318,12
    Target[051].Heading=0
    Target[052].Type=barbwire2
    Target[052].Offset=17,-332
    Target[052].Heading=0
    Target[053].Type=barbwire2
    Target[053].Offset=75,-331
    Target[053].Heading=0
    Target[054].Type=barbwire2
    Target[054].Offset=107,-330
    Target[054].Heading=0
    Target[055].Type=barbwire2
    Target[055].Offset=144,-330
    Target[055].Heading=0
    Target[056].Type=barbwire2
    Target[056].Offset=181,-329
    Target[056].Heading=0
    Target[057].Type=barbwire2
    Target[057].Offset=218,-325
    Target[057].Heading=0
    Target[058].Type=barbwire2
    Target[058].Offset=255,-320
    Target[058].Heading=0
    Target[059].Type=barbwire2
    Target[059].Offset=293,-296
    Target[059].Heading=320
    Target[060].Type=barbwire2
    Target[060].Offset=-16,-331
    Target[060].Heading=0
    Target[061].Type=barbwire2
    Target[061].Offset=-53,-330
    Target[061].Heading=0
    Target[062].Type=barbwire2
    Target[062].Offset=-90,-330
    Target[062].Heading=0
    Target[063].Type=barbwire2
    Target[063].Offset=-127,-329
    Target[063].Heading=0
    Target[064].Type=barbwire2
    Target[064].Offset=-164,-329
    Target[064].Heading=0
    Target[065].Type=barbwire2
    Target[065].Offset=-201,-329
    Target[065].Heading=0
    Target[066].Type=barbwire2
    Target[066].Offset=-233,-301
    Target[066].Heading=40
    Target[067].Type=barbwire2
    Target[067].Offset=319,-257
    Target[067].Heading=310
    Target[068].Type=barbwire2
    Target[068].Offset=349,-197
    Target[068].Heading=309
    Target[069].Type=barbwire2
    Target[069].Offset=369,-147
    Target[069].Heading=308
    Target[070].Type=barbwire2
    Target[070].Offset=391,-96
    Target[070].Heading=307
    Target[071].Type=barbwire2
    Target[071].Offset=408,-47
    Target[071].Heading=270
    Target[072].Type=barbwire2
    Target[072].Offset=414,-7
    Target[072].Heading=270
    Target[073].Type=barbwire2
    Target[073].Offset=414,33
    Target[073].Heading=260
    Target[074].Type=barbwire2
    Target[074].Offset=402,66
    Target[074].Heading=250
    Target[075].Type=barbwire2
    Target[075].Offset=378,112
    Target[075].Heading=240
    Target[076].Type=barbwire2
    Target[076].Offset=356,156
    Target[076].Heading=240
    Target[077].Type=barbwire2
    Target[077].Offset=331,198
    Target[077].Heading=230
    Target[078].Type=barbwire2
    Target[078].Offset=305,242
    Target[078].Heading=225
    Target[079].Type=barbwire2
    Target[079].Offset=289,282
    Target[079].Heading=220
    Target[080].Type=barbwire2
    Target[080].Offset=266,317
    Target[080].Heading=210
    Target[081].Type=barbwire2
    Target[081].Offset=226,356
    Target[081].Heading=190
    Target[082].Type=barbwire2
    Target[082].Offset=197,357
    Target[082].Heading=0
    Target[083].Type=barbwire2
    Target[083].Offset=160,357
    Target[083].Heading=0
    Target[084].Type=barbwire2
    Target[084].Offset=124,357
    Target[084].Heading=0
    Target[085].Type=barbwire2
    Target[085].Offset=87,357
    Target[085].Heading=0
    Target[086].Type=barbwire2
    Target[086].Offset=50,357
    Target[086].Heading=0
    Target[087].Type=barbwire2
    Target[087].Offset=20,357
    Target[087].Heading=0
    Target[088].Type=barbwire2
    Target[088].Offset=270,-314
    Target[088].Heading=300
    Target[089].Type=barbwire2
    Target[089].Offset=308,-277
    Target[089].Heading=90
    Target[090].Type=barbwire2
    Target[090].Offset=334,-227
    Target[090].Heading=300
    Target[091].Type=barbwire2
    Target[091].Offset=359,-171
    Target[091].Heading=90
    Target[092].Type=barbwire2
    Target[092].Offset=379,-120
    Target[092].Heading=90
    Target[093].Type=barbwire2
    Target[093].Offset=405,-73
    Target[093].Heading=300
    Target[094].Type=pillbox
    Target[094].Offset=396,-21
    Target[094].Heading=270
    Target[095].Type=pillbox
    Target[095].Offset=381,80
    Target[095].Heading=270
    Target[096].Type=barbwire2
    Target[096].Offset=366,134
    Target[096].Heading=90
    Target[097].Type=barbwire1
    Target[097].Offset=345,177
    Target[097].Heading=90
    Target[098].Type=barbwire2
    Target[098].Offset=318,221
    Target[098].Heading=270
    Target[099].Type=barbwire2
    Target[099].Offset=298,260
    Target[099].Heading=300
    Target[100].Type=barbwire1
    Target[100].Offset=278,300
    Target[100].Heading=290
    Target[101].Type=barbwire2
    Target[101].Offset=247,339
    Target[101].Heading=270
    Target[102].Type=wall03
    Target[102].Offset=218,79
    Target[102].Heading=0
    Target[103].Type=af62tent_lg
    Target[103].Offset=216,45
    Target[103].Heading=90
    Target[104].Type=af62tent_lg
    Target[104].Offset=214,12
