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Individual Mods and Packs for IL-2 1946 => Skins, Maps, Missions & Campaigns => WIP Maps => Topic started by: I/JG27_Waggel on December 16, 2010, 08:55:59 AM

Title: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on December 16, 2010, 08:55:59 AM
Link to the instrucion page:

http://www.nordsee.square7.ch/nordsee/2016/05/28/installation-guide-for-ultrapack-2-01-and-hsfx-4-1/

The whole download has 170MB.

Link to the northsea project side:
http://www.nordsee.square7.ch/nordsee/

alternative and working DL Link by Gerax 18-11-2017:
https://www.mediafire.com/file/x2ea227irvymclr/Northsea_0.5.7z
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Fusek on December 16, 2010, 08:59:40 AM
Great! Now I really have to get IL2 working again!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: cgagan on December 16, 2010, 09:09:03 AM
Hi there! I see that this installation is for UP or HSFX only; I run a SAS mod-activated game. By the way, is there any difference with your previous beta version (posted back in old AAA days), which I have (and fully working!)? Many thanks again for this impressive effort!  8)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on December 16, 2010, 09:30:17 AM
If you have the old beta version running on the SAS mod the new beta version should work too.  I only have tested the map with HSFX and UP. The only problem might be if the SAS mod has different maps, tha might means different objects.

You should compare the static.ini in the JSGME north sea folder with the static.ini of your SAS mod.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: OberstDanjeje on December 16, 2010, 09:31:30 AM
It was a Beta 0.2.
Thanks Waggel ;)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Mixx on December 16, 2010, 11:00:41 AM
Great work!
Congratulations on your release!
Well done!

The work done by the authors is impressive!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: baronWastelan on December 16, 2010, 10:49:27 PM
Bremen is looking great and excellent frame rates too.  Having a lot a fun already with this map.

Wow, I just noticed you can see individual roof tiles in this shot  :o

(http://i33.photobucket.com/albums/d63/baronWastelan/Bremen.jpg)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Moggy Cattermole on December 17, 2010, 10:43:49 AM
Oh sweet, i've been looking forward to this one mate!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: 4./JG53_Badger on December 17, 2010, 01:55:17 PM
Nice Job Waggel !
Title: Re: [Mapmod] North Sea 0.5beta
Post by: ben_wh on December 18, 2010, 01:40:51 PM
Thanks for the great map!

I have the following missing object however - does anyone know where I may find them (besides a full Ultrapack install)?


Missing objects in your static.ini:

buildings.Plate$BlankFieldPlate <- found this - Canon-UK Blank Field Plate from an object mod
buildings.House$rbridgeshortend
buildings.House$LuftWood
buildings.House$GuyOtterBl
buildings.House$GuyOtterBr
buildings.House$46LWBoxload
buildings.House$NorwayLuft_Large_Hangar

Thanks again!

Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on December 18, 2010, 02:08:57 PM
All the objects you have listed are in the static.ini I gave you with the beta version.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: ben_wh on December 18, 2010, 02:15:28 PM
Thanks for the quick response!

I'll go back and check what I missed in the installation process.

Thanks again.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Gumpy on December 18, 2010, 04:02:20 PM
Great looking map so far Waggel    (http://i697.photobucket.com/albums/vv340/Bingo1957/Wilhemshaven.jpg)    (BIG THANKS)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on December 19, 2010, 01:30:09 AM
Hey Gumpy, you have done a historical screenshot

http://www.youtube.com/watch?v=YgO6DX_9z0I
Title: Re: [Mapmod] North Sea 0.5beta
Post by: ben_wh on December 19, 2010, 12:28:32 PM
Waggel,

I investigated my earlier issue further and ended up tracking those missing objects down and adding them manually. It was well-worth the effort though as you have done a magnificent job with this map.  Beautiful city and airfield layout, and a great area to be mapped for the sim.

Thanks again,
Title: Re: [Mapmod] North Sea 0.5beta
Post by: MrOblongo on December 19, 2010, 06:41:06 PM
Masterpiece of work! and its just a Beta!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Gumpy on February 03, 2011, 09:56:12 PM
Just kinda wondering if there's been any updates. 
Title: Re: [Mapmod] North Sea 0.5beta
Post by: DIVEGUY43 on February 04, 2011, 06:01:48 PM
This map looks fantastic!!!Has anyone made a none mission for qmb?I am totaly lost when it comes to making missions. :-[would love to see what it looks like.thanks
Title: Re: [Mapmod] North Sea 0.5beta
Post by: MrOblongo on February 14, 2011, 12:27:07 PM
Any news on this masterwork?
Title: Re: [Mapmod] North Sea 0.5beta
Post by: dietz on February 27, 2011, 02:10:46 PM
Wonderful map...downloaded & installed in both 4.09 & 4.10...both modded9 not virgin as recommended in the read me instructions that's for sure...so I backed up everything & tried anyway.) Probably a "duh" but couldn't get it to work with JSGME alone & eventually tracked down the add to "all.ini line(s) " for North Sea in the Files folder in this map & added the two North Sea lines to my "all.ini" in Mods/Mapmods/Maps folder and then both maps appear in my FMB...Haven't tried them yet but at least they appear...now my question is : any single missions or campaigns out there yet? ;)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: SAS~Poltava on March 02, 2011, 03:26:09 PM
This map was REALLY a pleasant surprise! Very promising. THANKS! Covers ground much needed in IL-2!

Heck, now I finally found a map to fly my Dutch D.XXI's and G.1's over. And you should be able to build a lot of interesting campaigns for it. Oh dear, so many maps, so little time!

(http://i163.photobucket.com/albums/t286/Poltava/waggel_ns.jpg)

How you'll find time and energy to finish it, Waggel, it's looking GREAT!!!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: DIVEGUY43 on March 04, 2011, 01:04:31 PM
Hey Poltava,could you post a simple mission or QMB mission here.I cant seem to make one that works and would love to try out this great map.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Badmuthafunker on March 04, 2011, 06:42:15 PM
My Norton security doesn't like the .exe file at all.

"Infected file: c:\users\*******\il2-downloads\8. v4.101\maps\northsea_0.5b.part1.exe"

It's in quarantine at the moment and I daren't take the risk.  :(

Title: Re: [Mapmod] North Sea 0.5beta
Post by: Whiskey_Sierra_972 on March 05, 2011, 02:32:18 AM
Open with 7z and install it manually......
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Badmuthafunker on March 05, 2011, 09:12:13 AM
Forgive my ignorance walter, but as the .exe is (alledgedly) infected, isn't there a risk to my system if I do that?

Edit: Took the bull by the horns and went for it. Thanks Walter.  :)

Waggel, Thanks for the great work.  :) Just one thing: I notice you've included Rutland Water (West of Peterborough) on the map. The resevoir wasn't built until the 1970's.

http://www.rutnet.co.uk/pp/gold/viewgold.asp?id=3491

Thanks again, both of you.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Whiskey_Sierra_972 on March 05, 2011, 06:11:52 PM
Nice to hear you got this wonderful map working!

About the risk of enable an exe from a secure site (and this is a secure site!) can be allowed even if the antivirus give alarm report because sometimes the code is similar at a virus and if non have report it before the d/l link can is secure!

To avoid all risk you can open it with 7z because in this case the exe is only showed among the other files but not yet run and/or executed!

All the best and ENJOY!!!!

walter
Title: Re: [Mapmod] North Sea 0.5beta
Post by: SAS~Poltava on March 06, 2011, 03:48:13 AM
Ok, later today I will post a single mission from a WIP campaign for this map!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: SAS~Poltava on March 06, 2011, 11:26:07 AM
Ok, mate. Here you go: a mission from my WIP campaign "The Five Days War", where you get to fly the Fokker G.1, over this map, as the Germans invade Holland.

