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Wrench

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Everything posted by Wrench

  1. well, pretty much. One still needs to make the tga's, of course! easiest way to see how the system works, is look at some of the aircraft skin mods we have, so one can get familiar with the decal system. Also, someplace around here (maybe in the SFP1/Wo* downloads section) is the 3rd Wire decal tutorial. Worth the read.
  2. <sigh> baltika did the original (and unfinished) SF1 version. V2 for SF2 is based on his, but rebuilt by me (also in the readme). but as stated above the Lat/Long issue should have been fixed. If not, do what FR said
  3. you just make new ones, and place them into the mods folder's /Decals/*nameofaircraft*/*nameofskin* folder. Nothing to it
  4. I honestly don't know what those time statements actually do!!! You're to change the "time of day selection" on the Single Mission Screen, like below. If you have the 3W mission editor, you can use that to set the actual hour
  5. as long as they are direct replacements, there should be no issue. It'll also allow for summer/fall/spring seasons. Again, something I"ll have to check
  6. I guess none of you ever played the old DOS game, "Megafortress" (the Old Dog). There WAS no warp -- only sped up time. Some missions took 3-4 HOURS to play. The IcelandNA map is one of the SMALLEST in the entire series ... You can always add another time speed to the setting. ( don't remember who found this, so I can't credit them...) Extract the FlightEngine.ini, and place in the /Flight folder change or add the settings in bold things DO move very quickly @ 16x, let me tell you!! -------------- SFP1 question should remain in the SFP1 (1stGen) Forums. SF2 doesn't have that problem
  7. is that mine or the original? Mine should have ad the Lat / Long fixed???
  8. Indeed, I've already removed ALL the AAA and SAM batteries (just one Red SAM). Having a single enemy base gives them (aircraft) a spawning point. --- as requested, here's a few shots. To borrow from Ursula K. LeGuinn, "The Word for World Is Forest" (those escarpments are about 9500-10000 feet high) The forest tgas still have the "pop into view", even though my horizon is set to normal. Can't remember what the fix was, and will have to find it Will also have to redo all the river tiles, changing them to blue instead of polluted green. This is a pure and uncompromised environment -- polluters are punished severely (fed to bears and Sasquatch and the like)
  9. one still needs an enemy airbase (of which there are 2 at present) one can make a target item with "nolod" as the model as to mission types, we're limited to what's in the game engine SWEEP, CAP, ESCORT, STRIKE, SEAD, CAS, ARMED_RECON, RECON, INTERCEPT, ANTI_SHIP, NAVAL_SEARCH, NAVAL_STRIKE these can be limited to certain types, by statements in the terrains' main ini
  10. I hope to be sending the terrain over to you at the beginning of the week for your examination. There's some basic cities placed, but no real targets -- the main problem is that anything with point values can and will be attacked by (whatever!) in STRIKE missions. That's an easy fix in the types ini., though but.. every terrain needs a friendly and enemy side ... even if only one target area is Red. This is main issue, in how to limit aircraft (like removing ALL fighters and bombers and whatnots that aren't fire fighters). But that can be figured out later
  11. you purchase it from 3rd Wire, as you've been told in another thread. It's available separately or part of (this I don't remember exactly), Expansion Pack 1 or Expansion Pack 2 .
  12. 12 B-17s are ready, except for the "weapon" (water bomb thingy) modex and US registration number 100% historical
  13. ...and more importantly, a terrain that is 'coded' for naval operations. GermanyCE is NOT ------- you might also actually want to pay attention to WHAT the selection buttons say and do (see below)
  14. never finished, and if one DOES appear, it'll be SF2 only (due to lod coding)
  15. for the stand alone mods folder, so I can "know for certain which game I'm playing", I made a new main screen. Just for fun, ya know?!!
  16. no, CVBGs do not spawn .. they exist always from mission start
  17. I'll keep working at the terrain until I can't!! I may still pass it along, or have you tell me what you'd like to add. I won't know how usable the eye will be until Sept 4, on the 1 day post-op exam. (personally, I'd like a 3d guy to build us Piston Peak!!)
  18. yes. actually written as F Mk.3
  19. YES!! (now, can we request a F.3 as well?? ????)
  20. here's a base skin for the Catalna, Hemet Valley Flying services. have to find the registration numbers (N****), and the modex (they had had least 6, one numbered 54) as you can see in the background, some tile adjustments are still needed to remove the tsunami issues on some of the land/sea (fjord?) interface I'm also looking at Gepard's Zlin, going to give it a better cockpit and fiddle the FM a bit. It's a nice little bird! now...if someone could make a model of Minas Tirith, I've got a superb cliff to hang it from... !!! LOL!!!
  21. if you need any books, I have the Detail & Scale AeroFax and In Action for the Scorpion on pdf
  22. actually, it is/was a fairly simple matter to change over to GCE tiles -- one simply tosses the TFD out the airlock, and generate a new one from the Germany Texture list (or in this case, my ww2 Norway -- almost the same thing--) Then, "autotile", and "add transitions". The problem is, the GCE texture list give precedence to all the flipping road tile ... and misreads the height field, so all the "steps" down to the sea are either "jungle" (ok, forest) or sea. The hand retilling is to remove all the extraneaous BS road tiles, and relocate the cities and airbases see below, the easy part is done (well, sort of!)
  23. "built in the ship lod parked aircraft" just don't look right; as some of the ships pre-date the Bugs.
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