I think this is the final iteration for the offline gunnery training terrain. I've cleaned up the tree to rock transitions to gain back some FPS. Made the water run off areas look like real life transitions from higher elevation canyons and rock cuts. Reduced the percentage of tall oak forest versus lower less dense deciduous forests to gain back FPS. Still cannot get the FPS up from the CV bridges because of the rock faces on all of the shores. Once you are in the air or running a PT to intercept the CV's no problem with FPS.
I've created two cloud files. The first (gunnery.awa) has a simple 14,000ft light thin layer to get rid of that unrealistic blue sparkling clear sky. The second (gunnery2.awa) has what I think is a good cloud cover. Only problem is the abrupt light to shadow transitions that are jarring. Otherwise I've gotten rid of a lot of that cubed pillow look. Greebo your awa file helped immensely with understanding the fronts.
For everyone else,
This is an "Offline Only" terrain. I'm including a file that will unprotect objects so you can sink your own ships and destroy your own hangers. The tanks set out as targets will be destroyed by bombs and HE rounds, AP rounds will give you a nifty explosion graphic. That is a limitation to the game not a bug.
The zip file contains the following:
gunnery.res
gunnery.var
gunnery.awa
gunnery2.awa
1. - Copy (gunnery.res) to the Beta's ah3terr folder, start up the Beta and choose gunnery for your offline terrain. Then go offline, then exit out.
2. - In the game's chconfig folder will now be a new folder named Gunnery. Copy the following files into it.
gunnery.var
gunnery.awa
gunnery2.awa
3. - Go back into the offline gunnery terrain and you will see a high thin cloud layer and you will have 10x bullets for your planes and can blow up things. If you want to see what (gunnery2.awa) does, type the following into the text buffer:
.sweath gunnery2
The Gunnery Training Terrain.
1. - There are 2 tank gunnery ranges. A 4 mile with mile markers and scattered tanks, and a 4000yd with tanks at every 500yds. Also an 88mm and 17lb on each firing line. The peak to the right of A1's 4 mile range has a tank spawn and an 88mm on top of it.
2. - A wirbel spawn from A1 to the NW to shoot at the drones that will pass as close as 400ft. Also three 37mm and an 88mm up there.
3. - A1 has tank spawns to the town and down to Tank Town while P4 only has spawns to the town. Both areas have static tanks set around them to create Hogan Ally drive through ranges.
4. - V7 has the 4000yd range with a NW higher ground tank spawn over the range. It also has an 88mm spawn to the center of the main canyon for long range shooting at drones.
5. - At the end of the 4 mile gunnery range is a bombing target made of bomber and fighter hangers. There is a 15,000ft bomber air spawn along with 1250ft torpedo bomber and B25H air spawns for the 3 CV groups. There is a 7000ft fighter spawn to be on top of the drones and a 12000ft fighter spawn to bomb the CVs.
6. - There are 3 CV groups, two traveling at each other for ship to ship gunnery. The third is following a tight twisting pattern for bomber practice. There are PT spawns to intercept all three CV groups.
3. - Three 88mm spawns for long range practice at the drones as I mentioned earlier.