    Target[104].Heading=90
    Target[105].Type=af62tent_lg
    Target[105].Offset=211,-22
    Target[105].Heading=90
    Target[106].Type=wall03
    Target[106].Offset=218,-43
    Target[106].Heading=0
    Target[107].Type=wall03
    Target[107].Offset=237,-23
    Target[107].Heading=90
    Target[108].Type=wall03
    Target[108].Offset=237,12
    Target[108].Heading=90
    Target[109].Type=wall03
    Target[109].Offset=237,57
    Target[109].Heading=90
    Target[110].Type=barbwire2
    Target[110].Offset=-255,-272
    Target[110].Heading=60
    Target[111].Type=barbwire2
    Target[111].Offset=-270,-239
    Target[111].Heading=58
    Target[112].Type=barbwire2
    Target[112].Offset=-282,-212
    Target[112].Heading=65
    Target[113].Type=barbwire2
    Target[113].Offset=-294,-182
    Target[113].Heading=60
    Target[114].Type=barbwire2
    Target[114].Offset=-306,-153
    Target[114].Heading=80
    Target[115].Type=barbwire2
    Target[115].Offset=-316,-124
    Target[115].Heading=55
    Target[116].Type=barbwire2
    Target[116].Offset=-332,-89
    Target[116].Heading=60
    Target[117].Type=barbwire2
    Target[117].Offset=-348,-55
    Target[117].Heading=60
    Target[118].Type=barbwire2
    Target[118].Offset=-356,-28
    Target[118].Heading=80
    Target[119].Type=barbwire2
    Target[119].Offset=-363,3
    Target[119].Heading=80
    Target[120].Type=barbwire2
    Target[120].Offset=-371,35
    Target[120].Heading=90
    Target[121].Type=barbwire2
    Target[121].Offset=-372,71
    Target[121].Heading=100
    Target[122].Type=barbwire2
    Target[122].Offset=-369,90
    Target[122].Heading=105
    Target[123].Type=barbwire2
    Target[123].Offset=-353,119
    Target[123].Heading=125
    Target[124].Type=barbwire2
    Target[124].Offset=-340,138
    Target[124].Heading=120
    Target[125].Type=barbwire2
    Target[125].Offset=-316,168
    Target[125].Heading=130
    Target[126].Type=barbwire2
    Target[126].Offset=-298,198
    Target[126].Heading=110
    Target[127].Type=barbwire2
    Target[127].Offset=-282,242
    Target[127].Heading=130
    Target[128].Type=barbwire2
    Target[128].Offset=-248,273
    Target[128].Heading=140
    Target[129].Type=barbwire2
    Target[129].Offset=-231,306
    Target[129].Heading=50
    Target[130].Type=barbwire2
    Target[130].Offset=-215,322
    Target[130].Heading=330
    Target[131].Type=barbwire2
    Target[131].Offset=-180,333
    Target[131].Heading=0
    Target[132].Type=barbwire2
    Target[132].Offset=-153,336
    Target[132].Heading=0
    Target[133].Type=barbwire2
    Target[133].Offset=-115,337
    Target[133].Heading=0
    Target[134].Type=barbwire2
    Target[134].Offset=-78,337
    Target[134].Heading=0
    Target[135].Type=barbwire2
    Target[135].Offset=-41,337
    Target[135].Heading=0
    Target[136].Type=barbwire2
    Target[136].Offset=-25,337
    Target[136].Heading=0
    Target[137].Type=hwzsite01
    Target[137].Offset=19,-253
    Target[137].Heading=0
    Target[138].Type=hwzsite01
    Target[138].Offset=-35,270
    Target[138].Heading=0
    Target[139].Type=hwzsite01
    Target[139].Offset=2,272
    Target[139].Heading=0
    Target[140].Type=barbwire2
    Target[140].Offset=-219,320
    Target[140].Heading=90
    Target[141].Type=barbwire2
    Target[141].Offset=-295,217
    Target[141].Heading=90
    Target[142].Type=barbwire2
    Target[142].Offset=-265,260
    Target[142].Heading=120
    Target[143].Type=pillbox
    Target[143].Offset=-223,307
    Target[143].Heading=60
    Target[144].Type=barbwire2
    Target[144].Offset=-5,347
    Target[144].Heading=90
    Target[145].Type=barbwire2
    Target[145].Offset=-26,356
    Target[145].Heading=0
    Target[146].Type=barbwire2
    Target[146].Offset=-37,347
    Target[146].Heading=90
    Target[147].Type=pillbox
    Target[147].Offset=17,340
    Target[147].Heading=180
    Target[148].Type=M113
    Target[148].Offset=-22,268
    Target[148].Heading=0
    Target[149].Type=camonet
    Target[149].Offset=1,252
    Target[149].Heading=0
    Target[150].Type=Flag
    Target[150].Offset=38,57
    Target[150].Heading=0
    Target[151].Type=Aus_M113_ACAV
    Target[151].Offset=-215,-157
    Target[151].Heading=260
    Target[152].Type=bunker03
    Target[152].Offset=-269,-132
    Target[152].Heading=220
    Target[153].Type=bunker03
    Target[153].Offset=-250,180
    Target[153].Heading=320
    Target[154].Type=bunker03
    Target[154].Offset=316,149
    Target[154].Heading=40
    Target[155].Type=bunker03
    Target[155].Offset=319,-155
    Target[155].Heading=130
    Target[156].Type=FB Sign
    Target[156].Offset=-12,327
    Target[156].Heading=180
    Target[157].Type=FB Sign
    Target[157].Offset=31,-317
    Target[157].Heading=0
     
