PDA

View Full Version : Map The Falklands


Rhino
2012-09-28, 23:27
Hey all,

In this highlight I hope to cover all of The Falklands map / mini-mod and its features so this may be quite a long post :p

This map / mini-mod is based as much as possible on the 1982 conflict between Britain and Argentina over the Falkland (Malvina) Islands. We're taking into account historic factors and trying to replicate them in a way which gives fun and balanced gameplay environment, whilst also working within the limitations of the BF2 engine and assets we have to hand. I believe we have archived this and hopefully we can build on this solid foundation in the future :mrgreen:



The Falklands Map

First of all the map itself. As I mentioned in its announcement post (https://www.realitymod.com/forum/blogs/2363/b324-falklands-malvinas-mini-mod-announcement.html) I've been wanting to experiment with large scale, mesh terrains in BF2 for some time in order to break the 4km x 4km map size barrier we've had for some time. With this map I've finally had the opportunity to do that, and while I wasn't able to get the terrain to work as well as normal terrain in terms of detail and looks with it mainly missing undergrowth, I still feel it works and plays well enough to be released with the positives still outweighing the negatives. :)

The layers I've made are all based on the 1982 Falklands War in one way or another. Some are not based on the entire war like the AAS layers, but part of it like the Skirmish layers, where Skirmish 16 is based on the SAS Raid of Pebble Island and Skirmish 32 is based on the initial Argentine invasion of the Falklands Islands. I've tried to keep both historical accuracy and gameplay in these layers and I think I've got them both working well together hand in hand. :D
Of course fine tweaking will be needed in time as the map is played more to show any imbalances etc but I do believe the foundations are solid. :D


Megamaps:

https://media.realitymod.com/highlights/falklands/falklands_minimap2_tn.jpg (https://media.realitymod.com/highlights/falklands/falklands_minimap2.jpg) https://media.realitymod.com/highlights/falklands/falklands_minimap_tn.jpg (https://media.realitymod.com/highlights/falklands/falklands_minimap.jpg)


Screenshots:
https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_01_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_01.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_02_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_02.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_03_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_03.jpg)
https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_04_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_04.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_05_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_05.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_06_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_06.jpg)
https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_07_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_07.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_08_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_08.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_09_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_09.jpg)
https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_10_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_10.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_11_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_11.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_12_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_12.jpg)
https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_13_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_13.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_14_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_14.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_15_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_15.jpg)
https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_16_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_16.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_17_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_17.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_18_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_18.jpg)
https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_20_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_20.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_21_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_21.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_22_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_22.jpg)
https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_23_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_23.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_24_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_24.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_25_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_25.jpg)
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https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_29_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_29.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_30_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_30.jpg)https://media.realitymod.com/highlights/falklands/map/tn/the_falklands_map_31_tn.jpg (https://media.realitymod.com/highlights/falklands/map/the_falklands_map_31.jpg)
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AAS 128 (Day)
Setting: Day
Tickets Team 1: 1500
Tickets Team 2: 1500
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/commons/thumb/f/f3/Land.ops.2.en.svg/800px-Land.ops.2.en.svg.png

https://media.realitymod.com/highlights/falklands/mapOverview_gpm_cq_128.jpg

https://media.realitymod.com/highlights/falklands/falklands_aas64_tn.jpg (https://media.realitymod.com/highlights/falklands/falklands_aas64.jpg)

GBHMS Invincible4x Sea Harrier FRS1 (Fighter) [5min Delayed Spawn]
1x Harrier GR3 (A - Ground Attack - 2x 500lb Bombs) [5min Spawn]
1x Harrier GR3 (C - Ground Attack - 2x 36, 2" (50mm) Rocket Pods, 72 Total) [5min Spawn, Max of 2]
1x Harrier GR3 (B -Ground Attack - 2x 1000lb LGB) [20min Delayed Spawn]
1x Wessex Helicopters [5min Spawn, max of 3]
1x Gazelle Helicopter [5min Spawn]
- ATC, Radar & AA DefencesAtlantic Conveyor (Destroyable)1x Chinook CH1 [10min Delayed Spawn, max of 3]San Carlos / Bomb Alley2x Logi Trucks [10min Delayed Spawn, Max of 2]
1x Landrover Support [10min Delayed, Max of 2]
1x Scorpion [30min Delayed Spawn, Max of 2]
- Bunch of AA DefencesGoose Green1x RHIB [20min Delayed Spawn]ArgentinaArgentina3x Mirage IIIEA (Fighter) [5min Spawn]
2x IAI Dagger (Fighter Bomber) [5min Delayed Spawn]
2x A-4C Skyhawk (Ground Attack) [5min Spawn]
1x Mirage IIIEA AS (Anti-Shipping) [10min Delayed Spawn]
- ATC, Radar & AA DefencesPebble Island1x A-1H Skyraider (Ground Attack) [5min Spawn, Max of 2]
- Bunch of AA DefencesStanley3x Logi Trucks [5min Spawn, max of 2]
2x Transport Trucks [5min Spawn, Max of 2]
1x UH-1H Iroquois [10min Spawn, Max of 3]
1x Hippie Van (Support Jeep) [5min Spawn, Max of 2]
- Bunch of AA DefencesGoose Green1x RP [No Respawn]
1x ZPU-4 AAAMt. Tumbledown1x RP [No Respawn]

AAS 64 (Day) & AAS 32 (Night)
Setting: 64 Day, 32 Night.
Tickets Team 1: 1000
Tickets Team 2: 1000
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/commons/thumb/f/f3/Land.ops.2.en.svg/800px-Land.ops.2.en.svg.png

https://media.realitymod.com/highlights/falklands/mapOverview_gpm_cq_64.jpg
32: https://media.realitymod.com/highlights/falklands/mapOverview_gpm_cq_32.jpg

https://media.realitymod.com/highlights/falklands/falklands_aas64_tn.jpg (https://media.realitymod.com/highlights/falklands/falklands_aas64.jpg)

GBHMS Invincible4x Sea Harrier FRS1 (Fighter) [5min Delayed Spawn]
1x Harrier GR3 (A - Ground Attack - 2x 500lb Bombs) [5min Spawn]
1x Harrier GR3 (C - Ground Attack - 2x 36, 2" (50mm) Rocket Pods, 72 Total) [5min Spawn]
1x Harrier GR3 (B -Ground Attack - 2x 1000lb LGB) [20min Delayed Spawn]
1x Wessex Helicopters [5min Spawn, max of 2]
- ATC, Radar & AA DefencesAtlantic Conveyor (Destroyable)1x Chinook CH1 [10min Delayed Spawn, max of 3]San Carlos / Bomb Alley2x Logi Trucks [10min Delayed Spawn]
1x Landrover Support [10min Delayed Spawn]
1x Scorpion [30min Delayed Spawn]
- Bunch of AA DefencesGoose Green1x RHIB [10min Delayed Spawn]ArgentinaArgentina2x Mirage IIIEA (Fighter) [5min Spawn]
1x IAI Dagger (Fighter Bomber) [5min Delayed Spawn]
2x A-4C Skyhawk (Ground Attack) [5min Spawn]
1x Mirage IIIEA AS (Anti-Shipping) [10min Delayed Spawn]
- ATC, Radar & AA DefencesPebble Island1x A-1H Skyraider (Ground Attack) [5min Spawn]
- Bunch of AA DefencesStanley3x Logi Trucks [5min Spawn]
2x Transport Trucks [5min Spawn]
1x UH-1H Iroquois [10min Spawn, Max of 2]
1x Hippie Van (Support Jeep) [5min Spawn]
- Bunch of AA DefencesGoose Green1x RP [No Respawn]
1x ZPU-4 AAAMt. Tumbledown1x RP [No Respawn]

