Written primarily for BAT and uses Generic Mod Enabler to make installation quick and simple (no need to edit .ini or .properties files)
However can be used with other game versions such as 4.12 with ModAct 5.3
Many thanks to cbradbury for beta testing and his insightful feedback
A very comprehensive mod, so bound to be issues but please remember to post a logfile if you want a resolution
Cold War Era for BAT 4.3 (75mb download)
https://www.mediafire.com/file/yy70vw8udzjzc03/Cold_War_Era_BAT_4.3_241219.7z/fileCold War Era for non-BAT installations (75mb download)
https://www.mediafire.com/file/mubjc4cz0haxrk8/Cold_War_Era_non-BAT_241219.7z/filecheers mace
Some simple videos displaying features of the Cold War Era pack available here
https://www.youtube.com/@mace-cweNew in release 2412193D rework of the Sea Harrier FRS.1, Harrier GR.3 and RP-54E UCAV. Updated GUI for camera & radar operation. New wepons and weapons loadouts. Refined default aircraft paint schemes.
ECM for all:
These electronic warfare objects will simulate ECM for any aircraft (player or AI) in IL-2 missions. The range and effectiveness of the ECM jamming is set by the Skill: level of the FMB object. ECM jamming zones can also be simulated.
AI VTOL:
AI Harriers will do vertical take-offs and landings from any IL-2 aircraft carrier, ASW frigate or VTOL pads.
AI Terrain following:
AI RP-54E UCAV's can conduct terrain follow by setting the plane’s Skill: level to Rookie. This will see the AI plane flying nap-of-the-earth at ~90m [300ft] during NORMFLY & GATTACK waypoint task legs.
SAM sites:
The long-range intercept system has an effective range of 100km [~54nmi] and firing ceiling of 18km[~60,000ft]. Mid-range battery has an effective range of 40km [~22nmi] and firing ceiling of 12km [~40,000ft]. For these missiles to launch there must be a Target acquisition or Early warning radar station within 10km [~5nmi] of the SAM battery. These missile launchers can operate day or night, however they can be affected by the ECM jamming of their control radar. If their controlling radar station is destroyed, the battery cannot launch any missiles. Missiles visually disappear from the launcher when they are fired and once they have all been expended, the battery stops operating.
Missiles:
Terrain following cruise missiles [loadout option for Harrier FRS.1 & GR.3]
Range of this missile is more than 160kms [~90nmi] and it will try and stay no more than 150m above the terrain at 700+km/h [~+400kts]. This air launched ordnance can target any IL-2 ship, INS waypoint, and Early warning or Target acquisition radars.
Practice air-to-air missiles & gun camera [loadout option for Harrier FRS.1/GR.3 & RP-54E UCAV]
Allows players to sharpen their close in air-to-air dog fighting skills. Pilots can engage other aircraft with IR guided missiles without the risk of damage to their opponent. AI aircraft will also fire this ordinance, so missile evasion techniques can be practiced safely. For gun fighting, camera shot tallies by both player and adversary are displayed to all. A shutter sound is heard when gun camera is triggered by the cannon key.
Ships:
ASW frigate (helipad)
It's flight deck hangar (with an animated roller door) has an moving aircraft tug and de-mining sled. The hangar loading crane swings out when a towed de-mining sled, downed drone or recovered UCAV are within 2km of this Anti-Submarine Warfare ship.
Motor launch(minesweeper)
Although used mainly to tow a de-mining sled, the motor launch can also be used to recover downed UCAV’s and act as a tug by just changing the Skill: level of this object.
Landing party(inflatable dinghy)
Ideal for raids from submarines, this motorised dinghy has five occupants with an active rifleman in the bow. When the stationary version of this object is placed on land, only the active rifleman remains, allowing for the creation of dioramas incorporating other infantry elements.
Infantry:
Man Portable Air Defence System
With an effective range of 5km [~3nmi] and firing ceiling of 3km [~10,000ft]. They will fire only one Infra-Red guided missile. Also non-lethal practice missiles can also be fired.
Rifleman
They will walk along a path (set by the mission maker) and when they stop at a waypoint, infantry adopt a sentry posture. If an enemy is within range, they
will kneel down and fire their rifle.
Rocket launcher
This infantryman has the same range of movements and actions as the rifleman but have only four rounds for their rocket launcher.
Amphibious tracked vehicles:
The following six tracked vehicles are amphibious and they will make a visual transition from land to water (and vice versa).
Tracked vehicle(radar-guided AAA)
The vehicle’s heavy calibre twin cannons have an effective range of 4km [~2nmi] and firing ceiling of 3km [~10,000ft]. The search radar array stops rotating when it starts tracking an enemy aircraft.
All-terrain personnel carrier
A battlefield taxi for infantry engaged in mobile operations. When stopped and there is no enemy within 5kmm [~3nmi] (or a minefield within 1km [~0.5nmi]), it’s ramp lowers.
Tracked vehicle(SAM launcher)
The vehicle’s Infra-Red guided missiles have an effective range of 8km [~4nmi] and firing ceiling of 4km [~13,000ft]. The IR sensor pod locks onto the nearest enemy aircraft and it is immune from ECM jamming. Up to 8 missiles can be launched.
Tracked vehicle(howitzer)
Equipped with a heavy calibre howitzer, this vehicle provides artillery fire support for mobile armoured units.
Mine clearance flail or Mine clearance plough
Using their rotating flails or plough they can safely detonate Influence mines for a secure path for vehicles.
Other tracked vehicles:
Missile control radar transport
This transport can use it’s IR guided missiles (effective range of 8km [~4nmi] and firing ceiling of 4km [~13,000ft]) to ward off hostiles.
SAM battery transport
To see off any enemy forces, heavy calibre twin cannons can be deployed (effective range of 4km [~2nmi] and firing ceiling of 3km [~10,000ft]). This vehicle is not immune from radar jamming via ECM.
Aircraft support vehicles:
Tractor + fuel trailer
When this vehicle stops next to an aircraft (within 20m [~65ft]), the driver will get out and attach a fuel hose to a plane. After four minutes, the crew will roll up the umbilical and get back in the tractor. The tractor’s 14 wheels rotate and the driver’s head scans the road.
Aircraft ordnance loader
The loader will take ordnance from a trolley and then may offer it up to an aircraft. To be used with the tractor trolleys with Laser Guided Bombs, High Explosive bombs or Air–to-Ground Missiles. When the loader places it’s arms under the ordnance, it visually transfers from the trolley to loader. The loader then rotates the weapon through 90° and if it then stops within 10m of an aircraft, it will raise the ordnance up. The height and angle of the arms have been customised for Harrier inner wing ordnance pylons.
Tractor + AGM trolley
Vehicle and trolley lights will activate when the angle of the sun < 15˚ above the horizon and headlights turn off if the tractor stops. When stationary and if no ordnance has not been removed by a loader, the driver will move to the trolley to assist with the unloading. Once a weapon has been removed, they will return to the tractor.
Tractor + 1000lb LGB bomb trolley
Trolley carries two 1000lb Laser Guided Bombs. When moving, the trolley swings and all wheels rotate. The driver has simple body animations and the tractor & trolley have a basic damage model. Only one LGB can be removed by a loader.
Tractor + 1000lb HE bomb trolley
Randomly contains two or three 1,000lb HE bombs and only one bomb can be removed by a loader.
Take-off & landing platforms:
VTOL pad(conventional)
Can be used by either player or AI for vertical take-offs and landings.
VTOL pad(field support)
This pad’s support structure becomes visible if on uneven ground, such as a ridge.
VTOL pad(hidden)
Used for VTOL operations from roads or cleared terrain.