SUPER DETAILED SCENERY
SUPER DETAILED BRIEFINGS
SUPER DETAILED OPERATIONAL NOTES
NEW BRIEFING LAYOUT DESIGNED FOR SINGLE MISSION REFERENCE
IN FLIGHT RE-FUELLING DURING MISSIONS
FULL TRAINING PROGRAM FOR THE NEW FEATURES
RANDOM ELEMENTS AND COMPLEX WEATHER
ENDLESSLY REPLAYABLESTORIES TO GET LOST IN...
THE FALKLANDS WAR"A Lesson in Applied Air Power"
SOUTH ATLANTIC CRISISMarch 1982 - The ten week undeclared war, between Argentina and the United Kingdom, begins over two British dependent territories in the South Atlantic: the Falkland Islands and its territorial dependency, South Georgia and the South Sandwich Islands. On March 29th, 1982 the first Royal Navy vessels are detached from routine patrol duties and ordered to head south to reinforce HMS Endurance in the South Atlantic. This initial action is in response to the deteriorating political situation and the uninvited presence of Argentinian 'workers' on South Georgia.
President Leopoldo Galtieri, the head of Argentina's ruling military junta, authorises the invasion of the British Falkland Islands. The operation is designed to draw attention away from human rights and economic issues at home by bolstering national pride and giving teeth to the nation's long held claim on the islands. After an incident between British and Argentine forces on nearby South Georgia Island, Argentine troops land in the Falklands on April 2nd.
On April 3rd, 1982, twenty-three Royal Marines, commanded by Lieutenant Keith Mills RM, surrender to the Argentinians after putting up brave resistance in the face of air and naval support, armed as they were with only infantry weapons. By April 4th the Argentines capture the capital Port Stanley. Argentine troops also land on South Georgia and quickly secure the island. In response, the British dispatch a naval and amphibious task force to the region.
THE FALKLANDS WAROriginally just 7 missions by Hamm66 illustrated some good scenery ideas and a nice briefing style with lots of historic notes. I began with these, using the resources of Il2/BAT to flesh out the themes and build on the Training Phase, Deployment and the Falklands War itself.
The project now comprises a continous timelime from training in February 1982 to the development of the Falklands Crisis, preparation, deployment, the air war, the landings, the disasters, such as Port Pleasant, the battles for Goose Green and Mt Longdon, the Argentine Surrender, the return to Portsmouth, all expanded to 60 Missions!
Our Harriers are based on the superb SAS~S3 Model released some years ago with the USMC Marine Aviation Package. Although this aircraft has modern avionics and LERX surfaces the FRS variant still looks exceptional and carries a suitably reduced armament.
The AV8B doubles for the RAF GR3 and is used for CAS and the deployment of LGBs. All look absolutely splendid, skinned by MaxTheHitman, including the RAF schemes, the early RNAS colours and later deployment schemes applied aboard ship.
We have Mirages and Skyhawks too, as well as Canberras, Hercs, many other prop types and a number of helicopters. The Wessex model is used for several player missions. It was present and our model is pretty easy to fly. The Helicopter missions have been carefully designed to factor in weather and prevailing winds. Il2/BAT has really good wind physics and using it correctly, following the briefing instructions, will allow the Player/Pilot to actually hover in a number of situations.
The VTOL flight from our ski-ramp carriers is also excellent and you get to this following a series of training missions that focus on the new avionics, air intercept and air to ground weapons, both with the little MB339 Trainer, doubling as a Hawk, and the Harriers themselves. The idea here is for the Player/Pilot to use the training phase in order to set up their rig, map any necessary buttons and practice the techniques illustrated.
The missions themselves are usually dense, complicated, often with randomised weather and start times, and packed with other effects and challenges like flak, SAMs and specific wind directions. The Player/Pilot will have to read the briefings to get the best out of these flights. The historic background notes also help to set the scene.
OTHER SKINSOur beautiful thundering Chinook still has a US only paintscheme, I would like to find an RAF one somewhere...
Thanks to all the skinners whose work is included with this set. These guys, along with the modders, really provide the tools to make all this happen. Please take the time to look at the credits on the various skins and send a thank you through the forums.
RADIO STATIONSWe should set up some 'modern' radio stations, which must include Rod Stewart's 'Sailing' so that we could play that in flight under certain circumstances. I would like to ask our Sound Gurus about this. Perhaps we could put together a more modern music soundpack in the near future? If you would like to try my Radio Stations, containing some more 'rocking sountracks', try out: #JTW_MONTY'S_UPDATES_RADIO.
