ODS v0.512 bug reports

Operation Desert Storm theater

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ODS v0.512 bug reports

Post by Snake Man » 2007-01-13 06:44:14

ODS v0.512 bug reports
This includes the original installer and any conversions (we can spot some bugs even from conversions).

There was the original ODS v0.512 and ods 0.512 public download topics which initial bugs were reported, but now I want to gather all bugs on all forums into this one topic.

I will update this topic as necessary when new bugs are reported.

--- bugs
- 08_26 city airbase tiles missing from .bin.
- 08_26 desert airbase tiles missing from .bin.
- 11_29 city airbase tiles missing from .bin.
- 11_29 forest airbase tiles missing from .bin.
- 01_19 rough grazing tiles missing from .bin.
- 01_19 city airbase tiles missing from .bin.
- 32_14 irrigated airbase (2 ABs) tiles missing from .bin.
- 21_03 desert (or city, take a pick) airbase tiles missing from .bin.
- no theaterlabel for F4AF.
- 1991 ODS theater tga file typo "dessert".
- forest to grazing(?) road transition palette wrong.
- CATE AB unknown type airbase too low, desert. ODS_bug-001.jpg

--- fixes v0.6
- CATE AB config fixed for 702 offset pastures.
- CATE AB config fixed for 02_20 airbase type grazing.
- created new CATE bitmap painted 1:1 real campaign map.
- save0 trigger file tweaked.
- save1 and 2 trigger files faulty, fixed.
- one junction objective with 200 priority, fixed.
- some misc objectives with 0 priority, fixed.
- some iraq (nuke?) sites with 0 priority, fixed.
- CATE AB config fixed for 32_14 arable land.
- CATE AB config added for new airbases, not totally complete but near.
- added several airbase tiles for several terrain types.
- tile hwrod20b offset 1319 is missing, fixed.
- tile hwrod20d offset 1321 is missing, fixed.
- CATE AB config fixed for 23_05 airbase type desert.
- CATE AB config fixed for KIMPO airbase type desert.
- CATE AB config fixed for Sunan airbase type desert.
- CATE AB config fixed for 32_14 airbase type desert.
Last edited by Snake Man on 2007-03-31 19:57:26, edited 8 times in total.
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Post by Sherlock » 2007-01-13 09:15:59

These notes are specific to the Allied Force implementation of the ODS Theater.
NOTE: Wherever I use the phrase "Airstrip tiles do not match layout of airstrip (airstrip is sitting on grazing theme tiles;" this means that the airstrip is sitting on a generic theme tile (in this phrase a grazing theme). What I mean is there are not custom AIRSTRIP tiles made to match the arrangement of the airstrip features to include the trees.


ABQAIQ - Airstrip tiles do not match layout of airstrip (airstrip is sitting on pasture theme tiles; Airstrip needs to line up with a road; the road currently sits perpendicular and astradle to the road it is on). Airstrip runs north-south. Caution: Leaving airstrip in same location and just changing orientation to east-west will overlap the airstrip across two rivers (one on each end).


ABU ALI - The southern airstrip parking area overhangs the coastline into the water. Airstrip tiles do not match layout of airstrip (airstrip is sitting on pasture theme tiles; Airstrip needs to line up with a road; the airstrip currently sits perpendicular and astradle of the road). Airstrip runs north-south.


ABU RUDEIS - Portion of north end parking area and northwest fencing overhangs into ocean. Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip does line up with a road...it's at the end of the road.).


AL AHSA - Airbase tiles don't match surrounding tiles. Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles); surrounding is Irrigated Farming theme). Has one road to the north and east of airbase but no roads running up to the airbase.


AL AHSA [Airstrip] - Airstrip tiles do not match layout of airstrip (airstrip is sitting on Irrigated Farm theme tiles; Airstrip needs to line up with a road). Nearest road runs to the north on a east-west direction. Airstrip runs north-south.


AL BIR HIGHWAY STRIP - No visible roads to or from airstrip. Road off to the west. Airstrip tiles do not match layout of airstrip (airstrip is sitting on pasture theme tiles; Airstrip does line up with a road).


ALI AL SALEM AB - Airbase tiles don't match surrounding tiles (Airbase is sitting on Korean "Green" tiles; surrounding is Pasture theme). Has no visible road close by from recon.


AL JOUF - Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 60/304. 3D model headings are approximately 70/290. No visible roads to or from airbase. Road to the southwest. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is Desert theme).


AL KHARJ EAST - Airstrip tiles do not match layout of airstrip (airstrip is sitting on pasture theme tiles; Airstrip needs to line up with a road). Nearest road appears to run east-west to the north of the airstrip but it is out of sight in recon. Airstrip runs north-south.


AL MUFRASH - Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip needs to line up with a road). Nearest road runs in see-saw pattern northwest of airstrip. Airstrip runs east-west. Airstrip could be moved slightly west and south to line up with a straight road running west.


AL QUWAYRAH HWY STRIP - Airstrip tiles do not match layout of airstrip (airstrip is sitting on pasture theme tiles; Airstrip needs to line up with a road)


AL UDEID - Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Has roads up to the airbase but they don't blend with the airbase tile roads. Orange airbase tiles.


AHMED AL JABER AIR BASE - No visible roads to or from airbase. Nearest road runs somewhat parallel to base on east side.


AR RUMAYLAH SOUTHWEST - Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip needs to line up with a road). No visible roads within Recon sight. Airstrip is sitting atop and lined up (airstip if north-south) with a river bed running north-south; not a road.


AQABA INTL - No visible roads to or from airbase.


BAHRAIN INTL - Airbase tiles don't match surrounding tiles (Airbase is sitting on Korean "Green" tiles; surrounding is Desert theme). No roads visible in recon to the airbase.


BAHREGAN - Airstrip southern half sits on ocean/water tile. Either the coastline needs to be extended here to include location of airstrip or the airstrip needs to be moved. Recommend moving it north to line up with small road to the north. Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles). Airstrip needs to line up with a road).


BASRAH INTL - No airbase tiles under 3D model. Model is sitting directly on Irrigated Farm theme tiles. Barely visible and very small road runs alongside airbase to west and southwest side.


BIR ABU RAHAL - Airbase tiles are mis-aligned; needs to be corrected, if possible (Segment 4,105). Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). No visible roads to or from airbase. Orange airbase tiles.


BIR HASANAH - 3D Model situated off terrain tiles location. 3D model needs to be moved to align with terrain tiles. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is Desert theme). One visible road running through airbase but doesn't look realistic (base tiles superimposed over road).


BIR JIFJAFAH - Airbase tiles are mis-aligned; needs to be corrected, if possible (Segments 4,68 and 5,68). Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). One visible road running through airbase but doesn't look realistic (base tiles superimposed over road). Orange airbase tiles.


BUSHEHR - Airbase is located inside city tiles. Unnatural looking transitions from Desert theme airbase tiles to city tiles while terrain outside of city is pasture theme tiles. Airbase tiles do not interace with roads from city tiles.


DARAW - Terrain tile transition adjacent to base (irrigated farming to desert theme; very noticible). No transition from base tiles to irrigated farm tiles. Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). No visible roads to or from airbase. Orange airbase tiles.

DAS ISLAND - Airstrip is located off-shore in water tiles. Closest road ends pretty far to the east. Airstrip needs tiles built that will match airstrip layout.Either the island will need to be made larger (to encompass the airstrip) or the airstrip must be moved onto the island and aligned with a visible road. Terrain theme on island is grazing theme tiles.


DHAHRAN INTL - Airbase sits mostly inside city terrain tiles but has the Irrigated Farming theme airbase tiles; these interface well with the Irrigated Farm theme tiles outside the city. No roads are visible going to the airbase.


