Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,942
  • Joined

  • Last visited

  • Days Won

    133

Everything posted by Wrench

  1. Veltro's had a Blackjack (mostly) done for several years. It's just that no one stepped forward to assist him in bringing over the threshold. Don't know what's it's state is now, as he's been absent for some time (months)
  2. Bit the big one!

    was looking at something like this: https://www.dell.com/en-us/shop/dell-gaming-desktops/alienware-aurora/spd/alienware-aurora-r7-desktop/dpcwxtc03h right now, the older games. DCS is just too much money all the time. If newer flight sims or space game come out, definately want the availability to play them. I'd thought about building a system, but with my eyesight (minimal depth perception close up and "unfocusedness") I don't think I could. Definately NOT looking forward to learning Win10!
  3. only on "easy avionics". may require editing of the aircraft's main ini.
  4. yes, into Object Mods/Structures. it's actually pretty easy, just follow the on-screen steps. You "give it a name" section, then drag/drop the zip file, then there should be a section to upload the screen shots. That's also a drag/drop operation. Don't forget to write a description. And have a good read-me. (since this mod is mostly for terraformers, maybe add in the read-me the statements to add to a terrain's _types ini) If you run into any issues or problems, just let us know!
  5. I like it! nice color change from the one we've had since 2003!!
  6. the shape of collision boxes prohibit ski jumps. and neither engine (sf1 or sf2) is built for it
  7. I can send you the data ini we started working on when angelP was build one in the CAF Forums. Don't know it that'll help or not....obviously boatloads of things will be very different (hit boxes, min/maxs, etc -just don't use those statements? the Lod Viewer is great for setting those uP!)
  8. i don't think you can switch them on or off. Unless it takes it cure from the airfields (main) ini. Most lights (runway) come on after dusk. afaik, you can only have it ON and rotating. (but, thats all i know!!! <grin>)
  9. Hunting down Yefrem Gordon's book the Yaks (25,26,27,28) would be a good starting place. I know that Aerofax is (either) the printer or publisher. the intenet (and favorite search engine) is your friend
  10. which plane and what modder built it? I've never seen a pilot figure cast the shadow rope; it's usually (almost always) cause by faults in the aircraft model itself. Open or flipped meshes, etc. There is no cure
  11. umm...as you stated they're DLCs, they'd only be a the 3rd Wire store.
  12. that's excellent! looks like it's time for me to get to work -- oh the pain of 4 WW2 installs!!
  13. "all this has happened before, and it will happen again" paitience, young padawan, all will be made manifest in due time
  14. or just look on any of my terrains that have sea ports
  15. remember, there's no lods available for stock items (locked in cat 002). But it is listed in the stock terrains types inis. as to the docked ships, they're ground objects, placed as usual. Look for "Trawler"; there's 3 of them. you should know all this stuff by now, Jordi!!
  16. <cough> position of wing lights is always a useful starting place <cough> but with the lod viewer, it's down to an exact science
  17. of course you can! even some of the terrain cat lods, if the ini is available
  18. yes, you can make a light rotate (see Stary's lighthouses) you'd need to build in the animation into the LOD, and most likely use a 'self illuminating tga', and the tga for the light beam itself would need creating
  19. oddly, ONLY in SF2NA has the sound bug. None of the others seem to have it. (E, V, I, 2) now, here's the screwed up part -- all my WW2 mods folders are built from the NA exe; NONE of the exhibit the bug. ONLY in NA. The naval features work (after a fashion) in the other merged titles. But don't work as good as directly in NA (at least in my experiences with them). remember, all 5 (7 if you have the expansion packs) all share the same core dlls and cats and so forth. It's only the exes (and whatever is hiding in their code) that seem to differ.
  20. don't forget, the wavs themselves are (need to be) 8 bit monos Did you add the new gun sounds to the Soundlist.ini, and place that in the /Flight folder? are you testing these sounds in SF2:NA? There are serious, known issues with NA, even with stock sounds, of having them sped up and sounding way off (think prop engine sounds like a lawnmower). There is no fix; requests and reports were not acted upon by the manufacturer. OTH, in all the others (SF2, 2V, 2E, 2I) the add-on sounds work well.
  21. Wouldn't it be far simpler to just write the textureset.ini and include it with the skin? just saying, that's how we've been doing it for the last 10 or so years (SF/FE)
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..