AAS 16 (Night)
Setting: Night
Tickets Team 1: 600
Tickets Team 2: 600
Info: Based on the 1982 Falklands War: http://upload.wikimedia.org/wikipedia/commons/thumb/f/f3/Land.ops.2.en.svg/800px-Land.ops.2.en.svg.png

https://media.realitymod.com/highlights/falklands/mapOverview_gpm_cq_16.jpg

https://media.realitymod.com/highlights/falklands/falklands_aas64_tn.jpg (https://media.realitymod.com/highlights/falklands/falklands_aas64.jpg)

GBHMS Invincible1x Wessex Helicopters [5min Spawn, max of 2]
1x Gazelle Helicopter [5min Delayed Spawn]
- ATC, Radar & AA DefencesAtlantic Conveyor (Destroyable)1x Chinook CH1 [10min Delayed Spawn, max of 3]San Carlos / Bomb Alley2x Logi Trucks [10min Delayed Spawn]
1x Landrover Support [10min Delayed Spawn]
1x Scorpion [30min Delayed Spawn]
- Bunch of AA DefencesGoose Green1x RHIB [10min Delayed Spawn]ArgentinaStanley3x Logi Trucks [5min Spawn]
3x Transport Trucks [5min Spawn]
1x UH-1H Iroquois [10min Spawn, Max of 2]
1x Hippie Van (Support Jeep) [5min Spawn, Max of 3]
- Bunch of AA DefencesGoose Green1x RP [No Respawn]
1x ZPU-4 AAAMt. Tumbledown1x RP [No Respawn]

Vehicle Warfare 64 (Day)
Setting: Day
Tickets Team 1: 200 (Python Set)
Tickets Team 2: 200 (Python Set)
Info:
Evolving around CAP to put the enemy into a ticket bleed and bombing objectives that cost tickets (bombing ground targets doesn't cost the enemy tickets yet but hopefully will in a future release).

https://media.realitymod.com/highlights/falklands/mapOverview_gpm_vehicles_64.jpg

https://media.realitymod.com/highlights/falklands/falklands_vw64_tn.jpg (https://media.realitymod.com/highlights/falklands/falklands_vw64.jpg)

GBHMS Invincible4x Sea Harrier FRS1 (Fighter) [15sec Spawn, max of 10]
2x Harrier GR3 (A - Ground Attack - 2x 500lb Bombs) [1min Spawn, max of 4]
1x Harrier GR3 (C - Ground Attack - 2x 36, 2" (50mm) Rocket Pods, 72 Total) [1min Spawn, max of 3]
1x Harrier GR3 (B -Ground Attack - 2x 1000lb LGB) [10min Spawn, Max of 2]
1x Wessex Helicopters [1min Spawn, max of 3]
- ATC, Radar & AA DefencesAtlantic Conveyor (Destroyable Objective)1x Chinook CH1 [10min Delayed Spawn, max of 3]San Carlos / Bomb Alley4x Logi Trucks [10min Spawn] (Objective)
2x Landrover Support [10min Spawn] (Objective)
1x Control Radar [10min Spawn] (Objective, not in yet)
- Bunch of AA DefencesArgentinaArgentina3x Mirage IIIEA (Fighter) [10sec Spawn, max of 10]
2x IAI Dagger (Fighter Bomber) [10sec Spawn, Max of 5]
2x A-4C Skyhawk (Ground Attack) [10sec Spawn, Max of 4]
1x Mirage IIIEA AS (Anti-Shipping) [10min Spawn, Max of 2]
- ATC, Radar & AA DefencesPebble Island1x A-1H Skyraider (Ground Attack) [1min Spawn, Max of 4]
- Bunch of AA DefencesStanley1x UH-1H Iroquois [1min Spawn, Max of 3]
4x Logi Trucks [10min Spawn] (Objective)
4x Transport Trucks [10min Spawn] (Objective)
3x A-1H Skyraider [10min Spawn] (Objective)
1x Control Radar [10min Spawn] (Objective)
- Bunch of AA DefencesGoose Green1x Logi Trucks [10min Spawn] (Objective)
1x ZPU-4 AAA

Skirmish 32 - Operation Rosario (Day)
Setting: Day
Tickets Team 1: 125
Tickets Team 2: 100
Info:
Based on the initial Argentine invasion of the islands: 1982 invasion of the Falkland Islands - Wikipedia, the free encyclopedia (http://en.wikipedia.org/wiki/Operation_Rosario)

https://media.realitymod.com/highlights/falklands/mapOverview_gpm_skirmish_32.jpg

https://media.realitymod.com/highlights/falklands/falklands_skirmish32_tn.jpg (https://media.realitymod.com/highlights/falklands/falklands_skirmish32.jpg)

ArgentinaARA Cabo San Antonio (Landing Ship)2x LVPT-7 [10min Spawn]
3x RHIB [2min Spawn, Max of 3]

Skirmish 16 - Pebble Island Raid (Night)
Setting: Night
Tickets Team 1: 100
Tickets Team 2: 40
Info:
Based on the SAS Raid on Pebble Island: Raid on Pebble Island - Wikipedia, the free encyclopedia (http://en.wikipedia.org/wiki/Raid_on_Pebble_Island)
GBs objective is to destroy the aircraft on the airfield, while Argentina tries to fight off the attackers.
Note that shooting the engine of the aircraft causes more damage than shooting the fuselage, and you can quite effectively destroy these with bullets, simulating damaging the aircraft vital systems so it cant be flown.

https://media.realitymod.com/highlights/falklands/mapOverview_gpm_skirmish_16.jpg

https://media.realitymod.com/highlights/falklands/falklands_skirmish16_tn.jpg (https://media.realitymod.com/highlights/falklands/falklands_skirmish16.jpg)

GBAtlantic Conveyor1x Wessex [10min Respawn]
3x RHIB [5min Respawn, max of 3]ArgentinaPebble Island14x Pucara (Dummy Objectives, A-1H as Place Holder) [No Respawn, Costing 10 tickets each]


Aircraft Supply Points
Zones showing where you can resupply your jet or chopper on the map.
Key:
Blue = Reloads Both Jets & Choppers
Red = Only Reloads either/or Jets / Choppers.

HMS Invincible:
http://i.imgur.com/4zoQ7.jpg

Atlantic Conveyor:
http://i.imgur.com/ep9Za.jpg

Argentina, BAM Rio Grenade:
http://i.imgur.com/6TwgD.jpg

Pebble Island:
http://i.imgur.com/Xq0Lf.jpg

Port Stanley:
http://i.imgur.com/JRGTq.jpg



Soldiers

British Soldiers

The British are currently using the Solider models/textures and Kit Geoms of the Modern British Forces in Project Reality. Hopefully in time we will be able to update them to be more in line with what the British uniforms/kit of 1982 but for now they are a pretty close match, with the odd bit of modern equipment on them and slightly the wrong camo :)

http://i.imgur.com/yUjB1.jpg


Argentine Soldiers

The Argentinian player models are reskinned MEC Player models, using the US Vietnam kit geoms, both re-textured by [R-DEV]Spush as per this blog here: The Argies are coming! - Project Reality Forums (https://www.realitymod.com/forum/blogs/2363/b336-argies-coming.html)

http://i.imgur.com/MQliJ.jpg



Weapons

Many new weapons have been added into this mod for PR:F based on the weapons used in the war back in 1982. One big difference between the weapons in PR:F and the weapons in normal PR is that their are very few scopes in PR:F, unlike in normal PR. This is due to scopes being very rare back then, with only really being issued to Marksman and Snipers. As such most of the weapons have standard iron sights and you will need to try and get up close to your enemy in order to get a sure kill. One of the very interesting things about this war is both sides had very common hand-held weapons. They both used versions of the FN FAL for their main rifle, they both used versions of the FN MAG GPMG, both used versions of the Browning Hi-Power 9mm pistol and so on.


