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Author Topic: VellaLavella/ Barakoma airfield/ Kia-airstrip: Patch II for map ag_New_Georgia  (Read 24961 times)

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Hubberranz

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When I made the actors for this Agracier map, I though putting in a single small Japanese landing-strip
in northern islands would be useful. But then I had scale problems: all my initial sea-landing-strips were too large
and my little land-base-strip turn out too small !! So I looked with envy across the bay and elsewhere on the map
for larger flat space, but I kept thinking that Kia was the logical cool place for jap secret action.
 
So, in a stubborn fashion I tried to make it work anyway expecting it would not.
But it did in a strange way: I replaced the 'too small runaway' by 'two even smaller runaways end-on-end'.
That became the Kia airstrip experiment. Had some fun and frustrations doing it, so added scenery
from time to time, to cool down a bit.  As a result, objects put on this map, will be needed.  :-[

Kia airstrip redux v2.22 ( no infantry and no infantry-mod/ with map_h patch ):

https://www.mediafire.com/?iyp61shd83c01o8

Expanded patch/ Barakoma historical airfield/ Kia Xprmt/ Vella Lavella wip in full version format:

Vella Lavella/Barakoma/Kia v2.35 patch
( uses infantry-mod/with objects_cat/+ map_h/+map_t/+map_c/+map_c_table/+texts  patch ):


https://www.mediafire.com/?62vr40txpvulb17

For the actors W/O Kia, and map link, look back for actors v2.11 here:

https://www.sas1946.com/main/index.php/topic,8452.0.html

update 02/18/2017 v2.40 for 409 includes any change made to this map to date: https://www.mediafire.com/file/ai37jis6nwftvf9/PatchVellaLavellaKiaAGNew_GeorgiaV2%2C4.7z
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cgagan

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Re: Kia airstrip experiment ( Actors for ag_New_Georgia Part II )
« Reply #1 on: September 08, 2010, 05:59:00 AM »

Many thanks, Nadia! Great addition to a beautiful map! 8)
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Hubberranz

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Re: Kia airstrip experiment ( Actors for ag_New_Georgia Part II )
« Reply #2 on: September 08, 2010, 05:31:46 PM »

Pics of Kia v2,..

Kia airstrip north end. V2.


Kia airstrip southern end.



Another view at AAS:
http://allaircraftsimulations.com/forum/viewtopic.php?f=3&t=29440&p=333198#p333198

...and some views of older Kia V1,.. in progress...:
http://allaircraftsimulations.com/forum/viewtopic.php?f=126&t=29099&p=330811#p330811


update: warning ! This tiniest of airfield only  works in 409.  :(
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Hubberranz

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Re: Kia airstrip experiment ( Actors for ag_New_Georgia Part II )
« Reply #3 on: September 14, 2010, 06:32:10 AM »

Altitude patch correction and revised actors at Munda point have been included in version v2.31.
[big]The new link update has been edited above[/big].  See previous v2.11 post for details on altitude patch:
https://www.sas1946.com/main/index.php/topic,8452.0.html

This has not been done yet to v2.21. Working on it in day's to come. Considering the patch was made on saturday 11
and that it is now thuesday the 14, this is the time it took to integrate the change. Upcoming will be v2.22 with the change.

  8)
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Whiskey_Sierra_972

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Re: Kia airstrip experiment ( Actors for ag_New_Georgia Part II )
« Reply #4 on: September 14, 2010, 07:55:22 AM »

Thanks mate!

I'll look farward to it!

walter
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Hubberranz

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Re: Kia airstrip experiment ( Actors for ag_New_Georgia Part II )
« Reply #5 on: September 14, 2010, 06:10:28 PM »

This went easier then I thought this time; I didn't have to fight the appearance of random trees in the wrong place.

So the in-between mod v2.22 is now up to date with the map_h patch and restored to the right place actors at Munda Point.
This is still a version with all the sea-landing-strips, the Kia mini airfield with no infantry mod involved.

