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Wrench

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Everything posted by Wrench

  1. SF2 A-1J Skyraider VA-115 Camo Skin

    Version

    137 downloads

    SF2 A-1J Skyraider VA-115 Camo Skin 11/30/2015 = For SF2V (or Any & All at Full- Merged) = *Note: must have SF2:V as part of your merged install to access the A-1H aircraft itself.* This skin/decal pak represents VA-115 "Arabs" during their Oct 1965-June 1966 deployment in South East Asia aboard USS Kitty Hawk. It represents the experimantal 2-tone green camoflague use during that cruise. It should be noted, sources only point to 3 aircraft actually being painted such, but I've given you a full 12 aircraft squadron. The skin is in jpg format, and decal randomization is TRUE. I've also included a new, fully updated data ini, that has all the corrected lighting and so forth. Canopy and wingfold operation are the Standard Keystrokes (shift/0 canopy, shift/9 wingfold). Be advised, folding the wings with ordanance loaded, the items don't move with it. Also included are new sounds for flaps, gear and engine. The skin uses the SF2 "date switch statement" that will (hopefully!) turn it on in October 1965. What is NOT included are the cockpit or other items that make it flyable. You should have these already. If not, what are you waiting for??? As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Happy Hunting! Wrench Kevin Stein
  2. File Name: SF2 A-1J Skyraider VA-115 Camo Skin File Submitter: Wrench File Submitted: 30 November 2015 File Category: A-1 SF2 A-1J Skyraider VA-115 Camo Skin 11/30/2015 = For SF2V (or Any & All at Full- Merged) = *Note: must have SF2:V as part of your merged install to access the A-1H aircraft itself.* This skin/decal pak represents VA-115 "Arabs" during their Oct 1965-June 1966 deployment in South East Asia aboard USS Kitty Hawk. It represents the experimantal 2-tone green camoflague use during that cruise. It should be noted, sources only point to 3 aircraft actually being painted such, but I've given you a full 12 aircraft squadron. The skin is in jpg format, and decal randomization is TRUE. I've also included a new, fully updated data ini, that has all the corrected lighting and so forth. Canopy and wingfold operation are the Standard Keystrokes (shift/0 canopy, shift/9 wingfold). Be advised, folding the wings with ordanance loaded, the items don't move with it. Also included are new sounds for flaps, gear and engine. The skin uses the SF2 "date switch statement" that will (hopefully!) turn it on in October 1965. What is NOT included are the cockpit or other items that make it flyable. You should have these already. If not, what are you waiting for??? As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Happy Hunting! Wrench Kevin Stein Click here to download this file
  3. just a simple matter of changing the FName decal on the fuselage
  4. a lot of terrains don't need them as an experiment, before messing around with terrain inis, try renaming that add-on environmentsystem ini, and see if the problem disappears Basic diagnostic procedure
  5. yup, lower right corner. found it last night. I'd forgotten about the all orange one I'd done for the 'fire fighter mod', and that section was colored in game. here it is with the full markings, although reduced in size. there were 3 pictures of them in the Osprey book (albit b&W), but nothing showed the CVW markings. So, to be different, I left them on. camo patter is not 100% accurate, but close enough for the game.
  6. indeed, but WHERE is it mapped to on the tail bmp?? the only thing I can think of, is that lower right region, just below the "tail cone". (and the flaps and ailerons do it too!)
  7. I would check the lat and long statements first...sometimes they're reversed
  8. a little better, just a few small bits to fill in. can't figure out WHY the damn rudder hinge area is still white..there must be a separate mesh I'm missing painting green... CL, the Osprey book is a bit vague...did they carry the standard marking on the tail and wings? (CVW code and modex?). The Osprey book said it carried the tail codes, with I assume are still the NH (like I've done before), but are they reduced in size like the cowl modex and insignia? Also, is says only 3 carried this experimental camo...but I'd have to do all 12 (well, HAVE done the 12 -- just reused my other decals)
  9. just a test... needs a hell of a lot more work....
  10. considering you're going to be missing ALL the terrain objects, as those are stored in the FE terrain cats, one might be smarter to simply take that terrain, build an SF special terrain editor install, and make the necessary adjustments there. Like retiling the airfield zones for the larger SF fields, rebuild the types ini completely to add all the required SF terrain objects, rewrite the cat pointer to one of the SFs terrain cats (desert or germanyce would prolly be the 2 best choices), check all height statements for each and every tile... then there's the size issue -- aren't FE terrains smaller than 1000 x 1000 km?? Then there's the nations -- is there the correct location the "usual suspects". Are there actual locations for NATO & WarPac bases? Does the terrain cover the region sufficiently to do so? I'm sure it's doable, but its not something the inexperienced should attempt.
  11. yes, they were reuploaded to fix a few little things. When that happens, the files need re-approving my us Staff members.