Deviation Tweaks

Rudd and [R-CON]K_Rivers have been both working very hard on sorting out some new deviation code for v1.0 and the latest code currently has been included into the PR:F v0.18 release which we hope will significantly improve infantry gameplay and also server as a good testing bed to fine tweak our deviation for the v1.0 release :D


British Weapons
Knife: SLR BayonetPlace Holder: G3 Bayonet
https://media.realitymod.com/highlights/falklands/Weapons/tn/G3_Bayonet_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/G3_Bayonet.jpg)Pistol: L9 PistolModel: PR:BF2
https://media.realitymod.com/highlights/falklands/Weapons/tn/L9_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/L9.jpg)Rifle: L1A1 SLRModel: [R-CON]Tomato-With-ARifle
Textures: [R-DEV]Sabre-Oz
Export: [R-DEV]Rhino
Animations: [R-DEV]Chuc
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Weapons/tn/L1A1_SLR_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/L1A1_SLR.jpg)Marksman Rifle: L1A1 SLR - SUIT 4x Scope (https://www.realitymod.com/forum/blogs/2363/b338-sight-unit-infantry-trilux-suit.html)Model: [R-DEV]Rhino & [R-CON]Tomato-With-ARifle
Textures: [R-DEV]Sabre-Oz
Export: [R-DEV]Rhino
Animations: [R-DEV]Chuc
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Weapons/tn/L1A1_SLR_SUIT_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/L1A1_SLR_SUIT.jpg)SMG: L2A3 SterlingPlace Holder: MP5LMG: L4 BrenPlace Holder: L7A2 GPMGGPMG: L7A2 (https://www.realitymod.com/forum/f196-pr-highlights/115180-fn-mag-gpmg-series.html)Model: [R-DEV]DMC, [R-DEV]Tim270
Texture: [R-DEV]DMC, [R-DEV]Spush
Export: [R-DEV]Chuc, [R-DEV]Rhino
Animations: [R-DEV]Chuc
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Weapons/tn/L7A2_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/L7A2.jpg)Sniper Rifle: L42A1Place Holder: No 4 Lee EnfieldFrag Grenade: L2A2 Frag GrenadeModel: Exec
Texture: ZondaX15
Export: [R-DEV]Hauteclocque
Animations: [R-DEV]Chuc
https://media.realitymod.com/highlights/falklands/Weapons/tn/L2A2_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/L2A2.jpg)Grenade Launcher: M79Model: Exec & [R-DEV]Adriaan
Texture: Zefan
Export: [R-DEV]Chuc
Coding: [R-DEV]Mosquill
Animations: [R-DEV]Chuc
https://media.realitymod.com/highlights/falklands/Weapons/tn/M79_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/M79.jpg)Light Anti-Tank: LAW66Model: PR:BF2
Re-Texture: ZondaX15Heavy Anti-Tank: L14A1 Carl GustavPlace Holder: M20 Super Bazooka
https://media.realitymod.com/highlights/falklands/Weapons/tn/M20_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/M20.jpg)Anti-Air: Blowpipe MANPADPlace Holder: FIM-92 StingerAP Mine: ClaymoreModel: vBF2Field Dressing: EnglishModel: PR:BF2Stationary/Deployable HMG: M2HBModel: BFK ModStationary/Deployable Anti-Tank: Milan AT MissileModel: USI Mod
Texture: ZondaX15Stationary/Deployable Light Anti-Air: FIM-92 StingerModel: vBF2Stationary Medium Anti-Air: M167 VADSModel: USI modStationary Heavy Anti-Air: Rapier SAMPlace Holder: MIM-23 HAWK - USI Mod
https://media.realitymod.com/highlights/falklands/Weapons/tn/MIM23_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/MIM23.jpg)



Argentine Weapons
Knife: FN FAL BayonetPlace Holder: G3 Bayonet
https://media.realitymod.com/highlights/falklands/Weapons/tn/G3_Bayonet_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/G3_Bayonet.jpg)Pistol: Browning Hi-Power 9mmModel: PR:BF2
Re-Export: [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Weapons/tn/Browning_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/Browning.jpg)Rifle: FM FALModel: [R-CON]Tomato-With-ARifle
Textures: [R-DEV]Sabre-Oz
Export: [R-DEV]Rhino
Animations: [R-DEV]Chuc
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Weapons/tn/FMFAL_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/FMFAL.jpg)Marksman Rifle: FM FAL - ScopePlace Holder: M14 (Wood)
https://media.realitymod.com/highlights/falklands/Weapons/tn/M14_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/M14.jpg)SMG: PAM1 9mm Grease GunModel: BFK mod
Texture: BFK mod
Export: BFK mod
Animations: [R-DEV]Chuc
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Weapons/tn/GreaseGun_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/GreaseGun.jpg)LMG: FM FAPPlace Holder: FN MAG GPMGGPMG: FN MAG (https://www.realitymod.com/forum/f196-pr-highlights/115180-fn-mag-gpmg-series.html)Model: [R-DEV]DMC, [R-DEV]Tim270
Texture: [R-DEV]DMC, [R-DEV]Spush
Export: [R-DEV]Chuc, [R-DEV]Rhino
Animations: [R-DEV]Chuc
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Weapons/tn/FNMAG_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/FNMAG.jpg)Sniper Rifle: M14 NVS Sniper RiflePlace Holder: Mosin-Nagant ZF (BFK mod)Frag Grenade: M67 Frag GrenadeModel: vBF2Grenade Launcher: M79 Grenade LauncherModel: Exec & [R-DEV]Adriaan
Texture: Zefan
Export: [R-DEV]Chuc
Coding: [R-DEV]Mosquill
Animations: [R-DEV]Chuc
https://media.realitymod.com/highlights/falklands/Weapons/tn/M79_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/M79.jpg)Light Anti-Tank: M20 Super Bazooka (single shot)Model: BFK mod
Texture: BFK mod
Export: [R-DEV]Chuc & [R-DEV]Rhino
Coding: [R-DEV]J.F.Leusch69, [R-DEV]Chuc & [R-DEV]Rhino
Animations: [R-DEV]Chuc
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Weapons/tn/M20_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/M20.jpg)Heavy Anti-Tank: M67 recoilless rifleUsing M20 Super Bazooka as Place Holder
https://media.realitymod.com/highlights/falklands/Weapons/tn/M20_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/M20.jpg)Anti-Air: Blowpipe MANPADUsing SA-7 as Place Holder
https://media.realitymod.com/highlights/falklands/Weapons/tn/SA7_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/SA7.jpg)AP Mine: P4B AP MineModel: PR:BF2Field Dressing: ArgentineModel: PR:BF2
Texture: AgemmanStationary/Deployable HMG: M2HBModel: BFK ModStationary/Deployable Anti-Tank: Model 1968 Recoilless GunPlace Holder: SPG-9Stationary/Deployable Light Anti-Air: DJIGIT SA-18Model: vBF2Stationary Medium Anti-Air: Rheinmetall 20mm/75 AAAPlace Holder: ZPU-4 - USI ModStationary Heavy Anti-Air: Tigercat SAMPlace Holder: MIM-23 HAWK - USI Mod
https://media.realitymod.com/highlights/falklands/Weapons/tn/MIM23_tn.jpg (https://media.realitymod.com/highlights/falklands/Weapons/MIM23.jpg)



Vehicles

Land vehicles didn't play a major role in the Falklands conflict for either side, due to the hostile terrain and the logistics involved in shipping them to the Islands. However, the air campaign over the Falklands during the war was intense, so a lot of planes and helicopters should make up for the lack of ground vehicles.


