Jump to content
IL-2 Series Forum

Recommended Posts

Posted (edited)

2025_9_14__15_10_53.thumb.jpg.ffb0e54c8fd18ce955d687beb317c7bc.jpg

 

V03: BF109-F1 Mod integrated

MOD DOWNLOAD (JSGME compatible)

https://www.mediafire.com/file/aiuhpblhm8x7fzp/1940+Battle+of+Britain+Mod+early+v03.zip/file

Content of the Mod:

 

Early Normandy Map 1940 RAF airfields:

(created by me)
-modified map with only 1940 RAF airfields
-all 1941-44 Airfields deleted
-huge Manston Airfield replaced by smaller grass airfield (requirement for changed static objects)
-All other 1940 RAF airfields with grass runway but with same layout for same static objects by the official template
(you will find the static airfield objects for individual mission design in the CoopTemplate_THE CHANNEL.Mission of the EMG Mod)

 

8 x 0.303 Browning armed Spitfire (similar MKIa, MKIIa, MKVa)

-most importent: Skin without visible cannons by Off_Winters
-weapon mod of HispanoMKII cannon with reduced rate of fire that all weapons fire for ca. 18seconds continously.
-only machine gun weapon sound
-in IL-2 now as default british palne for QMB missions

 

General weapon mod:

-All machine guns / cannons with slightly increased dispersion of 6..7Mils.
-modified 20mm HE "he_020mm_92g_20g_object.txt" with reduced charge for german early standard 20mm MG-FF cannon for
early BF109-E3 and BF110-C1 or C2 usage. (to be removed for BF109-E4/E7 or BF110-C4 Missions)
deactivated by default for standard BF109E4 and BF109E7 usage, activate by removing the XXX:

new v03:-MG151/20 mod for MG-FF/M:
   -reduced rate of fire
   -increased dispersion / lower accuracy to reduce effective range to ca. 200m...300m
   -frequent stoppages due to overheating after long bursts of ca 10...60 rounds (random by IL-2)
(Note: the limited 60 rounds in the magazine have to be simulated by the player manually / watch ammo counter)image.png.67616e8497b3369e89a2f71b65d191bc.png

 

AI Mod:

-light and heavy AAA-gunner bots open fire at higher distance
-some planes, especially BF109-E7 and new E4 with reduced max. fire distance (300m) to avoid waste of ammunition
new v03: -BF109-F2 AI file
   -AI pilots open fire at closer distance to avoid waste of ammunition / overheating the weapon to early.
   -slightly reduced max. AI cruise power to make following the AI leader easier.

 

Modified Cockpit plate with removed hint for automatic propeller controll for E3 missions:
activate by removing the XXX:

image.png.5cd220abd07084121985250cfc26145c.png

 

UK Destroyer7:

-British destroyer 7 skin by Off_Winters
-modified main and aaa armament 

 

"British Cruiser Tank" (Pz38t):

-skin by DetCord12B + british flag added by me

 

Vehicles:

GMC Fuel Truck skin in RAF blue by (by Off_Winters)
Universal Carrier skin without white US star (by me)
Bedford Truck skin without white US star / with RAF roundel (by me)

 

BF109-E3/4/7:

modified small cockpit plate without hint to "Automatic propeller controll"

new v03: BF109-F1 Mod integrated in Mod
-modified BF109-F2 (BoM required) with modified armament and JG51 skin.
-Historical information:

According to "Spitfire II/V vs Bf109F Channel Front 1940-42" by Tony Holmes / Osprey Publishing:
-No of the BF109-F1 was build ca. 187
-First delivery to I. and Stab JG51 in early October 1940
-First operational combat mission: 9.10.1940 / Stab JG51
-First BF109-F1 shot down (pilot bailed out) over Great Britain: 11.11.1940 / I.JG51

-MG151/20 mod for MG-FF/M:
   -reduced rate of fire
   -increased dispersion / lower accuracy to reduce effective range to ca. 200m...300m
   -frequent stoppages due to overheating after long bursts of ca 10...60 rounds (random by IL-2)
(Note: the limited 60 rounds in the magazine have to be simulated by the player manually / watch ammo counter)

-BF109-F2 AI file
   -AI pilots open fire at closer distance to avoid waste of ammunition / overheating the weapon to early.
   -slightly reduced max. AI cruise power to make following the AI leader easier.

-blanc skin with JG51 emblem for tactical codes, based on the Template by BlackHellHound.

 

ADDITIONAL CONTENT:

Demo Missions:

https://www.mediafire.com/file/4uhdnno3k3epg0k/1940-BoB-Demo-Missions.zip/file

(only missions files)

1940-07-04-BoB-Tangmere-Hurricane-Mission

1940-08-12b-BoB-BF109E4-Target Manston

1940-08-13a-Adlertag-SpitfireMKIIa-Scramble

1940-08-22a-Erpr-Gr210-Anti-Ship-Strike

 

EasyMissionGenerator-Battle-of-Britain-V01

-for individual mission design with Mission Editor

-for quick semi historic missions with "Easy Mission Generator by Vander" Battle of Britain version:

will be updated soon with BF109E4 + late BoB settings:

https://forum.il2sturmovik.com/topic/92521-easymissiongenerator-battle-of-britain-v01/

 

Videos:

 

Edited by kraut1
  • Thanks 3
  • kraut1 changed the title to 1940 Battle of Britain Mod early v03
Posted (edited)

V03 released with BF109-F1 Mod integrated in main Mod

According to "Spitfire II/V vs Bf109F Channel Front 1940-42" by Tony Holmes / Osprey Publishing:
-No of the BF109-F1 was build ca. 187
-First delivery to I. and Stab JG51 in early October 1940
-First operational combat mission: 9.10.1940 / Stab JG51
-First BF109-F1 shot down (pilot bailed out) over Great Britain: 11.11.1940 / I.JG51

 

image.png.b224f87fd766207f062b666f40cecf38.png

 

Modification:

-MG151/20 mod for MG-FF/M:
   -reduced rate of fire
   -increased dispersion / lower accuracy to reduce effective range to ca. 200m...300m
   -frequent stoppages due to overheating after long bursts of ca 10...60 rounds (random by IL-2)
(Note: the limited 60 rounds in the magazine have to be simulated by the player manually / watch ammo counter)

-BF109-F2 AI file
   -AI pilots open fire at closer distance to avoid waste of ammunition / overheating the weapon to early.
   -slightly reduced max. AI cruise power to make following the AI leader easier.
-blanc skin with JG51 emblem for tactical codes, based on the Template by BlackHellHound.

Edited by kraut1
  • Thanks 2
Mysticpuma
Posted

Brilliant work. Love this Mod. Brings VR and cloudscapes to the BoB era, while we wait (very, very) patiently for CloD to get there.

  • Like 1
  • 2 weeks later...
Posted

Hi, This looks great, were will JSGME place this, when moved to the right panel on JSGME ?

Cheers

  • Like 1
Posted
1 hour ago, taffy2 said:

Hi, This looks great, were will JSGME place this, when moved to the right panel on JSGME ?

Cheers

Here an Overview:
In general the typical "main folder" for mods is the data folder.
For each JSGME compatible mod just have a look inside and you will see where it will be installed.
Small hint for installation of complex mods with JSGME: while installing / deinstalling do not have File Explorers open inside the /data folder

image.png.4c7e0150b53ba3828eaff155c7cadb34.png

image.png.3d2dc6fb7aba84daf442cca6481d420c.png

image.png.fb81bccd9e2eeb717591365e796750d5.png

image.png.45bfc4e0ec35b341d04b4aa26d9105f0.png

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...