Download here: http://www.speedyshare.com/files/27245174/G1.zip

(http://i163.photobucket.com/albums/t286/Poltava/June%202010/g1-1.jpg)

Waggel, hope you find time to complete this map, because it's GREAT and it has MANY uses!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Knochenlutscher on March 13, 2011, 07:04:37 AM
Set up a few scrambles in QMB for my beloved Me 262, I think I'm in love. 352x cross channel, Thuringia, Donbass...
Gonna be a good year with some great maps.
(http://4.bp.blogspot.com/_4OYGjUrdllo/SXVJoBsYXOI/AAAAAAAAPTs/8KJluk1l_pA/s400/bruceandchuck.jpg)
Thanks, keep up the work, Danke schön, das nenn' ick mal ne Map, weiter so
Title: Re: [Mapmod] North Sea 0.5beta
Post by: ElmarBoehl on March 16, 2011, 09:33:14 AM
Link to the instruction for the installation (500kb):
https://www.mediafire.com/?2iwafbh0zoo458s

The whole download has 170MB.

hi there!!!
where do i find the download for the map, the link only shows  the pdf for the installation

much obliged elmar
Title: Re: [Mapmod] North Sea 0.5beta
Post by: w on March 16, 2011, 09:50:17 AM
Where is the Map down load???? all I see are the Pdf Instructions for installation
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Badmuthafunker on March 16, 2011, 01:29:59 PM
Brilliant map, with huge attention to detail.

Can anyone else find the Allied WW1 memorial in one of the German cities? ;)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: w on March 16, 2011, 10:24:49 PM
Yes, the d/c links for the two (2) files to install the map are in the Pdf d/l -

the instructions say to the run the .exe and direct it to the main game folder IE: C/Ubisoft/IL-2/Up -
he says the "UP" folder, I'm running UP201 just fine but I have no "up" folder, just JSGEM and a MODS folder.

Q: so exactly where do I direct the .exe to dump its files? ? C/Program Files/Ubisoft/IL-2 Sturmovik etc??
Q; and then the Pdf  does not say where to un zip the 2nd zip file either.
if anyone with 4.09 UP201 could help it would be great, thanks

Title: Re: [Mapmod] North Sea 0.5beta
Post by: Badmuthafunker on March 17, 2011, 08:44:25 AM
Hi Phlegethon.

If, like me, you prefer a manual install, extract the .exe (and part two) to a temporary folder of your choice, then cut paste into the proper locations (Mods/mapmods/maps). I don't have UP, but I assume it contains these folders. My apologies if I'm wrong. :)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: w on March 18, 2011, 10:08:17 AM
Hi Phlegethon.

If, like me, you prefer a manual install, extract the .exe (and part two) to a temporary folder of your choice, then cut paste into the proper locations (Mods/mapmods/maps). I don't have UP, but I assume it contains these folders. My apologies if I'm wrong. :)

I un zipped the files to a folder and put the map mod into my jsgme folder - i did not have to place the other files in the correct
folders - it automatically put all the rest of the files in the map mod folder for me when I put it into jsgme.

problem: I can activate the mod with my jsgme but the map does not show up
in my FMB map list - 
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Badmuthafunker on March 18, 2011, 10:27:31 AM
Hi Phlegethon,

I don't use JSGME much, preferring to go straight into MODS/MAPMODS/maps. Forgive me if it's a daft question, but did you remember to put the line

Northsee_big Wag_Nordsee/load_s.ini

into your all.ini?
Title: Re: [Mapmod] North Sea 0.5beta
Post by: w on March 18, 2011, 10:38:24 AM
GOT IT IN - THANKS
it was the all ini text I could not find in the two part d/l
Title: Re: [Mapmod] North Sea 0.5beta
Post by: benson on March 18, 2011, 01:35:02 PM
I installed this map to my HSFX 4.1 modded Il2 1946 and followed all the instructions, enabling the 03 mapmods nosbo5 in JSGME after disabling every other mod except HSFX History mod which I assume must be enabled. The map showed up in the FMB and I placed an aircraft and tried to save the map but no go and it will not allow me to play. Anyone got any suggestion please? Thanks in advance.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Badmuthafunker on March 18, 2011, 07:50:45 PM
Glad you got it working Phlegethon.  :)

benson: It sounds like you're missing objects mate, have a look at this......

https://www.sas1946.com/main/index.php/topic,762.0.html

It really is an essential tool.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: benson on March 19, 2011, 08:00:44 AM
Badmutherfunker. Thanks for your reply. I'll download the tool and check it out. :)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Badmuthafunker on March 19, 2011, 08:04:05 AM
No problem pal, glad to help.  :)

Hope you get it sorted, it really is a wonderful map.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: benson on March 19, 2011, 10:53:27 AM
These are the objects which apparently I am missing...
Missing objects in your static.ini:

Code: [Select]
buildings.Plate$Wag_RoadPlate4HighwayTurn15
buildings.Plate$Wag_RoadPlate2sk_Highway
buildings.Plate$Wag_RoadPlate3HighwayTurn30
buildings.Plate$Nos_Beton6_Runway
buildings.Plate$Wag_RoadPlate2sk_HighwayTurn45
buildings.House$Hangar_Bremen_01
buildings.House$Nos_City_01
buildings.House$Nos_City_03
buildings.House$Nos_City_04
buildings.Plate$Wag_RoadPlate1sk_Road
buildings.Plate$Wag_RoadPlate2sk_RoadTurn15
buildings.House$Nos_City_05
buildings.Plate$Wag_Asphalt2ParkingCorner
buildings.Plate$Wag_Asphalt2Runway
buildings.House$Nos_City_10
buildings.House$Nos_City_06
buildings.House$Nos_City_06b
buildings.House$Nos_marking_001
buildings.Plate$Wag_Asphalt4Runway
buildings.Plate$Nos_Beton6_Taxi
buildings.Plate$Wag_RoadPlate1sk_HighwayShort
buildings.Plate$Nos_Beton6_Taxi_Short
buildings.House$Nos_City_07
buildings.Plate$Wag_Asphalt3Connect
buildings.House$windmill_northsea_3
buildings.House$Nos_Land_01
buildings.House$Wag_Control_tower
buildings.House$Hangar_Wittmund_01
buildings.House$rbridgeshortend
buildings.Plate$Wag_AsphaltParkingCorner
buildings.House$windmill_northsea_1
buildings.Plate$Nos_Beton6_Turn
buildings.Plate$Wag_RoadPlate1sk_RoadShort
buildings.Plate$Wag_RoadPlate1sk_RoadTurn45
buildings.Plate$Wag_RoadPlate2sk_RoadTurn30
buildings.Plate$Wag_RoadPlate2sk_Road_T
buildings.Plate$Wag_Asphalt3Runway
buildings.Plate$Wag_Asphalt3RunwayEnd
buildings.Plate$Hafenplatte01Taxi
buildings.Plate$Wag_AsphaltRunway
buildings.Plate$Wag_Asphalt2Taxi
buildings.Plate$Wag_Asphalt2Turn
buildings.Plate$Hafenplatte01Runway
buildings.House$Nos_City_08
buildings.Plate$Nos_Beton6_Runway_End
buildings.House$dutchcityblock
buildings.House$dutchcityblock2
buildings.House$Building_Bremen_01
buildings.House$Kaimauer_01

Anyone know where I can get them?
Title: Re: [Mapmod] North Sea 0.5beta
Post by: benson on March 19, 2011, 06:04:48 PM
Thanks once again Badmuthafunker. Got it working now and you're right it's a great map.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Badmuthafunker on March 19, 2011, 08:26:32 PM
My pleasure mate. :)

