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herwin -> RE: Cobra Aus RapidShare link page (6/20/2006 10:45:18 AM)


quote:

ORIGINAL: CobraAus

V3.33 PWHEX.dat file posted

Link

http://www.sendspace.com/file/vv294y

cobra aus


Got them both!




CobraAus -> RE: Cobra Aus RapidShare link page (6/20/2006 11:21:49 AM)

quote:

Got them both!

thank you thats what I needed to now

Cobra Aus




CobraAus -> RE: Cobra Aus RapidShare link page (6/22/2006 3:27:44 AM)

V3.33 all senarios apart from CVO wich will follow when get all the files
this post also ha pre-release f EOS for comment

outdate link and files deleted

Cobra Aus




CobraAus -> RE: Cobra Aus RapidShare link page (6/24/2006 1:36:03 AM)

RHS v3.34 micro upgrade all senarios posted for download

outdated link and files deleted

cobra aus




CobraAus -> RE: Cobra Aus RapidShare link page (6/25/2006 3:20:32 AM)

V3.35 RHS all scenarios excpt EOS

outdated files and link files and link deleted

Cobra Aus




CobraAus -> RE: Cobra Aus RapidShare link page (6/26/2006 4:32:55 AM)

RHS v3.36 for all scenarios

changes

Mainly a revision of ESO aircraft - adding Ki-77, Ki-74, Ki-49Q (ASW), B5N2-Q (ASW),
D4Y1-C, and dual designations for planes shared by army and navy - and ESO air groups,
it also revises many eratta in air units of all scenarios (particularly upgrades).

This also corrects the wrongly rated Browning .50 cal - and revises durability again upward (we have tried it both ways) - both of which will impact Japanese attrition - and the latter both sides attrition.

Adding supply depots in Manchukuo to help AI get started at the right levels.

Fixing the assignment of 815 squadron FAA.

There will be one more pre release of ESO - then the final set. Comments today will be used in the final RHS set of this round. We need to play to get farther into the game to see if any other issues remain.

Sid


link

http://www.sendspace.com/file/7fmuhk

Cobra Aus




CobraAus -> RE: Cobra Aus RapidShare link page (6/27/2006 3:54:08 AM)

RHS v3.37 update posted includes v3.37 PWHEX file

changes
Major changes to device file - now I understand it I reviewed it - and no wonder land combat is all screwed up!

Changed names of Japanese AFVs to what the Japanese called them. Combined tankettes and light tanks - there were no differences between them - so we could add other AFVs. Changed the Type 3 to Type 4 medium tank - because while the 3 does have a 75mm gun and is available sooner - it still has 25mm frontal armor - the 4 has a proper new chassis and 50 mm armor. Armor on Japanese AFVs was all grossly too much - no one could believe it really was that thin I guess! 8, 12, 16 mm is normal - and 25 mm is a "heavy" tank!

Some modification to Japanese land units for EOS only - mainly assigning some different AFVs to mech units - and a few Army HQs use some Navy AA earlier - stuff like that.

A few eratta on Japanese PCs and other vessels re light AAA were corrected in all scenarios.
A a few land units affected by device changes - or eratta discovered implementing them - were also corrected for all scenarios.

The M4 Close Support Tank armor changed back to CHS value of 100 mm - although it had 330 mm - because it probably does not apply to this rule system. The armor was to defeat mines - and not likely to be hit by shells!

There will be one more update and then RHSESO will be formally released. I am beginning RHSBBO games now with a view to extended evaluation. I do not plan to release updates so often - so get your problems in now.

Sid



Link

http://www.sendspace.com/file/g5xjn0

Cobra Aus




herwin -> RE: Cobra Aus RapidShare link page (6/27/2006 10:46:07 PM)

Er...

I decided to start RHS 3.3.7 games for both sides using the passive BB scenario, and noticed some of the automatic first turn invasions were hosed--for example the TF attacking the Batan Island hex had supplies and no troops.





el cid again -> RE: Cobra Aus RapidShare link page (6/27/2006 11:06:33 PM)

It appears that way - but they work. Not that it matters - Batan Island has no opposition! But for some reason the troops load AFTER execution of the turn. There is one CHS TF with a land unit in the ocean - I didn't like that and sent it back to California! But Andrew says it loads and sails when the game begins. So much for software.




herwin -> RE: Cobra Aus RapidShare link page (6/27/2006 11:57:19 PM)

The Americans still hold Batan Island.




