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Everything posted by Wrench
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Chinese territorial claims
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
in particular, for the hot dog stand, represent grease/oil from the fryers and the dogs themselves exploding & burning. sort of a joke! nobody REALLY knows what goes into a hot dog (and really don't want to!!) -
Version
21 downloads
XvT/BoP Imperial Operation: Tatooine Patrol 1/25/2016 For XvT =WITH= BoP addon (original CD) or the new GoG version This is the first of 20 full battles for Imperial players, covering the time frame from before the Battle of Yavin, to after the Fall of the Empire. In this set, you are a newly graduated pilot, and are assigned to the Tatooine Patrol Fleet, monitoring commerce to and from this desert planet. It's a very quiet duty, almost boring, with little action with the exception of the occasiional smuggler or other scoundrel violating Imperial Law. As has been said, "if there's a bright center to the universe, this place could be the farthest from it". But as always, things beyond your control are happening... These are to be used/placed into your ...Balance of Power/Combat folder. All missions have been edited for fairness & balance (hopefully!), due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions. I've added radio messages to act as "in game hints" and to further plot lines. Please pay attention to them, as some may save your life or your mission critcal craft. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense. Wrench Kevin Stein original set for TFCD by Michael Raven, circa 2000 -
Chinese territorial claims
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
love it!! here's the types entry: [TargetType***] Name=Stand FullName=Hot Dog Stand ModelName=HotDog_Stand.lod TargetType=COMMAND_BUILDING ActiveYear=0 TargetValue=300 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2000.0 DamagedModel= DestroyedEffect=VeryLargeBombExplosionEffect DestroyedModel=fueltank2_destroyed.lod SecondaryChance=100 SecondaryEffect=LargeOilFireEffect Effect=SmokeStackEffect ExhaustOffset=0,0,3.0 you can change the FullName= to whatever you like attached is the lod, skin and ini origination is from Major Lee's DBS terrain circa 2004-ish?? -
Best Objects to use with TAE?
Wrench replied to swell's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
parked aircraft are generated automatically by the game engine, based on the 'parking slots' set in the various airfield inis. How many show up is set in your /Options -> Graphics --> Ground Objects --> Unlimited (for the most showing) physical, "static aircraft", as listed in a _types and _targets ini have to be specifically built as such. The physical models (lods), and their skins all have to reside inside the terrain folder in question. There are very few of those. Off the top of my head, C-130, CH-47, a Mirage, F-16 and one or two others. Other than the equipment found in the airfield development packs, there isn't much else, that's usable Freeware they work on all terrains, because as mentioned above, they reside WITHIN the specific terrain folder. why they don't show up is most likely one of several things: listed improperly in _types.ini placement (X/Y) is "off" due to airfield facing inability of Mue's target editor to read or "see" certain objects -- this is a known issue that I've encountered, and reported it as such to Mue -
Chinese territorial claims
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
you know, I've done that for other people, but this is the first time it's been done for me!! (don't forget to put a hot dog stand there, too!!) (mr. burns voice) Excellent!! -
Chinese territorial claims
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
+1 -
Best Objects to use with TAE?
Wrench replied to swell's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
yes, I've used it extensively. so, what's the question? -
Best Objects to use with TAE?
Wrench replied to swell's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
what the hell is a "TAE"? If you explain/define that, maybe you'll get some help!! ) -
MiG-29 Fulcrum Cockpit G-Forces effect
Wrench replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
the animation has to be built into the cockpit meshes themselves. can't be added by a text edit -
Favorite engine sounds?
Wrench replied to Spudknocker's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Merlin V12s -
something wicked this way comes
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
AND do if for free, with NO restrictions or other BS -
KAW packproem with 2 aircraft
Wrench replied to 1977Frenchie's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I seem to recall stating categoricaly, that expansion pack one was REQUIRED for a KAW install, as that not only gives you the Mustang, but the C-47 as well. from the KAW Mustang Skin Pak (as used in WOK mod) never had the issue with the 29s either. speaking of the Superforts, the easiest fix is simply not to fly them -- the game was never designed for Player Flown heavy bombers, even if said bombers have cockpits and working bombsights. (attack bombers, that's another story, and are quite usable) -
The Curtiss P-37 Goshawk
Wrench replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
it looks a lot like the prototype p-40 (well, P-37), other than the large gun blisters on the cowl. nice repurposing of the mig-3 http://www.planefax.com/radar/p40-2-YP-37.jpg -
Chinese territorial claims
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
look in The Pub ... http://combatace.com/topic/88172-getting-it-off-my-chest/ d/l the gif, upload to your gallery, and add it to your sig sorry for the thread hijack! -
How to create aircraft?
Wrench replied to combatacepilot's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
you can't import a finished lod. once its exported, it's done and locked you can only edit the ***.max file -
Kifir cockpit modifications
Wrench replied to LightningIII's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
all stuff for cockpits goes into the /cockpit folder for each particular aircraft. so, you might need to create the folder, and just drop the tga in there the game looks in specific folders first, then cats. -
Sweet. Just saw the International Space Station Fly Over.
Wrench replied to Skyviper's topic in The Pub
oh man! how cool is that!!?? -
How to create aircraft?
Wrench replied to combatacepilot's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
for these games (SF/FE/SF2/FE2) only 3dsMax, with the specific 3rd Wire exporter can be used for other games ?who knows? -
YAP3 on SF2
Wrench replied to swell's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
well, since it's a payware mod ... one must be VERY carefull. They defend they're copyrights/property strongly. Inis can be uploaded, if that's the point of the exercise, but no other parts. One must be VERY carefull with "property rights" when modding any payware item -
Kifir cockpit modifications
Wrench replied to LightningIII's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
all lods are stored in the ObjectData002.cat -- that 's the locked one mue's lod viewer only requires the main ini (ie: KfirC1_77.ini) to function. to open the cockpit lod, you'd need the cockpit ini extracted. It doesn't even need to be IN the aircraft folder; the viewer will find the lod from an "extracted to..." folder. but I see Crusader already answered the question. just a thought .. if those boxes are part of the external model, perhaps the cockpit position is too low?? .. just thinking out loud... -
Kifir cockpit modifications
Wrench replied to LightningIII's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
use mue's lod viewer to id the meshes as to that clipping issue, there's a couple of ways: check the actual position in the cockpit ini vs positioning from external view locate the offending node (again with the lod viewer) and add to cockpit ini (3rd section) Example only... [CockpitSeat001] HideExternalNode= ModelName=Skyraider_Pit Offset=0.0,0.0,0.0 Position=0.0,0.26,1.10 ViewAngles=0.0,0.0,0.0 or in the data ini for nose or fuselage (whichever mesh it is) ShowFromCockpit=FALSE -
something wicked this way comes
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
another look one of those "you looking at ME, mofo?" kind of shots (btw, if anyone does happen to guess, keep it to yourself. don't spoil the surprise) -
Paging Wrench
Wrench replied to Tappedops's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I'm not an ordanance guy. Sometimes, I'm lucky the stuff hits the ground... there used to be a bombing tutorial at SimHQ, maybe still in their archives by Andy Bush -- the man knows his stuff. -
Su-22 templates
Wrench replied to Ngr's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
don't forget, new Fitter are in the works...might want to wait unitl they're finished. IIRC, a lot of the mapping will be different -
From the album Wrench's Stuff