DOHA INTL - Incomplete 3D Model situated at west edge of airbase tiles location. 3D model needs to be switched out for complete model and moved to align with airbase tiles. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is Desert and city themes). One visible road running through airbase but doesn't look realistic (base tiles superimposed over road).


DO LENGEH - No airbase tiles. Sits on normal grazing theme tiles. Overlaps end of a river. Closest road runs to the northwest of airbase. No roads are visible going to the airbase.


EL TOR - Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 60/304. 3D model headings are approximately 70/290. No visible roads to or from airbase. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is Desert theme).


GACH SARAN - Airstrip tiles do not match layout of airstrip (airstrip is sitting on grazing theme tiles; Airstrip does line up with a desert road on the west end).


GASSIM - One road coming to airbase fence from north. These airbase tiles are a pretty good match with the irrigated farming surrounding tiles.


GORREH - Airstrip tiles do not match layout of airstrip (airstrip is sitting on grazing theme tiles). Airstrip does not line up with a road. No road is visible closeby from Recon.


HAFAR AL ATK - Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip does line up with a road). Road runs north-south to the west of airstrip location. Airstrip needs to be moved to line up with road.

HAFR AL BATIN - Airbase tiles overlaid on part of river tiles. Existing road runs roughly east-west to the south of the airbase. No visible roads to or from airbase. Airbase tiles match nicely to surrounding pasture theme.


HAIL - Incomplete 3D model (missing middle length of runway). Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 20/340. 3D model headings are approximately 180/360. Airbase sits astradle of a road. Sits on top of portions of two rivers; very noticable..


HURGHADA - Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Has roads up to the airbase but they don't blend with the airbase tile roads. Orange airbase tiles.


J HOZMAN - 3D Model is sitting on city tiles (apparently the city tiles were superimposed after the airbase tiles were laid down. No visible roads to or from airbase

JEBEL DHANA - Airbase tiles are mis-aligned; needs to be corrected, if possible (Segments 124,111 and 125, 111). Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Closest road runs north-south up to the south side of the airbase. Orange airbase tiles.


KHARK ISLAND - Airbase tiles are mis-aligned; needs to be corrected, if possible (Segment 108, 76). Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). No visible roads around airbase. Orange airbase tiles.


KHURAIS - Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip does line up with a desert road on the south end).


KIBRIT - Airbase tiles don't match surrounding tiles (Airbase is sitting on Korean "Green" tiles; surrounding is Desert theme). Has one road up to the airbase but they don't blend with the airbase tile roads.


KING ABDULAZIZ INTL - No visible roads to or from airbase.


KING ABDUL AZIZ MIL ACADEMY - Airbase tiles are sitting on top of a portion of river; very noticeable. No visible roads to or from airbase.


KING ABDUL AZIZ NAVAL BASE - Airbase sits about one-third inside city terrain tiles but has the Irrigated Farming theme airbase tiles; these interface well with the Irrigated Farm theme tiles outside the city. No visible roads to or from airbase. Nearest road runs by the airbase to the southwest (hardly visible on Irrigate Farm theme tiles).


KING FAHD INTL - No visible roads to or from airbase.


KING FAISAL - Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 60/304. 3D model headings are approximately 70/290. No visible roads to or from airbase. Road to the southwest. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is Desert theme).


KING KHALID MILITARY CITY - Airbase tiles don't match surrounding tiles (Airbase is sitting on Korean "Green" tiles; surrounding is Pasture theme). Has one road running by the airbase to the southeast but they don't blend with the airbase tile roads.

KING KHALID INTL - No visible roads to or from airbase. Nearest road runs to the northwest of the base.


KUWAIT INTL - Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Has roads along the east, south and west sides of the airbase but no roads run to the airbase. Orange airbase tiles.


LAMERD - Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 60/304. 3D model headings are approximately 70/290. Closest road runs semi-parallel with airbase along south side but at some distance. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is Pasture theme).


MADINAH INTL - Incomplete 3D model (missing middle length of runway). Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 20/340. 3D model headings are approximately 180/360. No visible roads to or from airbase.

OVDA - Airbase tiles don't match surrounding tiles (Airbase is sitting on Korean "Green" tiles; surrounding is Desert theme).

PETROLINE 3 - Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip does line up with a wiggly desert tile road-passable).

PETROLINE 6 - No visible roads to or from airstrip. Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; needs to line up with a highway if one is close by; couldn't see one when reconing.).


PETROLINE 10 - No visible roads to or from airstrip. Airstrip tiles do not match layout of airstrip (airstrip is sitting on pasture theme tiles; needs to line up with a highway). Airstrip crosses across a river which is very visible.



RABIGH airstrip - No visible roads to or from airstrip. Airstrip tiles do not match layout of airstrip (airstrip is sitting on irrigated farmland tiles; needs to line up with a highway).


PRINCE SULTAN AIRBASE - Airbase tiles are sitting on top of a portion of river; very noticeable. No visible roads to or from airbase.


RAFHA - Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 60/304. 3D model headings are approximately 70/290. Road runs semi-parallel with airbase along north side. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is Pasture theme).


RAS BANAS - No visible roads to or from airbase.


RAS EL NAKAB - Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip does line up with a road on the west end).


RAS JIMSAH NEW - 3D Model situated off terrain tiles location. 3D model needs to be moved to align with terrain tiles. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is Desert theme). No visible roads to or from airbase.


RAS MISHAB - No visible roads to or from airbase. Closest road runs somewhat parallel along the western side of the airbase tiles.


RAS SHUKHAYR NEW - Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip does line up with a road). Airstrip crosses across a desert dry river which is very visible.


RAS SUDR - Airstrip tiles do not match layout of airstrip (airstrip is sitting on desert theme tiles; Airstrip does line up with a road).


RAS TANURA - Airstrip tiles do not match layout of airstrip (airstrip is sitting on Irrigated Farm theme tiles; airstrip sit perpendicular and stradling of road running through the airstrip area.


RIYADH MIL - No airbase tiles. Sits on normal grazing theme tiles. Sits inside outline of city (city terrain tiles for Al Riyadh city).


SAFWAN - Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 06/354. 3D model headings are approximately 40/320. Airbase tiles are mis-aligned; needs to be corrected, if possible (Segments 91,70 and 92,70 and 91,69 and 92,69). Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Closest road runs to northeast side of the airbase. Orange airbase tiles. Airbase tiles sit atop of river tiles; very noticeable.


SARVESTAN - No visible roads to or from airstrip. Airstrip tiles do not match layout of airstrip (airstrip is sitting on forest tiles; needs to line up with a highway).


SHAIBAH - Airbase tiles are mis-aligned; needs to be corrected, if possible (Segments 91,67 and 91,68). Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Airbase tiles are superimposed over road tiles but roads on airbase tiles do not interface with the other road tiles. Orange airbase tiles.


SHAIKH ISA - Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Has a road along the east side of the airbase but no roads run to the airbase. Orange airbase tiles.


SHARM EL SHEIKH INTL - Airbase tiles don't match surrounding tiles (Airbase is sitting on Korean "Green" tiles; surrounding is Desert theme). Has one road up to the airbase but they don't blend with the airbase tile roads.


SHIRAZ INTL - Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 60/304. 3D model headings are approximately 70/290. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme; surrounding is City and Forest theme). Airbase tiles are set about one-half into city tile perimeter; abrupt change to outer desert airbase tiles looks unnatural against the Forest and City tiles. The interior "Korean Green" airbase tiles look unnatural against the exterior desert color airbase tiles also.


ST CATHERINE - 3D model does not "fit" on tiles. Appears to be 180 degrees reversed. Choose opposite 3D Model (to see how it looks). Orange airbase tiles.


