Current Status of Falklands Theater

Falklands theater

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Current Status of Falklands Theater

Post by ranger822 » 2007-03-17, 03:21:05 AM

Development of Falklands Theater has resumed. A few months ago a developer installer was released and it was installed by F4ITDG using ITO2 database and CobraOne.exe

The following modifications were performed:

1) User Interface was modified to suit the F4ITDG User Interface; background screen, loading and leave screens, a campaign switching graphic and a game exit screen were added. Additionally, several of art resource files were also updated. Several items remain to be done.

2) A basic test campaign to test out the basic function of a historical campaign for the 1982 war was prepared and preliminary tests were successful. A problem was noted with several areas such as radar ranging, and the ownership map. Those problems were resolved by Peled and Baldeagle.

3) CCC built many if not all the naval models needed to build the necessary database to support the significant naval operations that played such a key role in the actual war. A detailed listing of naval vessels, aircraft, armor, and miscellaneous models is currently being finalized.

4) Detailed history of the actual campaign was noted along with Order of Battle and detailed set of units involved has been prepared.

5) Terrain was rebuilt using the Autumn season swticher.

The principal tasks set for further development include:

1) Build a database on which to test new models and build campaigns

2) Prepare texture sets consistent with the Order of Battle for the principal players (Argentina, Falkland Islands, and Great Britain. These wil begin with simple skins and placeholders and then later include more detailed, hi-resolution, hi-quality skins.

3) Prepare one historical campaign to simulate the Falklands War of 1982, two fictional campaigns for the late 1980's and another for later 1990's or beyond. The intent with the fictional campaigns is to provide an opportunity to wargame possible "what-ifs" with more modern weaponry on both sides. This will also include some experimentation to test the limits of using ships as launching platforms for helicopters much in the same way aircraft carriers can launch aircraft.

4) The possibility exists to update the terrain in several ways; a) SRTM (once Bluey gets a 64bit compiler), airbase updates focussing on detailed airbase at Mt. Pleasant, Stanely and perhaps a few Argentina airbases, the addition of new tile sets to increase the uniqueness of Falklands from Korea terrain and better simulate the Falklands Islands, and leveling the existing airbases.

5. Have fun :D
Last edited by ranger822 on 2007-03-28, 01:28:40 PM, edited 1 time in total.

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Testing Results of Developer Install

Post by ranger822 » 2007-03-17, 03:55:46 AM

1. Campaign is working
2. IA is working
3. Dogfight is working
4. Tacref working
5. Overall UI working
6. Theater switching working with Cobra


A few glitches. The first big one is Snakeman's TE_NEW.TAC doesn't work - -or is not matching up with the database for FF3.1 Korea - may need to use old SP3 OR create a new TE_NEW.TAC - you can see that no airbases are showing up from which to build simple TE. . . Eyran can you look at that and generate a good TE_NEW.TAC or something that will let me generate a simple TE to test fly?


Now or some pics and notes:

Nice IA screenshot . . .shows terrain looks decent at lower altitudes

Image

Image

Now about the airbase on East Falklands Island - - looks okay from a distance

Image

but when you take off -- things are not level - - -

Image

Image

TE mission screen

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IA screen

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Campaign Screens

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Image

Rebuilt Terrain using season swticher . . .

Image

Image

Image

OK - now that we have what the terrain is really supposed to look like there are a few observations - - first - - there is an issue with the sea tile and water tile - the tile process has put sea tiles inside the land mass - if you look closely at the transition tiles from land to water you will see that the water tiles were used but the internal tiles are really the sea/ocean tiles which are a little different. We have a very similar problem with water transtions in israeli theater all along the Suez Canal area and western coastline of Sinai.

Not sure how best to tackle that - - maybe handtile fixes? - - it is pretty easy scut work - maybe Fred or CCC has an idea to write a scrïpt to autotile those areas and replace? alternatively - maybe just replace all the ocean tiles with the water tiles? - - maybe try to transition from water to ocean? - - -maybe there is a scrïpt for CATE that can differentiate tiles for ocean and water based on altitude - but of course if the altitude is zero then that might explain why the ocean tiles were placed?

another item is we probably need to apply some random tiles as well as remove all the "signs of life" in the terrain - - Faulklands is desolate except for a few small viilages - and there are almost no roads- - -what we really need are some tiles without roads to dominate the scenery and then to vary those up a little and add little random items of interest - like a clump of trees, rocks, a lava rock bed, a valley of yellow flowers - - etc . . .