BRIEFINGSThere is a lot to do in these missions. We don't pretend that the systems and methods are anything like reality but the weapons, targets and basic principles are. There is a way to accomplish these tasks within BAT and certain features and keys you need to be aware of. The Briefings lay it all out and the Training Missions are also designed as 'Refreshers' with References to check out at any time.
SUPER DETAILED MEGA MISSIONSWhile we all enjoy taking a new machine aloft and lobbing a few bombs or bullets around, its the campaign builders who really test our mettle and the missions they make that put all of the content together.
In any good military flightsim these days, and especially many of the most recent games, there is a lot going on around the Player/Pilot. The weather may be changing, other aircraft are taxiing nearby. Helicopters and jets thunder overhead. Ambient sounds, like barking dogs and squawking birds, further push you into your new virtual environment. Flags and windsocks flutter in the breeze. Fuel trucks and maintenance vehicles drive past you and traffic can be seen moving on the ground, especially effective when you cross the threshold for landing.
All this is possible in BAT too, and every aircraft, object, effect, car, truck, tank and boat is placed, with great care, by hand, using the Full Mission Builder (FMB). Each mission is tested, effects and traffic are timed and the overall construction can then be presented. Immersion is the thing. Looking around and going; "Wow, what was that? Can you hear that? Look over there!"
THE REASON FOR BATThis project showcases everything I love about Il2/BAT: All the things to do in the various missions, the flight, the combat, the setting and the fact that we can write and present all of this ourselves. No other flightsim or game has anything like the tools we have here.
The whole point of Il2/BAT is that builders of Super-Detailed-Missions employ a vast range of effects, features and objects in order to assemble something like this set. In the bad old Dark Ages this adventure would remain largely inaccessible to most players amid a chaotic situation where everyone had a different setup and nobody could agree on anything. From the beginning SAS members have worked tirelessly to fix code conflicts, break the java wall and enable all of this content to mesh seemlessly so that we can all enjoy the full range of everything that's available.
This approach has enabled our favourite sim to grow and develop. In my opinion, keeping it alive and well and still relevant and exiting to play.
BAT is about MISSIONS - It was designed, first and foremost, for mission builders and serious Player/Pilots.
Of course, there are still some 'Flat Earthers' about, who just want to dabble a bit and don't really take mission building all that seriously. This is to miss the point of all that we do here...
PLAY AS A CAMPAIGN OR SINGLE MISSIONSI would recommend playing as a Campaign first to experience the full immersion. Later, for reference and replayability, the missions are available from the Single Missions menu too.
WHISTLER'S UTILITIESTo fully enjoy BAT you MUST acquire the new HUD, MAP and CAMERA utilities by Whistler. With these tools loaded (JSGME) you have a great set of features to hand with a hugely improved look and function and, best of all, a programmable 'Ordinance View'! With detailed charts, icons, selectors, radar and combat modes you can now easily fly and navigate any jet and intercept any type of target.
AVIONICSOur Harrier is also equipped with a superb HUD of its own, with CCIP, FLIR and TWR/TWS. These systems are common with the Harrier and Hornet and similar in most respects to the HUD used for the F16 and other aircraft, like the MB339, which use a similar cockpit. Jets without a detailed HUD benefit from GCI and most two-man aircraft, such as Phantom IIs also have a 'live backseater' who will supply target intercept information similar to the way the GCI does it localised specific to your particular aircraft.
SPLASHSCREENSI have also included a JSGME Pack of Splashscreens. They are all Falklands War themed and you get a different one each launch. The immersion starts with the sim launch!
Compiled from freely available artwork, long out of copyright, these wonderful composite images make BAT feel like a Falklands War sim! JSGME activate, package included.
FIRST UPDATE!Added Rod Stewart's Sailing to the radio stations, thanks to Hans-Joachim Marseille. Also, the VC10 has a proper skin, no need to JSGME any 3do now. The options for Radios and Screens remain though, not required, just an extra touch!
BIBLIOGRAPHYINSTALL: - Unzip to your main Il2/BAT directory[/b]
OPTIONAL: - Activate
JSGME APPLY - #JTW_MONTY'S_UPDATES_RADIOOPTIONAL: - Activate
JSGME APPLY - #JTW_SCREEN-FALKLANDS...good to go...
SAS~Monty27
Back to stay!
DOWNLOAD THE FALKLANDS WAR!https://easyupload.io/vtrq4e