    Suggestions / problems please contact me at Combat Ace.
     
    Enjoy
     
    KRFRGE
     
    Feb 2011.

    286 downloads

       (1 review)

    0 comments

    Updated

  5. Combat Outpost

    Combat Outpost Ver 1 October 2011
     
    This is my fourth attempt at creating good ground targets. The others have been: Infantry Outpost, Artillery Firebase and Allied Base Camp.
     
    This basically a friendly combat outpost that should fit in well on the Afghanistan terrain but can be easily used on any terrain.
     
    See the READ_ME for instructions.
     
    Suggestions / problems please contact me at Combat Ace.
     
    Dedicated to those currently serving!
     
    KRFRGE
    Oct 2011.

    461 downloads

       (1 review)

    0 comments

    Updated

  6. Blue Airfields

    NOTE THIS IS A WORK IN PROGRESS!!
     
    Here is a small collection of "blue" airfields I have built for use in the TW series (specifically SFP1 and the WoX series).
     
    This project is a collection of my thoughts along with other folk’s talent. It is not perfect and I am working to improve them all the time.
     
    ****************************************************
     
    Credit goes to the following:
     
    The creator's of the CA forum. It has provided me a lot of ideas, some which have been realized.
     
    I have used the work of the individuals below in this project.
     
    Comrpnt - His airfield light program inspired me to attempt lighting up these airfields.
    http://forum.combatace.com/index.php?autoc...p;showfile=6863
     
    CA_Stary for the Generic hangars pack
    http://forum.combatace.com/index.php?autoc...p;showfile=7221
     
    Gepard for use of the New Airbases for SFP1 / WOE v. 2.0
    http://forum.combatace.com/index.php?autoc...p;showfile=5078
     
    wingwiner for the Tactical Control Centre and Gas Station
    http://forum.combatace.com/index.php?autoc...p;showfile=4989
     
    wingwiner for the Control TowerH1
    http://forum.combatace.com/index.php?autoc...p;showfile=4168
     
    Mitch's "Factory Place"
    http://wrench1smog.com/wrench3.html
     
    The Wrench
     
    I don't think I missed anyone but If I did please let me know.
     