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UI Updates

Post by ranger822 » 2007-03-17, 04:10:14 AM

Image

Campaign Screen

Image

South Atlantic Medal, maybe at later stages we'll consider Air Medal replacement for UK Style instead US

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reference the Team FLAGS , i done few tests with TE Mode , seems to run fine , just the China is still there

Image

Maps are still mixed , one on the other...and the Pak's Map is still a big One ,remember to fix that at later stage as well as the white yicks on the small map if possible

Image

Exit Screen

Image

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Post by Peled » 2007-03-28, 10:56:59 PM

the maps are ok as per the last install of Falklands that i got .
removing the imageidx solved that yicks and mix on the maps .
it seems that the dvd was probably lost or stuck by the custom ,let me send you another package of the last Falklands UI stuff with campaigns i had .
Image

Cheers with this Theater ! :)
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DVD

Post by ranger822 » 2007-03-28, 11:28:31 PM

That would be great - thanks . . .

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Post by Closter » 2007-03-31, 08:32:46 AM

Very good job! But I want to point a glitch: the occupation map seems badly defined in Tacedit. You need to fit the suggested size: I think it is 58197 for a 128 seg theater.
Image

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Post by Peled » 2007-03-31, 09:41:28 AM

Closter wrote:Very good job! But I want to point a glitch: the occupation map seems badly defined in Tacedit. You need to fit the suggested size: I think it is 58197 for a 128 seg theater.
There are some issues with the occupation and TE maps for 128 theaters ...it can not be setted in a different way/size ....
look here for more info :
viewtopic.php?t=20686
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Post by Closter » 2007-03-31, 12:22:52 PM

Yes, I've read it. But this graphic is exactly what I see when the size of the occupation map is badly defined. Try to search for the correct figure.
Image

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Post by Peled » 2007-03-31, 12:44:58 PM

Closter wrote:Yes, I've read it. But this graphic is exactly what I see when the size of the occupation map is badly defined. Try to search for the correct figure.
The size for occupation map can not be changed in tacedit for 128 theaters , it restore itself everytime to the default ....or are you talking about the graphics ?
if you'r meanning for the graphics , then my mistake , and this was already changed and fixed as far as i remember .

edit : can you pls post the pic you refer to it glitch ?
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Post by Closter » 2007-03-31, 07:11:37 PM

http://i6.photobucket.com/albums/y234/P ... lChina.jpg

http://i6.photobucket.com/albums/y234/P ... oblems.jpg

These two. The map is covered by a occ. map where the size of the row of the image is less than what should be. So the image is slowly going to the left. The size of the row is taken from the root square of the size put in the "Set map size" in TacEdit. I know the problem where you cannot see the occ. map in TacEdit, once saved and TacEdit reentered, but I think you see it "in-game" 'cause it is there.
Image

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Post by Peled » 2007-03-31, 08:24:31 PM

aha , yeh , tnx .

situation is that this was fixed ! i think i got a pic already posted at F4ITDG Board with the fix , i will update it here too .

anyway , for Falklands UI is 100% fixed and ready .
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Falklands Theater Update

Post by ranger822 » 2007-11-16, 08:25:09 PM

With ITO2-RV conversion nearly complete, conversion of Falklands database will get underway - - becasue the ITO2 database included quite a bit in it already - there won't be that much to update. In the next month or so I plan to post up the overall database mod plan (which isn't that significant) as well as a terrain mod plan which will be rather significant if Falklands is to ever see a divorce from those boring Korea tiles.

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Post by derStef » 2007-11-22, 12:01:50 PM

Great news snakeman!!!!


will there be new Harrier models like SeaHarrier or Harrier Gr3?????

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Not Snakeman - (yet)

Post by ranger822 » 2007-11-22, 01:43:45 PM

Derstef,

The full range of harrier models for historical and fictional campaigns are planned. I have models made by CCC already. Skins still need to be made but the skin list is much smaller for Falklands than ITO and I have PSDs from ITO to use for several.

