Birds' eye views of the five airstrips on this map (there are a few float plane bases as well):
Munda, looking west-northwest
Seghi, looking west
Barakoma, looking southeast
Vila (on Kolombangara Island) looking west
Kia (a fictional invention by agracier, on Santa Isabel Island), looking northwest
NOTE, Updated April 15, 2022: It turns out that upon release on Apr 12 I had botched the folder structure, which caused headaches for a number of folk. Please accept my humblest apologies!
With a number of mod projects going on simultaneously, I guess my poor brain has got a bit scrambled.
Thanks to Kelso for intervening before I had a chance to realize my screw-up.
I've updated my archive appropriately, basically copying his layout. I have edited the readme file accordingly, which also appears below...
I also include the rotated Moon texture set for latitude 10 degrees, as Kelso did. A good idea and wise practice, so as to not require the user to look about elsewhere for needed resources. If you already have this Moon_10 folder of rotated Moon textures, you can delete this folder here.
Nevertheless, I recommend you get my Rotated Moon Textures mod, available at:
https://www.sas1946.com/main/index.php?topic=67963.0It's very painless to use, even if you're too lazy to edit *any* of your map load.ini files.
That's because the default Moon folder, currently used by ALL maps, has Moon textures rotated for the handy middle latitude of 45 degrees, which is suitable for a good proportion of the game's maps. Indeed, no matter what the map latitude (DECLIN) is, as long as it's below the Arctic, just leaving the load.ini Moon entry as it is, using the new Moon texture set, will be better than the stock Moon which has no rotation applied at all.
If you do not like my rotated Moon textures, and wish to go back to the old non-rotated set:
- Delete my rotated Moon mod (having the folders Maps\_Tex\Moon_10, Moon_30, Moon_60, Moon_90 and Moon)
- In the map's load.ini file in the map folder, change the line
Moon = Moon_10\Moon0000.tga
to
Moon = Moon\Moon0000.tga
========================= end of note ================================
Get my version of agracier's New Georgia map here:
https://www.mediafire.com/file/19v73wbrpgezkhd/MAPMODS_New_Georgia_ag_WxTech.7z/fileFrom the included readme file:
I very much liked agracier's New Georgia map when he first introduced it some years ago, when I was still running 4.08. What I didn't like so much were:
- The incorrect Munda and Seghi fields.
- The texture organizing by elevation, that gave the map a 'layer cake' aspect.
- The nondescript and very widespread coral shallows.
- The sheer number of dwellings that turned hamlets into near cities.
So I took it upon myself to redress these aspects.
- Google Earth imagery shows a quite uniform appearance to forest cover, with no elevation related differences (aside from the effects of atmospheric haze). And so I altered the textures so as to be more similar, yet retaining subtle differences, and applied a more random distribution.
- I built a huge mosaic of Google Earth screen captures of the coast and coral reefs, by which to fix shorelines/islands and make far more accurate coral shallows.
- I took the airfields for Munda and Seghi from the Solomons Oct '43 map, and the Vila field from squashman's Coral Sea/Solomoman Sea map for Nov '43. For the latter, I trimmed away one of the taxiway routes.
- I reduced by a huge amount the number the amount of huts, and made the villages rather smaller.
- I removed the rivers, for two reasons. They are more like streams than anything navigable, given their short courses. And the forest canopy generally renders them practically invisible from the air. A side benefit of this is that it makes the islands not look so small. (The representations of rivers is a weak aspect of the game engine.)
I *may* end up doing more work on Seghi field in future, as I feel this version might have a too-long runway and a too-extensive network of taxiways.
I kept the various villages/towns at the same places. And I did nothing substantive about the few extensive wharving facilities.
I retained the fictional air strip located near Kia, on Santa Isabel Island, which agracier added in a later update to his map.
==========================================================================
If you don't happen to have this map in your game, add to all.ini:
New_Georgia(ag/WxTech) ag_New_Georgia/load.ini
==========================================================================
If you already have agracier's map but want to replace it, you shouldn't need to edit anything.
==========================================================================
If you have agracier's map but would like to keep it and add this one as well:
(1) You will need to rename this mod's folder MAPMODS NEW_Georgia_ag_WxTech\Maps\ag_New_Georgia to something alse, such as
MAPMODS NEW_Georgia_ag_WxTech\Maps\WxTech_New_Georgia
(2) You will similarly need to rename this mod's current folder
MAPMODS NEW_Georgia_ag_WxTech\_Tex\ag\NewGeorgia
to something like
MAPMODS NEW_Georgia_ag_WxTech\_Tex\ag\WxTech_NewGeorgia
(3) You will similarly need to edit all load.ini texture entries from
ag/New_Georgia
to
ag/WxTech_New_Georgia
(This could be done with a simple replace text operation in NotePad.)
(4) Add to all.ini:
New_Georgia(ag/WxTech) WxTech_New_Georgia/load.ini
==========================================================================
As always, this work is offered up for use by any and all, for any purpose, without restriction.
WxTech
Apr 15, 2022