CobraAus -> RE: Cobra Aus RapidShare link page (7/3/2006 6:33:32 AM)

RHS v4.00 for all scenarios - includes formal release of EOS posted

changes
I went through every single Japanese ship record - and the first thousand Allied ship records - to get rid of date issues which prevent ships from appearing. Otherwise, this is a major revision of Japanese engineers, the completion of Empire Of the Sun - which was optimized for AI rather than PBEM, correction of errors in light armament on many Japanese transports,
a revision of heavy guns (particularly 24 cm guns) for Japan because there were several times more in CHS and stock than in real life, and the addition of some specialist units:

1) First Independent Heavy Artillery Company with the Schneider rail gun
2) Second Independent Heavy Artillery Company with a pair of 28cm and a pair of long Type 91 15 cm guns [Talk about a company! In Japan a normal company would rate only one 28cm gun!] It also has some AA.

3) Conversion of the 27th Independent Engineer Regiment to "electric" - for radio controlled demolition vehicles - this is the "fort assault" organization mentioned a few places
In EOS the 7th ALSO is "electric"

4) Elimination of the 5th Independent Engineer Regiment - the rest of the "assault engineers" - because it becomes the engineer units of the first couple of tank divisions - represented inside our 1 and 2 motorized infantry brigades in summer 1942.

I also reworked supply depots INSIDE units - and got the economy to behave in every region- now I understand why this matters. If one does not do this, the system "fills up" the supply sinks until they are happy - with one times their monthly requirement plus a little. If they are big, they don't let production loose to a great enough extent.

There was a rework of the names of British and Commonwealth Armies - and the Indian Air Force - which is a lot of work - getting rid of "Royal" - and adopting a scheme of abbreviations now including

AA = Australian Army
BA = British Army
CA = Canadian Army
IA = Indian Army
NZA = New Zealand Army
IAF = Indian Air Force
IAFVF = Indian Air Force Volunteer Force - we have one flight - which was important for a brief period - and which got equipped with a type of aircraft in the game.

EOS added a variety of Japanese planes (at the expense of others, or by combining identical planes, now operated with a common production scheme) - almost all of them early or mid war planes - some of great range (look up the Ki-74 and Ki-77 if you want to be impressed with range) - and we may add an optional art set to cover them - but only if someone is going to play it!

I am going to do another pwhex file - it can be used in ongoing games - and then some supplimental packages of art and text/spreadsheets.

EOS
This is the integrated revision titled Empire Of the Sun in honor of some other
games on this subject - and to imply what it is - a Japanese enhanced version


It is actually a minor tweek - it starts almost the same - but over time you will notice changes in what you get that matter (maybe). Tests indicate the planes work fine under AI control - something of a surprise given all I had heard - but I did learn how to talk to the AI a bit. I also got it to stop sending Mongolian Cavalry deep into China - but never did get some strange deployments under control - sending an air flotilla to Okinawa FROM Truck ??? Oh well - you cannot have everything.



Sid

Download link

http://www.sendspace.com/file/brrcb8

Cobra Aus






CobraAus -> RE: Cobra Aus RapidShare link page (7/3/2006 6:35:25 AM)

also posted rail art fixes for map panels digital 000 - 001

download link

http://www.sendspace.com/file/mgvs7j

Cobra Aus




bbbf -> RE: Cobra Aus RapidShare link page (7/3/2006 6:42:51 AM)

Hi Cobra/Cid,

Would it be possible to provide a list of all files required and locations to run RHS from time to time?

As 4.0 is meant to be a relatively stable incarnation, now could be a good time.