    *****************************************************
     
    What's included:
     
    AIRFIELD_HAGARRS.ini (used for lighting the airfield)
    AIRFIELD_IBERIA.ini
    AIRFIELD_METRO.ini
     
    Hagarrs Airbase.txt (add this to your XXX_targets.ini listing)
    Iberia Airbase.txt
    Metro Airport.txt
     
    *****************************************************
     
    Installation:
     
    You will need the objects listed in the credits to populate the airfields.
     
    Just drop the AIRFIELD_XXXX.ini into the terrain folder where you plan to use the airfields. This will light the airfield.
     
    Copy and paste the ***.txt into the ***_target.ini folder, making sure to number the target accordingly.
     
    Go fly and enjoy.
     
    Questions / comments / concerns please contact me here at Combat Ace.
     
    As I subscribe to the freeware policy at Combat Ace, this is a FREEWARE product.
     
    KRFRGE
     
    March 2009
     
     
    14 Apr 09 - Fixed the A/C lineup

    279 downloads

       (0 reviews)

    0 comments

    Updated

  7. Infantry_Squads with smoke

    Infantry Squad with Smoke
     
    First credit goes to Kesselbrut for his Infatry squad files.
     
    Secondly Papa Goat for his "Pop Smoke" idea.
     
    I expanded on Papa Goat's idea of using a single soldier with smoke. I basically took the stock US_Squad and Soviet_Squad by modifing the X_Squad_data.ini file to have the smoke deployed.
     
    These squads will "throw" fire their smoke at any ground object designated "ENEMY". That way the squad still can fire its normal assortment of weapons and still mark enemy targets.
     
    I have tested this on random generated CAS missions in SFP1 and WOV. Anytime a squad is generated during a mission, each squad will deploy their smoke at the nearest enemy target.
     
    Mind you, it's not perfect but I think it gives a great effect.
     
    I've only built one smoke color for the Soviets. The US squad can select from 4 colors Red, Green, Violet (Purple) and Yellow. You have to manually select the color you want them to use by removing the "//" in the data entry line.
     
    Installation:
     
    1. Make a back up of the original squads just in case you don't like this mod.
    2. Add the two squads to the GroundObject folder.
    3. Drop the effects into your EFFECTS folder.
    4. Add the bulletobject data to the BULLETOBJECT file.
    5. Add the gundata to the GUNDATA file, open the guneditor and click on one weapon, then click SAVE.
     
    Comments are always welcome. I subscribe to the FREEWARE Policy at Combat Ace.
     
    KRFRGE Jan 2010

    331 downloads

       (0 reviews)

    0 comments

    Updated

  8. Alled Base Camp

    Allied Base Camp version 1.a (updated 20 February 2011)
     
    I added Hesco barriers around some of the billets.
     
    This is my third addition at creating good ground targets. My first two are the Infantry Outpost and Artillery Firebase.
     
    Tested in TW Series One games.
     
    Suggestions / problems please contact me at Combat Ace.
     
    Enjoy
     
    KRFRGE
     
    20 Feb 2011.

    226 downloads

       (0 reviews)

    0 comments

    Updated

  9. Infantry Outpost

    Infantry Outpost version 1 February 2011
     
    I got this idea from observing and learning from many terrain / modeling folks here at CA.
    Since I am a ground guy (INFANTRY) I have always wanted to see more CAS against good ground targets. This is my very humble attempt to create realistic ground targets and I know there is a lot more to do.
     
    This Infantry Outpost is a friendly outpost but can be easily converted to an enemy outpost.
     
    It has been tested in the TW Series One terrains.
     
    Suggestions / problems please contact me at Combat Ace.
    Enjoy
     
    KRFRGE
    Feb 2011.