What's more, now you've got the object folders, you should be good to go with loads of other maps too!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Ectoflyer on August 05, 2012, 12:36:02 PM

Could someone provide an alternative link for this map, please?  I'd like to fly in this beta  :)
Thank you in advance!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: magot on August 05, 2012, 01:30:11 PM
Current link work ok.
Btw this interesting Waggel map don´t have chance for next update or full version?
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Ectoflyer on August 05, 2012, 04:53:45 PM
Current link work ok.
Btw this interesting Waggel map don´t have chance for next update or full version?

thank you, I thought that pdf was only for installation instructions... :-[  :P

gorgeous map!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Mick on August 06, 2012, 12:42:12 PM
... this map looks very promising, I have not yet installed it but just noticed it is very heavy, more than 200 Mo, and I noticed that many tga textures are not in indexed colors and weigh 3 or 4 Mo (instead of 1 Mo if indexed), is there any reason to this ...??  :-[

If there is no reason then I can do the job, index them all and upload the result for all to share ...  ;)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: SAS~Poltava on August 06, 2012, 01:49:24 PM
Mick, please do! The map IS a bit heavy as is.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Mick on August 09, 2012, 06:55:21 AM
...well I did it but I couldn't index the bigger (4 Mb) textures since they have an alpha layer ...  ::)

Here are the other ones :

https://www.mediafire.com/file/52uytxutk26utwu/_Tex.7z
Title: Re: [Mapmod] North Sea 0.5beta
Post by: MarvinT on November 20, 2012, 08:40:45 PM
 I like this map..no problems, I was able to use the "Two Quick missions mod" to fly a mission in 4.101 m, flawless. I went sight seeing. My mission builder however in the aforementioned will not save missions. My next step was to install your map in Dark Blue world ,as this mission builder works. I made a simple four flight airbase mission. Worked perfectly , then copied the mission to my 4.101 m install ...worked again, but I lost some of my DBW objects which were replaced with 4.101 objects (stationary aircraft,  Ju-52, and some 109s, lesser flak guns) ..still worked. Thanks for the great map work. Also note that the 4.101 M full mission builder will not show all installed DBW objects , they show up when using quick mission builder.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Oscar on January 18, 2013, 08:03:12 AM
Is Waggel still around?
Will this map project end up like so many other great, must have maps and just die.....
I fly this beta often and would sure like to see it finished.....
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Lagarto on February 28, 2014, 10:40:29 AM

Just got this map working in my HSFX 7. Some very nice landscapes there. Pity it's a little unfinished.

(http://i1351.photobucket.com/albums/p794/starkad71/grab0041_zps061bb87f.jpg)

(http://i1351.photobucket.com/albums/p794/starkad71/grab0037_zps934bbb7e.jpg)

(http://i1351.photobucket.com/albums/p794/starkad71/grab0039_zpsdd91b6b2.jpg)

(http://i1351.photobucket.com/albums/p794/starkad71/grab0040_zps43bd63cf.jpg)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: SAS~Tom2 on February 28, 2014, 11:01:21 AM
Superb shots, love the tex objects combo there.
Great WIP-wish sure it would be finished.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on September 26, 2014, 05:12:05 PM
Is Waggel still around?
Will this map project end up like so many other great, must have maps and just die.....
I fly this beta often and would sure like to see it finished.....

I am still there. I had to stop working on the map. My laptop crashed. It was the graphic card. The hard disk with the data is still there but i need an adapter.

Secondly i do not have the time to work on this project. Something i can imagine is to bring all my data into the net. So a team can work on this project again. I have so many data for the airfields. They whould look like they where once.

The best thing to keep this project alive is too open a thread here.

if there are any questions: ralf.t.peters@freenet.de
Title: Re: [Mapmod] North Sea 0.5beta
Post by: mandrill on September 26, 2014, 06:29:52 PM
Willkommen zuruck, Waggel!

I am sure many people will be eager to help you finish your amazing map.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: OberstDanjeje on September 27, 2014, 03:44:52 AM
Hi Waggel, I love this map, often I start flying the Fw190A-3 from Bremen, hope someone will keep this map alive.

Anyway thanks for all your effort
Title: Re: North Sea 0.5beta
Post by: I/JG27_Waggel on July 03, 2015, 01:21:18 PM
Some News.

At the moment I am downloading HSFX7 for my Computer (takes ages, i just have w lan). First step will be to bring the north sea map working in HSFX7. Lagardo was able to do this. So it is possible. Well done.

Next step will be to work on an information document (maybe a little blogg) that will bring map builders into the position to bring objects into this map with a high historical background.

This blogg also will contain information about historical airfields and cities. I have a lot of informations about them.

Maybe there are several teams working on this map later. So the map can be splittet into several sectors.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Maty12 on July 03, 2015, 06:52:23 PM
Will it work with Modact 6.1 (4.13)?
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on July 04, 2015, 12:58:51 AM
Hello Maty12

I will have to take a look. The map was created on a mod pack called HSFX. If Modact 6.1 has the same object in the list as HSFX4 it will work but you have to create new object lists an put them into the simulation system with JSGME. This work is some years ago so i am not fit in everything at the moment.  ??? :D
Title: Re: North Sea 0.5beta
Post by: Uzin on July 04, 2015, 06:16:29 AM
Hello Maty12

I will have to take a look. The map was created on a mod pack called HSFX. If Modact 6.1 has the same object in the list as HSFX4 it will work but you have to create new object lists an put them into the simulation system with JSGME. This work is some years ago so i am not fit in everything at the moment.  ??? :D

Using HSFX means - it is map only for one having it installed. Better to release object pack necessary and sufficient to run the map also on other installs, I think. Not so elitarian, LOL.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on July 05, 2015, 10:10:52 AM
Well you can install this mod on different modpacks. I have marked the north sea objects in the static.ini so that you can see what you will need to put this mod into your installation. You can copy this part and put it into your own object list.

Most Mod Packs are based on Il-2 4.09m or later. I started with the north sea when 4.09m came out.

Title: Re: [Mapmod] North Sea 0.5beta
Post by: RollsRoye031 on May 25, 2016, 01:14:43 AM
Hello all.

I am trying to instal this map on HSFX 7.3 but i am missing some statics.ini objects:

Code: [Select]
buildings.Plate$Wag_RoadPlate4HighwayTurn15
buildings.Plate$Wag_RoadPlate2sk_Highway
buildings.Plate$Wag_RoadPlate3HighwayTurn30
buildings.Plate$Wag_RoadPlate2sk_HighwayTurn45
buildings.House$Hangar_Bremen_01
buildings.Plate$Wag_RoadPlate1sk_Road
buildings.Plate$Wag_RoadPlate2sk_RoadTurn15
buildings.House$Nos_marking_001
buildings.Plate$Wag_RoadPlate1sk_HighwayShort
buildings.House$rbridgeshortend
buildings.Plate$Wag_RoadPlate1sk_RoadShort
buildings.Plate$Wag_RoadPlate1sk_RoadTurn45
buildings.Plate$Wag_RoadPlate2sk_RoadTurn30
buildings.Plate$Wag_RoadPlate2sk_Road_T
buildings.House$dutchcityblock2


A similar problem as been resolved for HSFX5 at page 4 but the link is dead and i really don't know what to download for to fix this..
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on May 28, 2016, 10:32:33 AM
Maybe you have to overwork the object list.
Title: Re: North Sea 0.5beta
Post by: I/JG27_Waggel on May 28, 2016, 10:38:55 AM
I still do not have the time to work on this map. It whould be nice if this project whould become an open source project where everybody can work on it.