Instead of rushing to build refined database complete with all skins - this time I hope to have a working campaign first - when it is running with win-lose end game I will then dedicate time to complete database. Items in red I don't have working model - so they may be dropped.

Air Vehicles - Red

C-130 1st Air Brigade
Canberra 2nd Air Brigade
Pucara 3rd Air Brigade
A4C 4th Air Brigade
A4B 5th Air Brigade
Dagger 6th Air Brigade
CH-47 601st Battalion
Bell 212 Helo Sqdn
Mirage IIIE 8th Air Brigade
A4Q 3rd Naval Sqdn
Sea King 2nd Naval Helo Sqdn
S2E Tracker Anti Sub Sqdn
T-34 Mentor Naval Tng Sqdn
Super Etendard 2nd Naval Attack Sqdn
==========================
Air Vehicles - Blue

Harrier Gr3 1 Sqdn
CH-47 18 Sqdn
F-4M FGR2 29 Sqdn
Canberra 39 Sqdn
Nimrod 42,120,201,206 Sqdn
Vulcan 44,101 Sqdn
C130 47,70 Sqdn
Victor 55,57 Sqdn
Sea King HAR 202 Sqdn
SeaHarrier FRS1 800 Sqdn
SeaHarrier FRS1 801 Sqdn
SeaHarrier FRS1 809 Sqdn
Gazelle ? Sqdn
Sea King HAS 820,824,825,826,846 Sqdn
Wessex 737,845,848,847 Sqdn
Lynx 815 Sqdn
Wasp 829 Sqdn
Tornado IDS ? Sqdn
Tornado ADV ? Sqdn
Harrier Gr7 ? Sqdn
Harrier Gr9 ? Sqdn
SeaHarrier FA2 ? Sqdn
F-35C ? Sqdn
==========================

Sea Vehicles - Red

Lupo-Peru
CL Grau-Peru

ARA Mayo
CV Clemenceau
LCM-6
LCM-8
LCU-1600
LPD Ouragan
LST Champlain
LST-1165

==========================

Sea Vehicles - Blue

DDG Type 45 Daring
DDG Type 42
FF Leander
FF Type 21
FF Type 22-2
FF Type 22-3
FF Type 23 Duke
HMS Bristol type 82
HMS Hermes
HMS Invincible-82
HMS Invincible-90
HMS Invincible-2K
HMSA Bristol
LHA- HMS Ocean
LST Newport
Type 148 PTM
Type 209 Sub
HMS Ark Royal*
HMS Illustrious*
LPD Albion

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Post by derStef » 2007-11-23, 01:20:28 PM

ok, understand! great news ranger!

and a very nice list here.........



do you have a Lodeditor introduction or something like that? want to ad models to DB... 8-)

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Post by ccc » 2007-11-23, 01:55:01 PM

glad to hear you take a correct approach :)

actually i've T-34. and WASP. Wessex is S-58.
WaveyDave has Victor tanker.
Mike Rivers, Spike, and Thoarek have their own F35.

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Falklands Models

Post by ranger822 » 2007-11-25, 02:20:19 AM

CCC - - please send me the T-34 and the Wasp, will just copy our S-58 from ITO. I checked with WaveyDave - no model there. I like Thoarek's work - have contact for him?

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Re: Falklands Models

Post by ccc » 2007-11-25, 01:55:43 PM

ranger822 wrote:CCC - - please send me the T-34 and the Wasp, will just copy our S-58 from ITO. I checked with WaveyDave - no model there. I like Thoarek's work - have contact for him?
will send files tomorrow.

i've not heard Thoarek for a while. pm him thru FF board.

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models

Post by ranger822 » 2007-11-26, 02:28:23 AM

received T34 and Wasp - thanks - will see if I can find Thoarek

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Post by arabianjules » 2007-12-09, 05:22:17 PM

very good guys :D



any updates?
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Update

Post by ranger822 » 2007-12-10, 04:13:02 AM

have a nice JSF-35 now . . . collecting up a few other odds and ends but have most of the models - - - for preliminary DB build. Once ITO2 is done will switch over to Falklands.