  12. thank you Deniss!! the nose appeared as it's the "seat" for the fake pilot to rest on. the reason the regular pilot figure was dangling off the bottom, is the game engine will always use the stock pilot figure when it sees a callout in the data in FOR a pilot figure. If the "specific" pilot figure is missing, the stock one is always substituted
  13. terrain creation and editing is not for the faint of heart; it's a very specific skill set. unfortunately, very few have the talent needed. It's an almost straight up learning curve, with failure lurking at every turn. jeanba, it sound like you do NOT have a fully set up TE for this terrain. There's instruction in the SF1 KB by Gepard** on "how to...". Otherwise, you'll have to get Centurion to send you his full TE for that specific terrain. Or, have him send it to one of us that can do it in a matter of minutes.(or a couple of hours, if the "city-to-airfield" tiles need creation) aces, you really don't want to get involved with this -- truly!! Stick to giving us new airplanes and ships. it's MUCH easier!! Trust me on this!! ** http://combatace.com/topic/26302-my-way-to-create-a-terrain-lesson-2/ some basic info
  14. can you be more specific? Not giving us enough to go on here.. Like, are you adding them in the correct place, like the .../SavedGames/ThirdWire/-name of game- (ie: the mods folder)
  15. you'll also need the complete texture set ini FOR that terrain; either from centurion or build one yourself. In other words, the question is: Is the TE you're using COMPLETELY set up, with all the tiles (in bmp format) that the TFD needs to read??? All the inis necessary?? viewing the height field in the TE however, is virtually useless. The only adjustment that can be (truly) made is "Level Airfield". That's handled through the city list ini for that terrain (build a new one, with JUST the one airfield to be flattened) btw, there are 12 custom tiles in that screenie alone
  16. city-airfield tiles are easy to make; I've done it lots of times. You will still have to create the new tiles, and new TODs for these 'mixed use' tiles. There's really nothing to it. Use the city/farm or city/desert 25, 50, & 75 transitions as your guidelines (in truth, you may only need the 50 & 75, depending on the "base" tile set -meaning desert, or Germany or Israel, etc) well my friend, no better time than the present to start!! Don't use the TFD too; it has to be done in the 3W Terrain Editor. Set up is NOT that hard.
  17. would that The Progammer have given us destroyable TOD objects....now, THAT would be something!!
  18. File Name: XvT/BoP Alliance Operation: Prelude To Yavin File Submitter: Wrench File Submitted: 20 November 2015 File Category: Star Wars Games XvT/BoP Alliance Operation: Prelude To Yavin 10/15/2015 For XvT =WITH= BoP addon (original CD) or the new GoG version This story (a 14 mission set) follows a small Alliance Task Group centered around CRS Nimbus and a secret Rebel Technical Intellegence Group, called the New Alderran Ship Yards (NASY). NASY is charged with examining and testing Imperial ships "acquired by other means". You'll see references to "H-Wings" or "K-Wings" or others, all of which we all know don't exist (and only appear in a few mission anyway!). That will be explained during the mission, so watch the radio messages. These are to be used/placed into your ...Balence of Power/Combat folder. All missions have been edited for fairness & balance, due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions where needed. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense Good Hunting! wrench kevin stein mission set by?? circa 199?? Click here to download this file
  19. one of the missions, I can't remember which, has an extensive radio conversation between the 2 flight members on the "Empire's new super-weapon". I liked how it came out another, the raid on the shipyard iirc -- there's some quite humorous banter between the YW flight members
  20. 1) place airfield on tiles with no buildings 2) use ONLY tiles specific for airfields, that have not attendant TODs (such as I do) and most assuredly, it needs major flattening
  21. remember, changing the HF statements in the terrain's data ini are global changes, while using the TE to flatten 1 (or 2 or 12) airfields are specific and localized height field changes but, hey! if it don't change nothing else...and it works :)
  22. Version

    16 downloads

    XvT/BoP Alliance Operation: Prelude To Yavin 10/15/2015 For XvT =WITH= BoP addon (original CD) or the new GoG version This story (a 14 mission set) follows a small Alliance Task Group centered around CRS Nimbus and a secret Rebel Technical Intellegence Group, called the New Alderran Ship Yards (NASY). NASY is charged with examining and testing Imperial ships "acquired by other means". You'll see references to "H-Wings" or "K-Wings" or others, all of which we all know don't exist (and only appear in a few mission anyway!). That will be explained during the mission, so watch the radio messages. These are to be used/placed into your ...Balence of Power/Combat folder. All missions have been edited for fairness & balance, due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions where needed. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense Good Hunting! wrench kevin stein mission set by?? circa 199??
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