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Wrench

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Everything posted by Wrench

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  2. also, folks, need I remind you all of the 25-odd Max files I'm keeping of Coca's unfinished WW2 aircraft == among them are the Buffalo and Havoc/Boston (C version, others are fairy easily made from the base model) All that's required is someone that can work in Max, and has the desire to build WW2 aircraft for the betterment of the FREEware community. Which, it seems, ain't likely to happen.
  3. shouldn't that be inaccessable? (could have been an English major ... i'm always correcting people grammer!) also, given the fact that transports really don't have anything purpose in the game, other than eye candy, what real good would a C-69 be?? Even the EC-121 / WV-2 would only be usable in the "Naval_Search" mode with NA as part of a full - 5 merged. Again, just eye candy, as there's no data link coding in game for "remote radar viewing" (like what Fighters Anthology had -- you could run radar silent, but still "see" using the AWACs data link capabililty)
  4. yes, the 130A is a stock 1stGen aircraft. AI only. Was never brought over to SF2
  5. better check the downloads sections, friend ... Veltro and Co release a 262 over 2 1/2 years ago....
  6. none of those mission statements have ever been activated, either in 1stGens or SF2. And never will be. "Naval_Search" is semi-active, but only in SF2 with SF2:NA as part of the merged install. And all it does is generate AEW aircraft that fly around turning fuel into noise. Without in game data linking (like Fighters Anthology had), they're just eye candy
  7. um...??? if the sites are dead and gone, so are all the files they carried
  8. have you perhaps, tried reading the enclosed install instructions, usually provided in the "Read Me" text file??
  9. and what's keeping you from repainting Raven's L-4 -- the template is provided -- into IDF colors???
  10. never been able to 'stack' anything in these games as far back as I can remember doing terrain mods. I know I've tried for years!!!! (unlike the old Fighter's Anthology, where you really could pile things up) Things just tend to "drop" to within each other, probably as Mue says, due to the z-buffer stuff
  11. most, nearly all of the old SF1 sites just simply died...
  12. you won't be saving any space, as all the aircraft (stock ones that is) are already stored in the various cat files in the core install However, one way to save some space is to remove (delete) the mods folders for Expansion Packs 1 & 2 === they've already merged with all you other mods folders, so you really don't need those 2.. If you actually look into the stock folders, you'll find nothing but the aircraft (or ground object's) main ini. Everything else, unless there's a 3rd party add on, is called forth from the aforementioned cat files. So, there's no "space saving" to be found there Also, (defining this for the 100 millionth time), SF2 by design, is merged with itself -- all the core files are available to all the mods folders through their individual executables. Meaning: everything is available to all, at all times. you can, however, remove or delete the various aircraft (and by inference, ground objects) from the other various mods folders. For instance, removing the Israeli aircraft (and tanks) from your SF2E and SF2V mods folder, as they aren't associated with those theaters. But, as said above, you're space saving would be minimal. In your WW2 install. you can remove everything, EXCEPT!!! one player flyable and one AI flyable == it's a trick I learned (and posted somewhere in one of the KBs) many years ago. Having those stock aircraft in a "period specific" install keeps the game engine from respawning ALL the other stuff
  13. Version

    487 downloads

    Republic F-84C Thunderjet, 59th FIS, 33 FIW (by RussoUK) =For SF2, Any and All (Full-4 Merged Reccomended/Preferred,etc) *Expansion Pak 1 may be necessary for WW2 era weapons, if not using the GunnyPak* Some modifications, tweeks, and general fiddlating on Russo's early Thunderjet. AKA: revamping of my very old F-84B/C mod, refocused on just the C model (Bs did a lot of crashing and self-disassembly, and wound up back at the factory, or on 'fire training') Serial/Buzz number are 100% correct for the 33rd FIW; those marked in the Numbers.lst with a star (*) have 100% positively IDed as being from the 59th FIS. All others are, again, from the 33rd, but was unable to 'attach' them to any specific squadron(s) within The Wing. Decal radomazation is set to "TRUE" Like the recently released F-84E & G, it has a new 'experimental' SF2-level flight model, uses the same Sabre drop tanks, and uses the same manual keyed animation (surprise! Shift/0) to open and close the canopy. It also uses the same sound file, not included. The same 'generic-style' hangar screen from the G is included as well. A userlist is included; as these were ONLY used by the USAF, it may be moot! As always, fairly easy to follow, detailed install instructions are included. So, please read them!! As always, the usual "Notes" section for other interestering details and stuff. Good Hunting wrench kevin stein
  14. seriously, do you even look in the downloads sections?? we've had the Topsy since 2005, in Wolf's WW2 planes pak I even did a reskin and ini upgrade in 2008 http://combatace.com/files/file/7097-ki-57-topsy-skin-and-ini-pak/
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  18. indeed, if we have the max files, we can find someone to make any needed fixes. Hopefully!
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  21. I'm in floods of tears here

  22. Halberstadt D.V

    how many skin maps are there? Each skin map needs a coresponding "_holes.tga" (or dds, depending!) so...for example, the stock SE-5A, has in total, 5 _holes.dds, each one "named" to match the various skin map (TK uses numbers to identify each map, unlike 3rd party that usually use the component's name like "fuselage", right wing, etc) SE-5A_1_holes.dds SE-5A_2_holes.dds and so forth the good thing about adding them, even using stock damage textures renamed to fit the skin naming, is that they DON'T have to exactly match the mapping of the skin. You only need to get "close enough" I do this all the time for many of the SF2 addon aircraft I work on. You just need the holes to show up. and, of course, they must reside in the MAIN section of the aircraft's folder (ie: Objects/Aircraft/"name-of-aircraft", where all the inis and lods and such are they aren't that hard to do, really, just open the skin map in your image program of choice, (gimp, PS, etc), the extract the damge textures from the cat, and open which ever one you think might be close enough. Do this for each skin map, place them in the aircraft's folder, and rename to match. Pretty easy!
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