British Land Vehicles
Support Jeep: Land RoverModel: PR:BF2Truck: Land Rover 101 FCPlace Holder: MAN TruckReconnaissance Vehicle / Light Tank: FV101 ScorpionModel Tweaks: [R-DEV]Rhino
Texture Tweaks: [R-DEV]Rhino
Coding & Export: [R-DEV]Rhino
Original Model: [R-DEV]Stigger
https://media.realitymod.com/highlights/falklands/Vehicles/tn/scorpion_01_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/scorpion_01.jpg)



Argentine Land Vehicles
Support Jeep: VW Type 2 aka "Hippie Van"
Model: EOD2 mod
Texture: 3===SPECTER===3
https://media.realitymod.com/highlights/falklands/Vehicles/tn/vwt2_01_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/vwt2_01.jpg)Truck: M-35 Truck
Model: USI mod
Texture: 3===SPECTER===3
https://media.realitymod.com/highlights/falklands/Vehicles/tn/m35_01_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/m35_01.jpg)Amphibious Assault Vehicle: LVTP-7
Re-Texture: ZondaX15
Coding: dkleader & [R-DEV]Rhino
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Vehicles/tn/lvtp7_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/lvtp7.jpg)



British Helicopters
Light Transport / Reconnaissance Helicopter: Westland AH1 Gazelle
Model: OPK2 mod
Texture: GP_MineralWouter
Coding: [R-DEV]J.F.Leusch69 & [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Vehicles/tn/Gazelle_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/Gazelle.jpg)Medium Lift Helicopter: Westland Wessex HU.5Model: EOD2 mod & [R-DEV]Rhino
Texture: [R-DEV]Spush
Coding: dkleader & [R-DEV]Rhino
Sounds: [R-DEV]anders
https://media.realitymod.com/highlights/falklands/Vehicles/tn/Wessex_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/Wessex.jpg)Heavy Lift Helicopter: Chinook CH1Model: [R-DEV]Stigger
Texture: [R-DEV]Stigger
https://media.realitymod.com/highlights/falklands/Vehicles/tn/Chinook_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/Chinook.jpg)



Argentine Helicopters
Medium Lift Helicopter: Bell UH-1H IroquoisModel: EOD2 mod
Texture: ZondaX15
Coding: dkleader & [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Vehicles/tn/UH-1H_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/UH-1H.jpg)



British Jets

Fighter Jet: Sea Harrier FRS1Weapons Config #1: 2x 30mm Cannons (260 rounds), 2x AIM-9, 2x Drop Tanks & Radar

Model: [R-DEV]Stigger
Texture: [R-DEV]Stigger
Coding: [R-DEV]Jafar_Ironclad & [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Vehicles/tn/SeaHarrier_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/SeaHarrier.jpg)Ground Attack Jet: Harrier GR3Weapons Config #1: 2x 30mm Cannons (260 rounds), 2x 500lb GPB & 2x Drop Tanks
Weapons Config #2: 2x 30mm Cannons (260 rounds), 2x 1000lb LGB & 2x Drop Tanks
Weapons Config #3: 2x 30mm Cannons (260 rounds), 2x 36, 2" (50mm) Rocket Pods & 2x Drop Tanks

Model: [R-DEV]Stigger
Texture: [R-DEV]Stigger
Coding: [R-DEV]Jafar_Ironclad & [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Vehicles/tn/HarrierGR3_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/HarrierGR3.jpg)



Argentine Jets & Turboprops
Fighter Jet: Mirage IIIEAWeapons Config #1: 2x 30mm Cannons (250 rounds), 2x AA-11, 1x R530, 2x Drop Tanks & Radar
Weapons Config #2: 2x AA-11, 1x AM-39 Exocet Anti-Ship Missile, 2x Drop Tanks & Radar

Model: AIX mod & [R-DEV]Rhino
Texture: ZondaX15
Coding: [R-DEV]Jafar_Ironclad & [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Vehicles/tn/Mirage3EA_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/Mirage3EA.jpg)Fighter-Bomber Jet: IAI DaggerWeapons Config #1: 2x 30mm Cannons (250 rounds), 2x AA-11, 2x 500lb GPB & 3x Drop Tanks

Model: AIX mod & [R-DEV]Rhino
Texture: ZondaX15
Coding: [R-DEV]Jafar_Ironclad & [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Vehicles/tn/Dagger_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/Dagger.jpg)Ground Attack Jet: A-4C SkyhawkWeapons Config #1: 2x 20mm Cannons (200 rounds), 3x 500lb GPB & 2x Drop Tanks

Model: EOD2 mod & [R-DEV]Rhino
Texture: [R-DEV]Spush
Coding: [R-DEV]Jafar_Ironclad & [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Vehicles/tn/A-4C_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/A-4C.jpg)Ground Attack Turboprop: FMA IA 58 PucaraWeapons Config #1: 4x 20mm Cannons (720 rounds), 4x 19, 70mm Rockets (76 total)

Place Holder: A-1H Skyraider
Model: EOD2 mod & [R-DEV]Rhino
Texture: 3===SPECTER===3
Coding: [R-DEV]Jafar_Ironclad & [R-DEV]Rhino
https://media.realitymod.com/highlights/falklands/Vehicles/tn/A-1H_tn.jpg (https://media.realitymod.com/highlights/falklands/Vehicles/A-1H.jpg)



Misc Credits:
The Falklands Map: [R-DEV]Rhino & [R-DEV]Dr Rank
Python Coding: [R-DEV]BloodyDeed & AnimalMother
Kit Coding: AnimalMother & [R-DEV]Rhino
HUD Icons (Minimap flags etc): CTRifle
Flag Textures: CTRifle
Argentine Win/Loose Music: [RMLa]faccion
Jet Physics Coding: [R-DEV]Jafar_Ironclad
Matra R.530 Missile Texture: [R-CON]K_Rivers
AM-39 Exocet Anti-Ship Missile Texture: nater
A-1H Objective Marker Code: [R-DEV]AncientMan
Dumb Bomb Physics Code: dkleader



- Last Updated: 15-12-12

ledo1222
2012-09-28, 23:30
Wasent the 128 player thing dropped?

Or are you guys trying to pull something :3

mockingbird0901
2012-09-28, 23:59
Looking forward to playing there again! :smile:

Walmarx
2012-09-29, 00:10
I... I dont know what to say. So much in life affirms that people are terrible, selfish creatures. They kill and maim one another for meaningless property and dominance. They're... they're bad! I know they are! you cant change my mind PR devs! Stop trying! There is a secret, sinister plan in this, isn't there? I refuse to believe you are this awesome!

Jolly
2012-09-29, 00:20
LOL, all kinds of mode.:)

PricelineNegotiator
2012-09-29, 00:26
Vehicle Warfare. Sounds cool. Oh wait it HAS JETS. This is going to be the coolest damned thing ever.