At the moment I have the time to make a homepage for this project. Information and dafa should be collected there so that everyone ca take a look at it. Languages are German and English. There maybe more languages if there is someone who can translate it.

The main side will be here: http://www.nordsee.square7.ch/nordsee

An example for an airfield info page: http://www.nordsee.square7.ch/nordsee/2016/05/28/airfield-achmer/
A graphic for the airfield should come out soon.

I also want to check out youtube for films that were done with Il-2 and this map.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on May 28, 2016, 12:47:52 PM
A nice small film was made on the north sea map

https://www.youtube.com/watch?v=A0Z8_Du4K8M
Title: Re: North Sea 0.5beta
Post by: OberstDanjeje on June 03, 2016, 10:22:48 AM
Nice video!!!!!
Wonderful map!!!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on June 08, 2016, 12:28:00 PM
I am building up a webside in my freetime.

http://www.nordsee.square7.ch/nordsee/

I will collect lots of historical data and new informations. New books came out with many new fotos and scetches.

Example: http://www.andreaszapf.de/blog-fdl-media/Leseprobe-Band-7-Niedersachsen-Bremen.pdf

So the work on this map can go on.

Maybe we will see a map for the Sturmovik Stalingrad engine later.
Title: Re: North Sea 0.5beta
Post by: OberstDanjeje on June 09, 2016, 12:31:54 AM
good news, I love this map.
BTW nice site :)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Uzin on June 09, 2016, 02:03:17 AM
Hi, Waggel,
there are excellent snipers in your JG !
I admire declined shooting over the nose of Fridrich !
Thumbs up !
Title: Re: [Mapmod] North Sea 0.5beta
Post by: I/JG27_Waggel on July 28, 2016, 08:10:36 PM
Yesterday i got my big Laptop back. The Laptop is repaired. Looks like I am back in the ring.
Today I will check my data. And I hope that I could make a first new flight on this map again.

Quote
Hi, Waggel,
there are excellent snipers in your JG !
I admire declined shooting over the nose of Fridrich !
Thumbs up !

They only perform their service.  :D
Title: Re: [Mapmod] North Sea 0.5beta
Post by: darky1958 on November 17, 2017, 11:40:37 AM
Hi
The d/l link is dead..
Perhaps other one ?
Kind Regards
Darky
Title: Re: [Mapmod] North Sea 0.5beta
Post by: SAS~Gerax on November 17, 2017, 05:08:48 PM
new dl link in first post.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: darky1958 on November 18, 2017, 01:54:57 PM
new dl link in first post.

Thank you !
Darky
Title: Re: [Mapmod] North Sea 0.5beta
Post by: SAS~Storebror on November 19, 2017, 12:33:27 AM
Thanks a bunch Gerax, you're the personalized backup of all D/L links 8)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on October 04, 2019, 03:01:06 PM
"Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic."

 :D ja neh is klar. oO(Roger that)

First thing: I am not here as I/JG27_Waggel anymore because I left the squad. The reason was that I did not have the time to fly in a professional squad the last years.

At the moment I'm in a move to a new house again and I wanted to deal with Flight Sims again in the future. IL-2 1946 is still my thing, because here I can let off steam the best.

At the moment I'm planning to update the textures of the North Sea map. These should be brought to 2048 pixels. After moving I want to invest in a new computer with a larger screen.

As far as I remember, the North Sea map was stable and there were no bugs. If any of you find bugs or texture mistakes or have suggestions, you can post them here.

Thanks for keeping up a working download link.

Some will wonder, why is the North Sea map still WIP. As far back as I can remember, some cities were not yet stocked with objects. Furthermore, there are still some airports missing. Overall, the map is in a state that you can fly on it without problems.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Fishyyy on October 04, 2019, 05:16:58 PM
You're gonna work on the map again? That's good news ;D
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on October 07, 2019, 12:51:11 PM
Hi Fishyyy

Yes, I want to push the map into alpha status. I think that's what this map deserves.
The last work on the map has been some time ago and I have to think and read
into the project again. Maybe there are now some new mods that I can insert into
the North Sea map.

Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on October 21, 2019, 03:18:53 PM
At the moment I am reading through the modding stuff. Want to get old stuff back into my brain.
Secondly there are some new things out (bigger textures etc.)

In the past I made some tests with bigger north sea maps.
The hardware setup of my Computer was this back than:

2 GHZ CPU
4 GB Ram
1 TB HD
1GB graphic card
16:9

This worked well with the blue map. No issues. Big bomber formations. Many planes. System was stable.

Today a lot of gamers have computers with this setup

4 Ghz CPU
8-16 GB Ram
1 TB HD and 500 GB (SSD)
4 GB graphic card
16:9

(https://i.postimg.cc/YCgsZC9V/nordsee-karte-neu.jpg) (https://postimages.org/)

So my goal is to make a very big map (green part on the picture)

Ok  ;D

You may now think Wa99el became crazy.

.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.

YOU ARE ABSOLUTELY RIGHT FRIEND!

(https://i.postimg.cc/KjjM3jw8/wa99el-crazy.jpg) (https://postimages.org/)

Making cities will not take ages. Today we have auto pop apps.
I hope our computers will work with this map.
A big thing will be to create the airfields.
I think this will take the most time in this projekt.

What can we do with this map historical?
A little bit Norway 1940
Westfeldzug 1940
Dünkirchen 1940
Battle of Britain 1940-1941
1942 Cerberus
1942 Dieppe Raid
1943-1945 The allied Bomber Offensive (Hamburg, Berlin, Köln, Schweinfurt, Frankfurt, Ruhrgebiet .........)
Normandy 1944
Market Garden
Battle of the Bulge 44/45
Ruhrkessel 1945
etc.


But before I go crazy I will finish the small northsea map.
There will be a big texture offensive. I want to rework the
textures of the objects and fields.

After this the great northseamap will follow.

Chears
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Mission_bug on October 22, 2019, 06:41:13 AM
Downloaded and installed from the latest links, all working fine for me, thank you very much, really appreciated. 8)


I like the idea of the big map because I live near to Liverpool and Manchester and the region has many historical connections to aviation
history so it would be great to see some of that added. ;)

A few notes on the above:

I live near to Warton airfield, now the home of Bae builder of Typhoons, in WWII the US trained their bomber crews at this airfield.

Blackpool Squires gate was used to defend the North West of England from Luftwaffe attacks.

In my home City of Preston aircraft such as the Hampden and others were constructed and flown from the nearby Samlesbury airfield.

Flying boats of all types were manufactured along the coast and also in Belfast.

Talking of Ireland, Northern Ireland was a base for many Atlantic patrol aircraft as well as aircraft manufacture.

The Republic of Ireland has had a Air Force since 1922 and during the war years intercepted many Luftwaffe and R.A.F. aircraft that
had lost their way to airfields in the area where they were impounded and some put into service.


So as you see besides your own list of possibilities more to play with for the campaign/mission builder. 8)


I have thought of doing Ireland and the rest of the UK myself, still on the to do list so even more reason to see you take this on.


Would the area be too big is the question I guess?


Anyway, I look forward to seeing what comes of things.


Wishing you all the very best, Pete. ;D
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on October 22, 2019, 10:24:02 AM

(https://i.postimg.cc/j5HkCMfX/England-stream-data.jpg) (https://postimg.cc/qh7G5Xjh)

At the moment I am working on the coast lines of the stream data made with microdem. Last week I was near to the
channel working at the coast line of Portsmouth dockyard. With the help of satellite data it is possible to work out
the harbor shape exactly. It is also possible to determine the position of the rivers. Because the riverbed is
recognizable on the satellite data.