TABUK - Airbase tiles don't match surrounding tiles (airbase is a combination of solid "olive drab green" and the pasture theme tiles; surrounding is irrigated farming theme). No visible roads to or from airbase.



TAIF - Airbase tiles don't match surrounding tiles (airbase is desert theme; surrounding is pasture theme). No visible roads to or from airbase.


TANAJIB - Airstrip tiles do not match layout of airstrip (airstrip is sitting on grazing theme tiles). Airstrip does not line up with a road.Closest road runs east-west and is north of the airstrip. Airstrip runs north-south.


THUMAMAH - Airstrip tiles do not match layout of airstrip (airstrip is sitting on grazing theme tiles; Airstrip does line up with a road).


UWAYQILAH - Airstrip tiles do not match layout of airstrip (airstrip is sitting on grazing theme tiles; Airstrip needs to line up with a road). Line up with road to the north (roads turn from east-west to north-south direction just north of the airstrip)..


WEJH - No visible roads to or from airbase.




YENBO - Airbase 3D model orientation does not match tile orientation. New objective model needs to be set for proper orientation (heading) of runway to match ground tiles. Tile headings are approximately 124/236. 3D model headings are approximately 110/250. No visible roads to or from airbase.

ZARGAN - Airstrip tiles do not match layout of airstrip (airstrip is sitting on Irrigated Farm theme tiles). North end of airstrip sit astradle and perpendicular to closes visible road. Terrain tiles need to be leveled for airstrip.
Last edited by Sherlock on 2007-02-05 16:24:18, edited 3 times in total.
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Airbase bug report #2

Post by Sherlock » 2007-01-22 01:47:59

These notes are specific to the Allied Force implementation of the ODS Theater.

NOTE: Wherever I use the phrase "Airstrip tiles do not match layout of airstrip (airstrip is sitting on grazing theme tiles;" this means that the airstrip is sitting on a generic theme tile (in this phrase a grazing theme). What I mean is there are not custom AIRSTRIP tiles made to match the arrangement of the airstrip features to include the trees.

ABU AD DUHUR - Airbase is sitting on Arable Land theme tiles (no airbase tiles). Looks unnatural. No roads visible in recon view.

AGHA JARI - 3D model axis of runway does not line up with tiles axis. Airbase tiles axis is approximately 180/360 . 3D model runway axis is approximately 40/320. Airbase tiles are mis-aligned; needs to be corrected, if possible (Segment 106,65).Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles); terrain tiles around airbase are grazing and city (on east side) theme tiles. Airbase is butted up against a city on teh east side. Road running to airbase tiles on northwest corner . No airbase tile roads that line up though.

AHWAZ - Airbase is sitting on Korean "Green" airbase tiles with exterior Irrigated Farm theme tiles. Western airbase tiles are inset into city tiles; no transitions. No roads are visible.

AKROTIRI - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with Desert theme exterior airbase tile edges; outside terrain is Desert theme tiles. No roads visible in recon view.

AL ASAD - Airbase is sitting on transition tiles between pasture and grazing theme tiles (no airbase tiles). Closest road runs east-west and is located north of the airbase.No roads on tiles around airbase.

ALEPPO INTL - Airbase is sitting on Arable Land theme tiles (no airbase tiles). Airbase truncates road coming from southwest and exits to the east.

AL FATHAH - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on arable land theme tiles. Airstrip runs north-south. North end is lined up with a road that takes an "S" turn to the west about one-third of the way along the airstrip landing surface.

AL GHADAF HIGHWAY STRIP - Airstrip tiles do not match layout of airstrip. Airstrip has a bridge sitting in the middle of the runway (a river runs through airstrip at that point that the airstrip model is laid over. Airstrip runs east-west. Airstrip lines up with road nicely. Need to move the airstrip to the west at least one tile OR to the east at least two tiles to get it off the river and away from the bridge.

AL ISKANDARIYAH NEW - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles). No visible roads nearby in recon.

AL MUHAMMADI - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with desert theme exterior airbase tile edges; outside terrain is pasture/Irrigated Farm land transition theme tiles. Closest road runs along northwest corner of airbase tiles. Road direction is northwest to southeast down to the airbase and then east from just north of the airbase.

AL QATRANAH HIGHWAY STRIP - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Grazing land theme tiles. Airstrip runs east-west. West end of airstrip overlaps river; this needs to be fixed. Recommend moving airstrip to east one tile. Airstrip really should line up with a road. No road visible in recon view.

AL SAHRA - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles). Irrigated Farm tiles that the airbase sits on were laid down over river files; need to be fixed. No roads visible in Recon view.

AL TAJI - Airstrip is sitting on city tiles; needs to be moved to the road to the west. Airstrip tiles do not match layout of airstrip. Airstrip runs north-south.

AL TAQADDUM - 3D Model situated south, off terrain tiles. 3D model needs to be moved to align with terrain tiles. Airbase tiles are Korean "Green" theme with Irrigated Farm theme around them ; surrounding is Irrigated Farm theme tiles). Closest road is to the north of the airbase; it runs east and west.

AL QUSAYR - Airbase is sitting on arable land tiles (no airbase tiles). Airbase is surrounded on south, east and west sides by Irrigate Farm theme tiles. On north side is arable land theme tiles. This looks unnatural. There are no transition tiles under airbase going from Irrigated Farm to Arable land theme tiles. Closest road runs north-south up to southeast corner of airbase tiles (hits south edge) where it is truncated; road continues to north on northeast side of airbase (beyond airbase tiles).

AN NASIRIYAH - Airbase is sitting on arable land tiles (no airbase tiles). Airbase tiles runcate road coming from the southwest (road ends at southwest airbase tile; west edge); road continues to the east on east side of airbase once clear of airbase tiles.

ARAR - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with Grazing theme exterior airbase tile edges; outside terrain is Grazing theme tiles Road is overlaid by airbase tiles. Road originally runs roughly northwest to southeast and is truncated by southeast part of airbase tiles.

AS SUWAYDA WEST - Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). No roads visible in recon view.

ATAROT - Airbase tiles all mixed up (total mis-alignment). Unable to tell if 3D Model is lined up with tiles or not (due to mis-alignment of airbase tiles). Airbase tiles exterior edges are desert theme and terrain tiles outside airbase area are City theme. No transitions between City and airbase tiles; looks unnatural. Closest road is to the west of the airbase. City roads run up to the edges of the airbase tiles but don't continue onto the airbase tiles.

BADR AFB - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles) AND overlapping an outlying part of city theme tiles. No visible roads to airbase. No roads visible in recon view.

BAGHDAD MUTHENNA - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Irrigated Farm theme tiles just outside city tiles; North and Northeast side of airstrip butt up against city tiles (no transitions). Lined up with a road very nicely.

BALAD SOUTHEAST - Airbase is sitting on Irrigated Farm them tiles (no airbase tiles). Appears to be overlapping at least one river. One sea tile to the northeast (fixed in my L2 I am working with-Sherlock). Closest road appears to be to north (appears to run roughtly east and west) from recon.

BALUZA - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on desert theme tiles. Airstrip lines up with road very nicely. Airstrip runs east-west.

BAQUBAH - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Irrigated Farm theme tiles. East end of airstrip overlaps a river tile. Closest road runs north-south west of the airstrip. Airstrip runs east-west.

BASHIQAH - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on arable land theme tiles. Airstrip runs north-south. No visible roads nearly in recon.

