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Wrench

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Everything posted by Wrench

  1. 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
  2. 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
  3. 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 --
  4. 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
  5. what, no Wingman?? max files for that are Loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong lost. If anyone wants a 2 seater, they'd have to build a new one
  6. one would think it might be necessary to reinstall DX9, as 1stGen require it
  7. 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.
  8. 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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  10. I guess I should add a bar and grill for both side??? (at Home Base?) with the IME style tiles, you can actually see the run-in markings much better than on the original 2003 era tiles.
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  12. let's try this again... the game engine does NOT have the capability to register missiles on the RWR. Period It can only "tell" you an aircraft or ship or ground radar is looking or locked on to you. In short, yet again, we say "It cannot be done in this game"
  13. actually, like their Russian counterparts, the aircraft should be carrying Chinese or NK marking. Otherwise, it too obvious, and there'd be major reprocussions
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  15. then somebody fucked up the avionics ini, or there's a built in EO camera statement in the aircraft's data ini that isn't properly formatted
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  17. indeed! the TFD tool is really good for fine, detail work (like cutting a river canyon). Everything else really needs to be done in the TE. Its so much easier (ok, well for me!) to add new tiles, create TODs, flatten airfields and so forth
  18. a trick that TK told me once, many eons ago..... in the TE..... 1) create a city list ini -- have it contain ONLY the item(s) needed for flattening. If the terrain has one already, give it a uniquie name, like "kj_citylist.ini" the entry should look something like this: note that I'm using 6 x 6 km. most of the "regular" airfield - 1, 2,5,6 can use 4 or 5. I use 4 for a airfield 3. 6x is usually reserved to runway 4, as it being the largest, require much more space. How large the zone is, is determined by the surrounding terrain (city, forest, fields, etc) 2) make sure it's where you want it ( X / Y coordinates) 3) Open the TE, and load the terrain. Then open the city list for the airfield, the use the drop down and select "flatten airfield". Save, and "Save ALL" before moveing the new TFD and HFD (yes, somehow they ARE linked, even if you didn't change any tiles -- use BOTH of the newly created one) In the terrain folder, backup/rename the existing TFD and HFD, THIS IS A MAJOR SAFETY PRECAUTION AND CANNOT BE STRESSED ENOUGH!!!! Copy/paste the new TFD & HFD into the terrain folder create a test mission from that airfield, or over it, and make sure the region is flat
  19. i'm pretty sure all western doctrine would be flights of 2 (lead and wingman). anything else is suicidial!!
  20. ok, then and all 3 skins are in the skin folder, yes? are you by chance trying to load another tank via the data & loadout inis?? (remember, you can't use the tanks from the older weapons packs) the data ini should look like this (from F-104G, all others are the same as well) (btw, the new stock skins are also in jpg format)
  21. methinks it's the wrong skin map... there are 3 maps... droptank_F-104 droptank_F-104_L droptank F-104_R for the CF-104, CF-104_72, CF-104_76 and F-104G, they're all in ObjectData012.cat as the tanks are part of the aircraft lod, you can't use any of the older 1stGen style painted tanks. you'll have to extract and repaint the 3 skins to match your (aircraft) skin
  22. well, I will as soon as I get all the part necessary to start work
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