This week I am in the region Blackpool, Leeds, Liverpool and Sheffield. You say you live next to Warton Airfield.
This is exactly in the area of the map where I am currently working. Warton Airfield is between Blackpool and Liverpool.
And Wikipedia has some informations about this airfield (https://en.wikipedia.org/wiki/Warton_Aerodrome).
That's what I call an absolutely positive coincidence.

(https://i.postimg.cc/BvRHRFhf/Warton-Aerodrome.jpg) (https://postimg.cc/Z9FWdWtw)

Well I know that there was this airfield and I even know what that airfield looked like at the time.
Because at Wikipedia there is a historical aerial photo of the airfield.



(https://i.postimg.cc/g0G3pdpN/RAF-Warton-10-Aug-1945-Airphoto.jpg) (https://postimg.cc/75Q51Ff2)

Next I will write down this airfield in my "Project North Sea" .doc with all the information I get.
After that I can screenshot from Google Maps a current satellite photo and in this photo the old
photo is inserted. This is the optimal condition for a texture, which I then insert into the map to
build the airfield on this basis.

This will look like this:

video example (https://www.youtube.com/watch?v=bu4C49cJGDY)

The airfields in England often have the same structure in the form of hangars, sheds,
air towers, runways and parking lots. CanonUK has already designed these structures
for his map. That means less work for me.


Ireland and northern ireland will be on the map too and a good part of the atlantic.
The reason for this is the operation of the RAF in form of Atlantic patrols.
Incoming convoys had to be protected from German U-boats.

Video (https://www.youtube.com/watch?v=VJOQHyUliaY)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Mission_bug on October 22, 2019, 12:43:14 PM
Home sweet home Wa99el. ;)

The airfields should be well covered in various media so there should not be a problem for you finding information.

I have seen your video before on construction in the FMB, very involved, I just used a few runways in the projects I did, never managed to figure out
exactly how you sized a texture to a specific area of a map so you could add a photograph to aid construction. :-[

My earliest projects in gmax involved making runway plates from the instructions in the KevinP PDFs, if I had had more experience of that medium at the
time I might have built complete airfields for the Vietnam map. :D

Take care.

Wishing you all the very best, Pete. ;D
Title: Re: North Sea 0.5beta
Post by: Alex840 on October 22, 2019, 01:05:03 PM

So my goal is to make a very big map (green part on the picture)

Ok  ;D

You may now think Wa99el became crazy.


A monster map. This will be 1:1 scale?

I have tested some big maps in IL-2 and realized that big maps with populated cities are perfectly possible and have no impact to game performance. The problem lies in densely populated cities, with huge amounts of objects in a small area, when you fly over these areas you note a dramatic drop in FPS rate. So, if your map have cities with reasonable density of objects, they can be a continental area, 1000 x 1000 km, with a plenty of cities and yet it will run well. The real matter is density of objects, not the size of map.

However, more than 1000 x 1000 km maps have another problem. When I have made the experiments, FMB can't write waypoints with more than 6 digit coordinates, so only the piece of map starting at 0,0 coordinates until 1000k x 1000k will be usable for missions. This issue can be adressed in later patches or community mod packs, but i need to confirm this.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on October 22, 2019, 01:49:59 PM
@ Alex 840:

I've also made the experience that big cities do not make any problem regarding the FPS rate, if you build them with fewer objects. For example, there are blocks of houses with several houses as a single object. The typical British terraced houses were made by CanonUK in this fashion and also the streets in France. For the Netherlands and Germany I simply copied the 3D files of the French rows of houses and then created Dutch and German textures.

The information with the 1000 x 1000 km map as provisional maximum is new to me. I will first create a map. This will be approximately the size of 2000 km x 1340 km. Then I will build 2 or 3 airports, so that you can test the waypoints in the FMB. If creating waypoints is problematic, and there is no way to fix the problem, I'll need to divide the map into 2 parts.  :(

You may need to insert changed parameters in the programming code of the simulation somewhere. It was similar to the textures for the objects. 1024 x 1024 pixels was the maximum. The programming code has been changed. Now you can create textures up to 4096 x 4096 pixels.

@ Mission_bug:

I think it will not be a problem to give the airfield its character, so that you can easily recognize it again. From the current satellite recordings I can see a lot of things from the past. Meanwhile, I have a little experience with such a thing. You can tell from a hangar that it's a typical T1 hangar, etc.

The simulation certainly has its limits. But if you work hard, you can work very close to these limits.


(https://i.postimg.cc/yY9TZVL1/river-preston-1.jpg) (https://postimg.cc/2VkvpfpM)

I copy map sections from Google maps. I then position these on the satelite map, so that the rivers and shorelines harmonize.

Now I can work the coastline and the rivers exactly into the Map_c.



(https://i.postimg.cc/QxxTXhvY/river-preston-3.jpg) (https://postimg.cc/hh6jsWDV)

Well I have the big contours of the rivers right in the riverbed, where they have to be. Later I will brush with a hard 2 pixel brush the branches of the rivers. Less than 2 pixels is problematic. Sturmovik usually does not recognize 1 pixel lines very well.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on October 24, 2019, 02:24:18 PM
The map_c of England is making progress. Meanwhile, I have continued to work until Liverpool. For a change, I worked again at an airfield. Today, I want to show how I use the help of old aerial photography to create a texture. The texture later becomes important when I insert the airfield into the map of Sturmovik FMB+.

First I choose from Google Maps the area of the old airfield in a certain scale:

(https://i.postimg.cc/GhbPdWLK/Fliegerhorst-Wittmundhaven1.jpg) (https://postimages.org/)

I copy the necessary details of the terrain into my Photoshop and place them in a so called Layer. I compare the
current picture with the old aerial photograph and mark structures that match red, such as streets, forests, buildings, etc.

(https://i.postimg.cc/0Nrjff87/Fliegerhorst-Wittmundhaven-2.jpg) (https://postimages.org/)

Now I add the old aerial photograph from World War II on the current inclusion in its own layer.

I need to scale the shot, rotate it, and I use the command Edit -> Puppet Warp from the Photoshop tools in order
to place the old aerial photo 100% perfect.

The old aerial photographs are never 100% made from a 90 degree angle. This creates spatial distortions.
With Puppet Warp I know about removing these distortions by 99%.

This takes a while ]coffee[

(https://i.postimg.cc/RhGQtdS2/Fliegerhorst-Wittmundhaven-3.jpg) (https://postimages.org/)

If the old recording is placed correctly, I start working out the old streets, paths, runways. I'm looking for
buildings on the airfield. Since I have now put the old recording on the current recording with the correct
scale, I can calculate lengths and dimensions. The old runways had a width of 80 meters (quite wide) and
they were 1200 meters long. This coincides with the statements of historians who have inspected this old airfield.

At the buildings I proceed likewise. Although I can not see how tall the buildings are, I can gauge the height
of other shadows. In addition, the statements of the historians help me.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on November 10, 2019, 04:00:39 PM
(https://i.postimg.cc/m2FGXLRN/Nordsee-25.jpg) (https://postimg.cc/N5YVLwK5)

At the moment I am working on several construction sites. In addition to my move to the new house,
I continue to work on the North Sea map.

+++++++++++++++++++++++++++++

Source Pages

I started a lot of research on the internet. I found the following pages:

http://topotijdreis.nl/ Historical maps of the neatherlands (http://topotijdreis.nl/)
https://ncap.org.uk/ UK site with aerial photos from WW2 (https://ncap.org.uk/)
https://archive.org/details/AFD-100525-035 Combat Chronology of the Army Air Forces in WW2 (https://archive.org/details/AFD-100525-035)
http://www.8thafhs.org/ 8th Air Force Historical Society (http://www.8thafhs.org/)
SAS Page with german radar objects made by CanonUK (WIP) (https://www.sas1946.com/main/index.php/topic,14118.msg148756.html#msg148756)

Unfortunately, I have not found much information about the French airports. Maybe someone of you
has some sources.