BATMAN - Sitting on Korean "Green" airbase interior tiles with exterior airbase tiles that are arable land theme tiles; looks unnatural because the outlying terrain tiles are all Irrigated Farm theme tiles. Northern airbase tiles are laid across two river sections, truncating the rivers. River truncated by airbase tiles in the south also. Needs to be fixed. Closest road runs northeast to southwest to the southeast of the airbase tiles.

BEHBEHAN NORTHWEST - 3D model axis of runway does not line up with tiles axis. Airbase tiles axis is approximately 180/360 . 3D model runway axis is approximately 40/320. Airbase tiles are mis-aligned; needs to be corrected, if possible (Segment 106,65).Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles); terrain tiles around airbase are grazing theme tiles. Road running to airbase tiles on west side. No airbase tile roads that line up though.

BEN GURION - Airbase is sitting on airbase tiles that need to be redone. They have an outer edging that looks vaguely pasture theme but the interior portion (where the airbase sits) are a yucky olive drab solid color (no details for airbase at all). Closest roads run on both the east and west sides of airbase.

BISHEH KOLA - Airstrip tiles do not match layout of airstrip. Airstrip is sitting in Caspian Sea tiles (east end on coastline). Airstrip runs east and west. Coastline is arable land theme tiles. No visible roads.

CHELEKEN EAST - Sitting on Korean "Green" airbase tiles with exterior desert theme tiles. 3D Model is not properly centered on airbase tiles but axis of both airbase tiles and runway appear pretty close to same heading. One road coming to base from northeast. Stops at edge of airbase tile (airbase tilse have no roads).

DASHTE NAZ - Airbase is sitting on arable land theme tiles (no airbase tiles). No visible roads to airbase. No roads visible in recon view.

DEIR ZZOR - Airbase is sitting on airbase tiles that need to be redone. They have an outer edging that looks vaguely pasture theme but the interior portion (where the airbase sits) are a yucky olive drab solid color (no details for airbase at all). Closest road runs along northeast edge of airbase tiles.

DEMASCUS INTL - Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). Exterior to airbase tiles is arable land theme tiles. Closest road is truncated by airbase tiles on western edge (southern quadrant) and continues north once past airbase tiles (which are overlaid on the road). Another road comes into the airbase from the east side (Grazing theme tiles to the east of the airbase).

DEZFUL - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles). Airbase tiles split city in half (overlaying city tiles); no transitions. No visible roads nearby in recon.

DEZFUL HIGHWAY STRIP - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Irrigated Farm/Pasture transition tiles. Lined up with a road very nicely.

DIYARBAKIR - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles) next to a city. Airbase tile lay down has overwritten city transition tiles. Closest road runs roughly east-west just south of airbase.

DOSHAN TAPPEH - Airstrip tiles do not match layout of airstrip. Airstrip sits on Irrigated Farm tiles on west side and city tiles to east side. Airstrips is in between two roads. Recommend moving it to the north slightly to lay over road.

DUMAYR - Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). Closest road runs southwest of airbase in a northwest to southeast direction roughly.

EL ARISH - Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Exterior airbase tiles do match surrounding terrain tiles. Surrounding terrain is desert theme. Has roads up to the airbase, truncated on the NE and SE airbase edges by the airbase tiles, but they don't blend with the airbase tile roads. Orange airbase tiles.

EL GORA - Airbase is sitting on desert theme tiles (no airbase tiles). 3D model airbase appears to have been placed too far south because it is overlapping on a road that goes north-south (but was truncated by desert tiles to the north of the 3D model airbase location).

ELAZIG - Airbase tiles are mis-aligned; needs to be corrected, if possible (Segment 43,11). Airbase is sitting on orange-ish desert tiles, surrounding terrain is pasture theme tiles. 3D Model runway heading is approximately 41/319; Desert Airbase tiles heading is approximately 15/345. No visible roads to or from airbase. Orange airbase tiles. Roads run along the west side (north-south road) and intersects on the east side of the airbase (outside the airbase tiles).

EN YAHAV - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on desert theme tiles. Airstrip runs north-south. Airstrip is lined up with road nicely.

ERBIL NORTHWEST - Airbase looks good on airbase tiles. Surrounding terrain is arable land theme tiles. Airbase tiles are overlaid on river tiles to southeast; needs to be fixed because it truncates river. No roads visible in recon view.

ERHAC - Airbase is sitting on mostly arable land theme tiles but is at transition between arable land and Irrigated Farm theme tiles (No airbase tiles). No roads visible in recon view.

ERKILET - Airbase tiles have been "inserted" into a position mostly lying inside of a city. There are no transition tiles between the city tiles and the arable land outer airbase tiles. Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). No roads visible in recon view.

ERZINCAN - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with Irrigated Farm theme exterior airbase tile edges; outside terrain is Irrigated Farm and arable land theme tiles. Airbase tiles truncate river to the west. Closest road runs along south side of airbase; road direction is roughly east-west.

ERZURUM - Airbase is sitting on arable land theme tiles (no airbase tiles). Airbase tiles MIGHT have truncated river that runs to the north (looks truncated) No road is visible in recon view.

ESENBOGA - Airbase is sitting on arable land theme tiles (no airbase tiles). Closest road comes from west and cuts through northwest corner of airbase then heads of roughly to the north.

ESFAHAN INTL - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles). No visible roads to airbase. No roads visible in recon view.

ETIMESGUT - Airbase is sitting on arable land theme tiles (no airbase tiles). Airbase tiles truncate river to the northeast. Closest road is to the northeast, beyond truncated river.

EYN SHEMER - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on pasture/Irrigated Farm transition theme tiles. Airstrip runs east-west. Airstrip does not line up with any road. Closest road is north of airstrip and comes out a city, running west.

GAZIANTEP - Airbase is sitting on arable land theme tiles (no airbase tiles). Closest road comes from south and is truncated by eastern end of airbase. Road continues to the northeast after resuming north of airbase tiles.

GHAZVIN - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on arable land theme tiles. Airstrip runs east-west. Airstrip sits on a road with good line up.

GHALAYSAN NEW - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Grazing theme tiles. Airstrip runs east-west. No visible roads around airstrip in Recon.

GHALE MORGHI - Airstrip tiles do not match layout of airstrip. Airstrip runs east-west. Airstrips sits on city theme transition tiles. No visible roads around airstrip.

GURIAT - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 122/238 while 3D model runway axis runs approximately 108/252 heading. Sitting on interior Korean "Green"airbase tiles with desert theme exterior airbase tile edges; outside terrain is Desert theme tiles. Closest roads are to the northwest and to the east.

GUVERCINLIK - Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). Airbase is inset into a city to the east with no transition tiles. River to the west has been truncated by airbase tiles. Road exits city to the northeast of airbase, turns south and truncates against airbase tile. No other roads visible in recond view.

H1 NEW - 3D Model situated south, off terrain tiles . 3D model needs to be moved to align with terrain tiles. Airbase tiles are Korean "Green" theme with Grazing theme around them ; surrounding is Grazing theme tiles). Closest road is to the east of the airbase; it runs north and south, then turns east just at SE corner of airbase.

H2 - Airbase is sitting on Korean "Green" interior tiles (these really need to be redone to a desert theme). It is passable though. Exterior edges of these airbase tiles are grazing theme and match outlying terrain tiles. Closest road runs roughly east west through the southern edge of the airbase.

H3 - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with Grazing theme exterior airbase tile edges; outside terrain is Grazing theme tiles Closest road runs to the northwest and is partially overlaid by the airbase tiles there.

H3 HIGHWAY STRIP - Airstrip tiles do not match layout of airstrip (No airbase tiles). Airstrip sits on grazing theme tiles. Airstrip runs east-west. Airstrip needs to be moved north slightly (one tile?) to line up with road. Road runs east-west also.