Cheers

Rob




CobraAus -> RE: Cobra Aus RapidShare link page (7/3/2006 6:48:31 AM)

quote:

Would it be possible to provide a list of all files required and locations to run RHS from time to time?


all you need is here to get started

A guide for the Installation RHS Scenario

side note 1 this writen in a style to help Newbies as well as the experienced

ok away we go
Stage 1
1 make sure that your current version of War in the Pacific (WITP) is Patched to at least
version 1.8 now available for download
2 I would recomend making a second install for RHS and to do this copy the WITP dir
to another drive (have a cuppa (or scotch) while this happening will take 3 to 4 min
when finished rename the WITP dir to what ever say War in the Pacific-RHS then copy
to original dive under Matrix Games. create an icon to point to the new exe and name
it somthing in ref. to RHS
3 Test the install to see if every thing runs ok

Stage 2
1 Download every thing in the RHS STUFF dir found on RougeUSMC site to a temp folder
at the moment you will find
A RHS map panels V5.1b part 1 13-4-06 - extended normal non hex panels - RHS Critical
B RHS map panels part 2 13-4-06 - extended Hex map panels RHS CRITICAL
C RHS amended map panel 000 18-4-06.zip RHS CRITICAL
D RHS amended map panel 001 18-4-06.zip RHS CRITICAL
E RHS amended map panel 003 18-4-06.zip RHS CRITICAL
F RHS amended map panel 006 18-4-06.zip RHS CRITICAL

note the above 4 amendments where do after the main map sets were upload and
any further updates will done in the same manner
note 2 Due to later transmission the files at Spookies site are uptodate as of 23-4-06
the amended panels are now in main map down loads

G Enhanced mapicons.zip RHS RHS NON CRITICAL
F RHS AlliedShip _Back full set.zip RHS CRITICAL
G RHS AlliedShip_transp full.zip set RHS CRITICAL
H RHS JapShip_Back full set full set.zip RHS CRITICAL
I RHS JapShipShills_transp full set.zip RHS CRITICAL
J RHS startgame_1024 Carriers.zip RHS NON CRITICAL
K RHS startgame_1024 Battleships RHS NON CRITICAL
L RHS OpenLoadScreen_1024.zip RHS NON CRITICAL
M RHS OpenLoadScreen_1024.zip RHS NON CRITICAL
N RHS planetops-sides.zip RHS CRITICAL
Stage 3
Installation of CRITICAL FILES
1 the map panels - unzip both sets and copy to
Matrix Games\War in the Pacific-RHS\ART (or whatever you call your install)
and say yes overwrite
2 next unzip the amended panel zips (4) and copy to ART folder
and say yes to overwrite (use this method for any future map panel upgrades)
3 next upzip the planetops-side and copy into the ART dir
say yes to overwrite
4 next Important step for the next 4 zips
go to the ART Folder and open and find the 4 ship panel folders
1 AlliedShips_Back
2 AlliedShips_Transp
3 JapShips_Back
4 JapShipShills_transp
DELETE all files in these 4 dirs
then unzip F into the AlliedShips_Back folder. unzip G into the AlliedShips_Transp folder
unzip H into the JapShips_Back folder. unzip I into the JapShipShills_transp folder
Ships art should now be done and all Criticals in place apart from scenario files (covered later)
Stage 4
Installation of NON CRITICAL FILES (in other words RHS will run without them)
1 the Enhanced MapIcons Set were created to make the more visible on the map based on the stock
set with only a couple of small changes
at this stage it would be good idea to make a full back up of your ART FOLDER before going further
to install in you want try out just unzip into the ART folder and say yes to over write
2 There are 2 openload screen have a look at themafter unzipping pick the one you want and copy into
ART folder.
3 Same applies for the Startgame screens
STAGE 5 SCENARIO FILES
when these are released you will find at ROUGEUSMC and SPOOKIES site for download
and other sites will most likely get them as well
at this stage I think there are 3 but EL SID will have more info forthcoming on them
but to install unzip and copy all files into the SCEN Folder and copy the PWHEX.dat file into
route dir of the game (war in the pacific - RHS)

when all that is done and sound alot but is only about 5 -10 mins work apart from download time
your all ready to try out RHS done by the RHS TEAM

Note on file dates - all files will have a date stamp (eg 23-4-06) any files found on sites with more recent dates
than what has been stated in in this doc are the most recent files for downloads

A word about other mods and RHS

Ship ART not a problem changing art with say Big B's OR Fremans's or any other ship mods out there
if want to use them
any other Candy Art should not be a problem either
AIR AIR will be a problem as the air panels tops and sides have a number of panels not found in other mods
I do not at this stage unless some creates a mod package for RHS recomend you change the AIR ART
SOUNDS not a problem


AUTO INSTALLS at this time a batch file same as CHS has not be done but is being considered

Cobra Aus




CobraAus -> RE: Cobra Aus RapidShare link page (7/3/2006 12:27:18 PM)

RHS v4.01 all scenarios posted (note only single file for each scenario this set)

changes
I regard this file as converting the file set to version 4.01,

but it is not possible to say so in the file set itself as it is not part of the air group file
where this is noted.