+++++++++++++++++++++++++++++

I am making good progress in the field of map_c. Many coastal regions of Great Britain, Netherlands and
Germany are ready. Today I went on with the region of Scapa Flow.

On 14 October 1939, under the command of Günther Prien, U-47 penetrated Scapa Flow and sank the
First World War-era battleship HMS Royal Oak anchored in Scapa Bay.

More intresting for us: Three days after the submarine attack, four Luftwaffe Junkers Ju 88 bombers of I/KG30
(Jever - Ostfriesland/Germany) led by group commander Hauptmann Fritz Doench raided Scapa Flow on 17 October in one of the first
bombing attacks on Britain during the war. The attack badly damaged an old base ship, the decommissioned
battleship HMS Iron Duke, which was then beached at Ore Bay by a tug.

The map will include Bergen and Olso. So there is the possibility to to make somescenarios with the occupation of Norway shortly before
the "Westfeldzug". Many british and german air operations.

In addition, I have the coast of western France in work. I still have to complete the satellite data from Central France with Microdem.


(https://i.postimg.cc/SQZmJ1Q3/WESTFRANKREICH-1-sas.jpg) (https://postimg.cc/qgCPFL3x)

For the first time it will be possible to create the complete operation Cerberus in IL-2 as a scenario.
If everything works, there may be some modders building the ships Gneisenau, Scharnhorst and Prinz Eugen.


(https://i.postimg.cc/pTrRZKqq/gallscharncerberus01.jpg) (https://postimages.org/)

I am also working on a word document with a lot of informations about airfields and stationed are units.
I am also writing down the main battles in the west with some usefull informations to make historical
scenarions on the map. In the near future I will make a first upload oh this document. I also will name
the sources so that everybody can read the books with much more informations.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Mission_bug on November 12, 2019, 10:21:43 AM
Looks like things are coming along very well Wa99el. 8)

Certainly looking forward to the finished map although it looks like you have a lot of work to do.


Wishing you  all the very best, Pete. ;D
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on November 12, 2019, 01:48:01 PM
It looks good. Right now I'm getting more sources than I can handle them. :o I will first
sort out the sources to analyze later and finally I will incorporate the information into
the creation of airfields, regional structures and historical events that will be summarized
in the word document for historical missions and scenarios.

The processing of the satellite data and the transformation into a graphic
was a challenge (Microdem). I had problems connecting larger amounts of single satellite data.
Maybe it's up to my computer, but I did not have full memory and CPU utilization.  :-X

I have decided to use for the map_c a graphic with the ratio 1 pixel = 200 meters. That's enough.
With the graphics editor I will inflate/blow up the graphics to 1 pixel = 50 meters. It was important to
create the satellites graphics in one part (consisting of 18 individual data). This is probably
because of the curvature of the earth, certain sheet dimensions must be adhered to, so that
the individual graphics fit together.  o_O Sometimes you do not know what you are doing exactly, but it fits :-)

Finally here is something for you:

11.11.2019

(https://i.postimg.cc/85jhhB2S/remembance2017.jpg) (https://postimg.cc/0M1Mvm5W)
Title: Re: North Sea 0.5beta
Post by: mandrill on November 12, 2019, 05:08:59 PM
Waggel, how much are you going to populate?

I have a Germany map that I remade from Spit's (?) map of a couple of years ago. But I was afraid that full population would make it unloadable and I never finished it for that reason.

Your new North Sea map is far bigger!
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on November 14, 2019, 12:19:33 PM
It's going to be that I want to cover as much as possible with objects. I will use the auto pop program. This will allow me to fill the towns and cities very quickly and efficiently with objects.

With a special composition of objects, the cities will not be a problem for the performance of the hardware.

For example, in cities I will work a lot with whole streets- and block objects. So you have one object and 4 to 5 houses.

That worked well with my old map. Cities like Hamburg or Bremen were good to fly over. Even with my old computer.

Much work will be done on the Map_C and creating the airfields. Very individual work.
Title: Re: North Sea 0.5beta
Post by: mandrill on November 14, 2019, 04:28:57 PM
Ok. When the time comes, allow me to offer buildings that I made myself. Essentially British style row housing. 4-house and 2-house blocks. And I wold be happy to make others.

Factory and office building blocks. Strip malls.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on November 26, 2019, 01:36:48 PM
Thanks for the support Mandrill. Personally, I am very good at graphics. The development of 3D objects was explained to me recently. I have not yet worked into the 3D workspace. If you like the work on 3D objects, there are certainly some possibilities for the map. My first thought was towards train stations, churches, distinctive buildings in general. Something like that brings life to the map.

Here is an overview of the North Sea Map, as I imagine.

(https://i.postimg.cc/DzfT0MLf/WESTEUROPA-klein3.jpg) (https://postimg.cc/qNFYZQ1W)

My plan was to go further north with the map and less to the south (Alps). Unfortunately, there is no satellite data north of Olso.
The map contains regions for many historical scenarios.

Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on November 28, 2019, 03:57:05 PM
Today I saw this here:

https://www.sas1946.com/main/index.php/topic,60996.msg691595.html#new (https://www.sas1946.com/main/index.php/topic,60996.msg691595.html#new)

The heavy cruiser Hipper is on its way into IL-2 1946. I asked ashhouse if he can make a second Prince Eugen slot and copy the hipper stuff into it.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Mission_bug on November 30, 2019, 04:57:41 AM
That really is a very large area, a formidable task ahead I think, certainly covers most of what we might want as players for Europe. 8)

As for objects, Cannon made many that are particularly useful for the U.K., others have done the same for France so you should have a good start there once you start to populate. ;)

Any 3d modeller could spend a lifetime trying to make some of the more unique objects required for what is a immense area, however, might be worth putting up a request thread for anything you feel is particularly important to the project and if it can be made then I am sure some will have a go at some things for you, others you might have to make do with what is available.

If possible it would help to post scale drawings if possible, it is difficult to work from some images without some detailed measurements.


Wishing you all the very best, Pete. ;D
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on November 30, 2019, 11:16:06 AM
CanonUK has done a lot with his mapwork. His objects (houses, etc.) are ideal for the North Sea Map.

Sadly he has not been seen in this forum in recent years. I hope he is fine.

(http://www.canons-skins.com/freyaset.jpg)
3D work made by Joe (CanonUK)

Today I found a page here in the forum with work by CanonUK in the field of German radar.

Link (https://www.sas1946.com/main/index.php/topic,14118.msg148756.html#msg148756)

From what I know from the past we already have radar and radiobeacon in game (very nice).

Right now I'm researching British radar stations. I also found a lot of airfields with information
in the area of the map. For the visual overview, I carry the found locations into a prepared
map (https://i.postimg.cc/y7cYQqNR/WESTEUROPA-klein3.jpg), which I have put together from the satelite data. So I save myself the work, because
later I can simply transfer the locations into the "ed_m.tga".

I fully agree with you. Despite all the organization, I will not be able to manage this
project on my own. That's why I'm looking here in the forum for projects that are
related to the North Sea map. Example asheshouse (https://www.sas1946.com/main/index.php?action=profile;u=254): He is currently working on the ship
model of the Hipper. The heavy cruiser Hipper (Infos on Wikipedia (https://en.wikipedia.org/wiki/German_cruiser_Admiral_Hipper)) fits very well into the North Sea project,
as many of its home ports and application areas are on the map.