H3 NORTHWEST - 3D Model situated south, off terrain tiles . 3D model needs to be moved to align with terrain tiles. Airbase tiles are Korean "Green" theme with Grazing theme around them ; surrounding is Grazing theme tiles). No roads visible in recon view.

H3 SOUTHWEST - Airstrip tiles do not match layout of airstrip (No airbase tiles). Airstrip sits on grazing theme tiles. Airstrip runs east-west.No visible roads in recon view.

H4 - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with desert theme exterior airbase tile edges; outside terrain is Desert theme. Closest road runs north-south through airbase location and is trucated by airbase.

HABBANIYAH - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with desert theme exterior airbase tile edges; outside terrain is pasture/arable land transition theme tiles except along north side of base where airbase tiles run into city tiles (no transitions). Road runs along south side of airbase; road direction is east-west.

HAMADAN - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with Irrigated Farm theme exterior airbase tile edges; outside terrain is Irrigated Farm theme tiles. Road runs to the west and northwest of airbase.

HAMAH - 3D Model is not centered on psuedo airbase tiles; it is south of center position. Airbase tiles are really just desert theme tiles. "Airbase tiles" are bordered on west by arable land theme tiles and on east by city tiles (no transitions for either). Airbase is situated on a strip of Irrigated Farm theme tiles. "Airbase Tiles" are desert and match none of these. This needs to be fixed. 3D Model needs to be moved north if real airbase tiles are added so it will fit properly on the airbase tiles. Closest road exists the city north of the airbase tiles (when it exits the city it is headed west) and turns north and then west again.

HAMADAN MIL - Airbase tiles all mixed up (total mis-alignment). Unable to tell if 3D Model is lined up with tiles or not (due to mis-alignment of airbase tiles). Airbase tiles exterior edges are desert theme and terrain tiles outside airbase area are Pasture theme. Closest road runs northeast of airbase.

HATSERIM - Airbase is sitting on Grazing theme tiles (no airbase tiles). Ocean tile to northeast (fixed in latest L2-Sherlock). Closest road runs from east into airbase tiles on east side and stops. Arable land tiles start to the north of the airbase tiles (up against them). Looks unnatural; should be fixed.

HATSERIM NORTHWEST - Airstrip tiles do not match layout of airstrip (No airbase tiles). Airstrip sits on grazing theme tiles. Airstrip runs east-west.No visible roads in recond view. Why is this airstrip SO close to Hatserim Airbase? It is just north of Hatserim Airbase, almost up against the northern airbase tiles. Airstrip is not on any road nor is any road visible in the recon view.

HATZOR - Airbase is sitting on airbase tiles that need to be redone. They have an outer edging that looks vaguely pasture theme but the interior portion (where the airbase sits) are a yucky olive drab solid color (no details for airbase at all). Exterior to airbase the terrain is Irrigated Farm and City theme tiles. Closest road runs to the east of the airbase (north-south direction). Airbase tiles truncate river on west side of airbase.

I BAR YEHUDA - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 20/340 while 3D model runway axis runs 10/350 heading. Airbase is also offset from center of airbase tiles. Airbase model is sitting on interior Korean "Green"airbase tiles with Desert theme exterior airbase tile edges; outside terrain is Desert theme tiles. Airbase truncates one river and two roads. Roads runs to the southwest and the north of the airbase.

ILAM - Airbase sits on arable land tiles (No airbase tiles). Airbase underlying tiles have been overlaid on previously laid down city tiles. No transitions. Road to the northwest.

INCIRLIK AB - Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). Area around airbase is Arable Land theme. No roads visible in recon view.

JIRAH - Airbase is sitting on Arable Land theme tiles (no airbase tiles). Closest road is truncated by airbase tiles. It enters the base from the southeast then exits and runs west from the northwest edge of the airbase tiles..

K1 - Airstrip tiles do not match layout of airstrip. Airstrip runs north-south. Airstrips sits on arable land. No visible road to airstrip in recon.

K2 - 3D Model situated south, off airbase tiles . 3D model needs to be moved to align with airbase tiles. Airbase tiles are Korean "Green" theme with grazing theme trim around them ; surrounding is Grazing theme tiles). Closest road runs southeast of airbase tiles.

KAMISHLY - Airbase sits on arable land tiles (No airbase tiles). No visible road in recon.

KARAJ - 3D model of airbase is sitting off airbase tiles to the south and east. 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 58/304 while 3D model runway axis runs 60/300 heading. Sitting on Korean "Green"airbase tiles; outside terrain is Irrigated Farm theme tiles. Small road runs to the west of the airbase tiles.

KHALKHALAH - Airbase looks good. Interior airbase tiles are a little "green" compared to outlying arable land theme but they are okay. Exterior airbase tiles are arable land theme. Airbase tiles truncate river which is running north-south. River either needs to be ended early (south of base) or airbase needs to be moved to the east. Closest road is truncated by airbase tiles on south side of airbase. Road continues northward on north side of airbase once past airbase tiles.

KHORRAM ABBAD - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with desert theme exterior airbase tile edges; outside terrain is forest theme tiles. Airbase tiles are superimposed over three way intersection of forest road.

KING ABDULLAH BEN - Airbase sits on arable land tiles (No airbase tiles). Road comes up from south and truncates against airbase tiles on south side. Exits to east and then runs north after airbase tiles end.

KING HUSSEIN - Airbase sits on arable land tiles (No airbase tiles). Closest road runs east-west and is to south of airbase.

KIRKUK - Airbase looks ok on airbase tiles with outer edge of arable land. Exterior terrain is also arable land. No visible roads nearby in recon.

KLEIAT - Airbase is sitting on arable land tiles (no airbase tiles). West end of 3D model overhangs into ocean tile. Airbase needs to be moved to the east. Closest road runs to south and east of airbase.

KONYA - Airbase is sitting on arable land tiles (no airbase tiles). Closest road comes from south and curves east and runs on to the east. It also meets another road that runs up the east side of the airbase to the north and then also turns and heads east about two-thirds of the way up the airbase side.

KUT AL HAYY EAST - Airbase is sitting on grazing theme tiles (no airbase tiles). No visible road in recon view.

LARNACA - Airbase is sitting on Korean "Green" airbase tiles with exterior Desert theme airbase tiles. Looks unnatural. River truncates on west side up against airbase tiles. City to north that airbase butts up against; no transition tiles. No roads visible in recon view.

LATAKIA - Incomplete 3D Model situated on arable land tiles (no airbase tiles). Runway headings are 180/360. 3D model needs to be switched out for complete model. No visible road in recon view.

LENKORAN - 3D model axis of runway does not line up with tiles axis. Airbase tiles axis is approximately 20/340 . 3D model runway axis is approximately 40/320 . Airbase tiles are mis-aligned; needs to be corrected, if possible (Segment 95,10).Airbase is sitting on orange-ish desert tiles (these tiles need to be redone to color match the majority of desert tiles). Airbase is sitting mostly inside city tiles; there are no transitions to the airbase tiles. 3D model of airbase is inter-mixed with a city 3D model; this needs to be fixed. No visible roads on airbase tiles.

MAHANAIM I BEN YAAKOV - Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). Irrigated Farm theme tiles sit to the northeast, Grazing theme tiles to the southeast (with Forest further south), forest theme tiles to the southwest and Arable Land theme tiles to the northwest. These terrain theme tiles need to better "blended" for a natural look. One road comes from northeast to airbase tile edge. Another road comes from southwest and ends at arable land southwest airbase tiles edge.

MANZARIYEH - Airbase is sitting on arable land theme tiles (no airbase tiles). Airbase overlaps branch of river to west.

