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Wrench

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Everything posted by Wrench

  1. file was edited; which means --as it has for the last 15 years, as you should know by now-- it had to be reapproved. Good to go now
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  4. I was about to ask if they worked, but saw the aircraft ready to be apporved in the downloads. it's now ready for download!!
  5. drop tanks for the Sabre should be Zur's; they came with the original aircraft in the early 2000s the fake pilot was created by FastCargo.
  6. RF-86A Korean War Project Ashtray

    the FM built for SF2 will probably induce massive problems for the SF1 users. Just saying.
  7. did you try uncommenting (remove the slashes) and see what happens?
  8. oh, for god's sake.. give me the full list and I can knock them out in 10 minutes; serials AND Buzz Numbers...
  9. Yup, I'd say so! It ain't that hard! Placement is nothing -- all the locations have already be plotted out on all the skins I've done for Sabres
  10. [TailGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.08 HideGearNode=TRUE <---- maybe change to FALSE??? ModelNodeName=tail_gear_strut InsideNodeName=tail_gear_bay_inside ShockAnimationID=4 ShockStroke=0.12 SpringFactor=2.0 DampingFactor=1.8 WheelNodeName=tail_wheel RotationAxis=X-AXIS ReverseModelOrientation=FALSE RollingRadius=0.13 CastoringWheel=TRUE CastoringNodeName=tail_gear_frame Steerable=TRUE MaxSteeringSpeed=30.88 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxLoadFactor=4.0
  11. if you're talking about the various blade antennas, No, they are NOT mapped to anything. The green color of the mesh/nodes indicates that they are not. (also, the right click, "show nodes on texture" is greyed out)
  12. See the link above about the "mods folder". Yes, it should look exactly the same. But now, it's WHERE is supposed to be! The core files, down in the C:\Program Files (x86)\ThirdWire\Strike Fighters 2 are located in a protected region of the HD; meaning unmodifiable. The "saved games" folder is where all the stuff gets screwed around with. Again, I refer to the "mods folder" link above.
  13. if we knew what plane, maybe it can be figured out by the more inventive among us ( ) EVERYTHING (well, usually on 3W stuff) is covered by something on the mapped textures
  14. PB is done -- no more linking what about just uploading to a Gallery here at CA, and then linking the pictures to a post?
  15. highlight the offending part, then right click on it
  16. you do NOT need to extract the lods to view them; you simply double click the aircraft's main ini (in your case, A-6A.ini). It'll pull up the aircraft on it's own And yes, ALL the TW Intruders are mapped identicly. It's a simple repaint of the metallic sections on *_*_3 texture. Studying all the _3 textures will show you they're all the same
  17. Mue's Lod viewer should be of GREAT assistance once you figure you where the airbrakes are mapped to, it should be an easy job to make the necessary changes on the template (which, I hope, is still somewhere in the SF2 downloads section) EDIT: found them: http://combatace.com/files/file/12761-3rd-wire-a-6e-tram-a-6e-79-psd-template-set/
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  19. You're looking in the WRONG place!! Was not usefull?? ---> http://combatace.com/topic/62302-what-is-the-mod-folder/ and... if you're running off a drive other than C/, that's a whole 'nuther thing. There should be a post/thread about that as well in the Knowledge Base. I know there were several threads in the General Forums as well (some time back)
  20. the same way you add them to all of the others in the SF2 series; to the mods folder. Of course ALWAYS check the readme in the downloaded item The A-6 (several variants) is already part of SF2NA. It's just not flyable by default. You'll need to add ALL the cockpit bits from WoV, and make several modifications to the A-6*.ini (and then lock it to "read only". Should be several threads in the knowledge base on "how to"
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