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Post by arabianjules » 2007-12-10, 04:20:27 AM

kool 8-)
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Post by derStef » 2008-01-01, 07:36:55 PM

Any news here?

chreers

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Falklands Theater Update

Post by ranger822 » 2008-03-07, 01:18:02 PM

No big news at the moment - just finished the files for RV/FF5-ITO Beta. Uploading files and the beta test will commence. Then I will start looking at Falklands at long last.

The first priority is to build the rest of the database. I am planning to use the ITO database to build from. There is quite a bit to swap out - but no new CTs.

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Phantoms over the Falklands

Post by ranger822 » 2008-03-07, 09:52:57 PM

Phantoms will be part of the Falklands Theater - here are the FGR-2 in the Barley Grey scheme (previously shown in ITO Phantom Upgrade Thread).

56 Sqdn "Firebirds"
Image
Image
74 Sqdn "Tiger"
Image
Image
Falklands Detachment "Flight 1435" "C" is an abbreviation for Charity one of the last four named Phantoms stationed in the Falklands
Image
Image

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Skins and Squadrons

Post by ranger822 » 2008-03-07, 09:57:05 PM

The intent will be to include all the major participants in the Falklands 82 war and then use the same units and swap out skin and aircraft types for the fictional campaigns. First priority will be to build a historical theater. This will be the first time a harrier will play center stage for the blue forces whereas on the Red side the Mirage will be the primary fighter, along with the Skyhawk and SuperEtendard. I hope to have some advanced development of carrier operations as well as experiment with other naval operations and helo resupply. So, should be interesting if it will just work!!!

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Post by ccc » 2008-03-08, 01:34:37 AM

great job 8-)

look forward to next dedicated DB editing!

heheh.. a 50-70 korea DB would be great.. :lol:

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Post by Blackbird » 2008-03-08, 05:17:54 PM

ccc wrote:great job 8-)

look forward to next dedicated DB editing!

heheh.. a 50-70 korea DB would be great.. :lol:
Very talent Ranger822. Would be geat for VN DB also!

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Post by derStef » 2008-03-17, 01:07:46 PM

Great Ranger!

very cool stuff!

keep on doing!


cheers man!

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Re: Current Status of Falklands Theater

Post by toonces » 2009-05-27, 09:59:20 PM

Ah crap.

I just got Hastings and Jenkins', "The Battle for the Falklands" in the mail today through Amazon.com (about $5 used).

Do I really need another project distracting me?

What happened with this theater? I know Ranger is working hard on FF5 DB issues and ITO2...is this on hold or available for tweaking?

As you know, FF5 has some beautiful Harrier, Mirage, and A-4 models and pits, as well as some RN CVs.

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Re: Current Status of Falklands Theater

Post by ccc » 2009-05-28, 01:40:58 AM

on hold. Ranger's buzy with FF patch and ITO2 ATM..

btw we've a 128x128 dev installer..

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Re: Current Status of Falklands Theater

Post by derStef » 2009-05-28, 10:21:16 AM

toonces, yeah as you said, on hold.

but be aware this is a very early WIP! many many thing have to be done! I'm sure interested in that scenario, but let's finish up our current stuff first!

cheers

Stef

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Re: Current Status of Falklands Theater

Post by derStef » 2009-06-03, 11:55:10 AM

btw is there any installer out for this one?

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Re: Current Status of Falklands Theater

Post by toonces » 2009-06-03, 02:54:37 PM

I didn't see any files to download for this.

On a related note, though, I finished that book on the Falklands and this would be a very easy theater to get to a "working beta" status. The number of forces is very, very manageable.

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Re: Current Status of Falklands Theater

Post by derStef » 2009-11-27, 12:18:23 AM

toonces wrote: The number of forces is very, very manageable.
yes, totally.

the next nice point is that the most important flying area is very small, that means you can really invest most of the time to make the falklans islands itself "pretty realistic" maybe even with a special tiles fo this "small" area of the islands?

that would be definately more managable like all the other big theaters.


but big qustion is, will the AI argentineans fly all that long way down to Falkalnds and still have engought fuel to to fly home? BIG question!!!

and how will the ATO and all that stuff work if one side (the Royal Navy) has only carrier based planes..


