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Wrench

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Everything posted by Wrench

  1. Strategic Air Command

    I remember long ago, (45+ years - I was a teenager) I went to the museum at March Field. They had the "set piece" of the cutaway nose/cockpit of the B-47 used in the last half of the film. I KNOW I took a picture of it, but don't have a clue where it might be. The description plaque said it was used in the movie MB: didn't I post pictures of the B-36 at the Castle AFB museum in the Digital Recon Forum??
  2. Strategic Air Command

    there's EXCELLENT footage in this film, not only of the Peacemaker, but the Stratojet (B-47). AND the sharp eyed will be looking in the background for all sorts of other eye candy.
  3. in fact, the radar isn't even really for "searching". GCI would vector you in, and get you within range (5-10 miles) THEN the pilot/rio could take over the intercept. Just like WW2
  4. Kamchatka terrain spiritual sightings?

    ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn Human, you should be on you knees worshiping The Great One; praying he ends you swiftly ======================= Dan added that in the original release. It's incorrectly placed, as everyone know R'lyeh is a the bottom of the Pacific, untouchable by Man. (longtime Lovecraft reader, longtime (but retired) Call of Cthulhu RPG player -- I've some knowledge of The Great Old Ones)
  5. seriously? I seem to recall it came with the aircraft.... F-94B_AVIONICS.7z
  6. holy crap!! good to see you again!
  7. Stock, the 21bis and 21bisB come preloaded with the dual racks after 1973. Extract the loadout ini, and you'll see. No need to fiddle with what ain't broke. see below:
  8. <cough> <cough> use mine? they're pretty accurate for the Mk.II & Mk. IV (albeit possibly 'generic' except for those aircraft known)
  9. Normally, it's a simple matter to add a "built in" laser designator. But the GR.3 cockpit we have, doesn't have a radar screen to be used as the "tv screen". There might be a to manhandle the moving map display into the seeker screen, but I don't know how
  10. do you mean "edit the instant action ini" to fit a certain era or theatre? if so, the answer is yes. Very easy to do. It's a simple text edit. You can even leave the terrain listed as one of the stock ones (say, use the Desert for anything Mid East or North Africa and so forth)
  11. well, to be honest, the Mk.4 is pretty well along (shown above). It has the meshes cut and attached as "normal". At this point, probably just skin and decal work. I'm sure this model could also be used as the Mk.5. The (fictional) Mk.6, OTH, still needs more MAX work (inner/outer wing seperated, stabs cut into right & left), fuselage, nose and tail seperated, engine pods) you get the drift. Also needs more decal work, both for CAF and Belgian users. Sorry for the thread hijack, people. Please go back to your regular discussion. Thank you for your attention!
  12. don't forget the Canadair Mk.4 & 6 Sabre's for the RCAF are floating the downloads section someplace... and if I could get my modler back to work, we'd have this one finished too...
  13. just curious.. will the background music be "We Will Win" by Min Mei?? I LIKE it!!!
  14. The TAE also give the offset's from the 0/0 point (and is much better at doing so). How else would you place the object? The TFD is only useful for obtaining the basic X/Y coordinate. === Umm, if you could ex-plane (see what I did there?) exactly what you're trying to do, perhaps we can give a more detailed answer
  15. not to worry, the game will automaticly use the ini stored in the cat files.
  16. it's a data ini issue, caused by using an out-dated version. Because the external tanks are detatchable nodes of the aircraft model and the call-out in the data ini is for the older, 1stGen style of lod (model). I'd rename the data inis and that should clear up the extra tank problem. or you can extract NEW, current data inis from the ObjectCats, and place them into the aircraft's folder, replacing the older version (after renaming them for back up)
  17. I think that was covered in a post in the Knowledge Base someplace...because I wrote it. in short, the main coordinate is the position on the map, measured from the southwest corner (lower left) of the map the individual item offsets are in meters from that 0/0 point
  18. this is in our downloads section: as far as I know, this is the latest exporter plug in for max
  19. As far as I, speaking as one of the lead modders, a site moderator, and site admin, it should be considered 'abandonware', and released.
  20. I couldn't have said it better -- I have had to do this several times. Yes, if you can add a filter that could be helpful to those that follow us in terraforming! thanks!
  21. I was just going over the data ini again, trying to assemble a new texture list, and the damn thing has over a dozen instances of repeated tiles ( I gave up counter after 12). On this terrain, no one knows if a texturelist ini even exists. All work seems to have been done ONLY in the TFD tool. As it uses GermanyCE named tiles, it SHOULD use the TextureListWoE.ini. In theory, the first 128 tiles SHOULD match the GermanyCE list, but doesn't; they're scattered everywhere, and totally random in order. All new tiles SHOULD be added from the last 'stock' one (129 and up). That's how it's always been done before, on any (well, most that I've seen and worked on) new builds. When you're in the TE, and either building a new TL.ini, or adding a tile to an existing one, and that tile already exists (and I've found this out by "losing my place' and trying to put the same one in again it give you a message " (see image below for example). Right now, I don't know how I'm going to save this terrain ... maybe start with a clean TL.ini, in a stand alone TE (that's how I do it for the most part), auto tile, hope for the best, then pass it to the team and force them to learn!! (do we have an evil grin emoji?). I just don't have the time to (re)build the full terrain from the HF up!
  22. I've just discovered a critical flaw in the TFD tool -- for some reason, it allows the listing of 2 of the same tiles, as seen in the section of a terrain's data ini that I've recently become involved with: [Texture001] Filename=germanyG1.JPG HasWater=0 Color=0.278506,0.333543,0.212785 SolidObjectTexture= SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture002] Filename=germanyG2.JPG HasWater=0 Color=0.383262,0.411538,0.271571 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture003] Filename=germanyG3.JPG HasWater=0 Color=0.349551,0.371391,0.249450 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture004] Filename=germanyG4.JPG HasWater=0 Color=0.342528,0.379447,0.248368 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture005] Filename=germanyG5.JPG HasWater=0 Color=0.333659,0.371619,0.239068 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture006] Filename=germanyG6.JPG HasWater=0 Color=0.306750,0.346621,0.225518 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture007] Filename=germanyG7.JPG HasWater=0 Color=0.330480,0.368029,0.241800 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture008] Filename=germanyG8.JPG HasWater=0 Color=0.308265,0.350036,0.227286 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture009] Filename=germanyG6.JPG HasWater=0 Color=0.322583,0.383528,0.256534 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture010] Filename=germanyG5.JPG HasWater=0 Color=0.332754,0.389887,0.258235 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga This makes it impossible to import BACK in the TE, which only allows ONE entry for each tile. To do so, even after building a new texturelist ini, would completely destroy the TFD, as nothing would be in the 'right' order anymore, giving a totally scrambled tile set on the terrain. This would force the builder to have to completely retile the terrain from the HFD up. If there's a way to fix this, great. If not, the amatures are going to HAVE to learn how to use TE for terrain generation and creation.
  23. yups, have everything done; 3 sets of historical decals (all 3 presentation types), all aircraft ini work completed. The only thing I did wrong is, I left the guns in, and allowed "ARMED RECON" mission statements - this is an unarmed, RECON only aircraft. But that's a very simple data ini edit. Sent off the entire package to Geary, as he's redoing all the skins. Geary: when you're ready, I"ll pass along the fixed data and loadout inis for it's weapon-less usage I also have all the 57G TROPIC MOONs updated, ini work, decals, etc. If you're want to, or are going to, do new skins, I'll wait on the re-release.
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