MARJ RUHAYYIL - Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). Exterior to airbase tiles is arable land theme tiles. No roads visible in recon view.

MASJED SOLEIMAN - Airbase is sitting on Korean "Green" airbase tiles with exterior Irrigated Farm theme tiles. Nearest road is to southwest of airbase; no airbase tiles roads.

MEGIDDO - Airbase is sitting across "seam" between Irrigated Farm and arable land theme tiles (no transitions directly beneath airbase). No airbase tiles. Closest road runs up to base from southwest to northeast direction.

MEHRABAD INTL - Airbase is sitting on airbase tiles that need to be redone. They have an outer edging that looks vaguely pasture theme but the interior portion (where the airbase sits) are a yucky olive drab solid color (no details for airbase at all). Airbase tiles adjacent to edge of city tiles and replacing some city tiles (city tiles need corrective work). Airbase tiles sit atop a road coming from the north and turning east.

MEZZE - Airbase is sitting on arable land theme tiles (no airbase tiles). Airbase is raised on an unnatural appearing "hump". Need to try and lower the airbase area and adjointing city area to the north some. Road exits city northeast of airbase and is truncated by airbase arable land tiles and exits to the west once past the airbase tiles.

MINAKH - Airbase is sitting on arable land theme tiles (no airbase tiles). Closest road is to the west.

MOSUL - Airbase is partially within a city. Sits on arable land airbase tiles (no airbase tiles) but there are no transitions into the city theme tiles of the city (Mosul). No visible roads in recon view on the airbase tiles or the arable land tiles around the airbase tiles. Roads evident in the city tiles within the city.

MUDAYSIS - Airbase tiles are mis-aligned; needs to be corrected, if possible (Segment 58,54). Airbase is sitting on orange-ish desert tiles, surrounding terrain is desert theme tiles. 3D Model runway heading is approximately 41/319; Desert Airbase tiles heading is approximately 15/345. No visible roads to or from airbase. Orange airbase tiles. Overlaps river in northeast corner. Forest tile sitting north of northeast airbase tile (needs to be replaced). Roads run along the north and west sides of the airbase (outside the airbase tiles).

MURTED - Airbase is sitting on arable land theme tiles (no airbase tiles). No roads visible in recon view.

MUS - Airbase is sitting on arable land theme tiles (no airbase tiles). Airbase truncates river that was there before the airbase tiles were laid down. No road is visible in recon view.

NAIN MILITARY - Airbase is sitting on grazing theme tiles (no airbase tiles). Airbase overlaps river to north. Airbase tiles overlap previously through road (northeast to southwest).

NEBIT DAG NORTHWEST - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on Korean "Green"airbase tiles; outside terrain is desert theme tiles. Airbase tiles are superimposed over desert road tiles running approximately northwest to southeast.

NEVATIM AB - Airbase is sitting on grazing theme tiles (no airbase tiles). Airbase truncates river that runs through the middle of the airbase area (airbase tiles overlaid the river that was there before; needs to be fixed-looks unnatural). Surrounding terrain is Grazing theme tiles and airbase looks good with theses (matches them). Closest road is to the south of the airbase and runs east-west.

NIZZANA WEST - Airstrip tiles do not match layout of airstrip. Airstrip has a bridge sitting in the middle of the runway (a river runs through airstrip at that point that the airstrip model is laid over. Airstrip runs north-south. Airstrip lines up with road nicely. Need to move the airstrip to the north at least one tile.

NOSHAHR - Airstrip tiles do not match layout of airstrip. Airstrip northeast corner of fence is sitting in the Caspian Sea tiles (all of airstrip itself is on arable land tiles). Airstrip runs east and west. No visible roads.

OMIDIYEH - 3D Model situated south, off terrain tiles . 3D model needs to be moved to align with terrain tiles. Airbase tiles don't match surrounding tiles (airbase is Korean "Green" theme with Desert trim around them ; surrounding is grazing and city themes). Airbase abutts a city on the north edge of the airbase tiles. Airbase tiles overlay existing river tiles on southeast corner of airbase. No visible roads to or from airbase.

PALMAHIM AB - Sitting on Korean "Green" interior airbase tiles; exterior airbase tiles are desert theme (Green looks unnatural against desert). Southeast airbase tiles overlaps into Irrigated Farm theme tiles without a transition.

PALMYRA - Airbase is sitting on Grazing theme tiles (no airbase tiles). Truncates road running southwest to northeast and another road running into the city to the northwest (upper left airbase tile cuts this road just a little).

PAPHOS INTERNATIONAL - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with Desert theme exterior airbase tile edges; outside terrain is Desert theme tiles. No roads visible in recon view.

PARSSABAD - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on Korean "Green"airbase tiles; outside terrain is desert theme tiles. Airbase tiles are superimposed over desert road tiles running by east side of airbase.

PORT SAID - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on Korean "Green" interior airbase tiles; exterior airbase tiles are desert theme. Surrounding terrain is grazing theme tiles except for theater border on west which is desert theme tiles. Looks odd; not sure what do this close to the theater border. Maybe delete this airbase? Closest road runs to southeast of the airbase.

PRINCE HASAN - Sitting on Korean "Green" airbase tiles with exterior desert theme tiles (Green looks unnatural against all the desert). Exterior terrain is Desert theme tiles. Closest road runs to north and northwest corner of airbase (roughly east-west direction)

QALAT SALIH - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles). Airbase tiles are layed over a river to the north and truncate it. No visible roads to airbase. No roads visible in recon view.

QALAT SIKAR - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Desert land theme tiles. Airstrip runs east-west. Closest road is to the northeast. Airstrip is not sitting on any highway.

QASR TALL MIHL - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Irrigated Farm theme tiles just outside city tiles; River runs right up to airstrip on southeast corner; needs editing. Lined up with a road very nicely.

QAYYARAH SOUTH - Airbase is sitting on arable land tiles (no airbase tiles). Airbase tiles are overlaid on river tiles to the southeast, truncating river; needs to be fixed. No visible roads.

QAYYARAH WEST - Airbase looks good on airbase tiles. Surrounding terrain is arable land theme. No visible roads from recon.

QUEEN ALIA INTL - Airbase is sitting on airbase tiles that need to be redone. They have an outer airbase tiles that match the arable land theme exterior to the airbase but the interior portion (where the airbase sits) are a yucky light green solid color (no details for airbase at all). No roads visible in recon view.

RADIF AL KHAFI HWY STRIP - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Grazing theme tiles. Airstrip runs east-west. Closest road runs perpendicular under east end of airstrip. Needs to be lined up with road.

RAMAT DAVID - Airbase is sitting on airbase tiles that need to be redone. Inner airbase tiles are a ugly pinkish color that doesn't go with the outer desert theme color of the airbase tiles. Exterior theme tiles at this locaiton are forest theme to the north of the airbase, grazing where the southern 2/3s of the airbase is located and arable land theme off to the east a little ways. Airbase tiles truncate three rivers on the southern half of the airbase (and one river on the northern edge). No roads visible in recond view.

RAMON - Airbase tiles all mixed up (total mis-alignment). Unable to tell if 3D Model is lined up with tiles or not (due to mis-alignment of airbase tiles). Airbase tiles exterior edges are desert theme and terrain tiles outside airbase area are desert theme except to the northeast which are Irrigated Farm theme tiles. Closest road runs southeast of airbase (a ways off).

RAMSAR - Airstrip tiles do not match layout of airstrip. Two thirds of northern end of airstrip is sitting in Caspian Sea tiles. Airstrip runs north and south. Coastline is Desert theme tiles. No visible roads.

