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Wrench

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Everything posted by Wrench

  1. This post cannot be displayed because it is in a password protected forum. Enter Password
  2. never mind ... I found a copy of the model hiding in an archive. the model has too large a "world set".. I measured in at 21 meter in length, with a 6 meter span (fues to wing tip, 12+ meters overall). what it looks like is, when it was first built, someone set the "world measurements" to metric, but plugged in the US Standard numbers Crew: None Length: 22 ft 10 in (7.00 m) Wingspan: 12 ft 10 in (3.91 m) Empty weight: 1,500 lb (680 kg) Gross weight: 2,500 lb (1,135 kg) Powerplant: 1 × Continental J69-T-29A, 1,700 lbf (7.6 kN) each in the image below, I had my mouse pointer at the end of the tail. So, yes indeed. The proportions are waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyyyyyyyyyyyyyyyyy off!!
  3. why would you want that one, when there's really nothing with the user-made versions from Monty's B-29 we have here? (other than a few FM tweeks needed) have you check the proportions (span, lenght, etc) of the Firebee in the Lod Viewer? You can get the distance readouts from there
  4. yes, but don't forget on the mytai skins, which are all 1stGens, the follow on numbers SHOULD be in the usual sequence (000, 001, 002, etc). IIRC, that he also used on most of the skins, a "no number" decal. That doesn't really work in SF2, per se (unless used as a Level=1 or Level=0). Looking at my archived unzipped Phantom Pack, that what he did, uses the "standard sequencing". I rebuilt a lot of them for personal use, that I've removed many of the custom Level 2s, and used a lot of standard markings (the usual stuff painted on the generic USN/USMC skins). Repainted several of the decals as well, and they all work fine for me. maverick, to make things easier, search in the 1st Gen downloads for the 3rd Wire Decals Tutorial -- I can't find my copy of it right now (and don't know where it is either!!) That explains things pretty straight forward. Or if someone has it "laying around", re=post in this thread. (thank you!) Maximum number of decals per mesh means, the number of decal per named section of the model, for instance, left outer wing is one mesh, that includes the top AND bottom of the wing, nose is another, including right and left (and top if needed)
  5. a lot of that is caused by when one side is mirrored to it's opposite side. I too have seen a LOT of mismatched mirroring - sometimes off by a 0.25 meter or more. Makes decaling and painting on id stripes nearly impossible the bleed is caused by meshes that aren't "welded" shut. think of it like a crack, and the paint running down it. Mapping error is simply that -- the various parts, when chopped up for the UVmapping to create the skin, don't line up properly when "reassembled" on the skin map. Mirroring issues, as mentioned above, can cause that as well There are just WAY too many decals on that skin, in total. Far too many Level=2, which I know have to be used due to the special markings used on CAG birds. Which makes them somewhat of a nightmare, and a waste of time (IMO). Line birds are so much easier, and in combat, you'd likely have the CAG flying a ship repainted to a much lower viz markings
  6. did you follow the link above, and read the post in the Knowledge Base??? That's how the other guy fixed it. just in case.. http://combatace.com/topic/26451-running-any-thirdwire-sim-in-windows-vista/
  7. aren't those sounds specificly listed in each aircraft's data ini?? and extracting the soundlist ini wasn't possible??? That alone, should answer the question
  8. how many decals are on the mesh in question?? You have a max of 3 per mesh (although sometimes I'e gotten away with 4) Usually, when you exceed the total number, the mesh disappears (goes transparant) What decal level are you using for the "filler". Should be Level=0 What I'm seeing looks more like a mapping error of the skin, than a decal problem
  9. Crimes in the Skies

    the Coast Guards, of the various nations where it's "happening"???
  10. LOL!! Looks more like the Ark from "When Worlds Collide"!!
  11. continuing for a bit..

    the terrain in CAP 2 looks SUPERB!!! I'm not a real big Harrier fan, but as my financial situation dictates, might look into it!
  12. double check the numbering sequence in the types ini -- I've made that mistake more than once!
  13. how are they set up? As seperate, folderized objects in the /GroundObject folder? Or residing inside the terrain folder in question? I ALWAYS use them as "terrain objects", and never had a problem with getting them to show up. Treat them like any other "building"
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  15. Silence speaks volumes...

    ok, since all you whiners want to see what was hidden... I've un-hidden all the inappropriate, inflamatory, deragatory and useless posts. As you can see, they weren't deleted, but hidden. I hope you're happy. The original post was to inform and give support for a mass shooting. But, obvioulsy, some of you semi-evolved simians missed the point For the record, there is NO such thing as 'free speech" on a privately owned site. You talk too much shit, and you're going to get edited. Especially those known for causing problems Thread locked. Move along
  16. the FE2 engine, like the and SF2 engines, read BOTH ANSI and Unicode lods. FE1 can't The issue is probably a typo someplace, as I've been using his train stuff for some time, and they all work (SF2)
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  18. http://combatace.com/files/file/13040-3rd-wire-toolkits-april-2012/ or Mue's ToolBox contains a cat extractor, too
  19. Weapons In FE2

    check the pathways in the decals ini -- depending on the age of the aircraft (when it was released), many are incorrectly written
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  21. no, you put it in the mods folder, most likely in the /Flight folder. Which probably dosen't exist in "stock unmodded installs", so you'll have to make one Isn't this covered in the knowledge base, someplace??? About extracting files, and where to put them once extracted for use??
  22. because there AREN'T any cat files in the mods folder. they're in the "core install"
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