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Wrench

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Everything posted by Wrench

  1. File Name: XvT/BoP - Independant Operation: A Pirate Dawn File Submitter: Wrench File Submitted: 28 October 2015 File Category: Star Wars Games XvT/BoP: Independant Operation: A Pirate Dawn 10/20/2015 (works with original CD version and new GoG version) For XvT =w/Bop= Addon, or the new GoG version As the old Republic crumbles, its pieces absorbed into the newer and more powerful Empire...as brave refugees of the remnant governments band together into a desperate Rebel Alliance...as the two forces join in battle after battle for the hearts and souls of the galaxy, more rational minds produce better ideas for taking advantage of the situation. Thieves, murderers, and other criminals -- once guilty in the eyes of the Old Republic -- find freedom in the New Era as pirates preying on Rebel and Imperial alike. Forming their own underground societies and putting into power their own merciless masters, the pirates profit off the chaos and lawlessness allowed by the Galactic Civil War. You are a member of one of these vicious bands. Unwilling to fly for the Imperial governors and unbelieving in the cause of the Alliance, you instead put your valuable piloting skills to use participating in the operations of The Cat Clan. You know that the riches, power, and glory you desire can be best attained as one of these heartless killers...as one of these honorless robbers...as one of these pirates. As always, PLEASE read this enclosed readme for full, detailed install instructions. Give the "Note" section a read too, for well, notes! Good luck and good flying! Wrench Kevin Stein original mission set by Aristotle Vinuya, circa 1994 Click here to download this file
  2. you would need a 3d guy to build an entirely new runway layout, that (more or less) follows the 3w N/S orientation. From there, it's a (fairly) simple matter to place the various buildings. The hardest part would be setting up the airfield ini, with the takeoff/Landing positions, taxi positions and parking slots. to say nothing of setting the positions for the runway and taxi lighting I totally agree that the stock 6 airfields kinda blow <grin> They don't match military OR civilian types
  3. Version

    17 downloads

    XvT/BoP: Independant Operation: A Pirate Dawn 10/20/2015 (works with original CD version and new GoG version) For XvT =w/Bop= Addon, or the new GoG version As the old Republic crumbles, its pieces absorbed into the newer and more powerful Empire...as brave refugees of the remnant governments band together into a desperate Rebel Alliance...as the two forces join in battle after battle for the hearts and souls of the galaxy, more rational minds produce better ideas for taking advantage of the situation. Thieves, murderers, and other criminals -- once guilty in the eyes of the Old Republic -- find freedom in the New Era as pirates preying on Rebel and Imperial alike. Forming their own underground societies and putting into power their own merciless masters, the pirates profit off the chaos and lawlessness allowed by the Galactic Civil War. You are a member of one of these vicious bands. Unwilling to fly for the Imperial governors and unbelieving in the cause of the Alliance, you instead put your valuable piloting skills to use participating in the operations of The Cat Clan. You know that the riches, power, and glory you desire can be best attained as one of these heartless killers...as one of these honorless robbers...as one of these pirates. As always, PLEASE read this enclosed readme for full, detailed install instructions. Give the "Note" section a read too, for well, notes! Good luck and good flying! Wrench Kevin Stein original mission set by Aristotle Vinuya, circa 1994
  4. =Adjusting Terrain Borders, aka, a FlightEngine.ini Tweek: The following information has been included in several of my terrain mods, but just for saftey's sake, and so everyone can actually see it, (since few people actually read readmes...), this is the best place to have it readily available. This tweek is usable on ALL 3rd Wire games -SF/WoV/WoE/WoI, the entire SF2 series, and First Eagles 1/2. With some terrain maps available, there is a distinct posibility of hitting "The Wall" when operating from target areas near the 'edges' (N/E/S/W) of the terrain. What you can do, is fiddle with the map borders, but this is a Global Change, and =WILL= effect all terrains. So, as usual BE ADVISED!!!! You must extract the FlightEngine.ini from the FlightDat.cat, place it into your game install's /Flight folder. If, for SF2 users, you DON'T have a /Flight folder in you mods folder, CREATE one!! Then, open it in your text editor of choice, and scroll down until you see this section: [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=80000.0 <----this here line is The One!!!! MinHeight=1.0 MaxHeight=35000.0 The section we're concerned with is the "Border=". It's set to the standard 80km in from the map edge. While experimentating with this for the KAW mod, I've found you can safely decrease this number to 25000.0 with no ill effects. Just be aware that this will change ALL terrains; stock or addons. So, using a 'safe' number, this is what it should look like (here, I'm using a fairly decent number, and it works just peachy!) [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=35000.0 <----this here line!!!! Note the change to 35000.0 MinHeight=1.0 MaxHeight=35000.0 This has been tested on just about ALL terrains currently available, and it creates NO difficulties whatsomever. Remember, this is a GLOBAL change, and it WILL effect all terrains in you game install. But, it does 'open up' some usable manuvering room for aircraft, and allows Terrain/Targeteers a bit more leeway in placements wrench kevin stein
  5. Conterindicated: after the 7/2013 patch, and the introduction of SF2NA into "the merge", borders are now locked and cannot be adjusted from their stock settings.
  6. my expanding borders trick no longer works after the 7/13 patch and SF2NA
  7. never, never EVER mess with the date range on an aircraft's data ini. 99.9% of the time, they ARE correct. You have to correct the game's date range, just like EJ said, in the main options ini. There's several (at least 3 posts) about that very subject in the SF2 Knowledge Base
  8. @ Capun & DAT

