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Wrench

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Everything posted by Wrench

  1. 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)
  2. 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"
  3. then it's got to be something the F14avionics.dll (or whatever it's called). you should ( or perhaps maybe being the operative word) be able to find those lines necessary in the various avionics and cockpit inis, and what I'd do, is extract and copy the necessary bmp or tga into the A-6 /cockpit folder and hope for the best
  4. did you run the modified gun through the gun editor? 1st Gens require that
  5. Have you downloaded the appropriate new(er) Russian weapons, via a weapons pak or individually? Have you added the new(er) Soviet weapons via the weapons editor??? They won't won't show up until that's been done even at the 08 patch level
  6. it's more than likely, that it may be a "max issue" (meaning: it was built that way in 3ds Max) have you looked at the cockpit lod in Mue's Lod Viewer? (both A-6 and F-14). I'm not sure if you can have multiple "moving" nodes without it having been build that way. might have to start searching the higher number cats, or ?? to find the "cockpit data ini". I wonder if the node descriptions might be listed in there. But, overall, I'm sure you can't use any of the F-14 stuff on the (what is essentially) a 2005-ish cockpit lod (A-6)
  7. bmps don't have alpha channels. it's just a plain 24 bit bmp
  8. Taube with rifleman

    If it's (still) like SF1, the pilot's ini goes where all the other pilot files (lod, bmp, etc) are, iirc.... /Objects/Aircraft as just loose files
  9. the link to the F-104 download might be of some assistance....
  10. what allen said and make sure the /Terrains folder is IN the mods folder
  11. This post cannot be displayed because it is in a password protected forum. Enter Password
  12. I wish I could release the Clunk! It still needs quite a bit of LOD refining and skin work (like serials and such!!) I'm keeping YOU in mind, Frenchie, when help is needed
  13. @Wrench: PT boat weps

    that 37 is most definately from a P-39 -- that's how their magazines were in that weird circular shape
  14. and you're not running into problems with The Wall, expecially in the Baltic?? -- Required Screenie --
  15. wasn't that the point of the excercise? to remove the 'external' canopy framing of the aircraft's lod?? well, then, you need to start running down individual node names of the framing in the cockpit lod, and remove them in the cockpit.ini. Or, just don't look up Just out of curiosity, which Hind it?
  16. well, one must first know the node name in the _data ini, try this: in the main component listings, for example... ]Fueselage[ ShowFromCockpit=FALSE (or if NOSE, same thing)
  17. X Wing remod?

    me wants!!
  18. then, you aren't looking hard enough. I've found plenty of resources on Japanese weapons. Unfortunately, I never bookmarked the sites. I do, however, have a FM on their "Explosive Ordanance" In truth, neither the IJA or IJN had a large selection. The naval guns were more "dual purpose" like the US or RN (including the 18 inchers) The ground forces really did have a rather limited number of weapons.
  19. that would be my thoughts as well, somehow pivioting the entirety of the aircraft (possibly via thrust vectoring?). It seems a bit far to go though.
  20. on the colored tails Ponies, lower the serial number decal about 0.05 (or at most, 0.10). That should center it in the "square"
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