    250 downloads

       (0 reviews)

    0 comments

    Updated

  10. Gimp tutorial for creating Thirdwire-like maps.

    Gimp tutorial for creating Thirdwire-like maps.
    I have always liked the Thridwire maps but have never been able to replicate them until now. This project all began when my computer crashed and I lost my copy of Adobe Photoshop.  At that point I moved to Gimp and most of my discoveries of how to create maps was through trial and error.
    This tutorial is possible due to two individuals who greatly contributed to this effort; namely Gerwin and Menrva.
    Gerwin generously modified his TFDtool to produce overlays (512, 1024 and 2048) that can be used to create Thirdwire style maps.
    Menrva created 3 master templates, any one of which can used in paint programs such as Paint.NET, GIMP, etc. to create the Thirdwire series maps.
    This package contains 2x attachments; the tutorial [Final TW MapTutorial_v1] and the master template [IraqWA_PSD Layers].  The tutorial describes the procedures for building a Thridwire-like map using the master template.
    This should ease your map-making.
    Questions please contact me here at Combat Ace.
    Krfrge
    December 2017

    231 downloads

       (0 reviews)

    1 comment

    Updated

  11. Airport Items 2018

    Airport Items 2018                Krfrge - Apr 2018
    Here are three pieces of 'eye candy' to support commercial aircraft on your commercial airfield of choice. See ***** note below.
    Place these 3 folders in your xxx_terrain folder.
    For example:   F:\SFP\StrikeFighters2 WestPAC\Terrains\WestPAC3K
    Airport Cargo Trailer
    Airport Baggage Cart
    Airport Baggage Tractor
    Add these entries into your terrain_TYPES.ini
    [TargetTypexxx]
    Name=AirCgoTrailer
    FullName=Air Cargo Trailer
    ModelName=AirCgoTrailer.LOD
    TargetType=MISC
    ActiveYear=1970
    TargetValue=100
    UseGroundObject=FALSE
    DamagePoint=5.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=0
    StartDetectChance=0
    StartIdentifiedChance=0
    IncreaseDetectChanceKey=0
    MaxVisibleDist=1000.0
    DamagedModel=
    DestroyedEffect=SmallOilFire
    DestroyedEffect=
    SecondaryEffect=SmallBombEffect
    SecondaryChance=
    [TargetTypexxx]
    Name=BagCart
    FullName=Baggage Cart
    ModelName=BagCart.LOD
    TargetType=MISC
    ActiveYear=1970
    TargetValue=10
    UseGroundObject=FALSE
    DamagePoint=5.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=0
    StartDetectChance=0
    StartIdentifiedChance=0
    IncreaseDetectChanceKey=0
    MaxVisibleDist=10000.0
    DamagedModel=
    DestroyedEffect=SmallOilFire
    DestroyedEffect=
    SecondaryEffect=SmallBombEffect
    SecondaryChance=
    [TargetTypexxx]
    Name=BagTractor
    FullName=Airport Baggage Tracotr
    ModelName=BagTractor.LOD
    TargetType=MISC
    ActiveYear=1970
    DamagePoint=10
    ArmorValue=3
    ArmorType=3
    TargetValue=25
    UseGroundObject=FALSE
    RepairRate=0.150
    StartDetectChance=50
    StartIdentifiedChance=0
    IncreaseDetectChanceKey=0
    MaxVisibleDist=15000.0
    DamagedModel=
    DestroyedEffect=
    DestroyedModel=
    SecondaryEffect=SmallOilFire
    SecondaryChance=
    *****  Disclaimer - These are free 3d models I pulled down from Cadnav. I simply converted them into SF .LOD format using Blender and Mue's LOD exporter pug-in.  *****
    Any issues please contact me here at CombatAce.

    68 downloads

       (0 reviews)

    0 comments

    Submitted

  12. Port Crane

    CranePort1
    This is freeware from "Free-3d-models.com"
    3d model Name:    Crane 3D Model
    info:    Crane 4 - 3D model (*.gsm+*.3ds) for exterior 3d visualization.
    note:    1. This Crane 3D Model is provided "as is", entirely at your own risk.
    2. free-3d-models.com doesn't accept any claims regarding quality of 3D model or any standards conformity.
    3. free-3-dmodels.com is not responsible for the further use of this Crane 3D Model and does not consider the usage claims due to lack of tools and authority to control, confirm or guarantee the accuracy of personal data and law information.
    4. This model may be freely modificated or elaborated.
    The models are provided in *.3DS and *.GSM formats. The basic ways of use are 3D Visualisation, Interior Design, Architectural Visualisation, Landscape Design, 3D Animation and 3D Art.
    free download:    Crane 3D Model
    The author is unknown.
    This is a modification (painting and adding a large base) to this port crane.
    I wish I were this capable at modeling but sadly I am not there yet.
    Good eye-candy for the targeted port of your choice.
    Happy hunting Wrench
    Drop the folder into the terrain of choice.
    Add the following entry into your terrain_TYPES.INI
    [TargetTypexxx]  <------- make sure to add your sequence number
    Name=CranePort1
    FullName=Crane
    ModelName=CranePort1.LOD
    TargetType=MISC
    ActiveYear=0
    TargetValue=0
    UseGroundObject=FALSE
    DamagePoint=10.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=0.150
    StartDetectChance=100
    StartIdentifiedChance=20
    IncreaseDetectChanceKey=0
    MaxVisibleDist=4000.0
    CollisionMesh=
    DamagedModel=
    DestroyedEffect=LargeTallStructureCollapseEmitter
    DestroyedModel=
    SecondaryChance=100
    SecondaryEffect=MediumExplosionEffect