(https://i.postimg.cc/HTHj8K96/image08.jpg)
3D model of the heavy cruiser "Admiral Hipper". Picture made by Asheshouse (Source (https://www.sas1946.com/main/index.php/topic,60996.msg679052.html#msg679052))

Asheshouse is buisy with the Hipper but maybe he later will work on the Prince Eugen and maybe Blücher (sister ships that are very similar)

Mandrill wants to make 3D objects for Britain.

I will continue to look for projects in this forum and I will be thinking about which objects in the form of airplanes, ships and buildings would make sense for the North Sea Map.

Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on December 01, 2019, 10:18:33 AM
(https://i.postimg.cc/bJ98gRNC/Bodenorg-Grossr-Nachtj-1944.jpg) (https://postimg.cc/ygxwYcRc)

Yesterday I received a scan from an original map of the German Air Force.
On the map are large parts of the North Sea Map mapped. Various ground
organizations of the German Air Force are shown. Very interesting are the
so-called "Funkmeß positions" in the map, which show the radar stations
of the German Air Force. Also interesting are the camouflage names for
these structures. An essential part of these positions was equipped with
the so-called "Würzburg Riesen".

++++++++++++++

(https://i.postimg.cc/Nf3HWgk3/Mvc-471x.jpg) (https://postimages.org/)

Würzburg Riese (Translation: Würzburg Giant)

The "Würzburg Riese" is a radar device from Telefunken and served during the air war in
the Second World War to locate enemy aircraft. It was an enlarged version of the FuMG 62
Würzburg and used like this frequencies around 560 MHz ("Dezimeterwellen"). Technically
demanding was the precise control of the 11-ton rotating part of parabolic mirror and control
cabin, which was realized with a Leonardsatz developed by the AEG.

Introduced in mid-1941, the fixed "Riesen" (camouflage: radio transceiver FuSE 65 or radio
measuring device - FuMG 65) were used to guide the Luftwaffe night fighters and were
installed on the towers of the large flak towers for fire control. The mobile "Würzburg Riesen"
FuSE 65 E were mounted on railway wagons, while the stationary version for the
Kriegsmarine was the "Funkmess-Ortungsgerät FuMO 214", which was used for the fire
control of their coastal artillery (eg the fortress Fjell).

Tecnical Data:


Mirror diameter: 7.5 m
Focal length: 153 cm
Wavelength: 53 cm
Frequency: 560 MHz
Bandwidth: 500 kHz
Pulse repetition frequency: 1875 Hz
Pulse width: 2 μs
Antenna gain: 32 dBi
DF accuracy: 0.25 degrees
Receiver sensitivity: 250 kT0
Range to destinations: 250 km *
Weight of the rotatable part: 11 tons

*Source: Directory of German Radar Equipment, War Department Tech. Manual TM E 11-219, Apr. 1945.

Edit: In the german Wikipedia it is written, that the Range to destinations was 60-80 km. But there is no Source.
I have not the knowledge of the technology of this plant, to say: one statement is correct or the other.
Maybe there are some experts here who know that exactly.

++++++++++++++

German Airfields

On the map some airfields of the German Air Force are drawn, which I did not know yet. So that's another step forward. Also interesting is an additional tabular inscription in which the length of the runways is drawn.

++++++++++++++

Additional Information

Other structures in the map deal with radio beacon. Larger air defense- and headlight areas are visible. Overall, this historic map will help significantly to improve the North Sea project.


Title: Re: North Sea 0.5beta
Post by: kukulo on December 01, 2019, 10:51:51 AM
There is one Würzburg Riese Radar Station model finished here on SAS: https://www.sas1946.com/main/index.php/topic,53562.0.html
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on December 01, 2019, 10:59:27 AM
@ Kukulo

Thank you for the information. I will check this object.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: SAS~Poltava on December 01, 2019, 11:20:13 AM
Keep it up! If you manage to pull it off, and make this HUGE map playable, then you ought to have a medal of sorts. Very tricky to build, IMHO, but with a HUGE mission building potential!  :)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on December 01, 2019, 03:06:55 PM
... Very tricky to build ....

The squirrel has a hard time feeding itself.  :D

The only thing I'm worried about at the moment is the 1000 km limit in Full Mission Builder> (https://www.sas1946.com/main/index.php/topic,62863.msg691473.html).  o_O
I hope that someone there will find a solution in the foreseeable future. At the moment there is
still a lot of preparation work. I still have to collect the data of the airfields. In Wikipedia I have
found a List of Royal Airforce Stations>> (https://en.wikipedia.org/wiki/List_of_Royal_Air_Force_stations).
This will help me a lot. According to my calculation, about 100 airfields will be on the entire map.

Creating the airfields will cost the most time. It is true that each nation has its own
airfield system with recurring structures in the form of buildings, parking lots, layout
of runways, etc. However, each airfield is unique in itself.

One thing that will help me is the Visible blank plates MOD (https://www.sas1946.com/main/index.php/topic,43134.0.html).

My plan looks like this:
I will take the historical aerial photos of the airfields and will include them in the maps
of Google Maps. In Photoshop, I have to distort the aerial photographs a bit, since
they were not shot exactly from a 90 degree angle.

From the graphics of the revised aerial photographs, which now also have a correct
traceable scale, I create with the help of the "Visible blank plates MOD" plates, which
I can then insert into the map. I can now insert exactly the buildings, parking spaces
etc. on the meter. Finally, I will cut out the Plates over the Alpha Layer so that only
the runways remain.

With this method, I can work very accurately and quickly.  ]cyclops[

The Project Northsea Overview map has a new update:

(https://i.postimg.cc/Bn5bsbLK/WESTEUROPA-klein-01-12-2019.jpg) (https://postimg.cc/9DMCYWBm)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on December 08, 2019, 04:58:16 PM
Today I have written to Marcost. He is working on excellent textures (4096 pixel).
Looks like this:

(https://i.postimg.cc/bpsF64Mn/2019-12-04-19-04-08.jpg)
(https://i.postimg.cc/sscfJYNx/2019-12-08-18-11-29.jpg)

I hope I can use his textures. They go very well with the project Nord See.

Link to Marcosts HD texture project (https://www.sas1946.com/main/index.php/topic,62869.0.html)
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Seb on December 14, 2019, 07:24:02 AM
It promises to be very interesting.
It will be possible to use this map for the Cold War period, spy flights from Great Britain to the Baltic Sea, to communist Poland, Eastern Germany and the Kaliningrad Oblast of the USSR, and vice versa.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on December 14, 2019, 01:55:46 PM
Hi Seb

Yes, indeed. When researching the historical airfields, I also get a lot of information about the Cold War. So it would be possible to develop an exclusive map collection of the North Sea especially for the Cold War. Shortly after the war, many airfields were converted for turbine-powered aircraft. The runways were getting longer. Additional buildings and hangars were built.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on December 21, 2019, 04:23:11 PM
New information for the North Sea project: For a historically correct map, I use old army
maps from World War II. So far I have used maps with a scale of 1 in 250,000. I have
received new information in the past few days. Enclosed, I also received information
about maps from World War II on a scale of 1 in 100,000, which is a major improvement.

This means:

The entire North Sea map will be based on historical maps with a scale of 1 in 100,000.  8)

A big thank you to _1SMV_Gitano

For these cards I also have more detailed information about the quality of the display.

Example Maps of France
Aproximatly 5 % of the map area is revised from 1943 aerial photography of the U.S. Air Force.
The original french sources were mosaicked together to serve as a base of the compilation.

Here is a reduced size map area of France (Original Size: 7103 x 5405 pixels.)

