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Beachhead Defense


Introduction



Greetings, fellow CFS enthusiast, and thank you for downloading this mission.

This is a CFS1 stock mission originally titled Beachhead Defense, converted and modified to play in CFS2.

You will be flying from the German side, so the mission will be found under the German section in the mission setup screen.

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Objective



The objective, in this one, is to keep the attackers from invading the beach. So your goal is to destroy four of the five landing craft before any combination of two of them hit the beach. If any two of them do, the mission will end. It has been quite heavily modified and will, in my opinion, now reach it's logical conclusion. I have added some triggers and events that will make it play like it, in my opinion, should.

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Installation



Just extract the contents of the zip file into a temp folder and then cut and paste or drop and drag the .mis and the .dyn files into your CFS2 mission folder.

You will also need to copy a few sound files from your Cfs2 Sound folder into your Cfs2 Sound/Action folder, if you'd like to have some status messages while flying. (Specific files listed in the sound folder of this zip file, check sound install.txt)

I also used some of the German radio calls from the Ground Crew. They can be found in the CFS2 section under CFS2 stuff.

You also need the VB Fw190_A found at Sim-Outhouse.

***If any of these links are dead or inaccurate, try seeking help on one of the CFS forums for updated locations.***

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Background Info



This one translated over to CFS2 really well and has been a blast to play. I really wanted to make it bigger but in the interest of strong frame rates on ancient pc's (mine own included), I kept it to a happy medium.

I experimented with several mission goals before finally arriving at the current one. It required some tricky mission editing, but in the end it worked out very well. Sometimes it gets to the point (with mission building) where you have so many triggers and events firing, that keeping track of what exactly is supposed to happen at any given time can be mind-boggling. This mission approaches that point. It required several and\or triggers to get it firing right, as it concerns the landing craft invading the beach, and with each unit you add to this type of trigger\event, it means that many more confusing triggers. Four is a good number to go with, as I did in several of the other CFS1 conversions. But this one really wanted 5 or more to make it as challenging as I was shooting for.

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Tips



Here are a few tips, but you'll have your most fun experimenting for yourself.

As always it was designed to be played at 100%. It should play fine on other settings as well, but it was not tested on any.

This mission was designed and tested using warping. I can make no guarantees what it will do in real time.

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Etcetera



For this mission, I tried several Fw190's before settling on the VB Fw190a. It got me the frame rates I wanted and the AI at least attempts to attack the landing craft. You can find the VB Fw190a at the Sim-Outhouse or other various CFS2/flight sim sites. Just make sure the folder name is VB_Fw190_A to avoid the dreaded mission file may be corrupted message.

***If you run this mission through the mission builder you will lose some hand editing I did to eliminate the "you must survive" automatic goal, as well as some modification of ai skill levels. You would be better off making your tweaks by hand or using Keith Bedford's mission editor (CFSme2 Beta 6).*** Keith's mission editor can be found at Netwings. It is called CfsME2 Beta.

I can't guarantee what kind of results you will get if you do swap planes. These planes match up pretty well and the AI at least tries to do what you told it to. That's the most important aspect to me.

There is some flak, (I'm a non-repentant flakaholic!), and random flights of defendending aircraft to deal with to make it a bit more difficult.

I used several of the sound files from the German Radio Calls package by the Ground Crew. They aren't absolutely required, but they do make it more interesting. You can find them Here. They can be found in the CFS2 section under CFS2 stuff.

I'd also recommend installing some form of European CFS1 runways. During testing I just used an old set of bare runways that have NDB's included. I believe I got them at Sim-Outhouse. They are called European Runways for CFS2 ~ Mk. II. These match up to the european runways listed in the airbases.dat file, so there is none of that annoying adding runways to your airbases.dat file. It is fine to check your advanced info screen in other words.

I deleted all objects from the mission files that were at or around the runways. Mainly because it takes longer to load when they're all there, and secondly because some of you are probably using other scenery packs anyway, and this would just cause a bunch of overlapping and altogether sloppy looking scenery. If you don't have any of the CFS1 runways installed, you'll just be taking off from bare land (no runways). If you don't mind that, then neither do I.

I have included ditching (like C. Burgess uses in his missions) in these missions, as I like it, and find it helpful in the cases where you just can't make it home. You just need to be outside the base area (about 1 mile from base or less) and come to a stop, then cut off your engine. I have found that doing this inside enemy territory miraculously let's you evade capture. At least it has every time I've dont it so far.

There are several more of these CFS1 stock converted missions also available, and possibly more on the way. It just depends on the potential of each one. If I discover some aspect of them I like, then I will invest the time necessary to complete some more.

I also have other "experiments" sitting on my hard drive if I can get around to completing them, stay tuned...

Well, what are you waiting for, go get those attackers!!! Good luck, I hope you enjoy this mission.


Legal Stuff



This package is freeware and cannot be sold for any reason. You may post it where you like, just so long as all original documentation (this HTML file!) is included as well. Swap it, pass it along, hack it, but most importantly have fun with it.

Use at your own risk, no warranty implied or offered. I will accept no responsibility for any damage you think may have been caused to your pc and or marriage due to the use of this mission or any of its contents.

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Support



I can be reached at the address below.

Contact Me
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Blah Blah Blah



Designed and tested on a PIII 600, windows 98 SE, 128 RAM, Voodoo 3 2000 system. (You can stop laughing now, I can hear you!!!) The same system I was playing the original versions of these CFS1 converted missions on. As the saying goes, "She ain't much, but she's mine".

All HTML on this page was done by hand using wordpad and tested on Internet Explorer 6.0. Not sure what it'll look like on anything else, but it looks ok with IE 6.0.

All grammatical errors are solely the fault of the author and cannot be blamed on anyone or thing excepting himself.

FvB missions are made under the influence of rock and roll (mostly the classic type). Play it loud.

LONG LIVE ROCK!!!

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FvB Mission Studio

Franz von Baron Productions- ***July, 2002- Updated in April-June, 2004***


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