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Wrench

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Everything posted by Wrench

  1. Ride the wind Follow a star Fight the foes right where they are 'Round the World isn't too far...
  2. hmmm maybe you should do the real ones the Egyptians had in the late 40s/early 50s?
  3. no, you won't get banned for d/ling it. Only for sharing it. We (The Staff) are dealing with the issue
  4. 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
  5. 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
  6. 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
  7. 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)
  8. really? I just put mine in the /SavedGames/ThirdWire folder and it works ok for me
  9. I'll bet those extra decals were NOT sitting in an aircraft specific folder, were they, but just in the root of the /Decals folder? This is why is so critical to follow the folder tree
  10. yes, the AF5 is a Quonset hut now, just square it off so it's right angles to the hanger (door pointing out, of course!)
  11. if it's the stock 3w pit, you shouldn't needed to have done anything! How odd!! or even the 3rd Party pit ... should have been a straight drop in. weeeeerrrrd!!! :)
  12. Repainting the infantry unit isn't a real problem. Wonder if we can't give the troops a "fire fighting gun" like an extinguisher? Maybe with a white or red tracer? CL brought up a good point in his post above ... the 'contain and flank' procedure for fighting the fire. Unfortunately, the Game Engine ™ doesn't really allow that. We only have 2 mission statements that allow for ground attack on moving "enemies" -- CAS and Armed Recon. And one has to drop the "retardant" directly onto the "fire" (after all it only LOOKS like a fire, it's really acting as a tank or truck). And if any trucks remain in the mods folder, you'll be seeing them on the armed recon, and have only "retardant" to hit them with**. Also, if one wants of just fly around and look at things -on YOUR side-, CAP is the only statement -- but you'll get a mission fail if you don't shoot down an enemy A/C. RECON missions only allow you to "look" at the enemy side Don't forget, that ALL aircraft will be unarmed; all guns will be removed from their data inis. All aircraft NOT civil types (transports, the fire fighters, etc) are to be removed from the mods folder. The only "offensive" weapons carried will the be water/retardant "bombs" (actually a rocket) Same goes for ground objects with offensive weapons. Given the massive limitations of the game engine with regards to mission types, I'm beginning to wonder how I'm going to pull this off. A very large series of canned missions is starting to look more and more like the only way to go. Which means I'll have to learn how the mission builder works (finally!). Game generated single missions will be, well, interestering at best. But as terrain work progresses, I'll be testing a much as possible **if trucks have their GroundObjectRole= set to RECON, they shouldn't show in AR or CAS missions
  13. having driven many a tent peg in my younger days ... it was the first thing that came to mind (and having worked on concrete floors all my life -- I know how hard it is to hammer something into it) OTH, replacing the tents with something like a Nissen or Quonset hut would be a viable alternative
  14. Version

    2,351 downloads

    Mod of existing Beagle to the "T" torpedo bomber version. Still retains standard bomb capabilities. New, hi-rez natural metal skin by JSF_Aggie, repainted Blue SovTac numbers by me Pack includes full, detailed instructions for installation and addition of new RAT-52 torpedo PLEASE FOLLOW THEM!!! Also includes my Red Air pilot, and a Russian-ized Phantom cockpit. See readme for FULL credits and other important notes. Originally designed for SF & WoE, WoV users might have some issues. Good Hunting! Wrench Kevin Stein
  15. you can't size is fixed by the game's dlls, irrc edit: correction study an avionics ini from an aircraft with a HUD; there IS a size statement
  16. why would someone pitch a tent on concrete? (and HOW would they drive the stake and pegs? ) I'd suggest moving it off, and onto the grass, and "squaring" it the concrete pad. you also might want to turn on the shadows in your game settings; it helps with the "look" of things, especially when taking screen shots.
  17. There is NO comparison .. I've looked at all three versions .. YAP DAT and this one send the other's the breaker's yards, boyos. THIS one sets the standard
  18. could you be less specific??? what EXACTLY are you asking about?
  19. Somewhere off the coast of Korea, 1950.....
  20. Off Okinawa... WBS NEW Essex carrier launching Corsairs, and putting up a fight against the Kamikaze OUTSTANDING WORK!!
  21. I can't even begin to express my thanks!! For all the WW2 and KAW players, thank you!!
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