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Wrench

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Everything posted by Wrench

  1. don't have that one, either.
  2. don't have YAP stuff the gunner fix is using a figure model that's already facing backwards
  3. in the menudata cat, campaignscreen ini. there's also one for campaignedscreen, as well
  4. still have to reposition the fuel tank hit boxes (like the entire wings are gas tanks!!), and the tail gunner's hit box but these are what the corrected boxes, minus those above look like (this is where having the "Detail & Scale" books pays off)
  5. I guess using the already existing data inis from various WW2 and post-war mods wasn't an option?? 99.9% the work has already been done (excepting the tail figure). as to the gunner figure, you can't use the actual "gunner" statements as you've shown. The figure won't show that way. In fact, I've spent part of yesturday and today updating all the hit boxes (post WW2 version, but easily carried over to others, including the Tu-4) -- they are totally fouled up -- not even close to the aircraft's shape in some cases.
  6. it all depends on how you write the statements in the data ini
  7. you can't get them to operate ... they'll only exist as static objects. Also, unless you use a "date specific switch" in the targets and types inis, they'll always exist in they're preset locations which is the reason they were left off the original EAW Euro WW2 map
  8. Happy to announce our new game

    yup!!! looks good too!!!!
  9. a "waterfall", and shipping locks!!!???? OUTSTANDING!!!
  10. you're also lacking the update pack: http://combatace.com/files/file/13176-f-109-tweeks-pak-for-sf2/ I wouldn't worry about the burners, really. As is stated in the original announcment thread, the MAX files no longer exist. I'd just leave things alone
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  12. how about this: or rename delete the existing data ini retest. then... extract a NEW FRESH data ini from the cat, and see what happens. it's a well know fact that a great number of the aircraft had data ini issues after one of the 2012 or 2013 patches. give that a shot, and I'll bet real money, the issue fixes itself
  13. Sad news for me.

    thoughts and prayers to you, brother. you'll kick it right back and out!!
  14. you can just drop the HUDData.ini into any and all mods folders as to the stick set up, get it set the way you want, and change the properties to "Read Only"
  15. SF2 DH Venom NF.3 by Veltro2K