RASHEED - Airbase looks good on airbase tiles. Airbase and airbase tiles are in the middle (mostly) of a city; terrain tiles outside of city are Irrigated Farm them tiles; looks like airbase tiles replaced city tiles. No transitions between airbase and city tiles where they meet. No roads visible.

RASHT - Airbase is sitting on arable land tiles (no airbase tiles). No visible roads.

RASIN EL ABOUD - Airbase is sitting on Arable Land theme tiles (no airbase tiles). Airbase truncates river on north and west edges of airbase tiles. Airbase also truncates road runing east-west.

RIYAQ - Airbase is sitting on arable land tiles (no airbase tiles). Borders city on east side of airbase (no transition tiles from arable land to city theme tiles). Truncates road exiting city to east (with southern airbase tiles); road continues to the west on west side of airbase. Airbase truncates another road exiting city at northern part of airbase; road runs east-west and continues west after clearing airbase tile truncation area.

SADDAM INTL - Airbase looks good on airbase tiles. Airbase tiles overlay river tiles. Needs to be edited.

SAHL SINJAR - Airbase is sitting on grazing theme tiles (no airbase tiles). No visible roads.

SAKIRPASA - North end of runway overlaps city tiles to the northeast. No transition tiles between airbase and city on east side. Need to move airbase to west and south or retile city to transition to airbase area. Closest road is inside city to north.

SALUM - 3D Model situated south, off airbase tiles . 3D model needs to be moved to align with airbase tiles. Airbase tiles are Korean "Green" theme with Irrigated Farm trim around them ; surrounding is Irrigated Farm theme tiles). Closest road appears to be to the east a fair distance away.

SAMARRA EAST - Airbase is sitting on grazing theme tiles (no airbase tiles). No roads visible.

SANANDAJ - Airbase is sitting on arable land tiles (no airbase tiles). No visible roads.

SANLIURFA - Airbase looks good on airbase tiles. Airbase tiles have interior brown theme and exterior airbase tiles have arable land theme. Surrounding terrain is arable land theme tiles. Airbase tiles are laid over road which truncates at both the southeast airbase tile and the northwest airbase tile.

SAYQAL - Airbase is sitting on grazing theme tiles (no airbase tiles). Truncates two rivers on west side, one on north side and one on east side. Closest road runs around perimeter of airbase tiles to northwest, north and northeast. Truncates this road on northwest corner of airbase.

SDE DOV - Airbase is sitting on Desert Theme tiles (no airbase tiles). North end of 3D model overhangs into sea tile. Either airbase needs to be moved south one tile or coastline needs to be extended to the north. Closest road is to the south.

SEMNAN - 3D model of airbase is sitting offset to the north from the airbase tiles. 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 90/180 while 3D model runway axis runs 150/210 heading. Airbase tiles are desert theme sitting in the middle of forest theme tiles. No roads visible.

SEMNAN NEW - Airbase is sitting on grazing theme tiles (no airbase tiles). No visible roads.

SHAHEED MWAFFAQ - Airbase tiles are Korean "Green" theme with Desert theme around them ; surrounding is Desert theme tiles. Looks unnatural with so much green in the middle of desert. Heading on 3D model is 60/300. Tiles look very close to this heading also (56/304?). Airbase tiles truncate three roads that join where the airbase is located from north, west and east. Airbase also truncates one river running through that point.

SHAYRAT - Airbase is sitting on arable land theme tiles (no airbase tiles). Road running from north to south is truncated at west end of airbase by airbase tiles and continues on south edge of airbase to the south.

SHAYKA MAZHAR - 3D Model situated south, off terrain tiles . 3D model needs to be moved to align with terrain tiles. Airbase tiles are Korean "Green" theme with Irrigated Farm theme around them ; surrounding is Irrigated Farm theme tiles). No visible roads within recon view. Heading on 3D model is 60/300. Tiles look very close to this heading also (56/304?). Airbase tiles truncate a river that runs through their location.

SIVAS - Airbase is sitting on arable land theme tiles (no airbase tiles). Airbase truncates a road that comes in from the west and exits to the southeast from the airbase tiles.

SIVRIHISAR - Airbase is sitting on arable land theme tiles (no airbase tiles). Closest raod is west of airbase running north and south.

STEPANARKET - Airbase tiles appear to be all mixed up (total mis-alignment). Unable to tell if 3D Model is lined up with tiles or not (due to mis-alignment of airbase tiles). Airbase tiles interior edges are Korean "Green" while exterior edges are desert theme and terrain tiles outside airbase area are Desert theme. Closest road runs to airbase from the north.

SUBAKHU - 3D Model situated south, off terrain tiles . 3D model needs to be moved to align with terrain tiles. Airbase tiles are Korean "Green" theme with grazing trim around them ; surrounding is grazing theme tiles). Road runs west-east just south of the airbase tiles. Heading on 3D model is 60/300. Tiles look very close to this heading also (56/304?).

TABQA - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles). Needs airbase tiles. Looks unnatural because airbase features are sitting on Irrigated Farming "circles". No roads visible in recon view.

TABRIZ - Airbase is sitting on arable land theme tiles (no airbase tiles). Several roads run under the 3D model in several direction on the arable land tiles.

TAL AFAR - Airbase is sitting on arable land theme tiles (no airbase tiles). No visible roads in recon view.

TAL ASHTAH NEW - Airbase is sitting on grazing theme tiles (no airbase tiles).Surrounding tiles are grazing theme tiles. Road runs north-south up to south airbase tiles. Continues to north of airbase tiles (they were laid over the road tiles, replacing them).

TALLIL - Airbase looks good on airbase tiles (brown inner colors; Irrigated Farm outer colors). Surrounding terrain is Irrigate Farm theme tiles. Airbase tiles overlap road running roughly northeast to southwest.

TEL NOV - Airbase is sitting on Korean "Green" airbase tiles which have grazing theme exterior airbase tiles. Outside terrain is Irrigated Farm theme, City theme and Arable Land theme tiles. Looks unnatural. Layout of airbase tiles is correct and 3D models are positioned correctly on the airbase tiles. Airbase tiles truncate river along east side, toward the south end of the airbase. No transitions between city tiles and airbase tiles on some edges. Closest road is on the west side, at the north runway (runs into airbase tile; no continuation on airbase tile).

TEYMAN - Airstrip tiles do not match layout of airstrip. Airstrip is sitting on Grazing land theme tiles. Airstrip runs north-south. Closest road is to the east and airstrip should be lined up with it. Airstrip north end now rests on a river end tile. Airstrip is not sitting on any highway.

TIKRIT EAST - Airbase tiles are mis-aligned; needs to be corrected, if possible (Segment 68,38). Airbase is sitting on orange-ish desert tiles but surround terrain is a transition area between grazing and Irrigated Farm theme tiles. 3D Model runway heading is approximately 41/319; Desert Airbase tiles heading is approximately 15/345. No visible roads to or from airbase. Orange airbase tiles. Overlaps river in northeast corner (truncates the river; needs to be fixed). Forest tile sitting north of northeast airbase tile (needs to be replaced). Roads run along the north and west sides of the airbase (outside the airbase tiles).

TIKRIT SOUTH - Airbase looks fairly good on airbase tiles (but some 3D buildings overlap tile buildings on east side of airbase). Closest road appears to be to the east; road runs north and south roughly.

TIYAS - Airbase is sitting on grazing theme tiles (no airbase tiles). Closest road runs roughly north-south on east side of the airbase.

TURAIF - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles with Grazing theme exterior airbase tile edges; outside terrain is Grazing theme tiles Closest road runs to the south of the airbase and is partially truncated by the southwest airbast tile.

