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Wrench

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Everything posted by Wrench

  1. Version

    135 downloads

    SF2 Dassault Epervier Upgrade Pack 4/5/2016 = For SF2 (Full-4/5 Merged Reccomended) = *You =MUST= have the Mystere IVA avaiable in your merged installs, as the aircraft now references THIS cockpit. SF2:E is also required, at minimum, as the BLW aircraft now reference the stock 3W decals (F-104G), as does the French AdA skins.* Some modifications and capability upgrades for Cocas's fun little "What If.." Dassault Epervier (Sparrowhawk). If you do not have the aircraft, it's available at the following URL: http://combatace.com/files/file/15963-sf2-%C3%A9pevier/ Obviously, you'll the need the aircraft to add the mod pack too! 2 new skins have been added: Natural Metal 2-tone Brown Desert Both the new skins carry French Air Force makings, and ALL skins make use of stock 3W decals. All markings are decals, making it easy for other nations/users to be created. It should be noted, the userlist ini included ONLY has France and WGermany. Others will have to be added by the End Users ™. As always, fairly easy to follow, detailed install instructions are included. So, please read them. The "Notes" section contains the full change log. Happy Landings! Wrench Kevin Stein
  2. FE2 "Square" Trees

    nope, you can have multiple tgas for trees. there's one individual trees (ter_objecttrees1, and/or ter_objecttrees2, ter_newtrees1 ter_newtrees2, etc) another for "forests" (ter_foresst1, for example) it all depends on how the TOD was put together. which means either finding the exact data ini from the mod that added for forests, or changing the individual call outs on those tiles that call for them. Using SF/SF2 as an example the "J" series tiles, any with a "J" in them are forests. Same goes for individual trees. these below are the STOCK callout, taken from the Cambri data ini: SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA (these are also used on ALL stock 3W terrains) what the terrain (re)engineer did, will be listed as such in the terrain data ini. It's just finding the right "shape" tga that's the time consumer
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  6. all hail and praise the great Sundowner!! (I didn't even know they existed, either!)
  7. Going Rogue

    I almost picked up the DVD for SW7 today....but choose to wait at bit. Not like Costco is going to run out of them .. I do like the idea of "something in between" the cannon films. Personally, I'm hoping it like Tour 3 in X-Wing!! (I know it won't be, but...well...<grin>)
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  9. in response to fallenphoenix's question ... kinda sorta!! with the modifications, both to the airframe and avionics, it's pretty damn close! Close enough, that that's what I'm calling it! (and made Cocas create something else for the FAA. sorry for the extra work!)
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  16. FE2 Aircraft Hit Box Revisions

    I just use the same specs as the bounding boxes (which I also use for the hit boxes) BUT... sometimes the hit box/collision point needs to be smaller than the bounding box. In the case below, for the Sea Venom (not released yet by Veltro), it has a tendency to 'drag is butt' on take off rotation. The blue being the bounding box, when those specs are used causes a tail strike, even if the actual part isn't touching the ground. So, I had to reduce the size of the hit/collision box (the smaller green box) to prevent that. It dosn't seem to effect damage taken by enemy action, as it still takes damage from gunfire, etc. example of the statements, I use them in the same order, and it seem to be working ok (well, so far!!)
  17. FE2 Aircraft Hit Box Revisions

    don't forget, you have to do the Collision Points as well!!
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  20. that XyZ Effect is what happens to the object (a building, a ship, a truck) that is HIT by the weapon. This is, in many cases, defined by the objects entry into a terrains _Types.ini. the **EXPLOSION Effect is the weapon detonating. THAT effect gives the explosion, the shock wave, the debris clouds, etc. they are set correctly. A Mk.84 is a 2000 pound bomb -- it IS a large bomb, and is, and has been for the last 14 years been using the correct explosion effect. By changing the effects as has been done, you've, in essence, REMOVED all the explosive material from the bomb casing. as I've said twice already, put it back to the way it was. If it works, don't fix it.
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  22. just do like as mentioned above. You're using the WRONG type of effects for the weapons explosions. Like I said, change them back to what they were.
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  24. the effect you changed it to, of the OBJECT the weapon hits, NOT for the effect of the weapon's explosion. Change it back
  25. why not just lower (or whichever direciton) the TSFC numbers?
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