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PostPosted: Mon Feb 11, 2013 2:34 pm 
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Airman
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Joined: Sat Apr 09, 2005 12:50 pm
Posts: 47
Location: Citrus Hts. Ca. USA
Glad that you like the new mod re. tire marks! Never seen a runway without them. I'll be interested to see that mod.
Nothing wrong with beer! I've drunk my share in years gone by, but the memories of the morning after are still with me, so I limit myself these days.
As for various drugs, 'nuff said. I hate all of them, especially meth, after seeing its effects on my daughter and husband. America totally changed after pot started, and has gone downhill ever since. Yeah, I know, I'm an old man talking so what do I know, right?
Back in Hogarths day, Gin was called "Mothers Ruin" and with good cause! His drawings illustrate its effects better than any words could. Having said that, I love a nice G & T on a hot day!


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PostPosted: Wed Feb 13, 2013 10:09 pm 
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BDG
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Joined: Fri Nov 05, 2004 1:17 pm
Posts: 7387
Location: Oahu, Hawai'i
On page 1, first post, I replaced my previous stickmans Concrete mod with a darker concrete concrete and my modified tyremarks texture.
Here, too:
http://www.mediafire.com/download.php?9fzbswcblbntco7

Bill also suggested that just putting tyre marks at the ends of concrete air strips would be good, so that's what I did.

Tangmere. On the longer strip I placed 2 tyremark objects next to each other, and on the shorter strip, just a single object at each end.
Image

Kenley. All doubled up objects at the strip ends:
Image

Biggin Hill. The short strip with single objects. A closer view:
Image

Debden. All double objects at ends:
Image

Debden in Instant Action Takeoff. Close view of the tyre marks. I tried to make the marks smaller than they were, with not much effect.
I am not too good editing .DDS file masks. I did greatly reduce how much they show up on the underlying texture.
Also I cut away about 70% of Ben's original big and wide tyremarks texture, which I think, he made for grass fields?
I made the tyre marks for only concrete fields, hence, the reduction.
Image

Note!
For Instant Action Takeoff, the position that the Player's aircraft starts is the same positional coordinates that Red Leader of the (1st) Squadron's position
will be placed in Campaign on takeoff. These coordinates are determined in the mainwld.bf file in the BFIELDS folder.
In previous versions of BoBII, if the Player would do the Takeoff IA mission at Kenley, the aircraft would not be even on the concrete strip. This always bothered me.
Ben changed most all of the RAF airfield terrain different, including the concrete strips, too.
So I had to edit mainwld.bf file coordinates so that all of the Player's aircraft in Instant Action Takeoff missions,
and most all of the Red Leader's aircraft of the (1st) Squadron position with concrete airfields, would be centered good on the concrete strip.
This I am proud of doing, for the better. I learned a lot about the mainwld.bf and MAINWLD.bfi file while reforming Airfield Operations at RAF fighter fields, for 4 months.

Colerne. This field has only a capacity of one Squadron. So I can place the Campaign Squadron that uses this field anywhere I like, as long as they are Regular or Veteran skilled pilots.
Novice and Poor skilled pilots land like moronic crazy idiots,
so I think I placed this Colorne placement to take into account how poor pilots land, and reducing their crazy landing behavior.
Anyway.. Red Leader starts centered OK to the concrete OK here, as I ordered him to do.
Image

Northolt. This field has a capacity of three Squadrons. I looked at and edited many times, how even all three Regular Squadrons take off and land.
I compromised here, using Poor skill Squadrons, too, considering good and bad.
I can make it better if all pilots land decently, and not act like idiots!
This can be made better with a CODE help change, whereas POOR pilots can at least... land their aircraft OK.
Before they go into the air and fight veterans!
I always laid out my RAF airfield operations coordinates to make 3 Squadrons that are taking off at the same time,
and landing at the same time..
in Line Abreast, so as not to be running into each other badly when they land and taxi back to reform.
I can stack them like on a carrier. In a column for takeoff. When they all land at the same time, though, it looks like a real traffic jam!
Image

North Weald. Similarly to my other compromises, I could not line up Red Leader goodly to the concrete strip.
Oh well.. cannot please everybody.
Image

---------------

Must eat, and consider some other real life problems.

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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PostPosted: Thu Feb 14, 2013 10:37 am 
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Joined: Mon Mar 07, 2005 12:15 pm
Posts: 204
Location: Yonkers, NY USA
Looks great Stickman! D/L and installed in JSGME.


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PostPosted: Thu Feb 14, 2013 1:08 pm 
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Joined: Fri Aug 24, 2007 3:34 am
Posts: 62
Location: Derbyshire
Good job! It certainly gives the runways that used look.

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"When you climb into your Spitfire and the Merlin starts with a thunderous roar, you just know you can never be shot down. Not ever."

P/O Archie Winskill DFC & Bar. 73 & 603 Squadrons. Rtd., Air Commodore 1968.


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PostPosted: Sat Feb 16, 2013 1:28 pm 
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Airman
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Joined: Sat Apr 09, 2005 12:50 pm
Posts: 47
Location: Citrus Hts. Ca. USA
Excellent job, SM! I looked at some WW2 pics of airfields, and you're really close to what I saw. I think the really black marks are from jet usage as they land at faster speeds than the Spits, etc., so it's natural that prop jobs would show less burnt rubber. It certainly makes for more immersion, though. Good work, sir!


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PostPosted: Mon Feb 18, 2013 3:33 pm 
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BDG
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Joined: Fri Nov 05, 2004 1:17 pm
Posts: 7387
Location: Oahu, Hawai'i
v2.12 late fixes

This is more of v2.12 repair than a modification. I left a few things messed up, and did not see the mistakes until after release. :oops:

http://www.mediafire.com/download.php?si89z3a7m4a2891

INSTALLATION:
Made for JSGME, but I advise everyone to make these files a permanent part of v2.12.

1. The three hangars at Shoreham airfield got misplaced somehow. They are where the red line is with v2.12. Now fixed proper in the right place.

Image

2. The targets at Eastbourne Docks similarly got offset wrongly than what I originally did. Now fixed to where I want them.
FYI, Eastbourne never had any docks. Why did Rowan do this? I stripped out all of the old huge warehouses where hotels were, and just placed a few train station type objects there.
When I assigned strategic scores to these few individual objects I gave them very low score values. For v2.12 Eastbourne is not now an important Target.
For v2.13, PV has already made new terrain for Newhaven and the Ouse River area. The plan is to move the Docks Target that is at Eastbourne over to Newhaven
which did have docks.

3. Somehow some ObjectAdds town objects got tossed back into game after I cleaned them out when I reproduced Beckton Gas Works
I removed them. Here are some of them:

Image

4. Some old v2.11 ObjectAdds objects were also left at Sheerness after I rebuilt it, messing it up.

Image

This is now fixed.

Image

-------------------------------------------------------------------------------------------------------------------------------------------

Sheerness could use some terrain work. After PV is done with his Newhaven and Eastbourne, I will put in a request.
Lately I have found some more information on how the Naval Base dockyards looked like in 1938. I knew very little about the dock yards when I made Sheerness few years ago.

This LW recon photo (minus my paint edits that I did yesterday) was all I had for the dockyards when I made Sheerness.

Image

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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