This file set ONLY reduces the initial size of certain Allied carrier fighter squadrons
AND sets a size limit for all allied carrier squadrons. It may be the latter does not matter in
carrier operations. But it seems to me it matters if the carrier lands ashore - and I suspect it matters at other times as well. In any case, I am assured it does NOT hurt to do it.
Further - I once was told "get the data right and the code will follow" - so IF the code ever in future cares about squadron size - it is set.

Sid


download link

http://www.sendspace.com/file/93ohq0

Cobra Aus




TulliusDetritus -> RE: Cobra Aus RapidShare link page (7/3/2006 12:46:12 PM)

Cobra Aus, the link for the map panels does not work:

http://www.sendspace.com/file/mgvs7j

I managed to download v4.0 and v4.01 though. Anyone having this problem?




Sardaukar -> RE: Cobra Aus RapidShare link page (7/3/2006 5:33:52 PM)

Aye...cannot d/l. Other links work, AFAIK.




TulliusDetritus -> RE: Cobra Aus RapidShare link page (7/3/2006 5:40:46 PM)

Sardaukar, I posted my message at noon. I have tried again 10 minutes ago (4:30 PM here) and now it works [:)]




Mifune -> RE: Cobra Aus RapidShare link page (7/3/2006 6:33:20 PM)

Sendspace only provides a limited set of free download slots. One must wait till a slot is available to start a download. Patience is a virtue (or so I am told).




TulliusDetritus -> RE: Cobra Aus RapidShare link page (7/3/2006 7:52:52 PM)

Mifune, I cannot be patient now [:)] The 6th july I leave (holidays). NO internet where I go (my house in the mountain). I still want to be able to play RHS there... so 4.0 has been released in time. I was impatient, indeed [8D]




Mifune -> RE: Cobra Aus RapidShare link page (7/3/2006 8:00:35 PM)

LOL, I do understand the need for instant gratification. I am very thankful for my high speed DSL.




CobraAus -> RE: Cobra Aus RapidShare link page (7/5/2006 2:26:51 AM)

RHS v4.02 all senarious + PWHEX v.02 posted

Changes

1) This has the full proper code fix for Essex class carriers so four squadrons should resize properly. It is what is supposed (officially) to work.

2) This has a workaround for USS Midway - in case she cannot operate four squadrons. The two dive bomber units are shown as one. IF we learn that she can operate four, I will undo this.

3) This has too many squadrons on Unryu class carriers in all scenarios - and on all big carriers plus Ryujo in EOS. IF they get in trouble with a resize, land the small recon element.

4) This moves the Tsinan supply sink to - Tsinan!

5) This moves the Fukuoka Naval Station Battalion to - Fukuoka! And then upsizes it to
a Naval Base Force - so the training air group at Usa has some support.

6) This eliminates an obscure duplicated unit - I forget which.

7) This has some supply depots to further help the AI with logistic startup at points it needed help. This happens because some units don't have enough supplies - and so the AI tries to "feed" them BEFORE turn one. Giving the units enough supplies fixes it - but it is a pain to enter it unit by unit. Giving locations supplies also works - AI fills up everyone there if it can.

There is a review of the status of LAGG-3. However, know that RHS Soviet Air Units are understated. When this is addressed, aside from possibly redefining LAGG-3 speed and assignments, we may add some other Soviet units. There are significant and difficult issues here - but RHS - which added Soviet ships and the Pacific Ocean Fleet Naval Air Force - is dedicated to addressing them over time.

I probably have to issue a 4.03 eventually. It is my hope not to do so until about July 25 or so. I leave Alaska July 30 for a while.

I forgot to say that Muroran was moved one hex to a equally valid location - but which has rail service! Muroran is on the edge of two hexes.

EOS
This is a hoot. Lots of fun. And political point freedom - for those willing to think in terms of different options.

It also has some planes you don't see anywhere else. Not that you can see them really - there is no art - but you get to use them. Many are variations of other planes - and use their art. Otherwise closest art is used.

