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JAP Flakguns 1 UT

JAP Flakguns 1 UT 1

No permission to download

UncleTgt

SOH-CM-2026
UncleTgt submitted a new resource:

JAP Flakguns 1 UT - A small collection of Jap flak gun objects.

JAP flakguns1 for CFS2 by UncleTgt

View attachment 156157

Destroyable objects for use in missions. Classed as vehicles so they can be spawned during a mission, but can be placed as infrastructure too.

Models included in this pack:

JAP_13mmAA_twin_grnd_UT - based on the Hochkiss HMG
JAP_25mmAA_twin_grnd_UT - big brother to the 13mm, & also derived from the French Hotchkiss gun.
JAP_13mmAA_twin_quayside_UT - a version raised to 3.02mtr high so it would sit on top of Xaviers...

Read more about this resource...
 
Thank you for these nice flak objects Uncle, I'm using them right away for one of my mission that I will release this week-end, the next one is already in the making. :applause:
 
Thanks for these! The fact that they can be spawned opens up a lot of interesting opportunities in mission building.
 
Yes Skylane, spawning brings options.

I kept reading accounts of airstrikes where the JAP flak didn't open up until after the first attacking pass - having flak as infrastructure means they are "always on".
If you face them away from your attack path you can buy some time before they open up,but only a little.
Having them as "vehicles" means they can be spawned, so combining with a trigger such as bomb count = 0 for an attacking flight allows you to mimic the flak not responding until after your initial pass.

You know, it's pretty neat how there is nearly always some way of simulating most things you read about in WW2 histories with the CFS 2 engine, a testament to the flexibility built into the base Sim. 😀
 
Yes Skylane, spawning brings options.

I kept reading accounts of airstrikes where the JAP flak didn't open up until after the first attacking pass - having flak as infrastructure means they are "always on".
If you face them away from your attack path you can buy some time before they open up,but only a little.
Having them as "vehicles" means they can be spawned, so combining with a trigger such as bomb count = 0 for an attacking flight allows you to mimic the flak not responding until after your initial pass.

You know, it's pretty neat how there is nearly always some way of simulating most things you read about in WW2 histories with the CFS 2 engine, a testament to the flexibility built into the base Sim. 😀
Thanks for explaining about this. I confess that it never occurred to me. Went right over my head until your note.
 
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