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Wrench

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Everything posted by Wrench

  1. File Name: SF2 IDF C-47 Skytrain Pak File Submitter: Wrench File Submitted: 12 June 2015 File Category: Other SF2 IDFAF C-47 Skytrain Pak 6/10/2016 = For SF2:I (Full 5 Merged RECCOMENDED ) = **You =MUST= have SF2I Expansion Pack 1 to have access to the stock 3W C-47!!!.** Some small modifications, reskining/decaling of the stock 3rd Wire C-47 Skytrain/Dakota transport aircrft, as used by the Israeli Defense Force. Be advised, THIS mod is designed for use -ONLY- in your SF2:I mod's folder. The package contains 2 skins for No. 103 "Flying Elephants" squadron Skytrains: Brown/Blue camo (mid 1950s thru 1969) Late 3 Tone Camo (1969-2001) Skins are in original bmp format. The SF2 "date switch" is used, and the game will automatically switch over to the late 3-tone in 1969. The Brown/Blue will start in 1955, although research is not conslusive as to exactly when. For years predating that, they seem be in an OD/Grey type of paint job (not the NM finish the Game Engine ™ uses). All markings are decals, and decal randomization is TRUE. Serial & Modex numbers are 100% historically correct. Both skins use the same 'pool' of number decals. There are no Hangar or Loading screens, but all sounds and pilot figures are provided. Also included are the cockpit (for those that haven't made it flyable yet) updated/revamped data, avionics, and userlist inis. I've also given you my (patent-pending) "One Click Restore" main ini. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for the install instructions. Happy Landings! Wrench Kevin Stein Click here to download this file
  2. then, you're not doing something right. ----- actually, the F-105D_66 pit would be a better fit. That's what I've been using on mine since 2012. The only thing I had to "turn off" was a tweek to not show the canopy frame, via a cockpit ini edit.
  3. bet the skin maps are named differently?
  4. [CockpitSeat001] ModelName=Mirage_IIIO_pit.LOD Offset=0.0,0.0,0.0 Position=0.0,3.75,0.53 <--------------- this will need adjusting ViewAngles=0.0,0.0,0.0
  5. but you will also need to extract the Mirage's cockpit ini, place it INTO the Viggen's folder, and adjust the cockpit position. Because I can garuntee that the position (relative to the physical aircraft) will be different
  6. SF2 IDF C-130E Qarnaf Pak

    Version

    214 downloads

    SF2 IDFAF C-130E Qarnaf Pak 6/10/2016 = For SF2:I (Full 5 Merged RECCOMENDED ) = **This mod will -NOT- work in 1stGen game installs.** Some small modifications, reskining/decaling of Del's C-130E Hercules transport aircrft, as used by the Israeli Defense Force. This is a nationalized version of the aircrft for IDF-only use, and is designed for use only in SF2:I. The aircraft carries the markings of No. 131 "Yellow Birds" squadron. All markings are decals, and decal randomization is TRUE. Serial & Modex numbers are 100% historically correct. There are no Hangar or Loading screens, but all sounds and pilot figures are provided. When in-game, you'll see: C-130E Qarnaf displayed on the aircraft selection dropdown. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for the install instructions. Happy Landings! Wrench Kevin Stein EDIT: new upload, with corrected nose bmp Apologies for the Error!!
  7. that all depends on the scale of the height field ... I had the same problem for the WW2 PI version. Adding Puerto Princessa wasn't a big issue, but adding the others might be. given the fact that when you flatten the airfield zone, it's 5-6km in radius, has a real tendency to foul up the local hills and valleys big time. As can be seen on the chart, lots of small fields, but many are very close to mountains, making it a risky proposition. I just wish the TE had a better way of doing it!
  8. probably the same thing I went through a few years back (see above). Extract a new data ini, and see if that fixes it
  9. sick and tired of seeing IDF Dakota's parked on the ramp with the wrong paint jobs...sooooooooo over Natural Metal ™ so... (also doing the blue/brown early camo, and Del's C-130E. At the very least, will give the airbases some eye candy)
  10. the cluster bombs look like CBU-24s
  11. Still Kicking

    good to hear from you again! glad things are getting better!
  12. yes, it's very possible. look to the "special" tile I used for St. Nazaire on the EAW WW2 map or, one can be built using various objects (fences, blast shields, etc) in a "regular" port tile (in theory, one can even have it drained, with the concrete base showing; you just wouldn't/can't have the depth below ground level without a specificly created 3d object)
  13. WW2 IsraelME Terrain for SF2

