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Wrench

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Everything posted by Wrench

  1. Indeed. Welcome to the club. Considering I was the one that MADE the EAF Mc.205 all those years ago. And historically correct markings for VMF(N)-513's Skyknights in Korea. Pity the model needs so much revamping. It's quite old and really long in the tooth
  2. yess, the tool only ready TFD/HFD style terrains. Even the Lod Viewer can't see the IcelandNA terrrain (maybe too big??)
  3. that's because you're using a 1stGen game. Naval battle groups WILL generate in SF2, when SF2:North Atlantic as part of the merged install. Otherwise, you'll have to find a way to build scripted missions with the various Surface Action Groups assembled (read: hand built). OTH, you can create "clones" of warships labeled as "CARGOSHIP", but that also caused a shit load of issues. Wev'e been doing that for many, many years. But, like i said, does cause issue (in both SF and SF2)
  4. the first question should be: what KIND of ships??? warships? cargo vessels (ie: all civilian shipping)??? both series 1 & 2 will generate convoys of ships (for A-S missions) only from those with a GroundObjectRole= CargoShip. Warships won't show up. And there's some random oddities that seem to favor one type over another, usually based on what/which appears first in the GO listings.
  5. Dutch, British, and US wrecks illegally salvaged.

    Indeed. No respect for those that gave their lives so many years ago, to protect them.
  6. IsLandingLight=FALSE was done 10+ years ago for Simon Porter's Firefly, for it's searchlight. Still, though, only on with the position lights. (as all lights are linked together via the on/off switch). It didn't illuminate much in front, but one can try fiddling with brightness and the LightSrcOffset= LightSrcRange= LightRange= figures and yes, Mue's tool will give you the X/Y/Z coords to place it
  7. not sure I"d open 2 sessions of the TFD tool and compare them if possible (didn't know there WAS another version!!)
  8. yeah, one of my rebuilds. http://combatace.com/files/file/11286-america-southwest-texasmexico-for-sf2/ mind you, this is what you asked for -- America Southwest (Texas/Mexico), aka: ASW If you're asking about the California/Nevada/Arizona map (aka SCal, for Southern California), that would be this one: http://combatace.com/files/file/8146-southern-california-ver-20/ this is in the 1stGen downloads, so it'll need the SF2 statements added to the data ini. I do have an updated (slightly) version, with a water bmp. But in general, the map is rather poor and nowhere near full scale there's also a "hot fix" (that may or may not fix!!!) http://combatace.com/files/file/8153-socal-hotfix/
  9. I will certainly try! I see him once in a while posting on FB This coming Monday I'm going to for 2 eye surguries (cataract and glacauma), but should be operational with the left eye! (I hope!). The Dr said it's not going to change my already defective vision (corena issues) but will help in other ways Hangar screens are still pretty easy -- as was discussed in the Thread.
  10. I stand corrected... It appears that certain parts of the FM hadn't been finished the last time we worked on it (May of this year). So, my apologies -- it has NOT been released yet must contact Do335, as he was the last one fiddling with it
  11. CL, I'd check the SF2 downloads "What If..." section. I'm pretty sure we (Cocas & Co.) Released it
  12. other than the fact that nothing of C5's site has been updated since (maybe) 2009!!! Those are best left in SF1/Wo* best to find direct SF2 versions here at CA
  13. Wouldn't it simpler to just try and locate SF2 versions of the aircraft in question? (and you'd still need to tell us which ones they are)
  14. oh my!!! very nice!!!!
  15. that REALLY does look good!!! do you plan on using the "rachet" sound for the gears, like I did for Monty's??
  16. far be it that end users ™ should actually learn how to use the 1stGen weapons editor -- which has several tutorials in the SF/Wo* Knowledge Base on it's use -- and do things wrong just because they're convenient or too lazy to do it right. PLEASE, I beg you, stop posting these "wrong turns". It's not helping the new users or the community as a whole.
  17. Link below to the ready-to-use SF2 versions of the F-5 http://combatace.com/files/category/620-f-5/ Carlo, yup. indeed.
  18. Bob Hoover is dead ?

    saw him perform in the Aero Commander once, a long time ago. Hell of pilot!!! 'another eagle has flown unto to sun'
  19. that won't and dosen't fix the problem...which is with the F-5s tanks. That would only prove that something can be loaded onto those hardpoints. Which we already know is possible. Did you install the weapons correctly, or just dumped things into the /objects folder? Did you follow the correct steps in installing the weapons Have the center line and tip tanks been converted for use in SF2? There are major differences in how the weapons are set up from 1stGens to SF2. Have you actually LOOKED into the weapons folder for the 2 types of tanks (if the tanks have been updated to folderized versions) to see if the required main ini, data ini, "skin" (jpg or bmp) and tank lods are present? Things don't just drop in from 1stGen to SF2 without a little work, or downloading an SF2 weapons pak wherein all have been converted already
  20. I have redone ALL the hit boxes for the post-war Superforts. I've just never gotten around to posting them. Several other small changes, too. (like adding a figure in the tail gunner position) Try this. The tail gunner uses the rear facing figure from the (A)B-26 Invader Reminder: this is for POST WAR B-29s ONLY (haven't done the WW2 version yet, but it'll be pretty much the same) B-29_DATA.7z
  21. zip the map, and it should attach just fine
  22. it that lockup on ALL terrains, or just WW2 maps? I'd test on the standard Desert or Range first. Worry about carriers later. lock at 100% is most likely an aircraft fault.
  23. wouldn't do any good...the models were revamped for SF2 (the lods have been changed) don't see why you couldn't add an "invisible" skid 1/2 meter below the bottom of the aircraft, though. It'd have to be pretty large however (like, the size of the plane) or rewrite all the collision points, but that would through everything else (damage boxes, etc) out of wack)
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