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Wrench

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Everything posted by Wrench

  1. doesn't IrfanView do that? (I don't remember!!)
  2. Russian style, like the image below, for letters and numbers. I don't even have an idea as to it's name!! TIA!
  3. Any good flight sim with Coop multiplayer?

    $s, or more precisely, lack thereof at the development end
  4. Hey, DA, you know the West wasn't the only one with airliners, right???
  5. SF2 Tu-95 Bear-A Remod Pak

    Version

    753 downloads

    SF2 Tu-95 Bear-A Remod Pak 10/4/2015 = For SF2, Full 5 Merged RECCOMENDED! = *NOTE: due to excessive changes and additions, this mod will =NOT= work in 1stGen games at any patch level* This is a Re-release/Re-mod of Veltro2k's Soviet Cold War Heavy Bomber aircraft, originally released in 2008. This pack represents the 'standard' Tu-95 Bear-A "conventional" level bomber (yes, it can carry one nuke -not supplied). The skin remains in its original bmp format and all markings are decals. All decals used reference stock 3W Soviet markings (thus, the NON inclusion of any decals). Decal randomization is TRUE. The inis has been completely revamped, with a "new" FM, avionics, loadouts, sounds, new pilot figures, and an "new" cockpit. The cockpit, while not a perfect match, is much closer to the "steam gauge" Bear pit of the era. See "Notes" section for full change list. On the Aircraft Selection drop-down, you'll see Tu-95M Bear-A (v2k) This will make it easier to select, and diferentiate it from any other Bear-As that might be wandering around in your backyard. As always, fairly easy to follow, detailed install instructions are included. PLEASE read them!!! Also, give the "Notes" section a read, in particular on Operational Usage. For those that may still have the original release (from 2008), as there HAVE been major changes and additions you may want to delete said original in it's entirety. **This aircraft herein are released in "AS IS" Condition. Any and all issues/problems that cannot be solved via ini edits will exist forever, unless a newer model (LOD) become available**. Happy Landings! Wrench Kevin Stein with thanks to Veltro for allowing me to remod/reissue this!
  6. and you're saying that to Sundowner, probably the greatest skinner the SF series has ever seen? The acknowledged Phantom expert of this series? Now, THAT's funny!!
  7. Hey, CL you need to extract a newer, later data ini for those SPADs ... as you can see the missing letters of the on the fues & tail. Sometime after 7/12, it got changed and fouled up all my hard work. (to test, rename the one in the aircraft folder, and you'll see the decals magicly return)
  8. the short answer is no. the TFD tool is worse than useless for that. you should be using the TargetAreaEditor, but you'll still need to set things (the center 0/0 point) by hand
  9. that's because the TOD buildings are below scale. Been a problem since Day 1, SFP1
  10. guess you've never heard of the Turkish F-4E 2020 or JASDF F-4EJ-kai, or Greek F-4E (AUP) All HUD/Glass cockpit equipped
  11. there's a tutorial about that in the 1stGen Knowledge Base. I suggest you read ALL the terrain tutorials in the KB. Your questions are answered therein.
  12. well, I can safely say the stock NA 95RT has to also, to some extent. meh... maybe I'll just leave them off!!
  13. Raven SitRep

    we're be here waiting on ya, brudda!!
  14. hmm.. stock 3w soviet number decals are 128x/128. So,what? make them wider by a factor or 2? or 4? that would mean 100 decals to be stretched... or, I could just be inaccurate, and move it off the nose gear doors, and put it on the nose?
  15. I set them all to 0 on all the decals inis, and they worked perfectly for me, on all the ships (mind you, I've only done the WW2 versions). Look at the names of the individual decals ... they're all set for each hull in the class, as are the individual skins. Setting them to 0 locks them TO each ship (CV-21 gets ONLY the "21" named decals. You would set them to 2 if there was ONLY one skin set, and allowing the game engine to use the names list to randomly select hull number and name when the ships appear (also at random) in single missions. Just like the stock 3W carriers/DD/FFG/etc
  16. Ride the wind Follow a star Fight the foes right where they are 'Round the World isn't too far...
  17. hmmm maybe you should do the real ones the Egyptians had in the late 40s/early 50s?
  18. no, you won't get banned for d/ling it. Only for sharing it. We (The Staff) are dealing with the issue
  19. just a reminder ... there's an earlier version re-mod that I released in the past. Before installing this new one, PLEASE remove the old one's aircraft and decals folders, otherwise there will be conflicts and problems
  20. ok, this is what the issue is with the deck number not showing properly... as each individual skin represents each individual ship ---this is the important statement--- and each individual ship calls for a specific hull number for that ship, and each individual decal is only for said ship, the decal level = for the hull and island decals should be set to 0 (zero) I've seen, and fixed this very same issue before, when a model has multiple skins & decals representing ships of the class after simple text edit fixes it right up (unfortunately, all of them will need editing.. but so what?) screenie below
  21. here's a couple more... the Skyraider is using the real Canadian regsistration numbers used on their TBMs the other is just something I thought BLM could use, after retiring their OV-10s
  22. wouldn't it have been easier to just edit the decals inis? and if your having a slide show, there's something "off" on your machine, cause even with max flak and aircraft, frame rates are good for me. Check your card setting (there's a good Nvidia tweek that Fubar512 came up with, if you're using Nvidia)
  23. really? I just put mine in the /SavedGames/ThirdWire folder and it works ok for me
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