    and defeating the very purpose for which it was built
  14. Version

    177 downloads

    WW2 IsraelME Terrain for SF2 6/1/2015 = For SF2 (Full 5 Merged RECCOMENDED!!! - MUST have SF2I in your merged install!!!) = **Note: This Is A WW2 Version -ONLY-!!!** This is a rebuild of the stock SF2:I IsraelME terrain into a WW2 version. Like the recently released "Palestine 2 (Full Scale)" it represents the region at the start of WW2, with British, French/Vichy French and other regional Axis Powers. Unlike the Palestine 2 terrain, THIS one has working CV zones (ala SF2NA). I did this mostly for fun, but also to have working carriers; all those FAA birds need something to do! It is designed to be used =ONLY= in the WW2 MTO environment (read: an MTO centric mods folder). It may NOT compatable with the DAT MTO All-Inclusive Mod. This has NOT been tested. Stock in-game items have been used as much as possible, although some additional structrues HAVE been added. Add-on GroundObjects, while heavily listed in the _Types.ini, aren't included (really, there ARE none included -use the ones from the Palestine 2 terrain, as they're the same). Its up to the End User ™ to make sure that you have the theatre-specific (read: Allies & Axis) proper items. SF2:I is REQUIRED for this terrain, as it references a myriad of IsrealME only terrain items. A massive amount of retiling has been performed, with the addition of over 60 new tiles to fill in blanks left in the original set. BE ADVISED: these new tiles match the STOCK styling ONLY!! Do NOT use these new tiles in/on any IME terrain with any other tile set. They will not match!! Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, be placed in their Real Life ™ locations, may visually defy gravity and other Universal Laws of Physics, or exist at all. Several cities and other physical features and target areas will also fall into that classification. Some target areas (cities, etc) exist only as named places, even if they might have had strategic or tactical values. Some airfields may actually be 'post-war', but have been left for game playability. And So Forth ™. You may also experience long loading times; this is to be expected. When in game, you'll see: "Middle East (WW2-3W)" The "3W" designates this is built from a stock 3rd Wire Terrain. Limited Nations is set to TRUE, and only uses historical WW2 Nations (ie: no Americans). This will allow campaign builders to not only replicate the fighting against Vichy forces in the Levant & Syria, but allows a more 'what if..' situation, giving Italian and German forces a greater presence in Mandate Palestine, TransJordan, and Iraq. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended (ie: REQUIRED!!!) you read the document through after unzipping, but =before= installing. As always, the Notes and Other Nonesense section makes for essential reading. It's most important that the legal disclaimer at the bottom be read and complied with. There has been a change in policy with regards to =ALL= my terrain mods. Happy Landings! Wrench Kevin Stein
  15. yup, pinned that link in the WW2 Forums some time ago. GREAT site!!
  16. if flying in the correct year span, you should be seeing a lot of M-1939 ZIS-42 ZIS-Quads the occasional KS-60 (OTH, if like me, your KAW mods folder is 'built' for a Hundred Year Span ™, you could potentially see everything the Reds had to throw at you) things you wouldn't (and shouldn't see) in the 50-53 time frame are any ZPUs, ZSUs, BTR-23s, that cursed M113 ZPU & M113 ZU-23.
  17. File Name: WW2 IsraelME Terrain for SF2 File Submitter: Wrench File Submitted: 04 June 2015 File Category: Full Terrains WW2 IsraelME Terrain for SF2 6/1/2015 = For SF2 (Full 5 Merged RECCOMENDED!!! - MUST have SF2I in your merged install!!!) = **Note: This Is A WW2 Version -ONLY-!!!** This is a rebuild of the stock SF2:I IsraelME terrain into a WW2 version. Like the recently released "Palestine 2 (Full Scale)" it represents the region at the start of WW2, with British, French/Vichy French and other regional Axis Powers. Unlike the Palestine 2 terrain, THIS one has working CV zones (ala SF2NA). I did this mostly for fun, but also to have working carriers; all those FAA birds need something to do! It is designed to be used =ONLY= in the WW2 MTO environment (read: an MTO centric mods folder). It may NOT compatable with the DAT MTO All-Inclusive Mod. This has NOT been tested. Stock in-game items have been used as much as possible, although some additional structrues HAVE been added. Add-on GroundObjects, while heavily listed in the _Types.ini, aren't included (really, there ARE none included -use the ones from the Palestine 2 terrain, as they're the same). Its up to the End User ™ to make sure that you have the theatre-specific (read: Allies & Axis) proper items. SF2:I is REQUIRED for this terrain, as it references a myriad of IsrealME only terrain items. A massive amount of retiling has been performed, with the addition of over 60 new tiles to fill in blanks left in the original set. BE ADVISED: these new tiles match the STOCK styling ONLY!! Do NOT use these new tiles in/on any IME terrain with any other tile set. They will not match!! Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, be placed in their Real Life ™ locations, may visually defy gravity and other Universal Laws of Physics, or exist at all. Several cities and other physical features and target areas will also fall into that classification. Some target areas (cities, etc) exist only as named places, even if they might have had strategic or tactical values. Some airfields may actually be 'post-war', but have been left for game playability. And So Forth ™. You may also experience long loading times; this is to be expected. When in game, you'll see: "Middle East (WW2-3W)" The "3W" designates this is built from a stock 3rd Wire Terrain. Limited Nations is set to TRUE, and only uses historical WW2 Nations (ie: no Americans). This will allow campaign builders to not only replicate the fighting against Vichy forces in the Levant & Syria, but allows a more 'what if..' situation, giving Italian and German forces a greater presence in Mandate Palestine, TransJordan, and Iraq. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended (ie: REQUIRED!!!) you read the document through after unzipping, but =before= installing. As always, the Notes and Other Nonesense section makes for essential reading. It's most important that the legal disclaimer at the bottom be read and complied with. There has been a change in policy with regards to =ALL= my terrain mods. Happy Landings! Wrench Kevin Stein Click here to download this file
  18. I can actually give you 2: one normal cargo ship ground object, that will show in Auntie Ship missions (and shoots back), with smoke from the stack and a static terrain object docked version that just sits there (waiting to be blown up!) both can be used as docked ships, of course. They're mods of Stephan1918s FE versions (as seen on my ww2 terrains)
  19. indeed. space saving at it's best
  20. doesn't work for ground objects, only aircraft and cockpits
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