Junkers Ju-87B und Supermarine Spitfire für Modder und Mappe
Here is five old World War 2 relics i built for my personal BF2 mod, offered for free use* by the BF2 community. You can reconfigure them as you wish* - just please give me a credit for the original works if you include them in a mod or map. (They are currently configured to run in AIX)
The Emil and Mustang, though already previously released, have since had minor treatments and so are included again here.
*Though if you must repaint the Spitfires, please do not re-post the skins for them without checking with me first. You can butcher the other planes as much as you like though. Spitfires are my favourite planes and I feel the need to protect them from the mauling I have seen done to some of my other releases.
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Meshes and textures are copyright (c)2009 Clive Williams.
Various included script/code technologies are owned by DICE and/or Electronic Arts.
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Included Aircraft:
Messerschmitt Bf-109E 'Emil'
Spawner name: AIX_Bf109E
Armed with a single 250kg bomb, 4x MGs
Texture Scheme: Splinter/Mottle combination, typical of the Battle of Britain period
North-American P-51D 'Mustang'
Spawner name: AIX_P51D
Armed with 8x 5-inch FFAR rockets, 6x MGs
Texture Schemes: Four textures with various graphics and 'Invasion Stripes' on natural metal. (named Woodland, Desert and Forest, plus the default scheme)
Junkers Ju-87B 'Stuka'
Spawner name: AIX_Ju87B
Armed with a single 500kg bomb, 2x MGs for pilot, single mounted MG for tail-gunner
Texture Scheme: Splinter/Mottle combination, typical of the Battle of Britain period
Supermarine Spitfire Mk.V
Spawner name: AIX_Spitfire_V
Armed with 2x 250kg bomb, 2x Hispano cannon
Texture Schemes: Brown/Green camouflage, typical of early WW2 period
Supermarine Spitfire Mk.IX
Spawner name: AIX_Spitfire_IX
Armed with 8x RP3 rockets, 4x Hispano cannon
Texture Schemes: Grey/Green camouflage with low-visibility markings, typical of later WW2 period
Also included:
A really cheesy cheap-arse 4-barrel anti-aircraft flak emplacement. Very loosely based on the German Flakvierling 38, these normally need a large crew to operate so i have made mine each usable by a single operator. In reality these smaller AA guns would only fire what amounts to cannon shells; i have adjusted mine so they are more like the proximity-fused shells you'd get from a Flak 88 or similar. In 95% of cases you can replace any stinger or TOW with this and it should appear in the correct position.
They are ugly to look at and bend the laws of reality somewhat. Please don't bother complaining to me about this, i really don't care - i built them to add to the overall atmosphere and to provide a hazard to aircraft, and in this regard they work exactly as intended. Instead of whining, go away and build a decent one and release it for all to enjoy. In fact, that rule goes for the aircraft too - either make better ones and give everybody a free copy, or shut up. Thanks :)
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Pros and Cons:
The planes and map are geared for single-player use only. All the planes' files are contained in only one archive. Anyone wanting to use them in an online environment would first have to create the correct server/client structure. The map is in extracted form which makes it much easier to change and reconfigure, but also gives it a larger filesize and makes it unsuitable for online playing. How sad. How sad indeed.
All planes have a very short-lived War Emergency Power (over-boost) sprint setting, although in real life this did not appear on the Bf-109 until the F series, and wasn't properly usable until the Me-109G series (due to piston burn-out.) The Stuka never had this feature, but i left it in there in the interests of consistency, laziness, and fun. Bots won't use it unfortunately.
The rocket mountings on the P-51 and Spitfire Mk.IX, and the bomb racks on the Spitfire Mk.V, are a separate bundle to the main mesh and can be removed in the .con file if desired.
The P-51D uses the engine sound from the AIX Beriev Be-12 seaplane, all planes use AIX gun sounds, and I would like to thank me for giving me permission to use them (mainly because i couldn't find a decent matching P-51 engine sound set elsewhere that would suit)
There's bound to be a flaw or two, in the areas of either technical correctness or detailing. Try not to take them too seriously, they were just made for a bit of fun. Tyre-kickers and tech-heads can go play Flight Sim 2004 or something instead to get their technically-correct thrills and feed their egos.
Yes, the P-51D graphics are me poking fun at an old ex-girlfriend of mine. Yes, she was a blood-leeching gutter whore. No, i didn't recently go through a breakup or divorce.
The rear gunner of the Stuka is forbidden to exit; this is to stop bot gunners from bailing out if you fly inverted. If you are a gunner and want to bail, you must switch to the front seat first. A side-effect of this arrangement is that a severely damaged plane will cause a constant stream of "jump out! jump out! jump out!" from a bot gunner until you either bail out or repair the plane.
Stukas are very proficient in ground attack, but are easy meat for enemy fighter planes.