    since we, the CA Staff, know that you're here reading the boards and such, I'm pretty sure you'll be able to see this. When you ban someone from your site, particularly someone as important to the SF community as myself, could you at least have the decency and courtesy of sending an email explaining WHY?? That would be the right, honorable thing to do, not just the surprise one gets when trying to visit the DAT site, and is unable to log in.
  9. thanks! now, once we've gotten the apartment (re)settled down, I can start research on markings
  10. hey, it's Ant's skin. What could be bad???
  11. File Name: XvT/BoP - Imperial Operation: Heading to the Unknown File Submitter: Wrench File Submitted: 24 October 2015 File Category: Star Wars Games XvT/BoP - Imperial Operation: Heading to the Unknown For XvT =WITH= BoP addon (original CD) or the newer GoG version Grand Admiral Thrawn, after crushing the traitorous Admiral Zaarin, and his defecting officers, was ordered by the Emperor himself to enter the Gammanck Regions at the far eastern arm of the galaxy, far from Coruscant, at the edge of the Unknown Region. Grand Admiral Thrawn assembled his fleet at the Rneekii systems, because Rneekiis had been moving their people, leaving the Outer Rim Territories to fortify themselves far from Imperial interference, and because they boardered the Gammanck, no one knows better the entrance than them. Sometime before the "Enemies of the Empire", the Emperor sent Admiral Bulcon and a small force to bring Imperial control to this Unknown Gammanck Region, but he never reported back. Grand Admiral Thrawn was sent to rescue Bulcon and his fleet if he is yet alive. As always, =PLEASE= read the install instructions. Also, the original builders and my notes at the bottom! Get to your ships Pilots! Wrench Kevin Stein original mission set by Mateus Soares Borges, circa 1990-something! Click here to download this file
  12. don't say that until you play it through a time or two. :) I did the best I could with it ... some of the missions were quite flawed! Many of them are VERY long!!! But, I hope everyone enjoys it!
  13. speaking if WIPs, angelp, any news on that F1M "Pete" of Cocas' I sent you some time ago??
  14. SF2NA IcelandNA does NOT work with any of the editors. Anything to be added has to be done the "old fashioned way". It's not worth messing with. As the NA terrain is lod based, not TFD/HFD there's nothing to extracted and "seen" by the terrain editors. Only the original 4 terrains, and all out addons. 32km length bridge each bridge section 100 metes (not counting the 2 ends) 32000 sections? even at 63% scaling you'll be putting down thousands of sections (50,793 by my calculations -- I think that way above the allowed limits.) You're also forgetting "The Wall" as to airfields, you're stuck with what we have (6, the largest is runway 4, the '2 crossing' plus whatever ones that were used on Rends GermanyCE rebuild) take it from the Terrain Guru...(and I hope I'm not offending!) going down this road for someone without the experience and knowledge of the engine, only leads to madness. Even those of us that DO have the knowledge and experience and skill, are quite mad.... You're also forgetting "The Wall". In the image below, please take note of the darker border regions. That starts 80km IN from the outermost edge of the map. Anything therein is inaccessible during game play. You also do NOT want to place any target areas with 50km of innermost edge of The Wall, otherwise very odd things will happen.
  15. FastCargo's Helicopter Lesson

