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Wrench

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Everything posted by Wrench

  1. you can only fly "Red Force" aircraft on this terrain. which is why it's called the "Red Range". You know, MIgs, Sus, TUs, etc. conversty, when I get finished with the (regular) Range, you can only fly Blue force aircraft. trying to fly "enemy" aircraft on opposite ranges will result in CTD/lockups/.crashes and assorted other bad things
  2. I'd suggest reading this, I'm sure it'll help http://combatace.com/topic/62302-what-is-the-mod-folder/ always check the Knowledge Base, when moving from 1stGens to NextGens I'd also look in the SF2 download sections for fully SF2 upgraded versions. There are substantial differences between the old and newer games
  3. can you elaborate a bit more? is it installed correctly (right folder) is the cat pointer in the main in (Range.ini) set to the germanyce.cat? not giving us enough to go on, brudda. More info please!
  4. Any issues with the Dev A-Team are beyond the scope and control of CombatAce. You must take up any issues directly with Capun. Posting about it here will do you no good. For many reasons
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  7. actually, there's no terrain that covers that region, so....
  8. something I wanted to do for years, and just now did it! I've retiled the terrain, and added a large water feature to The Range terrain, so you can now practice anti-shipping missions. would there be any interest in this, for the (blue) Range and the Red Range? (since they're pretty much the same, except for alignment)!!
  9. oh, you mean Terrains!!! Took me a minuite!! inside EVERY zip should be instructions for installing them (aka: The ReadMe). Fortunately for 1stGen players (SF/.Wo*) you already have a /Terrain (note the singular) sub-folder. The instructions I use are thus (this example is for a SF2 terrain, so I've modified the instructions a bit) The upper section is from what you'd see in the Announcement Thread. Below the line are the actual install instrucions now, as I"m leaving again in a few hours, I'll be off line for at least 2 days, so if there's any other questions, hopefully someone else will chime in, or I"ll see them when I get back
  10. 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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  12. remember, regardless of the total number of decals, the first one is ALWAYS (name)000.tga otherwise, everything gets screwed up
  13. 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
  14. 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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  16. 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
  17. 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
  18. 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.
  19. 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.....
  20. 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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  23. 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
  24. 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.
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