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Wrench

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Everything posted by Wrench

  1. Sea Gladiator for SF-2

    <cough> extract from FE cats*, examine to find which fits best, rename to match skins names, place in aircraft's main folder, edit main ini, play game and get shot up to test. upload <cough> * alternatively, check SF2 cats. the game don't care where the dds file came from
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  3. remember, regardless of the total number of decals, the first one is ALWAYS (name)000.tga otherwise, everything gets screwed up
  4. which is WHY one uses "special" airfield only tiles that are clear where the runway will be. Just look at any of my terrains, and you'll see how it's done
  5. File Name: SF2 Vought TF-8 Crusader Pack (What If...) File Submitter: Wrench File Submitted: 13 April 2016 File Category: What If Hangar SF2 Vought TF-8 Crusader Pack 4/8/2016 = For SF2 (Full-4/5 Merged Reccomended) = *Note: you =MUST= have, as stated above have, at minimum, a Full-4 merged install, as this mod makes use of many items, from several versions of the games. A Full 5 with NA is reccomended. There are many "bits" required, most notably the cockpit referenced is from the A-7E Corsair II.* This package contains a (somwhat) fictional outgrowth of the Vought F-8 Crusader. In the Real World ™, only ONE TF-8 Crusader was built (it's on display in the Naval Aviation Museum at Pensocla, FL). This assumes that Vought and the Navy chose to expand the production/refurbishment of early model Crusaders into the 2 seat variant seen here. The aircraft has expanded capabilites in both Air-to-Air and Air-to-Ground mission tasking (see Notes for more details on the factory modifications, and squadron decals used.) This package contains the following skin sets: USN, early (Gull Grey/White USMC, early (Gull Grey/White USN, Late (TPS low visibility grey) French Navy, early (Gull Grey/White) French Navy, late (Overall Blue) - both tagged for Flotille 12 The SF2 "date switch" is used for the USN and French Skins. The USMC skin stays in Grey/white for it's service life. All skins are in jpg format. Damage textures are in DDS format. All markings are decals, and with few exceptions, reference stock 3W Modex and Squadron tail markings. Decal randomization for all skins is TRUE. All weapons used are also stock items (note: the WalleyeIIIER -may- be an SF2NA only weapon; this has not been confirmed) As always, fairly easy to follow, detailed install instructions are included. So, please read them. Indeed, one would be well served by reading all the Notes section as well. Happy Landings! Wrench Kevin Stein Click here to download this file
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  7. I moved this topic OUT of the Knowledge Base.. Do NOT post questions in the KB. Post them in the regular forums. ---------------------------- while I don't remember exactly which lines to edit, they answer IS posted someplace in the KB. You'll have to search for it
  8. yes, but without the lods..... and if he's working anywhere further south (or north in southern hemisphere) of the 60th parallel, they're of little value
  9. while this newest version is doing a bang up job on reading objects now stored in sub-folders, it now seems to have issues with objects NOT in terrain folder. examples below: the QRA shelters (Shelter A) while listed in the targets ini, are NOT showing in the TAE. However in game they most certainly do. Also, the types ini listing has disappeared, or I'm simply too messed up in the head right now (for various reasons in Real Life) to find the switch to turn it on.
  10. don't know if any of you know this, but on the IcelandNA terrain, TK has actually USED seperate tree lods, that are listed in the _types in and placed on the terrain via the targets ini. of course, we can't access them to see them.....
  11. ok, now I see! thanks mue. I know that one can copy/paste a tod ini from TE to TE and it'll generate the solid and alpha objects (provided you don't exceed a certain number of them in the "desert" style TE. The WoE version, not only has a higher zoom level for placement, but allows more objects. The exact numbers escape me atm)
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  14. File Name: SF2 DH Osprey B.1 Pack (What If...) File Submitter: Wrench File Submitted: 25 April 2016 File Category: What If Hangar SF2 DH Osprey B.1 Pack (What If...) 4/15/2016 = For SF2 (Full-4/5 Merged Reccomended) = *Note: you =MUST= have, as stated above have, at minimum, a Full-4 merged install, as this mod makes use of many items, most importantly, a (heavily) modified version of the stock F-4B cockpit. Therefore, it's vitally important that your game version has access to this cockpit.* The is the release of a new "What If..." bomber by Cocas, the DH Osprey B.1 for RAF usage. This is 4 jet engined medium bomber for use in the strike, interdiction and recon roles. The aircraft comes with 2 skins: RAF Euro RAF Desert All markings are decals, and decal randomization is TRUE. Weapons used are all stock 3W items. Skins are in jpg format, and damage textures are DDS. All other parts (pilots, seats) are supplied. As always, fairly easy to follow, detailed install instructions are included. So, please read them. One can find more fun reading all the Notes section as well! Happy Landings! Wrench Kevin Stein -- for Cocas Aircraft Factory -- Click here to download this file
  15. the end isn't in sight yet, but the wife is recovering, hopefully she'll start woring in improving here health (a heart attack can really change your outlook. I'm just freeking exhausted, mentaly and physically (emotional strain and stress) from driving back and forth from oue apartment, to where she is. She was down at the old townhouse, where her mother had lived. Her and her sister still "own" in, and she always goes there on the weekends. 35+ miles south of our place. The hospital she's in a 5-6 miles further down. But this is Los Angeles -- and I have to drive on 3 of the most heavily traveled (read - congested) freeways in the world to get there and back. Plus, I still have the defective right eye, so I can't can't drive at night. our other What If birds, for you CA folks waiting, will be along as time permits.
  16. Really Getting Kicked in the Ass