    what a great story FC!!! (totally loved the pictures & captions too!!)
  16. considering that the 3 stock 3rd wire bridges are 100m long (the ends are 50m) ... that's a hell of a lot of items to place while the TFD tool is fine for quick and dirty editing, you'd better start learning the 3W Terrain editor ... as you'll be doing things that can only be done from there
  17. the "falling debris" and "damage textures" are 2 completely different things. the bits and pieces are generated by the game. the damage textures are either residing in the various object cats for stock aircraft, and are always listed in the main ini. For add-on aircraft, they have to be custom fit to the skin maps, and have the exact same name as the skin maps, and must reside within that aircraft's main folder. the "shredded.tga" for the most part is no longer used. So, just ignore it YOU should never have to screw around with these ever. It's the model builder/skinner's job to provide the necessary damage textures.
  18. KA52

    and of questionable origin
  19. Version

    14 downloads

    XvT/BoP - Imperial Operation: Heading to the Unknown For XvT =WITH= BoP addon (original CD) or the newer GoG version Grand Admiral Thrawn, after crushing the traitorous Admiral Zaarin, and his defecting officers, was ordered by the Emperor himself to enter the Gammanck Regions at the far eastern arm of the galaxy, far from Coruscant, at the edge of the Unknown Region. Grand Admiral Thrawn assembled his fleet at the Rneekii systems, because Rneekiis had been moving their people, leaving the Outer Rim Territories to fortify themselves far from Imperial interference, and because they boardered the Gammanck, no one knows better the entrance than them. Sometime before the "Enemies of the Empire", the Emperor sent Admiral Bulcon and a small force to bring Imperial control to this Unknown Gammanck Region, but he never reported back. Grand Admiral Thrawn was sent to rescue Bulcon and his fleet if he is yet alive. As always, =PLEASE= read the install instructions. Also, the original builders and my notes at the bottom! Get to your ships Pilots! Wrench Kevin Stein original mission set by Mateus Soares Borges, circa 1990-something!
  20. SF2 WW2 SAAF Hurricane Skins, East Africa

    I fixed the "file name title". I didn't want people to think they'd be downloading YOU!!! :)
  21. DA: to better SEE what's on the aircraft, try taking the screenshots at Noon, on a cloudless day. All these are pretty murky. And turn your Shadows on in the Options/Gameplay. You'll be surprised as to what turns up Do I see the white heat reflective on the nose of CaANG bird?
  22. File Name: SF2 Avro VZ-9 Aerocar Pak File Submitter: Wrench File Submitted: 19 October 2015 File Category: What If Hangar SF2 Avro VZ-9 Aerocar Pak 10/15/2015 = For SF2 (Any & All, Full 4/5 Merged Reccomended) A "What If" aircraft for you enjoyment. ** Can be used in any install that has access to the A-4B & A-4E Skyhawks hence the need for either a Full 4 or Full 5 Merged Install, as both these cockpits are refrenced for the 2 aircraft. Also, serial number decals from the CF-104 and F-105D are used. You must have these aircraft to gain access to the various bits.** Some reworking of Simon Porter's Avro Aerocar from 2005, brings it (pretty much!) up to SF2 standards. Be advised, however, there are still a few small issues; most of which stem from the fact the aircraft is one continious mesh, with no sub meshes. This is the main reason that most markings are painted on. See "Change Log" for details. This pack contains 2 aircraft, and is based on the assumption (oh! that word!) the major bugs had been worked out, and it entered service with the RCAF and USAF for use as a battlefield scout and light attack aircraft. Aerocar Mk.I (VZ-9A) with 2 skins (1959 start date): RCAF USAF both in NM finish Aerocar Mk.III (VZ-9C) with 4 skins (1965 start date): RCAF USAF (both early, in NM) RCAF_L (late, overall dark green ala CF-104) USAFCamo (USAF Camo SEA T.O. 1-1-4) The 2 late skins the C use the SF2 "date switch" and will turn on in 1966 (USAFCamo) and 1973 (RCAF_L). All stock items are used, from cockpits, pilots, weapons, sounds, decal and whatnots. The other add-on items (fake pilot, radar pod, pylons) are included. While skins remain in bmp format, damage textures are in DDS. When in-game, you'll see on the Aircraft Selection Drop-down... VZ-9A Aerocar (Mk.I) and VZ-9C Aerocar (Mk.III) As always, fairly easy to follow, detailed install instructions are included. So, please read them. Simon Porter's original readme is included for historical purposes. Happy Landings Wrench Kevin Stein Click here to download this file
  23. not by model, I just fiddled with it. But thanks!! :)
  24. @ Capun & DAT

    that's totally up to you
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