    Kindest regards - Krfrge
    September 2018.

    56 downloads

       (0 reviews)

    0 comments

    Updated

  13. SF2 Harbor Crane

    HarborCrane                
    -----------------------------------------------------------------------------------------------------
    This is freeware from "www.Archive3D.net"
    Category: "Port handling cranes" - Collection
    Size: 1.82MB
    Downloads: 2202
    Added by: Filip
    Resource: Free 3d models
    Additional Info: Crane 3 - 3D model (*.gsm+*.3ds) for exterior 3d visualization.
    Tags: Crane, harbor crane, lifting crane, port crane
    . This 3D model is provided "as is", entirely at your own risk.
    2. Archive3D.net doesn't accept any claims regarding quality of 3D model or any standards conformity.
    3. Archive3D.net is not responsible for the further use of this 3D model and does not consider the usage claims due to lack of tools and authority to control, confirm or guarantee the accuracy of personal data and law information.
    4. This model may be freely modificated or elaborated.
    -----------------------------------------------------------------------------------------------------
    This is a modification (painting) of this harbor crane.
    I wish I were this capable at modeling but sadly I am not there yet.
    Good eye-candy for the targeted port of your choice.
    To add to your terrain of choice simply add the following entry into your terrain_TYPES.INI
    [TargetTypexxx]  <------- make sure to add your sequence number
    Name=HarborCrane
    FullName=Crane
    ModelName=HarborCrane.LOD
    TargetType=MISC
    ActiveYear=0
    TargetValue=0
    UseGroundObject=FALSE
    DamagePoint=10.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=0.150
    StartDetectChance=100
    StartIdentifiedChance=20
    IncreaseDetectChanceKey=0
    MaxVisibleDist=4000.0
    CollisionMesh=
    DamagedModel=
    DestroyedEffect=LargeTallStructureCollapseEmitter
    DestroyedModel=
    SecondaryChance=100
    SecondaryEffect=MediumExplosionEffect

    Kindest regards - Krfrge
    September 2018.

    84 downloads

       (0 reviews)

    1 comment

    Updated

  14. Port Gantry Crane

    SF2_GantryCrane
    -----------------------------------------------------------------------------------------
    This is freeware from "Free-3d-models.com"
    3d model Name:    Crane 3D Model
    download Type:    ZIP
    package size:    1018 kb
    info:    Crane N110208 - 3D model (*.gsm+*.3ds) for interior 3d visualization.
    note:    1. This Crane 3D Model is provided "as is", entirely at your own risk.
    2. free-3d-models.com doesn't accept any claims regarding quality of 3D model or any standards conformity.
    3. free-3-dmodels.com is not responsible for the further use of this Crane 3D Model and does not consider the usage claims due to lack of tools and authority to control, confirm or guarantee the accuracy of personal data and law information.
    4. This model may be freely modificated or elaborated.  The models are provided in *.3DS and *.GSM formats. The basic ways of use are 3D Visualisation, Interior Design, Architectural Visualisation, Landscape Design, 3D Animation and 3D Art.
    The author is unknown.
    -----------------------------------------------------------------------------------------
    This is a modification (painting) to this port gantry crane.
    I wish I were this capable at modeling but sadly I am not there yet.
    Good eye-candy for the targeted port of your choice.
    To add to your terrain of choice simply add the following entry into your terrain_TYPES.INI
    [TargetTypexxx]  <------- make sure to add your sequence number
    Name=GantryCrane
    FullName=Port Gantry Crane
    ModelName=GantryCrane.LOD
    TargetType=MISC
    ActiveYear=0
    TargetValue=0
    UseGroundObject=FALSE
    DamagePoint=10.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=0.150
    StartDetectChance=100
    StartIdentifiedChance=20
    IncreaseDetectChanceKey=0
    MaxVisibleDist=4000.0
    CollisionMesh=
    DamagedModel=
    DestroyedEffect=LargeTallStructureCollapseEmitter
    DestroyedModel=
    SecondaryChance=100
    SecondaryEffect=MediumExplosionEffect

    Kindest regards - Krfrge
    September 2018.