sure we can also make other campaigns but a "1982" harrier style Campaign would be sure a lot of funn!! especially because the FF5 harriers are just wonderful!



but yes, to fix the terrain of the island first would be a "pretty" fast task compared to the other theaters as i said..what is very great.


reagrds

Stef

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Re: Current Status of Falklands Theater

Post by ranger822 » 2011-03-27, 04:56:07 PM

After the release of ITO2 - this is a strong candidate for resumption of development. I will consult with FF team members to see if there is sufficient interest to work on some sort of campaign or TE work, as well as terrain tile work. I see this theater as being much more simplified than types of theaters. Falklands are small islands - very simplified with few objectives by comparison to other theaters.

Significant issues remain:

1. The use of carriers and ships for what amounts to a primarily naval oriented battle at the onset followed by limited ground war
2. Small number of airbases; 2 on Falklands, and 7-8 in Argentina and distances are great - the concern is long boring missions unless the Argentines have carriers employed as well.
3. Historically accurate use of jumpramp carriers like Ark Royal and Invincible are currently more difficult but perhaps not possible.
4. Use of other ships as supply sources via helos also untested but might otherwise be critical to reason game play - so campaign issues exists from the start.

Will post up decision after ITO2 release.

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Re: Current Status of Falklands Theater

Post by ccc » 2011-03-28, 02:42:35 AM

ppl should not expect intensive op in Falkland theater/campaigns.

again, tile-making for islands would be the first job, give it an unique looking at first glance.
then comes the tough DB job..moderate amount of workload when compared to ITO2 DB.
and last, campaign-making, may not follow history closely due to code limit.. instead simmers better enjoy TEs.

anyway.. glad you think of this mod :mrgreen: .. it seems Jet Thunder team unable to release their dedicated Falkland sim.

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Re: Current Status of Falklands Theater

Post by ranger822 » 2011-09-25, 11:59:32 AM

I am once again turning my attention to this theater. Preliminary work was done some time ago and the basic bones of the theater are already in place. A tremendous amount of work was done on the Korea DB and ITO2 DB which can support this theater with a minimal amount of adjustment. I have two terrains available for use; 64x64 and 128x128. Currently, as CCC has mentioned a year ago, the next step is really to get this theater tiled with something. My first thought goes to using a set of Korea tiles I made for MacFalcon. Making this a dedicated winter theater would be the quickest way to tile. What I like about this is that using dedciated winter tiles and not applying the season switcher avoids some of the problems when the palette change isn't a good match for all tiles. Also, with TE and weather one can reproduce some rather convincing South Atlantic environments as you can see from a test shot of the proposed tiles and weather I have in mind.

Image

I have invited Ted Zukowski to make some tiles of his choice, perhaps for a summer tiled theater. It might be interesting to create an F4Patch that gives the user the ability choose summer or winter theaters (again avoiding the issues with season switching routine. Any thoughts from the community on this?

I am unsure of the status of the Thunerworks Project - I can certainly emphathize with their long process, but based on their previews, this version of Falklands will clearly lack the high quality models and operational features of the Harrier ( which thus far hasn't been produced in Falcon) as well as a really decent Mirage III/V or A4 Skyhawk. Further, the terrain shots of Thunderworks is quite unique and will be superior to this effort. The main aircraft that we can leverage are the FGR-2, Tornado F3/GR4, and Typhoon F4. Here we have some decent models, skins, and cockpits that will work well. These aircraft are already in the Korea and ITO2 DB's for FF so it is really a matter of adapting one of those DB's for this theater.

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Re: Current Status of Falklands Theater

Post by ccc » 2011-09-26, 03:41:22 AM

Ranger,

Whether basing on FF5 or BMS4 as platform, the mod should get campaign working first.
then start eyecandy work.

as for VTOL.. Mav-jp has a VTOL FM demo vid on BMS board.. looks promising. i hope coders could make AI ac smart enough to use VTOL/vector thrust in near future.

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Re: Current Status of Falklands Theater

Post by ranger822 » 2011-10-23, 06:06:22 PM

CCC - that would be nice indeed. Dewdog was able to tweak the FM for a Harrier - which I believe be done for other a/c as well - such that the a/c can nearly hover over the a/c carrier and then land.

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