40mmrain
2012-09-29, 00:29
you must be proud, congrats, man

sharpie
2012-09-29, 00:38
Requires the full song.

4pXfHLUlZf4

Gozjh
2012-09-29, 00:56
Great work! Good idea for the planes to destroy for the Pebble island raid. Why does the British only have 40 tickets on Pebble Island Raid? I would think the attackers should have more tickets?

Rhino
2012-09-29, 01:15
Cheers guys :)

Great work! Good idea for the planes to destroy for the Pebble island raid. Why does the British only have 40 tickets on Pebble Island Raid? I would think the attackers should have more tickets?

Each plane costs 10 tickets, Brits only need to kill 10 planes, or 8 planes and 10 players for example, so to give the Argies a fighting chance the Brits need far less tickets, as the only way the Argies can win is by killing the enemy players 20 times and if they are lucky, downing the enemy chopper and killing the enemy players.

Also the real mission aimed to have 0 casualties for the Brits, which they did archive, although 2 where wounded.

ma21212
2012-09-29, 01:23
Night maps bring a tear to my eyes. But I thought you guys didnt allow night maps in PR, or is that just night maps with NV that are not allowed.

Spush
2012-09-29, 01:26
I think there's a shader issue with the nvgs for video cards, which is the reason. I think.

Rhino
2012-09-29, 01:26
Night maps bring a tear to my eyes. But I thought you guys didnt allow night maps in PR, or is that just night maps with NV that are not allowed.

Nothing about no allowed, just NVGs don't work very well currently, we need to look into fixing their shaders in order for them to work well and also most of the time night maps are kinda bland without "point light" (ie, man made light) like what I've done here with the Falklands using a new method I've developed for it :D

Adriaan
2012-09-29, 01:27
Yeah, that and the dynamic muzzle flashes creating some issues iirc.

speedazz
2012-09-29, 01:29
I want that! NAO! Falklands map doesnt have undergrowth/ overgrowth?

Rhino
2012-09-29, 01:32
Falklands map doesnt have undergrowth/ overgrowth?

undergrowth isn't possible with mesh terrain unfortunately :(

As for overgrowth, their is the odd tree/bush on the map, but generally speaking the Falklands is a pretty barren landscape: http://upload.wikimedia.org/wikipedia/commons/8/80/Falklands-Minefield.JPG

Redamare
2012-09-29, 01:41
http://cdn.styleforum.net/d/d1/d199a11a_Jizz_in_my_Pants_by_Mani_B.jpeg

=Romagnolo=
2012-09-29, 01:45
GREAT WORK!

But I want to know more about the new deviation. Could you tell us more?

Rhino
2012-09-29, 01:49
But I want to know more about the new deviation. Could you tell us more?

not really, something you really need to try rather than be explained. But generally speaking weapons are more accurate :)

CTRifle
2012-09-29, 01:53
wow that is amazing... the amount of maps you made out of one is crazy... just so... speechless :D wish I knew how to some of that lol ;) Great work!!!

LightLiberator
2012-09-29, 02:25
Looks like another fantastic job! You guys are amazing.

Cossack
2012-09-29, 08:17
Anyway, I still wanted to see grass where to hide just a little, but oh well

Sunny
2012-09-29, 09:05
LOL, all kinds of mode.:)

jolly- - 终于找到你了

PlaynCool
2012-09-29, 10:15
Awesome as always.

Predator.v2
2012-09-29, 10:56
Vehicle Warfare with jets just blew my mind!

Pvt.LHeureux
2012-09-29, 12:26
Rhino, why don't you at least use static fields around the main areas of battle, like flags? Just an idea.

ChallengerCC
2012-09-29, 12:35
Oh man realy cool shit ! But 5 min respawn and 1000/1500 Tickets, asset waste at its best or what?
I thought a airplain has an value, but i must be wrong.

Rhino
2012-09-29, 12:57
Rhino, why don't you at least use static fields around the main areas of battle, like flags? Just an idea.

wouldn't work well.

Daniel
2012-09-29, 15:10
Does the SA-7 has a longer range now due to the map being bigger? :D

Rhino
2012-09-29, 15:12
SA-7 is only a place holder and still retains the code from 0.973, so same range etc as it was before, but still a very effective weapon and more effective than the Blowpipe its a place holder for :p

Pvt.LHeureux
2012-09-29, 15:30
SA-7 effective? :|

Rhino
2012-09-29, 15:33
I have no problems with it anyways :p

Its range probably needs to be increased a little thou, but its all about how you use it, like all the AA missiles ingame ;)

Kevokpo
2012-09-29, 15:50
excellent work rhino just a little thing don't know if it is possible but, to leave the helmet to the snipers and not that hat, as it was really cold out there I really doubt that they would like to use those hats :D

Rhino
2012-09-29, 15:55
Ye, hopefully in time we can make proper kit geometries as right now, the reskinned MEC player models for the Argentine forces are using the US Vietnam kit geoms from EOD2 (reskinned) and there is the odd bit of kit on their for sure, but other than that works pretty well.

But the hat is still cool even if out of place :D

Kevokpo
2012-09-29, 16:20
indeed, another question and I think the last one

will the night maps be as dark as the inf layer that we played on the test event?

I mean I don't like those night maps like tad sae when you see almost the same as in a day map I know you can have full moon and you can see more in nights like that but it was wayyyy to bright.

please don't tell me I have to see it for myself when download is ready :|

Rhino
2012-09-29, 17:27
The night settings have hardly changed from the open beta. Only thing that's really changed since is the point light (man made light from street lights etc) has been darkened a bit, a new sky and a new fog setting to match the new sky. Other than that, pretty much the same.

Kevokpo
2012-09-29, 17:32
PERFECT!!!!

Nugiman
2012-09-29, 19:48
Really enjoyed reading all that stuff. Nice update!
Can't wait to play on the falklands. ;)

Can you tell me if there will be a 128 player server to test out the 128p version of the map? Would be awesome!

40mmrain
2012-09-29, 20:19
The skirmish versions are both neatly unique, I do hope theyre played often enough.

AnimalMother.
2012-09-30, 14:33
Well done Rhino! This has come a long way. Seems like only yesterday I was trawling through kit codes.

So whats your next interesting/groundbreaking project?

Rhino
2012-09-30, 15:25
Cheers :)

So whats your next interesting/groundbreaking project?

Back to finishing off the new Afghan statics :p

Wakain
2012-09-30, 15:56
I think the many layers you've made out of one large map revolutionary, I especially like how there is a focus on specific parts of the engagement in different parts of the threatre instead of just the same engagement with different assets. Multiple alternative skirmish layers is great!

hope to see more of this in the future

PLODDITHANLEY
2012-10-01, 09:29
Looks great.

VW van isn't a Westfalia (http://www.westfalia-mobil.net/fr/)thats a camper conversion just call it a Type 2 or Transporter.

As I don't fly I'm looking forward to swarms off aircraft overflying my AA.

Arc_Shielder
2012-10-01, 13:22
As I don't fly I'm looking forward to swarms off aircraft overflying my AA.

Same here.

I have to admit that this is the kind of map that made me wish I had immunity. As a CO it would be hilarious to cause mayhem on the runway.

ExeTick
2012-10-01, 19:25
I cant wait to try this out :)

jorge_prargentina
2012-10-01, 22:05
The pibe dream. tahnk you!