    Version

    284 downloads

    SF2 DH Venom NF.3 by Veltro2K 9/13/2016 = For SF2, Full 5 Merged RECCOMENDED! = This is the release of the De Havilland Venom NF.3 Night/All Weather figher by Veltro2k. The aircraft comes with 3 skins: RAF: No. 23 Squadron No. 141 Squadron Swedish Flygvapnet: F1 Hasslo (J-33) All markings are decals and decal randomization is TRUE. All items; sounds, pilots, drop tank are supplied. All other weapons use stock 3W items. Serial numbers (RAF version) while correct for the variant, should be considered 'generic' in nature not representing any specific unit. IIRC, the Swedish numbering should be 100% historicly correct. Other RAF squadrons are easily made by creating the "bar-roundel" decal seen on the tail booms. The canopy operates via the Standard Animation Keystrokes; shift/0 (zero) When in-game, you'll see Venom NF.3 (v2k) on the Aircraft selection drop down menu. This will diferentiate it from any others you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them .... Give the "notes" a browse, too! Happy Landings! Wrench Kevin Stein
  16. File Name: SF2 DH Venom NF.3 by Veltro2K File Submitter: Wrench File Submitted: 16 September 2016 File Category: Other SF2 DH Venom NF.3 by Veltro2K 9/13/2016 = For SF2, Full 5 Merged RECCOMENDED! = This is the release of the De Havilland Venom NF.3 Night/All Weather figher by Veltro2k. The aircraft comes with 3 skins: RAF: No. 23 Squadron No. 141 Squadron Swedish Flygvapnet: F1 Hasslo (J-33) All markings are decals and decal randomization is TRUE. All items; sounds, pilots, drop tank are supplied. All other weapons use stock 3W items. Serial numbers (RAF version) while correct for the variant, should be considered 'generic' in nature not representing any specific unit. IIRC, the Swedish numbering should be 100% historicly correct. Other RAF squadrons are easily made by creating the "bar-roundel" decal seen on the tail booms. The canopy operates via the Standard Animation Keystrokes; shift/0 (zero) When in-game, you'll see Venom NF.3 (v2k) on the Aircraft selection drop down menu. This will diferentiate it from any others you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them .... Give the "notes" a browse, too! Happy Landings! Wrench Kevin Stein Click here to download this file
  17. yubba, that only works on aircraft, as they have coding for landing lights in one of the dlls, and said lights are linked to an animation, to wit: gear retraction/extension. ======= I'm surprised as well, swam, that some of our 3d gurus haven't popped in. But still, the basic point is you cannot add anything to a model (lod) once it's been exported. This goes for aircraft as well, even though we've got the 'fake pilot' workaround. Since the game is aircraft centric, one can add addtional lights to the aircraft via the data ini (as I've done hundreds of times) and even to airfields. But ground objects are a completely different thing. You can't remove or hide meshes, you can't add things as the engine simply wont let you. bottom line is you'll need someone to build a new fire truck with the warning strobes built in and rotation animated.
  18. right, that's because the light is not attached to the physical model (the lod). That can only be done in MAX. An example would be one of Pasko's old mods, of a Russian truck (can't remember which Zil exactly), that has working headlights. They were built in MAX with a self-illuminating function. which takes us back to the original, of "they have to be built that way". So, you'd need a completely NEW object, built with the rotating light on top don't forget, too, that as a GroundObjects any truck set in it's data ini as "TRANSPORT" will show up randomly in Armed_Recon missions as well. *** edit -- Pasko's is the Zil157Troops -- headlights work, and there's a bunch of infantry sitting in the back ***
  19. meaning, something like a SAM or EWR radar?? It that case, you'd make a "direct call" in both the targets and types inis. List the object in the types ini (as below) [TargetType376] Name=HAWK_CWAR FullName=HAWK Continious Wave Radar TargetType=EW_RADAR ActiveYear=1960 TargetValue=250 UseGroundObject=TRUE GroundObjectType=HAWK_CWAR RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion DestroyedModel=Truck_destroyed.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 and then add it directly to the targets ini. Say, for example it IS a rotary beacon, somethi9ng like this: [TargetArea002] Name=Offutt AFB Position=412401,446133 Radius=6000 ActiveYear=0 Location=1 Alignment=FRIENDLY AirfieldDataFile=desert_airfield4.ini NumSquadrons=6 Target[001].Type=Runway4 Target[001].Offset=0.00,0.00 Target[001].Heading=0 Target[002].Type=airtower Target[002].Offset=-345,-620 Target[002].Heading=0 Target[003].Type=eor_shack Target[003].Offset=-162.14,1590.40 Target[003].Heading=0 Target[004].Type=eor_shack Target[004].Offset=161.96,-1589.53 Target[004].Heading=90 Target[005].Type=eor_shack Target[005].Offset=-1349.29,-1597.02 Target[005].Heading=-120 Target[006].Type=eor_shack Target[006].Offset=603.18,-436.44 Target[006].Heading=-120 Target[007].Type=Hangar3 Target[007].Offset=-750.93,-663.34 Target[007].Heading=151 Target[008].Type=Hangar3 Target[008].Offset=-825.35,-705.71 Target[008].Heading=151 Target[009].Type=Hangar1 Target[009].Offset=-893.29,-732.81 Target[009].Heading=151 Target[010].Type=Beacon Target[010].Offset=545.02,0.03 Target[010].Heading=0 (replaces the ASR on this particular set up) Personally, I'd still do it like a terrain object. Say for example the ASR that's on damn near every runway. Long time ago, I built a data ini for it, so it would actually function as a working radar. Added the necessary lines to the ASR.ini, and tossed the data ini inside the terrain folder. It shows up on the RWR (3 ring and Vector, probably TEWS as well). And it's data linked network is "AAA" so it can "feed" data to radar controlled guns. In truth, I see no advantages of creating and using what are terrain objects as GroundObjects. Sometimes they wind up doing strange things.... Like a squadron of Firecan's appearing in CAS missions -- and yes, it most certainly happens!!!
  20. the animation has to be built into the object in MAX, then it's simply stated "as such" (ala the lighthouses) in the types ini. Then, all bits placed into the terrain folder (lod, ini, light tga, etc)* It should rotate automatically. At least, that's how the lighthouses work for me * if you speaking of a rotary beacon, like you'd see at an airport, it would need to be built as such, with the rotation plane set in MAX
  21. why would you need to??? SFP1 was built for Win98, as that was the OS in 2002/03 when released. DOSBox is just that ... running the old DOS software (prolly 6 or 6.2???) for something that pre-dates any of the Windows operating systems. Sounds like a waste of time, to me. Compatibility mode is more likely what you're looking for
  22. 1938

    now, with the visuals, its MUCH more clear. the 63% object just seem to "look right" against the ground. There's always been a scaling problem in the 3w games. But, there always seems to be a work around!
  23. 1938

    are you sure you want to change to size DOWN to 63%??? Just curious as to the reason(s) for that. is it because the tiles are so much smaller than the SF/SF2 series (2000m vs 500m)? the objects just look OUTSTANDING!!!!!
  24. also to be checking the actual position of the cockpit, quite a few are off "some distance". there's also a "cockpit CG offset" statement in many data inis External model frames can always be removed by the "hide component" trick, provided the mesh is seperate from the nose or fuselage
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