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Author Topic: WW1 Italian Front 1918  (Read 2247 times)

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Vampire_pilot

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Re: WW1 Italian Front 1918
« Reply #12 on: June 08, 2024, 09:35:22 AM »

Airfields in the Austro-Hungarian hinterland, east of Görz.

https://www.kobariski-muzej.si/en/exhibition/temporary-exhibitions/austro-hungarian-aviation-on-the-isonzo-front/

"in June 1917, seven airfields operated in this area on the following locations: Ajdovščina, Vipava, Podnanos, Podraga, Divača, Sežana and Prosecco/Prosek."

We already have Prosecco/Miramre and Divača. What I was missing back when I built the missions were one or two of the home bases in the Wippach Valley (Vipava valley), they were important when the frontline was near Görz.

Filippo1995

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Re: WW1 Italian Front 1918
« Reply #13 on: June 08, 2024, 03:45:35 PM »

Fantastico! Grazie alle informazioni che mi hai girato sono riuscito a completare gli aerodromi austro-ungarici.
Al momento la situazione è questa:

Fantastic! Thanks to the information you gave me, I managed to complete the Austro-Hungarian airfields.
At the moment the situation is this:




Rimangono ancora dei semplici campi di atterraggio da inserire, ma penso sia congruo lasciare il loro inserimento ai creatori di missioni. Nei prossimi giorni procederò a dettagliare ulteriormente la mappa ed a rivedere alcuni punti salienti del fronte.

There are still some simple landing fields to insert, but I think it is appropriate to leave their insertion to the mission creators. In the next few days I will proceed to further detail the map and review some salient points of the front.
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Filippo1995

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Re: WW1 Italian Front 1918
« Reply #14 on: June 08, 2024, 03:55:35 PM »

Airfields in the Austro-Hungarian hinterland, east of Görz.

https://www.kobariski-muzej.si/en/exhibition/temporary-exhibitions/austro-hungarian-aviation-on-the-isonzo-front/

"in June 1917, seven airfields operated in this area on the following locations: Ajdovščina, Vipava, Podnanos, Podraga, Divača, Sežana and Prosecco/Prosek."

We already have Prosecco/Miramre and Divača. What I was missing back when I built the missions were one or two of the home bases in the Wippach Valley (Vipava valley), they were important when the frontline was near Görz.

Regarding these airfields east of Isonzo I'll add them in a later project. My idea about this map is to create 3 versions with the same implementations of this one.
So there will be a 1915-1916 one, a 1916-1917 one and this one which depicts the front from late 1917 to late 1918.

All of them will have trenches and ground destruction based on the progress of the conflict at the timeset of the map.
Each map will have also the winter version and if I find the right textures I'll create an autumn-spring one too.
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Vampire_pilot

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Re: WW1 Italian Front 1918
« Reply #15 on: June 09, 2024, 01:29:00 AM »

Regarding these airfields east of Isonzo I'll add them in a later project. My idea about this map is to create 3 versions with the same implementations of this one.
So there will be a 1915-1916 one, a 1916-1917 one and this one which depicts the front from late 1917 to late 1918.

All of them will have trenches and ground destruction based on the progress of the conflict at the timeset of the map.
Each map will have also the winter version and if I find the right textures I'll create an autumn-spring one too.

Oh, this sounds great!

But I have a suggestion to make here. I've looked back at your older pictures and the one of Monte Grappa made me think.

While the Piave battle was stuck in the mud and the brown is a good and fitting tone, keep in mind that this was not an elaborate trench battle like in France.  Also, I was wondering if the brown tone is a correct coloring for a shelled section on Monte Grappa. I am not sure of the structure of this particular mountain, but I would have gone fore something more rock colored, by instinct.

And that now leads me to a comment on the eastern front areas near Görz and the Isonzo. This area is pure karst, notoriously rocky and absolutely unsuitable for any kind of "French style" trench digging. The shelled zones here should be a distinctively rock color, same as any areas on mountains should be rocky.  The stone was splintering under bombardment and the stone shrapnel was as much feared as the explosives themselves.