TUZ KHURMATU - Airbase is sitting on arable land theme tiles (no airbase tiles). No visible roads.

UBAYDAH BIN AL JARRAH - 3D model runway axis out of alignment with airbase tiles. Airbase tiles axis runs approximately 56/304 while 3D model runway axis runs 70/290 heading. Sitting on interior Korean "Green"airbase tiles; exterior airbase tiles are Irrigated Farm theme. Outside terrain is Irrigated Farm theme tiles. Airbase tiles appear to be overlapping previously laid down road tiles that intersect the northwest airbase tiles. One segmet of road runs north the other segment runs west.

U MICHAELI - Airbase is sitting on orange-ish desert airbase tiles (these tiles need to be redone to color match the majority of desert tiles). Exterior airbase tiles do not match surrounding city and Irrigate Farm terrain tiles (exterior airbase tiles are desert theme). Closest road runs north-south on west side of airbase, but none turn toward airbase tiles. Orange airbase tiles.

UROMIYEH - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles). Needs airbase tiles. Looks unnatural because airbase features are sitting on Irrigated Farming "circles". Road runs roughly southwest to northeast along the northwest corner of the outer airbase tiles.

VAN - Airbase is sitting on Irrigated Farm theme tiles (no airbase tiles). Needs airbase tiles. Looks unnatural because airbase features are sitting on Irrigated Farming "circles". Airbase tiles are overlaid on river tiles, replacing them so the river is truncated. Looks unnatural and needs to be fixed.

WUJAH AL HAJAR - Airbase is sitting on Korean "Green" airbase tiles which have Desert theme exterior airbase tiles (looks unnatural). Airbase is sitting up on unnatural "hump" elevation wise. This needs to be lowered, if possible. Exterior airbase tiles are Desert theme, Arable Land theme tiles are close by to the east. No visible roads in recon view. River stops at east edge of airbase.

YANGADZHA - Sitting on desert theme tiles (no airbase tiles). No roads to airbase. Nearest road is to the north.

YEREVAN-PARAKAR - Sitting on Irrigated Farm theme tiles (no airbase tiles). Road to east.River comes right up to runway on northwest corner.
Last edited by Sherlock on 2007-02-05 16:25:16, edited 3 times in total.
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Post by phoenix » 2007-01-22 02:22:22

Now thats what i woulld call

A BUG report :shock:

Well done sherlock :)

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Post by Malc » 2007-01-22 07:49:01

phoenix wrote:Now thats what i woulld call

A BUG report :shock:

Well done sherlock :)
Echo phoenix's comments - Respect Sherlock!

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Re: airbases with bad background tiles, and need of transiti

Post by Closter » 2007-01-22 08:45:07

We here at F4Spain have made many remade airbase tiles and transition tiles that perhaps be useful to you.

Contact Joe Labrada, our coordinator here

joelabrada at hotmail dot com
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Re: airbases with bad background tiles, and need of transiti

Post by Sherlock » 2007-01-22 19:49:03

Closter wrote:We here at F4Spain have made many remade airbase tiles and transition tiles that perhaps be useful to you.

Contact Joe Labrada, our coordinator here

joelabrada at hotmail dot com
Excellent Closter! Thanks!

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Re: airbases with bad background tiles, and need of transiti

Post by Sherlock » 2007-02-02 05:04:05

Closter wrote:We here at F4Spain have made many remade airbase tiles and transition tiles that perhaps be useful to you.

Contact Joe Labrada, our coordinator here

joelabrada at hotmail dot com
adf
Last edited by Sherlock on 2007-02-05 01:08:29, edited 2 times in total.
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Re: airbases with bad background tiles, and need of transiti

Post by Snake Man » 2007-02-02 06:46:46

Sherlock wrote:I've sent email to Joe
I already emailed him, no reply.
I am going to fix manually (in TV) those few bad tiling spots that exist and push the terrain out for the ODSAF 1.1 patch ASAP.
Remember to keep me updated with the changes.

In fact a good changelog would be in order. Also the work you do in terrainview should be saved to the export L2C files from the segments the edits are located. Naming of the l2c should be quite good, perhaps even include the segment number and airbase name to give good idea where they are from.
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Post by ccc » 2007-02-02 10:39:34

just a side note - i've done few basic airbase models - mostly used in israeli, Egypt, and Syria.

if you are familiar with LE-object editor, these airbase can be used for better realism... of course, lots editing work left.

one of Iraqi surper base.

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Post by Sherlock » 2007-02-02 15:23:20

ccc wrote:just a side note - i've done few basic airbase models - mostly used in israeli, Egypt, and Syria.

if you are familiar with LE-object editor, these airbase can be used for better realism... of course, lots editing work left.

one of Iraqi surper base.
snip
CCC,
that is outstanding work my friend! I've been going through and looking at those bases in Google Earth and you've done an awesome job of matching what they look like! Excellent!
Last edited by Sherlock on 2007-02-02 16:44:30, edited 1 time in total.
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Re: airbases with bad background tiles, and need of transiti

Post by Sherlock » 2007-02-02 15:40:38

nothing to see here...move along! :)
Last edited by Sherlock on 2007-02-05 16:26:21, edited 4 times in total.
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Post by ccc » 2007-02-02 16:45:24

wow - cool bug tracking tool with all info and pic!

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Re: airbases with bad background tiles, and need of transiti

Post by Snake Man » 2007-02-03 00:16:21

Sherlock wrote:If I give you the finished L2 why do you need the l2c files?
Well the "L2 lives" so to speak. What I mean is I always start from fresh Dem2Terrain created raw L2 file and run it through the CATE several passes each time trying to improve the config files and bitmap. Finally when we have squeezed everything out of the CATE conf files, we have to fix any remaining small issues by hand in Terrainview and here the l2c export/import files come to play.

But its kind of tricky, for example the some missing tile in the Iran region most likely will be fixed on the improved CATE config files, so fixing it in Terrainview is waste of time. But I'm not sure though, didn't even check what kind of missing tile it is etc, so I might be wrong. But you get the idea how this proceeds.
I've created an MS Access database that has both my bug report (for each airbase) and my notes on what I have done to fix any problems. I think this will meet your need for a changelog
Hmm ms access, does that work "in excel", I'm not sure what kind of Office I installed, basically I just wanted to have excel, so I have no idea if I have ms access, never used it before.
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Re: airbases with bad background tiles, and need of transiti

Post by Sherlock » 2007-02-03 17:49:26

adf
Last edited by Sherlock on 2007-02-05 01:09:22, edited 2 times in total.
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Re: airbases with bad background tiles, and need of transiti

Post by Snake Man » 2007-02-03 22:09:45

Sherlock wrote:So are you revising the CATE configs then?
Of course.

Once you do the configs properly, then you can apply them to other theaters too which use the same texture.bin and especially its great to always start from the raw L2 and build it up from there, manual Terrainview work is so outdated.
Most of the current problems in ODS right now are due to a lack of the proper oriented airbase tiles to fit the orientation of the 3D model runway or a lack of the proper airbase tiles altogether to fit the surrounding terrain type.
Yeah perhaps I can do some google earth screenshots for generic airbases and fix some tiles. Dunno yet as I havent done that before.
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Post by Snake Man » 2007-03-30 14:45:40

First post updated with the latest bugs/fixes list.
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Post by Snake Man » 2007-03-31 19:59:51

First post updated. List grows, both ways hehe.

I'm looking forward into tomorrow to release v0.6 if there is no problems testing it on RV, in AF it works so far okay as I havent got any problems.
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Post by Snake Man » 2007-04-02 07:20:31

ODS v0.512 bug testing has been completed, please continue on the new ODS v0.6 bug reports topic from now on.
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