The Stuka sirens (properly named 'the Trombones of Jericho') are fully automatic and triggered by over-speeding; to function properly in a map, the map must have a raised air-density ceiling which is done by pasting 'physics.airDensityZeroAtHeight 5000' without the quotes, at the bottom of the map's init.con
The Stuka has a wider sound radius for its engine and sirens than the other planes have - this is to to make the sirens more consistent, and to serve as a warning that one is about, and also to cause disorientation and fear for the ground troops about to come under attack.
Flak when used by bots has a very high deviation - this was intentional, to spray the bursts around in clouds rather than straight lines. Don't worry, they will still score plenty of victims with it.
On the Daqing AirWar map, the P-51D is not missing - the US must capture the enemy airbase and two P-51's will spawn there.
The Daqing map has had the large chimneys replaced by small factory buildings to reduce collisions. The navmesh has been updated to suit.
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Before you begin:
- Smart modders always backup files before modifying them.
- These aircraft are unsupported, are supplied as-is, and are used entirely at the user's own risk.
- If you break your PC or lose data as a result of using these aircraft, then you are an unlucky bugger.
- These aircraft are not set up to work correctly in an online environment; they are intended for SP use only.
- Use of these aircraft assumes the user has a moderate to advanced knowledge of BF2 modification - If you do not have sufficient knowledge to install, use, and modify these aircraft, either research the info yourself or do not use the aircraft. I'm not your mother - do not email or PM me asking for help because you are a sloth and can't be bothered looking for the answer yourself. (If however you want assistance with an issue of an advanced nature, I will help if possible)
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Basic Installation Instructions:
After unzipping the downloaded file, you should find two folders, one called Daqing_AirWar, which is a pre-configured map, and another folder called Warbirds_II which contains two files, called Warbirds2_Menu_client.zip and Warbirds2_objects.zip
Drag the Warbirds_II folder into the main folder of the mod you want to use the planes in, i.e. \mods\AIX2\
Copy and paste the line below at the top of the ServerArchives.con file (found in your mod's folder)
fileManager.mountArchive Warbirds_II\Warbirds2_objects.zip Objects
- Copy and paste the line below at the top of the ClientArchives.con file (found in your mod's folder)
fileManager.mountArchive Warbirds_II\Warbirds2_Menu_client.zip Menu
Drag the Daqing_AirWar folder into your levels folder, i.e.\mods\AIX2\levels\
To make a plane replace an existing plane in a map, edit the map's GameplayObjects.con for the game mode you want, and replace the existing aircraft spawner name with the appropriate spawner name listed earlier in this document.
example:
ObjectTemplate.setObjectTemplate 2 AIX_Mirage_III
is changed to:
ObjectTemplate.setObjectTemplate 2 AIX_Ju87B
...and re-zip the map's server.zip if required. When you next play the chosen map/gamemode, a Stuka will appear where the Mirage once was. The flak guns can replace TOWs and stingers by taking similar steps. More info on this procedure can be found at the BFSP Forums:
http://www.battlefieldsingleplayer.com/forum/index.php
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Known issues:
These aircraft have an AI setting which supposedly allows them to go true vertical on the pitch axis (but not on the roll axis) - so far i have seen little evidence that they use it, but if for some reason your planes are behaving whacko, that's the first place I'd look. One of their Objects.ai files contains the original setting remmed out so you can revert if necessary.
All aircraft have infinite numbers of reloads, to bring them into line with bot's auto-rearming capabilities. Either accept it or change it to something more realistic, but don't whine to me about how i spoilt your favourite plane.
To minimise the obvious difference in timeframe between BF2 native and these WW2 aircraft, i recommend disabling or deleting any helicopter spawners on the chosen map. It just looks so wrong having these alongside helicopters.
These are old piston-powered aircraft, and take longer to accelerate and take off than the jets most of you are used to.
Bots will often crowd each other when chasing the same enemy, just like they do in any other BF2 aircraft. They can air-kill by guns only, which means each chaser will be trying to get into the same position to open fire. If you put 10 of these per side into a map, expect a lot of teamkills and accidents.
Bots use the Stuka sirens when straffing but not bombing, due to the way their attack routine is written. That is not something we can change, sorry.
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Terms of Use:
Your use of these planes indicates your acceptance of these terms.
If these aircraft are to be compiled into any distributed mod, please let me know for courtesy's sake.
If these aircraft are compiled into any distributed mod, they in no way becomes exclusive property of that mod - everyone else is still allowed to freely use the public version. (But of course that mod team can lay claim to any work and modifications they do to the aircraft themselves)
No matter how much extra stuff you add onto these planes, you didn't make them - I did. There is no magical point where they suddenly become your creation.
If you repaint the Spitfires and want to make your repaint publicly available, you must check it with me first. You can splatter whatever crap you want over the other planes though.
I reserve the right to update these planes as i see fit. I reserve the right to never update them again. I reserve the right to dip them in cheese and nail them to a tree if i so desire.
No fee is to be charged for these aircraft except for reasonable charges to cover downloading or media expenses where applicable.
This ReadMe must be included with any re-post of the planes.
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clivewil August 2009