I am pretty sure you know the Walk of Peace, but the images point out what I mean.

https://www.thewalkofpeace.com/ww1-heritage/world-war-i-the-isonzo-front/

Filippo1995

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Re: WW1 Italian Front 1918
« Reply #16 on: June 09, 2024, 02:49:37 AM »


Oh, this sounds great!

But I have a suggestion to make here. I've looked back at your older pictures and the one of Monte Grappa made me think.

While the Piave battle was stuck in the mud and the brown is a good and fitting tone, keep in mind that this was not an elaborate trench battle like in France.  Also, I was wondering if the brown tone is a correct coloring for a shelled section on Monte Grappa. I am not sure of the structure of this particular mountain, but I would have gone fore something more rock colored, by instinct.

And that now leads me to a comment on the eastern front areas near Görz and the Isonzo. This area is pure karst, notoriously rocky and absolutely unsuitable for any kind of "French style" trench digging. The shelled zones here should be a distinctively rock color, same as any areas on mountains should be rocky.  The stone was splintering under bombardment and the stone shrapnel was as much feared as the explosives themselves.



I am pretty sure you know the Walk of Peace, but the images point out what I mean.

https://www.thewalkofpeace.com/ww1-heritage/world-war-i-the-isonzo-front/

I totally agree with you. About the Monte Grappa, I have recently visited it and there still are some battle scars in the soil, however that mountain is kinda muddy compared to the rocky carsico terrain of the Carso zone. Anyway the Carso around Gorizia and the "western" front, Trentino mountains, as you said, shouldn't have a muddy trench texture. Here is the problem, The map already uses all the skins slots. Is there any way to add more of them? Otherwise I should maybe replace a smaller one that is not used too much and create a new mountain rocky trench texture, which is no problem at all for me.
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Vampire_pilot

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Re: WW1 Italian Front 1918
« Reply #17 on: June 09, 2024, 05:10:35 AM »

No, the amount of textures is fixed.

Filippo1995

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Re: WW1 Italian Front 1918
« Reply #18 on: June 09, 2024, 12:40:39 PM »

Good news! We have been lucky, there actually was an unused slot in the skins, so I had the opportunity I was needing to create a more carsica skin.
Since I was already at it, I have created the basic 1916-1917 version.

Picture time:




1916 to 1917 airfields showcase, I have added the 5 missing ones you asked Vampire, I have removed the extra ones from 1918 and kept the ones that were already there in 1916. Next improvement will be about the remaining airfields of that time.





Here are the new skin carsiche, both for the trenches and the No Man's Land.
They are placed along the Isonzo river frontline and up to some lower alps.

Let me know what you think about them.
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raf1659

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Re: WW1 Italian Front 1918
« Reply #19 on: June 10, 2024, 07:02:10 AM »

Ottimo lavoro!  ]thumbsup[
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Filippo1995

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Re: WW1 Italian Front 1918
« Reply #20 on: June 12, 2024, 07:29:22 AM »

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shardana

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Re: WW1 Italian Front 1918
« Reply #21 on: June 12, 2024, 11:26:16 AM »

Noi e il nostro gruppo la proveremo  on line. Grazie!
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Vampire_pilot

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Re: WW1 Italian Front 1918
« Reply #22 on: June 12, 2024, 12:56:07 PM »

They work and look very good!

One thing however, and I now remember it was bothering me even with the old maps: The shallow water grid texture (here gulf of Trieste)
Maybe this can be made to look more smooth?
I do not know what file controls this though.





Filippo1995

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Re: WW1 Italian Front 1918
« Reply #23 on: June 13, 2024, 04:36:12 AM »

Thank you for your kind words y'all.

Yeah those squares bothered me too, so I've removed them by editing the map_c file.
Meanwhile I've applied some little improvements to the 1918 version.
Using il2ge I've found a bug regarding the roads being present in the middle of the river, so I have cut them just before or right into No Man's Land. To make the cut more "natural" I've put some craters where they end.

There are still many improvements to do in this map pack, so stay tuned for updates.

Pic time:




Same Gulf, no more squares





No Man's Land cut roads.
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