The link above has been edited.
Thanks mate!
I'll look farward to it!
walter

I appreciate you're support. Feedback is always welcome  and encouraging.  :D


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Whiskey_Sierra_972

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Re: Kia airstrip experiment ( Actors for ag_New_Georgia Part II )
« Reply #6 on: September 15, 2010, 12:48:55 AM »

Installed the new actors and got the new sea bases!

All is really good...and your dedication is clearely visible!

I have noticed a missing object mesh on my installation on Kia , if I post a screenshoot can you tell me what object is so I can reinstall it?

(I know that is a mesh trouble because otherwise I can't save mission....)

Thanks for your hard work mate!

walter
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Hubberranz

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Re: Kia airstrip experiment ( Actors for ag_New_Georgia Part II )
« Reply #7 on: September 15, 2010, 06:05:54 PM »

Installed the new actors and got the new sea bases!

All is really good...and your dedication is clearely visible!

I have noticed a missing object mesh on my installation on Kia , if I post a screenshoot can you tell me what object is so I can reinstall it?

(I know that is a mesh trouble because otherwise I can't save mission....)
Thanks for your hard work mate!

walter

I knew objects at Kia would be an issue because I have used a lot. I thought that Infantry-mod would be the most
troublesome since it is not a part of UP 2.0 install. Don't know about content of the UP 2.1 install however.
So that is why I have made the Redux version. Which version did you use, redux or full ?
Yes, I would like to "see" what is the problem that you have...

Also you may try the Universal static.ini checker for "finding missing objects"; ( design for missions that can't be saved on new maps, made by... unknown person; provided by Boomer ... ).
https://www.mediafire.com/?oyygitdgtin


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Hubberranz

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Re: Barakoma airfield added/done ( Actors for ag_New_Georgia Part II )
« Reply #8 on: September 25, 2010, 06:10:31 PM »

A new version of Barakoma airfield is in the works, again for map ag_New Georgia, and the KIA patch/mod.
A picture of the airfield incoming shortly. Compared to the same airfield on SLOT maps and/or other simulators, this is bit different.
Hope you will like.

I will finalize it, somewhere in the future, but for the moment: testing and testing the actors. Hope to
release a v2.32 patch, with this airfield at the current stage of it's development, in about a week, more or less. Also added some more
minor repairs/corrections on the map, as will be explained within... Bigger patch.  :-X
 
Barakoma Airfield:



Compare:

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Hubberranz

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Baa, Baa, Blacksheep home is now in
« Reply #9 on: October 03, 2010, 09:01:39 PM »

I didn't expect the work to be as advanced as it is (99% done for Barakoma Airfield).
But still a lot of testing, and some fine tuning remains to be done. That will require more time.
So as formerly promised, here is the "as is" WIP v2.32 "interim" full version: the link above was updated.

If any of you use this stuff, I would appreciate some comments, feedback, error report etc...  :-\

Final version of this will be required before I can do a redux and the simpler patch versions.

Contrary to Kia, this "latest airfield add-on" is about 90% historical, and as close to the pictures
and plans that was possible. I had no-high-res pic. to view the details.
This is the home of unit of fame "Baa, Baa," Black Sheep VMF-214; see Missions/UM/.text for data.
Black Sheep used it for about six weeks.
The airfield however was in use from September 1943 to June 1944. :-X
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Gumpy

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Re: Kia airstrip experiment/ Barakoma (for ag_New_Georgia /Part II)
« Reply #10 on: October 03, 2010, 11:56:59 PM »

I got a tell ya Nadia this is some really nice work your doing.I flew one of the test missions for the F6F3.I sure could have used some jungle juice when I landed.Beautiful work,keep it up and BIG THANKS!
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Gumpy

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Re: Kia airstrip experiment/ Barakoma (for ag_New_Georgia /Part II)
« Reply #11 on: October 04, 2010, 03:21:10 PM »

Nadia I'm not able to open the map in FMB.What could be the problem?
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