Dr Rank
2012-10-01, 23:28
Rhino;1820294']Back to finishing off the new Afghan statics :p

:shrk: *cracks whip*

Too right

:D

The Falklands is an epic achievement Rhino, congrats to you; I can't wait to play it!

chrisweb89
2012-10-02, 18:41
As a warning to everyone, play the night version in a dark room or you will get a pounding headache, and you plan on flying at night, have fun not seeing anything, so don't expect to get many gun kills unless an enemy magically flys directly infront of you.

Hopefully when this is released we can play an organized scrim with 128 people. During the testing things were hectic and everone was trying to get aircraft, like me.

Can't wait to do some hit and run attacks with the mirage.

Rhino
2012-10-02, 19:21
As a warning to everyone, play the night version in a dark room or you will get a pounding headache, and you plan on flying at night, have fun not seeing anything, so don't expect to get many gun kills unless an enemy magically flys directly infront of you.

Ye it is really dark and you can't see anything playing in a lit room. Need to turn off all lights etc to be able to see anything and not strain your eyes.

As for flying at night, you have to fly off the HUD, hardest is choppers over water, loose concentration for only a moment and you can easily find yourself in the sink :p

As for not many gun runs, if you have a jet with AA weapons then you will get lock boxes on enemy aircraft, then just shoot the guns at them but easier said than done :p

chrisweb89
2012-10-02, 20:55
Ya I was flying the harrier hydra version during the night, so I couldn't see a single thing.

40mmrain
2012-10-02, 22:51
that;s how it goes, but at least the quad guns wont be able to get ya

PLODDITHANLEY
2012-10-04, 05:45
Showed my dad the blog who was there, he mentioned that the only tarmacced road was from stanley to the airport.

Apparently even after all the fishing licence money they're still just loose stones rolled on, no pretty roads with white lines down the middle.

Professorson
2012-10-04, 11:46
Vehicle warfare asset list

could surely do with a few more jets ? thats like 8 what do the other 24 people per team do

GB

HMS Invincible

4x Sea Harrier FRS1 (Fighter) [2min Spawn, max of 6]
2x Harrier GR3 (A - Ground Attack - 2x 500lb Bombs) [2min Spawn, max of 4]
1x Harrier GR3 (C - Ground Attack - 2x 36, 2" (50mm) Rocket Pods, 72 Total) [2min Spawn, max of 3]
1x Harrier GR3 (B -Ground Attack - 2x 1000lb LGB) [10min Spawn, Max of 2]
1x Wessex Helicopters [5min Spawn, max of 3]
- ATC, Radar & AA Defences




Argentina

Argentina

3x Mirage IIIEA (Fighter) [2min Spawn, max of 5]
2x IAI Dagger (Fighter Bomber) [4min Spawn, Max of 3]
2x A-4C Skyhawk (Ground Attack) [2min Spawn, Max of 3]
1x Mirage IIIEA AS (Anti-Shipping) [10min Spawn, Max of 2]
- ATC, Radar & AA Defences

Arnoldio
2012-10-04, 11:54
Oh my, cant wait for night chopper flying! :D

AnimalMother.
2012-10-04, 12:23
Vehicle warfare asset list

could surely do with a few more jets ? thats like 8 what do the other 24 people per team do

GB

HMS Invincible

4x Sea Harrier FRS1 (Fighter) [2min Spawn, max of 6]
2x Harrier GR3 (A - Ground Attack - 2x 500lb Bombs) [2min Spawn, max of 4]
1x Harrier GR3 (C - Ground Attack - 2x 36, 2" (50mm) Rocket Pods, 72 Total) [2min Spawn, max of 3]
1x Harrier GR3 (B -Ground Attack - 2x 1000lb LGB) [10min Spawn, Max of 2]
1x Wessex Helicopters [5min Spawn, max of 3]
- ATC, Radar & AA Defences




Argentina

Argentina

3x Mirage IIIEA (Fighter) [2min Spawn, max of 5]
2x IAI Dagger (Fighter Bomber) [4min Spawn, Max of 3]
2x A-4C Skyhawk (Ground Attack) [2min Spawn, Max of 3]
1x Mirage IIIEA AS (Anti-Shipping) [10min Spawn, Max of 2]
- ATC, Radar & AA Defences


you can have up to 24 sea harriers alone, there's plenty of aircraft for everyone

Rhino
2012-10-04, 13:49
Showed my dad the blog who was there, he mentioned that the only tarmacced road was from stanley to the airport.

Apparently even after all the fishing licence money they're still just loose stones rolled on, no pretty roads with white lines down the middle.

Ye, I am aware of that, although wasn't aware of where the concrete roads existed excatly during the war but knew there was hardly any tarmac roads :p

The reason I've got tarmac roads in the map is because I had to physically build the roads into the terrain.
http://i.imgur.com/eS91b.jpg
http://i.imgur.com/XLINJ.jpg

This was not just hard and very time consuming, its something I hope I will never have to repeat on this scale again :p

The reason why thou they are tarmac roads over dirt roads or w/e is due to the intersections. While its very easy to just swap out the tarmac roads with dirt ones, the problem with doing that is where the roads link up, in the editor to make an intersection with a dirt road you just overlap splines. Here you can't do that, since you only have one face, one UV and one texture, and as such you need an intersection texture used by all roads. While this wasn't too difficult to archive with tarmac roads, basically doing them the same way they are done with normal intersections although a few where a bit tricky, doing this with dirt roads would be next to impossible, without unique intersection textures for each intersection at least. In the pics below you can see one intersection, the 2nd is with the intersection textures turned off:
http://i.imgur.com/jVOiL.jpg
http://i.imgur.com/L5na9.jpg

So ye, while I wanted not to have tarmac roads for the most part, it was the only decent way of having roads in the map :(

Vehicle warfare asset list

could surely do with a few more jets ? thats like 8 what do the other 24 people per team do

Please note the "max of *" on the end of the info. This means every spawn point for this type of a vehicle can spawn up to this amount of aircraft from it, for example for the Sea Harriers:
4x Sea Harrier FRS1 (Fighter) [2min Spawn, max of 6]

Now 4 Sea Harrier Spawns, each spawning 6 jets (the spawn point spawns another jet, on its spawn time of 2mins, after the jet that was spawned there already has moved off the spawn point) = 4 x 6 which = 24, and that's just for the Sea Harriers.

We just simply can't fit 24 Sea Harriers on the deck of the carrier, hell we can't even fit all the aircraft that are spawned on the Argentine Airbase either so this is the best solution to the problem, although we may lower the spawn time for jets in time if players feel 2mins is too long.

Daniel
2012-10-04, 14:38
As a warning to everyone, play the night version in a dark room or you will get a pounding headache, and you plan on flying at night, have fun not seeing anything, so don't expect to get many gun kills unless an enemy magically flys directly infront of you.

...

Same as the best FH2 map mere eglise (night map). of course you need to make your room dark to experience best excitement and fun (night maps ftw)! ;) 8)

TheAssProtectors.Nr1
2012-10-04, 20:17
I do not think that anyone fully understand how great this is. It is impossible to understand.

Igwaith
2012-10-05, 00:52
I just don't get it why Brits have such air superiority when it wasn't that way.
Brit won the air, but in numbers was inferior, the only thing that make the difference was the Sidewinder AIM 9L given to you by the EEUU, against the inferior matra that our planes used.... and reason why our airplanes avoid in the possible the air-air fight.
And you put in all the scenarios a big difference, brits have more planes, more helicopters... and, also AA defenses so I think that's no te point.
I know game balances are you gonna say, but.. Wasn't this "Project Reality"? Or "Project Balanced Game"

Numbers 139 vs 38.

