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Found 3 results

  1. File Name: Almirante Padilla Class Light Frigate File Submitter: angelp File Submitted: 28 November 2015 File Category: Frigates Almirante Padilla class Light Frigate for Strike Fighters 2 Version 1.0 Release 11/27/2015 This model is not to be used in any commercial or for-profit packages. It may, however, be used in any freeware mod. According to the Combat-Ace terms of use. Contents: -Objects- Almirante Padilla class Light Frigate -Weapons- Exocet MM40 Simbad (MIstral SAM) -Guns- OtoBreda 76mm STRALES -Decals- HUll numbers for all the ships in service Installation (SF2): Extract each folder into the matching folders in your mod directory. Notes. v. 1.0: Initial Release Credits: Model:angelp Skins and textures: angelp Ini files:angelp Decals: angelp Weapons; WhiteBoySamurai, angelp Click here to download this file
  2. Version 1.0

    173 downloads

    Almirante Padilla class Light Frigate for Strike Fighters 2 Version 1.0 Release 11/27/2015 This model is not to be used in any commercial or for-profit packages. It may, however, be used in any freeware mod. According to the Combat-Ace terms of use. Contents: -Objects- Almirante Padilla class Light Frigate -Weapons- Exocet MM40 Simbad (MIstral SAM) -Guns- OtoBreda 76mm STRALES -Decals- HUll numbers for all the ships in service Installation (SF2): Extract each folder into the matching folders in your mod directory. Notes. v. 1.0: Initial Release Credits: Model:angelp Skins and textures: angelp Ini files:angelp Decals: angelp Weapons; WhiteBoySamurai, angelp
  3. Ok, so I might have a case of modding AD/HD, but Stratos PM'd me about my A-37B a day ago, and lamented the lack of a good terrain for the Alto Cenepa war of 1995 . I have been dabbling a bit in TE and thought, how hard could it be? Ergo, I now have a working prototype of the map that me and Startos are going to try to work into a campaign map for said war, and also other potentially interesting regional conflicts. But before we proceed, I want to check with resident terrain gurus about my workflow and planned approach for this. What I have done so far: 1) Started new project Terrain Map Size 1000km Texture Tile Resolution 2000m Height field resolution 500m 2) Imported my DEMs Longitude 85W Latitude 5N Map scale 75% (I guess we do this to get more manageable distances?) Height Scale 100% 3) I got this: I guess by using 75% scale this 1000 in game km map equals 1333km of terrain IRL? The plan: A) Stratos starts filling out the cities list and targets ini at the same time B) I do the necessary tile work. The Peruvian coast needs to be more or less desert, so I have started working off of Wrench excellent WOV texturelist, adding some desert tiles and also farm tiles. The tiles are by Stary for the jungle bits from the central america map and the desert bits are JSF Aggies as seen in the Desert 4 map. C) Once we are more or less satisifed with targeting and cities, I do airbase flattening in TE. D) Because I cant get the exclusion zones set up so that only the peruvian coast is autotextured with desert tiles, I will then do an autotexture times two, one for the jungles and one for the peruvian coast and by the magic of TFD editor I will cut'n'paste these into one. E) I/We will go over the map adding airbase tiles where needed and just generally ensure all cities are kosher. F) Only then will I do tranisiton textures in Terrain editor. IF all goes well and there are enough transition tiles we should have a beutfiul map. G) Now we will add all the necessary rivers using the new feature in Gerwins TFD tool (overlaying geographical map). Maybe some roads also. So what haven't I thought of?
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