    46 downloads

       (0 reviews)

    0 comments

    Submitted

  15. SF2 LongCrane

    SF2_LongCrane            
    This is freeware from "Yobi.com"
    The author is unknown.
    This is a modification (painting and adding a large base) to this port crane.
    I wish I were this capable at modeling but sadly I am not there yet.
    Good eye-candy for the targeted port of your choice.
    To add to your terrain of choice simply add the following entry into your terrain_TYPES.INI
    [TargetTypexxx]  <------- make sure to add your sequence number
    Name=LongCrane
    FullName=Long Crane
    ModelName=LongCrane.LOD
    TargetType=MISC
    ActiveYear=1941
    DamagePoint=100
    ArmorValue=0
    ArmorType=0
    TargetValue=250
    UseGroundObject=FALSE
    GroundObjectType=
    RepairRate=0.150
    StartDetectChance=50
    StartIdentifiedChance=0
    IncreaseDetectChanceKey=0
    MaxVisibleDist=1000.0
    DamagedModel=
    DestroyedEffect=DustCloudEffect
    DestroyedModel=
    SecondaryEffect=LargeOilFire
    SecondaryChance=100

    Kindest regards - Krfrge
    October 2018.

    42 downloads

       (0 reviews)

    0 comments

    Submitted

  16. SF2_MobileLongCrane

    SF2_MobileLongCrane1    
    Freeware from "Yobi.com"
    Author is unknown.
    This is a modification by my of the original (painting and adding a large base) to this port crane.
    The crane is oriented against the rollers for stored operations.
    To add to your terrain of choice simply add the following entry into your terrain_TYPES.INI
    [TargetTypexxx]  <------- make sure to add your sequence number
    Name=MobileLongCrane1
    FullName=Mobile Port Crane
    ModelName=MobileLongCrane1.LOD
    TargetType=MISC
    ActiveYear=1941
    DamagePoint=100
    ArmorValue=0
    ArmorType=0
    TargetValue=250
    UseGroundObject=FALSE
    GroundObjectType=
    RepairRate=0.150
    StartDetectChance=50
    StartIdentifiedChance=0
    IncreaseDetectChanceKey=0
    MaxVisibleDist=1000.0
    DamagedModel=Damgd_MobileLongCrane1.LOD
    DestroyedEffect=DustCloudEffect
    DestroyedModel=Destryd_MobileLongCrane.LOD
    SecondaryEffect=LargeOilFire
    SecondaryChance=100

    Kindest regards - Krfrge
    October 2018.

    36 downloads

       (0 reviews)

    0 comments

    Submitted

  17. SF2 MobileLongCrane2

    SF2_MobileLongCrane2            
    Freeware from "Yobi.com"
    Author is unknown.
    This is a modification by my of the original (painting and adding a large base) to this port crane.
    The crane is oriented with the rollers for active operations.
    I have attempted a damage and destroyed model which are included.
    To add to your terrain of choice simply add the following entry into your terrain_TYPES.INI
    [TargetTypexxx]  <------- make sure to add your sequence number
    Name=MobileLongCrane2
    FullName=Mobile Port Crane
    ModelName=MobileLongCrane2.LOD
    TargetType=MISC
    ActiveYear=1941
    DamagePoint=100
    ArmorValue=0
    ArmorType=0
    TargetValue=250
    UseGroundObject=FALSE
    GroundObjectType=
    RepairRate=0.150
    StartDetectChance=50
    StartIdentifiedChance=0
    IncreaseDetectChanceKey=0
    MaxVisibleDist=1000.0
    DamagedModel=Damgd_MobileLongCrane1.LOD
    DestroyedEffect=DustCloudEffect
    DestroyedModel=Destryd_MobileLongCrane.LOD
    SecondaryEffect=LargeOilFire
    SecondaryChance=100
    Comments are encouraged and welcomed.
    Kindest regards - Krfrge
    October 2018.