The information you can find it in wikipedia (You said that most of the info was taken from there)
I made a list for saving you job...

24 Pucara
15 A-4C
35 A-4B
30 IAI Dagger
17 Mirage IIIEA
6 Aermacchi MB 339A
4 Super Etendard
8 A-4Q
10 Alouette A103



2 Chinook FAA
2 Bell 212 FAA
2 Sea Lynx ARA
2 Chinook EA
3 Agusta 109 EA
9 Bell UH-1H EA
5 Puma EA
1 Puma "Prefectura"


Brits Ground Force
15 Gazelle
12 Scout

Royal Navy and RAF
28 SH
48 Sea King
56 Wessex
10 H GR.3

Isn't my intention to be offensive in any way, I'm just disagree with the "balance" of the maps

British air services in the Falklands War - Wikipedia, the free encyclopedia (http://en.wikipedia.org/wiki/British_air_services_in_the_Falklands_War)

Argentine air forces in the Falklands War - Wikipedia, the free encyclopedia (http://en.wikipedia.org/wiki/Argentine_air_forces_in_the_Falklands_War)

Rudd
2012-10-05, 01:12
Isn't my intention to be offensive in any way, I'm just disagree with the "balance" of the maps

Not at all mate, we welcome your input into the discussion. I'd just ask, are you taking into consideration the atlantic conveyer being sunk? afaik Rhino has setup an interesting game dynamic that if the Argentinian jets don't destroy the ship, the Brits have access to extra air capabilities.

Rhino
2012-10-05, 02:06
I just don't get it why Brits have such air superiority when it wasn't that way.
Brit won the air, but in numbers was inferior, the only thing that make the difference was the Sidewinder AIM 9L given to you by the EEUU, against the inferior matra that our planes used.... and reason why our airplanes avoid in the possible the air-air fight.
And you put in all the scenarios a big difference, brits have more planes, more helicopters... and, also AA defenses so I think that's no te point.
I know game balances are you gonna say, but.. Wasn't this "Project Reality"? Or "Project Balanced Game"

I am aware of the history of the Falklands War and how many aircraft each side had.

First of all, the AIM-9L Sidewinders where brought from the US (who the hell is the EEUU?), not given if you want to be exact. And please don't say "you", its not like I was part of this war or revived these missiles personally, I wasn't even born...

Second of all the Matra R.530 while an older missile, has a far superior range. 20km range to the AIM-9Ls 18km range in r/l (1km to the AIM-9Ls 900m ingame). The problem was that Argentina kept its Mirage IIIEAs and these missiles back from the fighting apart from a few cases at the begging of the air battle when they got shot down. Reason why they where kept back is unclear but one theory is they where thought to be because of possible Vulcan raids on the Argentine mainland but this reasoning isn't thought to be very accurate. If they had been put on the front line more, chances are they could have downed a few Harriers if they used their superior speed and weapon's range to their advantage, although their biggest problem was in r/l this, other than cannons was the only weapon they carried so at most they could only hope to down one aircraft, per sortie tops as getting into a gun fight with a Harrier would be suicide (although that isn't the case ingame since the Mirage has a good chance of being able to get out of the fight when it pleases).


As for the numbers of aircraft ingame, the numbers are mainly due to balancing purposes but there are also some realistic aspects that you have not considered which do throw the numbers off from just "how many aircraft each side had" which is the way your looking at this.

The biggest of these is Argentina could at no point throw all its aircraft into the fight at any one time, even if it wanted to which if it did would be a bad mistake logistically anyways but lets ignore that point. The reason behind this was many aircraft HAD to receive aerial refuelling to get to and from the Falklands. These where mainly the A-4s which made up the majority of the Argentines AF (according to your sources, 58 of the 139 aircraft the Argentines had, although many sources say a lot different and really the Pucaras and a few other aircraft probably shouldn't be counted in this number but we will anyways. That is over 40% of the Argentine AF and they where not the only aircraft that relied on aerial refuelling. The Argentines only had two tanker aircraft to serve the whole of their AF, which not only seriously limited how many aircraft could be sent out in one go, but also seriously limited the sortie rates of all the aircraft as they where based on the sortie rates of the tanker, and it takes quite some time to land and refuel a tanker, ready for another sortie.

Then their is the loiter time they Argentine aircraft had which for all, where not good, although that can be said for both sides but for the avg Argentine aircraft iirc it was around 5mins safe loiter time, where Brits had around 20mins but maybe wrong here and it very much depends on from what airfield the aircraft came from and what part of the Falklands they are attacking/patrolling.

Then their is sortie rates of the aircraft themselves, which I've already mentioned a lot of Argentine aircraft's sortie rates where based off the sortie rates of their tankers, while other non-tanker dependant aircraft like the Mirages and Daggers still had quite a low sortie rate. The Dagger, being the 2nd most common aircraft to the Argies, only had 5.1 sorties per aircraft. One of the biggest features of the STOVL aircraft like the Harrier is their sortie rates, which for the Sea Harrier its sortie rate was 51.25 per aircraft. That basically means that every time a single Dagger had been armed, fuelled and was off on a Mission, a single Sea Harrier was already on its 10th mission because its turn around was just simply, so much faster. Now I can't represent sortie rates very well ingame due to the fact you don't have guys running around your aircraft checking it, mounting weapons on it, fuelling it etc nor the time frame to do that in, even thou we do have a longish rearming point, the fact we don't have fuel sort of makes that irrelevant anyways.

Then we come to aircraft weapon loadouts. For gameplay reasons I've given the Argentine aircraft more missiles than what they carried commonly during the war, although wasn't impossible for the aircraft to carry these loadouts. For example on the Mirage IIIEA, I've added two AA-11 missiles (representing R.550 Magic missiles) onto its outer wing hardpoints as well as its R.530 missile. The dagger and the AS version of the Mirage I've also given these AA-11s too. The main reason for this is for the Mirage, 1 missile would suck on its own gameplay wise even with its extra range, especially with how far the Argentine main is as if you miss with that, you've got no chance of winning so you would just have to run, which would also suck for the Harriers not being able to get into a proper fight. The dagger mainly so it can also be used as both a fighter and ground attack, keeping it doing two jobs and not constantly bothering the guys on the ground and the AS version of the Mirage so it isn't totally useless once the AC has been destroyed, which otherwise it would be. Instead if the AC is destroyed, its still a somewhat effective fighter. The Harrier on the other hand has only its realistic, 2x AIM-9L missiles, as well as its 30mm cannons, and it can rather quickly get though just two missiles and then have to return to the carrier to rearm.

As such the only way to represent all these elements is really by aircraft numbers more than anything else.


As for the Helicopter numbers, like Rudd said, they are dynamic to how many the Brits can actually get, which is realistic as in the war, the AC (Atlantic Conveyor cargo ship) which was carrying a load of Chinooks and other choppers was sunk before it could unload all but one of its Chinooks, sunk by an Exocet missile and as such, the Brits didn't have enough choppers to fly over the Falklands with and had to walk. Since you can sink the AC ingame, which prevents any more Chinooks from spawning, you can do the same, its just up to you as a team to make it happen, only difference was during the real war, the Argentines where not intending to sink this ship and you are :p
Also you didn't quote Chinook numbers in your stats. 5 Chinook Helicopters where on the AC, but only one made it off in time in r/l. Ingame you can have a max of 3 spawning, with the first having a 10min delayed spawn, so if you kill the AC before the 10min timer is up, then you would have deprived the Brits of all Chinooks, weakening their logistics even more than they where in the actual war. As for giving the Argies such a limited amount of choppers, the biggest reason for this is down to making the Argies behave more like what they did during the war, with being more defensive than offensive. If I gave the Argies lots of choppers players would be flying to each and every flag which simply didn't happen in the war, they dug into the mountains and let the Brits came to us. Although I'm not limiting the Argentinian team from doing this, I'm not making it super easy either and they do get a Max of two UH-1Hs on AAS64 which is the same number Wessex helis the Brits get, which down to your numbers they should be getting a lot more :p


All in all, this has all been very thought out. I have tried to keep realism in as much as possible but the thing I don't think you quite understand is that balance and gameplay are both critical. Without them, there is no point me making this mod, as no one would play it for more than a few hrs at the most if its not fun nor balanced for either side and the map/mod would die. I would much rather have something that was being played and was close to the truth, rather than something which was 100% accurate and no one played and like it or not I believe in practice you and every other player would agree.

