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Wrench

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Everything posted by Wrench

  1. and here I thought he was talking Challenge Coins!!!
  2. This post cannot be displayed because it is in a password protected forum. Enter Password
  3. it's the incompatiality of the 2 formats -- all the SF1 series is ANSI. The SF2 series uses UNICODE. SF2 can read both, hence the ability of SF1 mods being usable there. This is the way it is ... there is no need for 2 of everything just because people refuse to evolve. SF1 is DEAD, and SF2 is just barely hanging on. As Daddyairplanes and Trotksi just said, this is the way of the world. Think of it as "gaming Darwinism".
  4. Gepard, don't forget I did a rebuild of your terrain in 2013. If not too much is changed, you might be able to copy/paste many of my target area. Certaintly, there's a bunch of ground & terrain objects you can use! Please feel free to do so!!
  5. Began rebuilding VietnamSEA for late 40-50s French Indochina action. Gonna be months of work... sample image below is the 'new' Hanoi. retileing an retargeting, especially trying to figure out what areas are Viet Minh controled, will be oh so much fun (not!)
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  7. I Found What I Want For Christmas

    I'm still holding out for a 57 Nomad, with 21st Century up grades That is a VERY cool R/C bird though!
  8. (wrench thinks to himself out loud) wonder if we can get a self-illuminated "CombatAce Billboard"???
  9. why not just simply replace the SAMLauncher callouts with AAA? Why create more work?
  10. Mue's Lod Viewer. works a charm on anything
  11. unfortunately, that doesn't work for ground objects, only planes. I'm not exactly sure how you can get a GO with a strobe, unless there's something that can be done with self-illumination (like your recent airfield objects). I know you can get them to rotate, as Stary did that with lighthouses
  12. NEVER touch or attempt to use the terrain editor. That requires a PhD, or whatever is higher (godhood?). You just edit the _targets.ini and _types ini (if needed). There's no need to create whole new target areas just for AAA and SAM units (unless the Real Life (tm) has them as such. Like I've done over the last 12 or more years -- you build the (city/airbase/ect) defence batteries INTO that target area. Using seperate, and usually overlapping target areas fucks shit up in ways you can't even imagine. But...If you don't know or understand the target coordinates system of the game engine ....I wouldn't reccomend messing with this. OTH, For amateurs, I'd recommend Mue's Target Area Editor, found in the download of Mue's ToolBox (search in the Utilities section, iirc) It's pretty easy to use, and accurate beyond belief. BTW, what terrain are you trying to upgrade? Can't be one of mine, I've had complaints of TOO many AD units (yes, there IS an upper limit)
  13. I hope you're NOT changing actual airfield objects for AAA units (Pit1 ---> AAA). Those are where planes park. Don't mess with those. Ever. Each AAA position has to be plotted individually, and THEN added to the targets ini. Also, if you're calling out specific items (Gepard, SA-9, etc), their radars will NOT show on your RWR (a major game glitch). Any units for specific call outs MUST also be listed in the _types.ini MISC should only be used for things that are not of a specific type (warehouse, fuel storage, etc ) I've hardly ever used it, or changed that item to something more viable and logical. Why targets aren't appearing, no idea. Do remember, there is a 50km "bubble or reality" around the player aircraft. Things outside it, de-spawn, and items will only spawn inside that bubble.
  14. as I did on all of Wolf's P-47s, N1K2 George, and many others (oddly, all of the seem to be Wolf's!) Even fixed buttloads of Skyhawks that way, the USN A-4L built from the original E, with the added hump, and all the original Argie Scooters with the various bits and bobs. Unfortunately, like Svetlin said, it's a permanent thing - always attached to the aircraft. But a hell of a lot simpler arrangement; no need to fuck with the loadout ini, just add the weapons As seen in the image below on the Jug, these aren't the perfect shape, but they get the job done. Also, the ADF loop on top is FPed in (just a test for CBI based Jugs) but, whatever you think works best for you.
  15. and doing it via the Fake Pilot (tm) method wasn't an option? (as has been done numerous times in the past)
  16. Gkabs, pretty much. I didn't even think about "projected" light cones, just glowing "lamps". The floodlights are AWESOME!!!
  17. inis ("text files") have been open to use. No, it is NOT a violation of the payware. That's a ruling we (admins) came to many years ago. It's just never been questioned, so we never bothered about it. As there was only (really) 2 payware makers for the SF series, the point is moot. the only thing really protected are the LODs
  18. You ARE putting the "new" files into the correct mods folder, yes?? take a screen shot of your folder tree, and post it here
  19. Because them's the rules. You don't like it, our door swings both ways. Your choice As someone who's actually HAD my work pirated, we take such things quite seriously.
  20. seriously, could you be LESS specific as to what exactly you're trying to say?? We can't help you if we don't understand what you're trying to do
  21. the TFD* tool can give you the x/y coordinates. 0.0.0 is always the lower left corner, and goes up from there * it's here someplace, I just don't remember the link
  22. why would you even need to use the terrain editor? You're not changing the physical properties of the map. you only need to edit the targets ini, changing alignments (enemy to friendly) as is said way up on the thread. Front lines will, of course, need redrawing, as will the location statements in the nations ini, as well as the allowed nations themselves. The "theatre name" and acutal name (as seen in the vietnamsea.ini) will also need change to "French Indo-China". This will, obviously, REQUIRE a new terrain folder "FIC" for example. It's just like build a new terrain, but with pre-existing stock items (well, I'm sure the airfields will need their building, and possibly even the runways, back-dated to late 1940s style structures. plenty of those around) as to artillery, they have to be placed via the targets ini, and of course, added to the _types ini. Done this hundreds of times; it works trust me.
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