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Everything posted by Wrench
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Enough with these squadrons already
Wrench replied to LegitPilot's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Indeed, it would be good to know exactly which aircraft the complaint is pointed to. -
Is there a limit on SAM sites?
Wrench replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
because the ship is the primary target, it spawns, irrc, at mission start. you're confusing GROUND objects with TERRAIN objects. Terrain objects are things like the runways, hangars, various building, that always exist on a terrain. Ground Objects are those items that in are in the GroundObject folder (ships, tanks, AAA, trucks, etc) if you place objects via their generic tags, they tend to work, and appear with the correct items In this example below, a fairly generic Soviet-style SAM battery, (more or less star shaped -- and many later versions (SA-3, SA-5, SA-6) don't actually use that style) you'll see I've given individual launchers the 1959 start date. this reflects the introduction of the SA-2. this was done as the EWR and AAA placements have a Year=0, so they'll always be there -
Klaxianti Dai-Shan/Shin Alien Aggressor Pack
Wrench replied to Viper63a's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
if you remove it from the folder, it'll just pull the one from the cat file. OTH, as blaze said, painting the R/G/B channels of the tga to match the body is a very easy thing you can try removing the canopy meshes Their node names are: port_canopy starboard_canopy add these new components in the >AircraftData< section: Component[010]=Remove1 Component[011]=Remove2 [Remove1] ParentComponentName=Fuselage ModelNodeName=Port_Canopy DestroyedNodeName=Port_Canopy DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Remove2] ParentComponentName=Fuselage ModelNodeName=Starboard_Canopy DestroyedNodeName=Starboard_Canopy DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE and se how that works -
Got some free 3ds .max files...
Wrench replied to Viper63a's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
um, aren't the TOS Enterprise and D-7 available in FastCargo's "Super Secret Mod"????? I really can't remember the name of it... -
Klaxianti Dai-Shan/Shin Alien Aggressor Pack
Wrench replied to Viper63a's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I love it!!! -
OUTSTANDING!!! I actually did the 14 PRS when I made the Mk.XI for SF2. I even did PA-944!!! THIS is the sort of thing we modder live for!!
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Some doubts from a newbie in modding
Wrench replied to Boresight's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
oh, thank YOU! You have no idea just how much I needed that laugh!! -
great pics! did you happen to notice HOW thick the armored box is for the bridge on the carriers?? I've been on the Hornet in Alameda, and was quite surprised at the level of armor proctection (at least 12 inches!)
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that Shrike is REALLY nice!!!
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Some doubts from a newbie in modding
Wrench replied to Boresight's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
AFAIK, there's no need to fiddle with the weapons, pilots, sounds, etc (unless you're replacing an older weapons with a newer version, like some of the things Ravenclaw has been creating). In that case, just rename the folder or create a "z-storage" sub-folder within the /Weapons folder, and move the older ones there. iirc, all pilot figures have "specific" names (RedAir1, Pilot36, USAFMod, etc) -
Got some free 3ds .max files...
Wrench replied to Viper63a's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
considering the price of MAX 2009.... then there's the learning curve....mapping and unwrapping the model to make the skin...the ini work, making sure all the shapes/meshes are correct; not open meshes to create shadow issues, bounding and hit boxes correct, damage modeling, distance lods. Then there the ini work; flight modeling, and on and on and on. I can't wait to start learning it! (no, really!) I have Max 2009...and at this point all I can do is view the 2 dozen plus models I have... -
Some doubts from a newbie in modding
Wrench replied to Boresight's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
read this: http://combatace.com/topic/34386-adding-a-3rd-party-aircraft-where-a-stock-one-already-exists/ -
Is there a limit on SAM sites?
Wrench replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
yes, there is a limit. Probabally around 999 individual objects. I would guess, that's a total number of individual items Remember, too, NOTHING spawns outside the 50km "bubble of reality" that surrounds the Player Aircraft . each and every object (SAM, EWR, SAM Radar, AAA gun, AAA engagement radars, etc) HAS TO BE PLACED VIA LOCATIONS IN THE TERRAINS _TARGETS.INI. They will also need corresponding entries in the terrain's _Types.ini trying to place with the mission editor is a waste of time. As all SAMs are networked (since the 08 patch for SF1), you need to place the missile launchers, search radars and missile engagement radars within the SAM battery. Even when a specific type is know to be at certain location, you cannot call that launcher and radar combo and "hand place" them in the targets ini. Due to faults in the Game Engine , this causes them to go into stealth mode. They will not show up on RWRs, either vector or TEWS. They will, however, still "see" you and blow the crap out you. Therefore, you are stuck with using the generic tags (SAMLaucher, SAMRadar, EWR, AAA, etc) and hope the hell the data ini has the correct service dates, export dates, and the userlist has the correct country users. All you need to do, is look at how I've done it several thousand times on various terrains -
Some doubts from a newbie in modding
Wrench replied to Boresight's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
no. read what yakarov just wrote if the folder name does not match the name of the main ini, the object is now invisible to the game engine. the same is true by renaming the main ini, but not the folder. -