Kevokpo
2012-10-05, 02:25
eeuu is united states in spanish :D, Estados Unidos, and as it is plural it uses the same letter twice, EEUU.

Rudd
2012-10-05, 02:37
eeuu is united states in spanish :D, Estados Unidos, and as it is plural it uses the same letter twice, EEUU.

Ahhhh, fascinating. Thank you for explaining! :)

Igwaith
2012-10-05, 03:38
Yes, I am, that a nice dynamic, in fact I don't disagree with the choppers, because Brits had much more Heli transport even with the lost of the heavy transport.
Maybe It would be nice to add more bombers (a-4) because in the war, the bombers mission overrun all the AA defenses, ships and Harrier PACs.
If you put more bombers, you force the Harriers pilot to take a decision, engage the bombers or engage the Argentine PAC (Mirage IIIEA usually) that's what happend in real life.
I focus on bombers, because Arg PACs had less time than Brits PACs over the islands. more o less 3 times. So the numbers are in a sort of balance

Without counting that you had to confront 58 Bomber Airplanes plus the 47 fighters with the FAA focusing on bombing. Just with 28 Sea Harrier and 10 GR.3

Rhino
2012-10-05, 04:21
Without counting that you had to confront

You see there it is again. Didn't I say something about not referring to the Brits as "you" when talking to me? :p

While yes, the Argentine AF was mainly made up with bombers, problem with adding more bombers is the only thing they have to bomb is basically infantry on the ground, which they did little of during the war since they concentrated on bombing ships, which we only have one ship that you can destroy ingame currently and I'm not sure how many more we could really add to the map even if we got models for Frigates, Destroyers etc. The Argies get 4 common bombers spawning (one a fighter-bomber), + 1 uncommon if you include the AS Mirage, Brits only get 2 common bombers and 1 uncommon gr3 with LGBs (20min delayed spawn).

And again, I've given you lots of good reasons why its not simply 139 vs 38 aircraft. While yes thous where all the aircraft available to each side, the Argies could never deploy all of them all at once (and nor could the Brits for that matter but they could deploy a bigger number at one time) as your basically suggesting, otherwise the Brits would have lost the war on day one from being over saturated by enemy aircraft. I suggest you read my last post again...

Igwaith
2012-10-05, 04:36
Yeah sorry for EEUU, I've forgot that is US is used in english.
The MIIIEA was really withdraw, and not even now is really clear why, its have been said that was to watch care of planes, because were new. And in the Argentina Armed Forces had a very and, sorry for this, idiot rivality that cost too many lifes to all. In fact the MIIIEA retake the mission over the island after a really big complain of the others pilots, reclaiming more air support.
The official report said that the the AIM 9L could by fired under much difficult circunstances than the matra, and the Harriers had a better radar than the Mirage, making a lot easier to British pilots to lock on. That disadvantage where shown in the first Air combats
So, I know PACs of Harrier had a lot more os time over the island that Mirage PACs, that why I focus on A-4 in prev message (without seeing yours). No need to write twice

To see that I'm not disagree with all, yes, I think that Brits should have a lot more of air transport. Argentina was pretty much stuck on their position during the war, the Air movement was before the British task force arrived.

And yes, I'm not a dev and nothing, only a player, that know 0 balance but I tried to help with my knowledge about the war, and my little experience like player.

To close the idea, Brits should have tactical advantage in air fight, resupply in close range (They have it, Carrier) but less air planes.
Arg more bombers like A-4 and maybe less AA missiles on figthers but a little more Mirage. So a long way to resupply make some compensations with large numbers.
This should make, that Brits Air planes make more efficient patrols and be more present that Argentine patrols. Even with different numbers, may result fun to play, and more realistic, and I think not unbalanced.

Thanks!

Igwaith
2012-10-05, 04:39
Of course I'm not saying that you should do 139 vs 38. Perhaps my english doesn't let me explain me well. But well, I tried in my last post, I hope some one understand the idea.

And sorry for using You, instead of Brits, is a difference of how we use words in spanish, nothing personal.

Rhino
2012-10-05, 05:22
Ye rgr, nothing is going to change at this point a few hrs before release anyways unless it was a major bug :p

Best thing is to play the map, see how it feels after a few weeks then can see if these changes are needed but I think gameplay and balance wise, the current setup should work out pretty well :)

PLODDITHANLEY
2012-10-05, 06:34
I think we must all have confidence in Rhino, he knows what he's doing. We all know that if something is found to be out of balance or it becomes too one sided he will change it as soon as it's clear and agreed.


As a bit of a Falklands war armchair historian I am very happy with the realism that he's managed to employ within engine and gameplay limitations. FFS guys we have the sinkable AC and the Pebble Island that are both 100% new PR concepts and very realistic.

It comes out very soon so lets just play it as both sides for a while and THEN post up any ideas or refinements that we may think that's needed or would improve it.

Thanks for all the explanations Rhino you must need a new keyboard after this one.

DavviZ
2012-10-05, 08:34
M14 NVS Sniper Rifle for the argies?

Is that a m14 with a nightvision scope?

http://img.photobucket.com/albums/v464/firingline/ttpete1.jpg
Googled it quick and found this.

Good work! Really looking forward to play it tonight!

lucky.BOY
2012-10-05, 10:17
That NVG scope is currently on community tasks list, so nobody started making it yet:

https://www.realitymod.com/forum/f388-pr-bf2-community-modding/110920-falklands-community-tasks.html

hobbnob
2012-10-05, 14:30
Kinda OT, but I hope people will be filming their first matches to put on YT for all of us poor sods that can't play it tonight :)

Daniel
2012-10-05, 15:33
Well, I would if I had more than 1072 kBit/s upstream... -.- :p (takes too much time to upload even tiny bits)

Rhino
2012-10-08, 04:56
Updated OP with updated Spawn Times and other tweaks as per the v0.182 Server Side Patch, more info here: https://www.realitymod.com/forum/f196-pr-highlights/115419-pr-f-v0-182-server-side-patch.html

Also added an "Aircraft Supply Points" section:

Rhino;1819718']Aircraft Supply Points
Zones showing where you can resupply your jet or chopper on the map.

Key:
Blue = Reloads Both Jets & Choppers
Red = Only Reloads either/or Jets / Choppers.

HMS Invincible:
http://i.imgur.com/4zoQ7.jpg

Atlantic Conveyor:
http://i.imgur.com/ep9Za.jpg

Argentina, BAM Rio Grenade:
http://i.imgur.com/6TwgD.jpg

Pebble Island:
http://i.imgur.com/Xq0Lf.jpg

Port Stanley:
http://i.imgur.com/JRGTq.jpg