(https://i.postimg.cc/TY03XGHh/map-france-abbeville-dieppe-9-d.jpg) (https://postimg.cc/0b6sYgvq)

The use of historical map material is important, as sections of the arts change over time,
the forests and rivers change a little here and there and the cities sometimes become
significantly larger in the post-war period. As a basis, I still use current computer-generated
map material, because this is the most accurate copy with the satellite data. The historical
maps are then graphically laid over and in some cases have to be adjusted a little. The
cartography of the time was good, but there are slight differences here and there.

Airfield found

Source: https://www.sas1946.com/main/index.phptopic,62979.0.html (https://www.sas1946.com/main/index.php/topic,62979.0.html)

With Air Station Ford, a new airfield for the North Sea map was discovered.
At the same time, I received new information about the British RAF chaine home radar system.




Title: Re: [Mapmod] North Sea 0.5beta
Post by: Plowshare on December 21, 2019, 06:12:29 PM
The only thing I'm worried about at the moment is the 1000 km limit in Full Mission Builder> (https://www.sas1946.com/main/index.php/topic,62863.msg691473.html).  o_O

Not being a mapmaker this is simply from a very ooold mission trick from long, long ago in a galaxy far, far away - AAA or AAS site if I recall correctly.

Can you build the map in which the top right corner maxes out to the 1,000km and the bottom left could be -1,000km? The mission trick I referred to above is that you could manually adjust your flight start points to include negative numbers.

For instance: I want to start my flight (and, of course, it has to be flying start!) 50km west of the edge of the map and 100km up from the bottom. I would take the very first normfly waypoint and place these numbers in it: "NORMFLY -50000.00 100000.00 500.00 300.00 &0"

Taking this a step further I want to start 50km west and 35km south of the bottom corner of the map. Now you would change both numbers to "NORMFLY -50000.00 -35000.00 500.00 300.00 &0"

I've used this trick for longer missions on small maps and I must say, you need some nav skills when you're flying in a crosswind and aiming for a corner of the map; any small error and you could miss the map entirely or finally make a correction and end up coming onto the map at a totally unexpected place. I speak from experience here.

Again, just thoughts for what they're worth.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Mission_bug on December 22, 2019, 10:00:31 AM
The textures you intend to use look superb, they will certainly enhance the attention to detail you are putting into the map.  8)

Be careful not to get too involved in research, it can be more interesting than the actual project itself as you become totally
immersed in the history, so much of that within the boundaries of this map at that time and if you cover the Cold War as well
you might never finish. ;)


Wishing you all the very best, Pete. ;D
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Wa99el on December 29, 2019, 12:42:24 PM
At the moment I can only prepare the map by creating map_c. Working on the flight
sim is currently not possible because I have problems with my DVD drive. Since my
laptop only has 2 USB slots, I had to buy an USB expansion with 7 slots. The USB
mouse works, the USB WiFi stick works, I can also connect the DVD drive, it also
appears in Windows Exlorer, but it does not recognize the DVD. At first I thought
it was because of the IL-2 DVDs, but the drive doesn't recognize all the other DVDs
either. I will soon test the DVD drive with a colleague. Either a USB slot on the laptop
is defective or the drive has been damaged when moving to the new house and
needs to be replaced.  :-X

What I've seen of Marcost's textures gives me the impression that they work very
well with the IL-2 engine. On the one hand, the textures are really very detailed.
On the other hand, the textures are without strongly contrasting colors. This greatly
reduces the pattern effect and does not create this "mushy" effect in the distance,
where strongly contrasting colors blur into each other. The very first cards in IL-2
were all green, which will get boring over time. The art is to prepare the textures
graphically, so that there is no boredom for the eye and that the eye is not clouded
by the unreal-looking, muddy running of the colors into each other.

Something that will work very good with the North Sea map will be the Corvette and Escort pack
made by gio963tto.

Link to the project on SAS> (https://www.sas1946.com/main/index.php/topic,18113.0/topicseen.html)

(https://www.mediafire.com/imgbnc.php/02bb2274d703ed15992052fac8196b9b92dac3784034b3359d0b143902fb26576g.jpg)

Title: Re: [Mapmod] North Sea 0.5beta
Post by: Unca-Fester on December 29, 2019, 01:54:41 PM
 I see an expansion of the WWI maps to include the Marne, Lorraine Alsace and Rhine Valley growing out of this.  Thank you for your work as of present. 
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Vampire_pilot on October 15, 2020, 09:29:41 AM
This map always had a mapping glitch at Airfield Marx (CH14), SW of Wilhelmshaven.

(https://i.postimg.cc/rwwySzdS/marx.png)

Was there ever a fix for this?
Or could any map creator easily re-texture this bit? Looks like a texture is not what it should be.
This map is great and could be used a lot but this spot stands out like a sore thumb and kills immersion a lot ...


Title: Re: North Sea 0.5beta
Post by: mandrill on October 15, 2020, 03:09:48 PM
Looks like 2 mistakes. The plates duplicated next to one another. And a texture error. Shouldn't be hard to fix on an ad hoc basis.
Title: Re: North Sea 0.5beta
Post by: Vampire_pilot on October 17, 2020, 11:46:24 PM
That would be most awesome !
Title: Re: North Sea 0.5beta
Post by: mandrill on October 18, 2020, 07:19:58 AM
That would be most awesome !

I just checked. The mistake doesn't appear on my version of the map.
Title: Re: North Sea 0.5beta
Post by: Vampire_pilot on October 21, 2020, 02:52:55 AM
The map in the download on page 1 has this error in both versions. I double checked to be sure. (shows me a yellow plate, instead of the road print but essentially the same bug)
be sure to check "Marx" at CH14, not "Jever", which is just a bit north and OK!

Could you share your MAPS folder for this map?
Wag_Nordsee

Title: Re: North Sea 0.5beta
Post by: mandrill on October 22, 2020, 05:32:53 PM
The map in the download on page 1 has this error in both versions. I double checked to be sure. (shows me a yellow plate, instead of the road print but essentially the same bug)
be sure to check "Marx" at CH14, not "Jever", which is just a bit north and OK!

Could you share your MAPS folder for this map?
Wag_Nordsee



Oh, I see it now. It's not populated as an airfield. Just the plates and objects and the tiles.

Which of the 2 airfields do you want taken out?
Title: Re: North Sea 0.5beta
Post by: Vampire_pilot on October 22, 2020, 11:07:08 PM
if you look at my screen shot, the top one. The one where the mapping is "wrong" should go and just be "landscape"
The good one seems.... well, good, it's even usable with an invisible auxiliary plate as it is, no problem.

Thanks for looking!
Title: Re: North Sea 0.5beta
Post by: _1SMV_Gitano on October 23, 2020, 03:18:36 AM
The duplicated airfield could be a decoy site
Title: Re: North Sea 0.5beta
Post by: mandrill on October 23, 2020, 08:34:13 PM
https://www.mediafire.com/file/exmnqooeq6vije4/actors_s.static/file

https://www.mediafire.com/file/6hb6tpw7tb22kzl/map_t.tga/file

Here you go. I tidied it up. But it doesn't have parking or take off objects loaded. So AI won't use it.
Title: Re: North Sea 0.5beta
Post by: Vampire_pilot on October 24, 2020, 06:39:20 AM
it's working perfectly!
Many thanks, two more maps saved.
Title: Re: North Sea 0.5beta
Post by: mandrill on October 24, 2020, 07:25:47 AM
it's working perfectly!
Many thanks, two more maps saved.

Great. I will do the Winter map as well then, as it has a separate actors.static file.
Title: Re: [Mapmod] North Sea 0.5beta
Post by: Seb on May 22, 2021, 06:39:00 AM
Hi
I have a question, is this map still being worked on?