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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

City Textures rework

G,
Glad everything's sorted, gives you that initial sinking feeling...is this terminal!!! arrgghh!

That heathland colour and texture is beautiful, looks very realistic.

Cheers

Shessi
 
'S':)
Yeah, I booted up from my win7 hdd this morning and it crashed again. I did a a disk repair and I'll just use it as storage from now on. In the new year I will probably purchase another ssd and install win11 on it.
 
My gunner figures created in gmax , and I converted the existing 'b_infantry' texture for use as a gunner texture. I still need to create the gun steering controller and the fold-down supports for the figures to stand and sit on.

Gmax is a pain in the butt in win10. The select and rotate gizmo doesn't work. I had to go back to win7 gmax to complete certain tasks.
I found some solutions on Google but none of these work.

I'm considering running gmax in win10 with dgvoodoo2, PCEM or virtual box.


bandicam-2025-12-28-11-57-34-577.jpg



bandicam-2025-12-28-11-57-44-346.jpg
 
Cool to see it, and the crew too. More of our AA guns should have crews. Will this model be destroyable?
I will add a vehicle_damage model without the crew which will just consist of a blackened texture change which seems to be the norm.
I will probably create a crewed bofors AA gun for placement on airfields and the forts. The bofors wont be as detailed as the present model but it will have a crew.
I could do the same for the German 88mm flak gun, as the current g_infantry texture is basically the same layout as the b_infantry texture, so minimal work required, just the creation of a German helmet in gmax, when I can get it to work properly in Win10. I don't want to have to to switch back to my Win7 hdd every time I want to create a model.
I also plan to create a generic fort model based on the Horse-sand-fort, to be placed in the Solent at the appropriate co-ords.
 
Gmax is a pain in the butt in win10. The select and rotate gizmo doesn't work

yeah, gmax gets quirkier with each windows update. I assume preference settings/viewport transform gizmo is checked on and preferred size filled in??
 
I already have those settings checked. I installed PCEM emulator with win98 and fired it up. I was hoping that I could just drag and drop the gmax install file onto the win98 desktop and then install it, but I have to place it on a disc image and install it that way, a bit of a hassle. I may as well just keep booting up my win7 hdd to work in gmax whenever I need to. It means constantly fixing disc errors until the drive dies.

Another alternative is virtual box which I've used with xp before. If I remember correctly you can drag and drop files onto the winxp desktop, and also extract them quite easily. If I get desperate next year I'll try that.
 
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... I will probably create a crewed bofors AA gun for placement on airfields and the forts. ...
Before you put too much effort in a new 40mm Bofors, maybe this is of any use (see attachment): It's a 'flyable' version of a Bofors, although without crew. It's an older model that does not have LODs (yet), does not make use of normal maps etc. but it is much better scaled and detailed than the stock one - and it works too... (operate it like you would an aircraft turret, trial mission included). I also got a desert camo version for MAW lovers.
 

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  • CFS3 ETO Expansion.zip
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Thank's Frosty, I've downloaded it and will check it out.

My philosophy is simpler models with fine detail indicated on the texture. The crew just adds to the illusion of an active airfield, rather than just crew-less guns. Most of these guns are viewed at a distance and too much fine detail is generally wasted.
 
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I purchased a new violin earlier this month so not much being done mod wise. I have been getting some CFS1 campaign airtime, so I decided to uploaded a graphic mod that I worked on quite a while back. I have lightened the terrain, ship and aircraft textures. Some aircraft textures have been changed with textures sourced from the simviation site, and some of these have been lightened as well. Two Bob campaigns are included also from the simviation site.

The campaign missions are a lot of fun once the controls are set up the way you want them.
I have uploaded to the Cfs1 forum.
https://sim-outhouse.org/sohforums/threads/graphic-mod.166870/ The link is also provided there.

(Admin note: thank you for not specifying "abandonware" site – SOH does not support these places. Carry on!)
The Iso and win10 joystick fix is available on the abandonware site. I have used this site before without any issues. They are pretty good about removing old games that are resold on Steam or Gog, so the site is legit in my opinion.

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COMBATFS-2026-01-16-10-51-10-55.jpg
 
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I uploaded new static aircraft textures based on the replaced aircraft textures, and lightened vehicle textures for the CFS1 graphic mod. These would go to the texture folder.

Check the Graphic mod thread on the Cfs1 forum for the upload.
 