Sid

download link

http://www.sendspace.com/file/iu5ccx

Cobra Aus




Mifune -> RE: Cobra Aus RapidShare link page (7/5/2006 7:31:30 AM)

"6) This eliminates an obscure duplicated unit - I forget which." The duplicated unit# 1772 -IJN Toyohara Nav Stn is now the IJN Fukuoka Base Force.




CobraAus -> RE: Cobra Aus RapidShare link page (7/6/2006 11:37:10 PM)

RHS v4.03 updates for all scenarios posted

changes
1) This update removes the 9999 code from VBF squadrons appearing in 1945 - on the theory they might not then appear.

2) This update preserves the Midway "immunization" from the air group resizing issue because it is not yet clear it will work with four squadrons. I don't think it does.

3) This update leaves the Japanese carriers with too many squadrons in place - partly because players can control when they resize. [If you don't want to resize, never disband in a major port with your command HQ.]

4) This update includes a major rework of IJN Armed Merchant Cruisers. This is based on testing of the CHS concepts - which invented them in a game not designed for them. We have found what may be a better way - in a technical sense - and we have classified them in more classes - because they had varied armament. Also, all of them can convert to transports AP - if desired.

5) The LaGG-3 is slightly slower in this release.

6) A class of ships with negative range has been corrected to have positive range.

7) In RHSEOS - an incorrect air group for Nagato is fixed. Nagato either was trying to fly a version of the Rufe that could drop its floats - or it was just acting as a transport for Zeros!

8) Japanese airborne units are always classified as assigned to the Southern Area - so you don't have to spend political points to get them to operate there. The one exception to this in history - the "training raiding regiment" - which operated in China - is in the game in the form of the glider regiments - which it converted to - and which also operated in the southern area.

9) Some Japanese land units changed their commands, their initial supply, their location, or their composition - almost all of it either eratta or for technical reasons.

10) The "Oshima" unit is now properly Kagoshima - following Andrews reform in CHS - he is quite right about the name.

Sid


download link

http://www.sendspace.com/file/i2gfur

Cobra Aus




CobraAus -> RE: Cobra Aus RapidShare link page (7/9/2006 3:04:33 AM)

RHS v4.04 for all scenarios posted

changes

his update:

1) Makes no attempt to deal with code resizing of air groups. It assigns the air group to a carrier at the time it enters the theater - and upgrades the type of planes in the air group - but does NOT resize the squadrons.

2) Corrects Conte Verde in all scenarios.

3) Installs experimental experience ratings for IJN Shigure and USN England.

4) Rates AMCs as surface warships in terms of experience.

5) Corrects 4 aircraft art pointers.

6) Attempts to get AI to load 56th Brigade at Palau and 18th Division at Taan.
IF these fail to load, you must do it by hand or the landings will go in with only supplies!
ALL other TFs load properly - and these may now.

7) Corrects 10 Allied base forces to not seek objectives in Russia!

8) Corrects the upgrade path of a US Persuit squadron to P-38 instead of a Russian fighter!

I do not intend to issue updates for some time. I have washed my hands of trying to please code for air squadron resizing on carriers: it would require I rename units and I am unwilling to do that - given one can either avoid resizing or offload a squadron.


download link
http://www.sendspace.com/file/pyi0g0

Cobra Aus





CobraAus -> RE: Cobra Aus RapidShare link page (7/14/2006 1:43:00 AM)

RHS v4.05 PWHEX file posted

changes
Note that a pwhex file works with any game version - and the version number is only included for reference.

This revision makes Northern Luzon more like reality - you don't land on the Eastern Coast and go anywhere. So the "interior" becomes more "interior." It adds quite a bit of Sakhalin island to the playing map as land. And it kills some left overs from previous map projections - water in the middle of land - and other strange terrain that probably made sense with different projections/art. But those two are the biggies - Luzon and Sakhalin Island revisions - the latter quite extensive - and it might matter with those active Russians. Remember - in RHS there is a ferry connection at the North end of the island - the Russians don't need ships to get to the island - or for supplies to flow.

Sid


download link

http://www.sendspace.com/file/q3fyss

Cobra Aus




CobraAus -> RE: Cobra Aus RapidShare link page (7/17/2006 6:46:09 AM)

RHS v4.05 for all scenarios posted

Changes

This should be difinitive.