    my prayers, too. I'm gong through this right now myself with the wife (she had a heart attack Saturday). The hospital she's in, from our apartment in W.LA to Los Alamitos in 70+ mile round trip. In the world famous LA traffic. We'll all get through this together
  17. I'm curious as to how it would work. When placing TOD objects in the TE via the dialog window, it not only generates the TOD for the named tile, but a *name-of-tile" ini, where the locations (x/y) of the solid and alpha objects are listed. Then, writes to the data ini which to use (one, both or none) ------------------------------ "destroyable" or Collidable might be the words. I don't think this engine is capable of doing that.. TOD objects aren't actually "there" via things like the terrain's types ini, that sets values and damage points, even collision meshe statements for buildings (hangars, warehouses, bridges, etc) that have them but if it was.....NOW that would be somethin
  18. Version

    159 downloads

    SF2 DH Osprey B.1 Pack (What If...) 4/15/2016 = For SF2 (Full-4/5 Merged Reccomended) = *Note: you =MUST= have, as stated above have, at minimum, a Full-4 merged install, as this mod makes use of many items, most importantly, a (heavily) modified version of the stock F-4B cockpit. Therefore, it's vitally important that your game version has access to this cockpit.* The is the release of a new "What If..." bomber by Cocas, the DH Osprey B.1 for RAF usage. This is 4 jet engined medium bomber for use in the strike, interdiction and recon roles. The aircraft comes with 2 skins: RAF Euro RAF Desert All markings are decals, and decal randomization is TRUE. Weapons used are all stock 3W items. Skins are in jpg format, and damage textures are DDS. All other parts (pilots, seats) are supplied. As always, fairly easy to follow, detailed install instructions are included. So, please read them. One can find more fun reading all the Notes section as well! Happy Landings! Wrench Kevin Stein -- for Cocas Aircraft Factory --
  19. they don't. and I wouldn't use months, I'd use years. the major fault in the game engine is the use of generic terms. If one does it that (which will generate emitters that WILL show on RWRs, all types - 3 ring, vector and TEWS) the engine just throws things together. I've seen every possible combinaton of SAM launcher and SAM Radar from the items available. It dosen't seem to matter WHAT the data ini says for NetworkType= or the userlist for the launchers and radars. You get a mix-mash. Sometimes, they DO set themselves up correctly (mostly for SA2 and FanSongs). But never seemingly twice in a row conversley, if one "calls directly" the units wanted (as is done in many historically accurate terrains), the radars, EW and SAM, go into stealth mode. You'll never hear the warning they're looking at you, and never hear them go into launch/track modes
  20. what, no Wingman?? max files for that are Loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong lost. If anyone wants a 2 seater, they'd have to build a new one
  21. one would think it might be necessary to reinstall DX9, as 1stGen require it
  22. same goes for me... Pat, my wife, suffered a minor heart attack this morning (Saturday). She's in one hospital out where the house is (about 35 mils south of our apartment), and is going to be transfered to another hospitial with better cardiac care. It was ineveitable, given her lack of self care, but was NOT the issue I'd expected So, I'm out for who knows how long.
  23. Version

    230 downloads

    AC-47 'Spooky' Minigun Model Pak = For SF2, Full-4/5 Merged, Plus Expansion Pak 1 = *Designed with SF2:V in mind* A small update for the recently release AC-47 Spooky. This little mod adds the physical model (Lod) for the 7.62 miniguns, so they show sticking out of the fuselage. These have been added using the FakePilot method, so the "vitural" guns still remain active. The AC-47 Pak can be found here: http://combatace.com/files/file/12984-douglas-ac-47-spooky-gunship-for-sf2/ You'll be applying =THIS= package directly over the existing one, as a new data ini is supplied that mounts the guns. I've also changed the cockpit pilots back to the stock 'bone-dome' versions, as those are more correct. The new miniguns and fakepilot are supplied, so not to worry when installing. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Also, PLEASE read the "Notes" section -- vital information in there that might assist you in playing this aircraft. With extra special Thank Yous to RussoUK for whipping out the Lod in Max ... this really "ups" the look of the aircraft. As time permits, the AC-47 Full Package will also recieve this update. Good Hunting! wrench kevin stein
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