Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,943
  • Joined

  • Last visited

  • Days Won

    133

Everything posted by Wrench

  1. Version 1.0.0

    110 downloads

    SF2 A-6E Intruder, VA-196 Skin/Decals Pack 2/1/2018 = For SF2 (Any & All, Full-5 Merged Preferred) = *Can be used in any install that has access to the A-6E* A new skin for the 3W A-6E Intruder that depicts VA-196 "Main Battery" during 1980 when embarked aboard USS CORAL SEA (also possibly at Gonzo Station, but I haven't confirmed this). Almost all markings are decals, most made new for this mod, and decal randomization is TRUE. All serial (BuAerNums) are 100% historical in nature. Unfortunately, I could not match all to their Modex number. On the Number display dropdown, those marked with a star (*) are correctly matched. But all are aircraft that served in VA-196 at one time or another. The Default Start Date switch isused on this skin, so in 1980, you should see only this one. The aircraft is finished in the standard Grey/White scheme, with full color markings. The skin is in jpg format. On the Loadout Screen, for skin selection you'll see: VA-196 Main Battery (1980) Please note, NOTHING is included that makes the aircraft flyable; no inis, cockpit parts (I use the Razbam payware pit on my A-6E & A-6E TRAMs). You should have made them flyable or need to seek the "parts" on your own. Also, if you have made it flyable, and use the "Read Only" trick on the main ini (A-6E.ini), you'll have to un-read only it to add this skin. As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Happy Landings! Wrench Kevin Stein
  2. Cool! I wonder if that was the first image that came up during their search!
  3. examples include the stock F-14, and several MiG-23s. Check their data inis.
  4. did you change the "operational year spans?" double check what you've done with my instructional tutorial(s)
  5. MB, you forgot the most important step --- after copying and pasting the exe of choice, RENAME it to what the new mod folder is to be (in this case, SF2_PTO) THEN, run the exe to create the mod folder with the unique name. THEN add all the WW2 PTO bits, THEN remove all the modern stuff (ground objects and aircraft -- but it's VERY IMPORTANT to leave 1 player flyable, and 1 AI only aircraft, say an A-4 and a MiG
  6. that WOULD be the safe assumption! Without the game(s)...
  7. Believe me, that's a given. I'd see to it personally!!!
  8. Some sad news regarding a former modder

    How sad ... he was a good member of the community RIP
  9. I guess it's a safe bet you haven't read this little tidbit in our ever-ignored Knowledge Base ... while slight outdated, it will give the basics. I'd also recommend -HIGHLY- not adding any mods or add-ons to the game until you get familiar with the file and folder structures and system. This is the advice we give all newcomers to the SF2 series. One might also find interesting reading in the other threads, as experience is gained with the SF2 system
  10. So what shows are you hooked on?

    Which is EXACTLY what my wife calls it!!!!!
  11. Indeed... there ain't nothing "user serviceable" in the C:\Program Files (x86)\ThirdWire. It's all in the "mods folder" in the /SavedGames folder
  12. So what shows are you hooked on?

    B5 was probably one of the best, if not best, SciFi show of all time. I have the DVD box set. as to rerunning, I've discovered Andromeda on the Roku channel - never got to see many of them when first broadcast
  13. oops .. my mistake!! the /Controls folder!! sorry!
  14. delete the in the /Flight folder, restart the game, and it'll create a new one for you to "adjust"
  15. this is MUCH better than my original thought -- SF2 meets Pokemon!!
  16. playing the campaign in Atlantic Fleet...seem like one of those "WTF?" moments!!! Note the location!!!
  17. how does that work, exactly, when using unique names for, not only the "pilot name", but for the skin itself? Because it's folderized, and the game engine knows to look at folders last? I don't trust that way -- it takes me less than 30 seconds to hex edit both lods with unique (6 character) skin names.
  18. winbloze 10 - what a fine product!!
  19. the cockpit has to be built that way MAX. You can't just magicaly command it to change (example: A-26 cockpit, switching from pilot to bomb aimer)
  20. having done nearly a hundred pilot figures (in 1stGens), the only way is as described -- you need to not only rename the ini and lods to the new pilot name -and the name of the new lod in the main ini, you MUST hex edit the lod and change the names of the referenced skin bmp. there are 3 instances of the skin in the the 1st level lod, and 2 in the 2nd level lod. ALL must be changed. also, don't but the XVI32 folder into the Program Files sections of you HD -- put it at the root of C; it keeps it out of the protected regions, and allows it to work better (at least is has for me for the last 10 years!)
  21. remember, that may only work on SF2 units. I don't ever recall seeing that in 1stGens (which is only where the OP works in) It can be tried, but there's no garuntee that the AI routines in SF/Wo* will react, or even see them. Locate and extract the AI data ini from which ever cat it hiding in, and see it those statement even exist
  22. remove the "gun firing effect" or whatever that hell it's called, from the that weapons gun data ini. Be advised, those are GLOBAL usages, and will surely fuck up any other aircraft using that weapon
  23. it does that with dds textures, too
×

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..