When TF 3591 refused to work, I replaced part of it with 3599 - and it works.

The Kure 1st SNLF now invades Legaspi as it should.

Landing craft should behave properly - as in stock - about half of the landing craft were moved to slots that will come on command - the other half remain in high slots as in CHS - and all these start on the map (so you don't have to command them to appear). The others will appear anyway - in case AI is in control.

A small AK class got its machine gun fixed (one whole AAMG).

RHSEOS and (for major ships only) RHSPPO have the experimental day and night ship ratings.

The capital of North Korea lost 2/3 of its heavy industry. The capital of South Korea got its port and airfield enlarged, and gained a HQ unit (Korea Command).

A supply sink with aircraft support instead of regular support got fixed.

EOS got four Army and one Navy tank companies. All active duty tank companies in EOS got three squads of mechanized infantry. The three reserve tank companies should build up to have them eventually. EOS tank units morale was raised - it was very high in 1941 - and it is not clear why it was rated so low in CHS?

Some work was done on supply depots - as I come to understand where the AI wants to send things - and how to control it. Supply depots INSIDE units tend to NOT get instantly transferred like supply depots at locations do - so it gives me slightly more control of where supply is.

Surface raiders WILL transport troops and supplies! I missed that. Just assign them the fast transport mission.

SID

download link

http://www.sendspace.com/file/c28ex5

Cobra Aus





CobraAus -> RE: Cobra Aus RapidShare link page (7/18/2006 1:42:41 PM)

RHS v4.06 for all scenarios posted

changes
Regretfully, I feel obliged to issue a medium scale revision:

The good news is that - aside from chrome - it mainly involves Russian air units unlikely to be used in most games.

Seems that a number of "blank" slots get "eaten" by Russian units in hard code late in the war. So the Russian navy air force had to move.

Investigation of a report about the LaGG - 3 also indicated poor research in the original (stock and old CHS) version of the Soviet Air OB. Not so much with the LaGG - 3 - only one unit appeared too soon - and that only a missing date. But the IL-4 was NOT EVEN PRESENT - except oddly in China!!! I added 5 regiments of these - and redefined the plane. The WITP bomb load (CHS kept the stock definition) was fictional - the internal fittings were for 100 kg bombs - not 250s - and there were only three external fittings for 250s - not four. The range was also exaggerated - as was the speed - I checked with Bill Gunston - a British expert who has actually met all the Soviet designers and was given access to their original papers.

So three files are changed here -

aircraft (for IL-4 mainly)

air groups (moving the entire Pacific Ocean Fleet Air Flotilla and adding several squadrons to it - and adding the medium bomber force - and correcting a couple of unit dates and many upgrades)

and location -

this mostly for chrome - renaming large Japanese air units in Japanese:

we have Sentais and Chutais and Shotais and so on - so why preserve the English for Air Divisions, Air Flotillas, etc?

Korean is changed to Chosen for consistency with the map and Japanese language

and a few more AI enhansements are put into Empire of the Sun - mainly to help the AI - a test indicates these are working magnificently - and AI has more punch now than ever running the Japanese offensive. [If you assign a unit 100% planning for a particular location at scenario start - AI takes that as an instruction - and sets up delivery - support - you name it. Neat.]

I am now going to play several games against humans to see how this all integrates. My first semi-test with a human - in which I feel free to do radical things - indicates several things are working well.

Sid

download link

http://www.sendspace.com/file/zyr5w6

Cobra Aus

I accidently put 4.05 on the descriptor it realy is v4.06




CobraAus -> RE: Cobra Aus RapidShare link page (7/20/2006 1:43:08 PM)

RHSEOS v4.07 update

changes

This is to make EOS release numbers be in sync with the other files - which didn't work

because of a problem with the air group file. Since they will all be called 4.07 when tested

and certified to work - this is simply a rerelease of EOS to also be called 4.07.

There is, however, one difference. Some dozens of Allied units - mostly base forces -
have more supplies - for technical reasons.

SID



download link

http://www.sendspace.com/file/sffmku

Cobra Aus




witpqs -> RE: Cobra Aus RapidShare link page (7/20/2006 11:15:52 PM)

quote:

ORIGINAL: CobraAus

also posted rail art fixes for map panels digital 000 - 001

download link

http://www.sendspace.com/file/mgvs7j

Cobra Aus



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