    42 downloads

       (0 reviews)

    0 comments

    Submitted

  18. SF2 Short Take off and Landing Airfield v0.1

    SF2 Short Take off and Landing Airfield v0.1

    This is my attempt to create a small 830m STOL Airfield for SF2. It was built using Blender. I have tested O-1's and OV-10's and the runway is long enough for them to get airborne. The drones MQ-1, MQ-1C and MQ-9 work well from this field as well.
    Installation:
    Take items from "Drop into terrain folder" and place them into your terrain folder.
    Add the following entry into your terrain TYPES.ini
    [TargetTypexxx]   <---- Change to the next number at the
    Name=RunwaySTOL        bottom of you types listing
    FullName=Runway
    ModelName=RunwaySTOL.LOD
    TargetType=SMALL_RUNWAY
    ActiveYear=0
    TargetValue=1000
    UseGroundObject=FALSE
    DamagePoint=140.0
    ArmorValue=0.0
    ArmorType=0
    RepairRate=10.0
    StartDetectChance=100
    StartIdentifiedChance=50
    IncreaseDetectChanceKey=10
    MaxVisibleDist=10000.0
    ZBufferOffset=6.000000
    FlatObject=TRUE
    DamagedModel=
    DestroyedEffect=
    DestroyedModel=
    SecondaryChance=0
    Add the following entry into your terrain TARGETS.ini
    [TargetAreaxxx]
    Name=San Roque Airstrip
    Position=x.00,x.00
    Alignment=FRIENDLY
    Location=2
    AirfieldDataFile=RunwaySTOL_DATA.ini
    ActiveYear=0
    Radius=4313.708984
    Target[001].Type=RunwaySTOL
    Target[001].Offset=-195.00,-1.00
    Target[001].Heading=0
    Target[002].Type=CIVIL_TOWER
    Target[002].Offset=-245.00,180.00
    Target[002].Heading=0
    Target[003].Type=STR_HAN6
    Target[003].Offset=-344.00,221.00
    Target[003].Heading=-90
    Target[004].Type=FLOODLIGHT12M
    Target[004].Offset=-363.00,149.00
    Target[004].Heading=-135
    Target[005].Type=FLOODLIGHT12M
    Target[005].Offset=-276.00,148.00
    Target[005].Heading=135
    Target[006].Type=BLASTSHIELD
    Target[006].Offset=-289.00,156.00
    Target[006].Heading=0
    Target[007].Type=TRACTOR
    Target[007].Offset=-301.00,151.00
    Target[007].Heading=0
    Target[008].Type=FLOODLIGHT12M
    Target[008].Offset=-363.00,294.00
    Target[008].Heading=-45
    Target[009].Type=FLOODLIGHT12M
    Target[009].Offset=-276.00,295.00
    Target[009].Heading=40
    Target[010].Type=PIT1
    Target[010].Offset=-298.00,283.00
    Target[010].Heading=180
    Target[011].Type=CRATE
    Target[011].Offset=-330.00,293.00
    Target[011].Heading=0
    Target[012].Type=SUPPLIES
    Target[012].Offset=-333.00,293.00
    Target[012].Heading=0
    Target[013].Type=PALLET
    Target[013].Offset=-334.00,288.00
    Target[013].Heading=0
    Target[014].Type=PALLET03
    Target[014].Offset=-348.00,287.00
    Target[014].Heading=35
    Target[015].Type=FORKLIFT
    Target[015].Offset=-346.00,281.00
    Target[015].Heading=-120
    Target[016].Type=UNIMOG
    Target[016].Offset=-340.00,280.00
    Target[016].Heading=120
    Target[017].Type=MAINT SHED
    Target[017].Offset=-349.00,194.00
    Target[017].Heading=-180
    Target[018].Type=PIT1
    Target[018].Offset=-350.00,162.00
    Target[018].Heading=90
    Target[019].Type=MAINT CART
    Target[019].Offset=-342.00,195.00
    Target[019].Heading=-55
    Target[020].Type=MSTAND1
    Target[020].Offset=-338.00,232.00
    Target[020].Heading=0
    Target[021].Type=AIRSTARTUNITC
    Target[021].Offset=-329.00,213.00
    Target[021].Heading=-90
    Target[022].Type=COMMTRAILER1
    Target[022].Offset=-313.00,152.00
    Target[022].Heading=85
    --NOT FOR USE IN ANY PAYWARE--
    Please credit me if you modify.
    Any issues, contact me here at Combat Ace.
    Krfrge
    23 March 2019
     

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