SF2 Boeing C-97 Cargo & HC-97 ARS Pak
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
View File SF2 Boeing C-97 Cargo & HC-97 ARS Pak SF2 Boeing C-97 Cargo & HC-97 ARS Pak 10/16/2015 = For SF2 (Full 4 Merged or Full 5 RECCOMENDED) = This package contains 2 complete aircraft and skin/decal sets for cargo-carrying C-97s (of all marks, as their differences are negligible), and a version used by Air Rescue Service (later ARRS) Included are: C-97G (can be used for any cargo variant -A,B,C,D,E,F,G) MATS (generic) MAC (115th ATS (H), 146th ATW, Caifornia ANG) HC-97G: 303rd Aerospace Rescue & Recovery Squadron The SF2 date switch is used on the skins for the C-97, switching from MATS to MAC in 1961. Serial numbers, while generic in nature, ARE for the model depicted (KC-97G). 18 serial decals are included. Decal randomization is true. All markings are decals (excepting the HC-97's wing tips). Damage texture is in DDS. A template is included in a seperate folder, but was only partly redone for those areas I need to repaint. Skinners are encouraged to improve and expand on it. In the C-97's decals folder, you'll also find the psd to create the "nose lozenge" that carried the last 4 digits of the serial number. This style is/was used on a great number of other MATS/MAC aircraft. Crew entry door is operated by the Standard Animation Keystroke �, Shift/0 (zero). The rear cargo door & Loading ramps are operated by the standard bomb bay keystroke (Control/o (oh). As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Happy Landings Wrench Kevin Stein *with special thanks to Veltro2k for building us a cargo-bird lod* ======== =Updated 5/25/2018 new, corrected hit boxes adding missing components, reassigned systems to 'new' component Submitter Wrench Submitted 10/19/2015 Category Other -
Version
132 downloads
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 -
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882 downloads
T-45 "Goshawk" Skins/Decals and Ini Update Pak -- For SF2, Any & All -- The package is a slight revamping of RussoUK's T-45A "Goshawk" USN trainer. This complete full aircraft package incudes all new decals, a slightly 'noised' version of the skin, and some minor ini tweeks for SF2. The cockpit has been replaced by using the stock A-4B, as these don't have a radar. However, the radar-ranging gunsight and an audio-only RWR have been added. New decals for VT-1 have been created, as have BuNum tags. Other ini edits switch the canopy to a manual animation key (use Shift/0 to open close), and a somewhat fancifull loadout ini, with loadouts for the STRIKE, RECON, CAS & ARMED_RECON profiles. (see Notes below for comments). Self-defense Sidewinders are carried on all mission profiles. The Aden gunpod has been changed to allow for USN usage, and a substitute 100 gallon drop tank has been added. Both weapons are included; all other weapons fits are stock, with the exception of the CBU-59, so you'll need Gunny's Ordanance Shop for that. As always, =READ= the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs, to make it a LOT easier to install. Happy Landings! Wrench Kevin Stein ps: be a perfect addition to the Mescalero Training Range, too! -
Version
420 downloads
SF2 Boeing C-97 Cargo & HC-97 ARS Pak 10/16/2015 = For SF2 (Full 4 Merged or Full 5 RECCOMENDED) = This package contains 2 complete aircraft and skin/decal sets for cargo-carrying C-97s (of all marks, as their differences are negligible), and a version used by Air Rescue Service (later ARRS) Included are: C-97G (can be used for any cargo variant -A,B,C,D,E,F,G) MATS (generic) MAC (115th ATS (H), 146th ATW, Caifornia ANG) HC-97G: 303rd Aerospace Rescue & Recovery Squadron The SF2 date switch is used on the skins for the C-97, switching from MATS to MAC in 1961. Serial numbers, while generic in nature, ARE for the model depicted (KC-97G). 18 serial decals are included. Decal randomization is true. All markings are decals (excepting the HC-97's wing tips). Damage texture is in DDS. A template is included in a seperate folder, but was only partly redone for those areas I need to repaint. Skinners are encouraged to improve and expand on it. In the C-97's decals folder, you'll also find the psd to create the "nose lozenge" that carried the last 4 digits of the serial number. This style is/was used on a great number of other MATS/MAC aircraft. Crew entry door is operated by the Standard Animation Keystroke �, Shift/0 (zero). The rear cargo door & Loading ramps are operated by the standard bomb bay keystroke (Control/o (oh). As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Happy Landings Wrench Kevin Stein *with special thanks to Veltro2k for building us a cargo-bird lod* ======== =Updated 5/25/2018 new, corrected hit boxes adding missing components, reassigned systems to 'new' component -
i want SU-34 model
Wrench replied to one4five's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Russ, you know more than a mouthful is wasted.... -
I get this (down at the bottom of the screen capture) on every page I open, even if I don't mouse over anything! If I ignore it, instead of canceling or just closing it, is turns yellow and kind of blinks a bit Any idea what it is?? TIA
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and still getting it, boss. Did Malwarebytes scan, ESET hasn't caught anything nor has window's defender.
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welcome sir! nice to have you I'm liking the zippo too! all but one of my guns in Ruger
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I wish I did!! If someone remembers, I want the link too!! Otherwise, all my stuff's in books
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the only thing that's even close to caching is the check box "Keep temporary files on my computer" would that be it? It's now turned off I'd lowered the allowed space, but it wouldn't go below 1 MB. Now, as you can see, it's all greyed out
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you forgot to mention the BT-1, show in image #3. Since I grew up (and still live) in the shadow of Santa Monica Airport (and by inference Douglas Aircraft until they closed), their stuff has great meaning to me!