Your 3.7inch will be a welcome addition. The majority of these were statics - without the cruciform carriage - as these were both complex and costly to produce when large numbers were needed. AA Command only had a total of 662 HAA on 3/9/1939 with over half being WW1 3" guns. On this date there were just 72 Bofors 40mm with 60 committed to the 20 CH Radar stations on Dowding's orders (original plan was for their defence with 8 WW1 vintage Lewis machine guns). These were also were produced in a static form to rapidly increase the protection of vital military and industrial targets against low level attacks. I attach pics of the static versions which were bolted down in the emplacements which were gradually constructed (and additional shell storage added) to counter the Luftwaffe attacks. Each battery position eventually had an attached accommodation camp of wooden WD design or nissen huts although they were first instructed to make their own from local materials. Sites were guarded by several sections of entrenched infantry (regular or Home Guard) with pillboxes to vehicle approaches. The 4 gun emplacements of each battery had a protected command post for the predictor, height finder and eventual radar plus 1 or 2 semi underground magazine buildings and a similar generator structure. The gun site actual layout varied from site to site. A number are still extant. There were also small numbers of 4.5" guns and later 5.25" HAA. 'Z' Batteries fired rocket projectiles with a long wire attached which was supposed to entangle in aircraft control surfaces. These were fired from mainly twin launchers but there were also single and 9 rail versions with up to 64 rails per battery. Some of the attached plans are from Colin Dobinson's excellent AA Command English Heritage book which also gives the OS grid references of the more than 1200 HAA batteries that were built in the UK.

The AAA batteries included in the ETO GSL were done some 18 years ago with facilities using elements already in CFS3 as my GMAX talents were (and still are) limited. I identified my GSL contributions by county for ease of reference if anyone wishes to update these. It would be nice to have some 6" coastal gun installations. Those I used for ETO were German Anti Invasion Defence facilities and look pretty poor.
 

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  • 3.7 gun emplacement with added ammo stowage.jpg
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  • 3.7 gun emplacement 1938 pattern.jpg
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  • Mobile_Z_battery_1941_IWM_H_10791.jpg
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  • 6 inch Coastal Gun.jpg
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Nice info. When I get back to this mod again I could create those hexagonal earth emplacements and convert the guns to a static version. A generic layout could be created based on your smoke lane diagram.
 
Sorry not hexagonal, it's octagonal. Another reason why I'm taking a break, me eyes need a rest.:D

I will start up again soon.
 
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That would be great.

Just came across this Royal Artillery 39-45 site which gives maps of UK 'Gun Defended Areas':
which as they say:

"The following Gun Defended Areas had permanent HAA sites. The maps on each page show the approximate location of these sites based on modern maps. Also given is the following information, where known:
Site name, site code, modern OS 6 figure grid reference.

Additional information may also be given such as armament, dates active and units deployed. Note that not all sites shown may have been occupied at the same time.

Only those sites that are part of the GDA are shown. Sites from neighbouring GDA’s and temporary “Diver” sites are not shown.

Additional locations are also shown such as Light Anti-Aircraft sites, Coastal Batteries, Radar Stations and War related sites (Ordnance Factories etc.)."

For anyone wanting to add to the in game experience this site will save hours of searching.

Attach another plan of a HAA site plus more info on Coastal Gun sites.
 

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  • Cove Coast Battery.jpg
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  • North Sutor Coast Battery.jpg
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  • Observation Post Plan.jpg
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  • Plan of Coastal Gun House.jpg
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  • aerial-view-of-balfour-battery-coastal-defences-at-scapa-flow-at-hoxa-on-south-ronaldsay-orkne...jpg
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  • Engine House.jpg
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Outstanding work sourcing this info. Dover, Manston, Hawkinge, Portsmouth and Portland are of particular interest. My test site for my gun model is quite close to the original site at the Weymouth harbour. It's nice to have this accurate info for future gun battery placements.
 
In my own interest. Just looking forward to the day when we have your work in the sim as I am sure are many others. There is so much more excellent reference work on the internet these days. Working on providing some reference material for Steve and Clive's Banff Strike Wing it has been refreshing to see that the Scots take a real pride in their heritage and the sacrifices of their forefathers.
The attached plan shows details of a coastal searchlight emplacement and ammunition store not previously covered.
 

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  • Coast Gun Battery Building Plan.jpg
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