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Wrench

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Everything posted by Wrench

  1. Version

    19 downloads

    XvT/Bop Alliance Mission: Strategic Retreat (works with original CD version and new GoG version) For XvT =w/Bop= Addon, or GoG version (must have the BW availalbe, hence the need for BoP) From the original readme: This new 12-mission tour of duty for X-Wing pits a fleeing Alliance fleet against persistent Imperial and guerrilla/mercenary pursuers. In this tour you are required to protect convoys, rescue captured personnel, fly emergency missions and strike back hard at enemy battle groups. You get a lot of briefing text in this TOD because there's a story thread to the sequence of missions, just as there should be in any true X-Wing experience. Don't let the "Retreat" title for this TOD mislead you; there's plenty of offense needed to complete these missions. All right, pilots, what are you waiting for? Wrench Kevin STein original missions for XWCD from 1996 by Mark Shenefelt
  2. there's sooooooooooooooooooooooo many ways this go .... and all bad!!! (do we have a wiggling butt smiley??)
  3. if you're gonna fly migs, look for Stary's cockpits for them; they're the best! and, as always, read the readmes!! Most of the time, he's gotten set up for the 'drag/drop' type of install. And don't be surprised if (at odd intervals, and completely randomly) they revert back to AI. It's a game glitch. If you get stuck, just shout out; we're here!! :)
  4. NO Red Air Aircraft are Player Flyable ™ in any of the SF series, by default. ============= You might, before you starting modding the games by adding all sorts of things, want to spend time in BOTH the SF1/Wo* Knowledge Base AND the SF2 Knowledge Base. To answer the question about the MiGs... http://combatace.com/topic/81131-how-to-make-ai-planes-flyable/ Even more important, play the game in it's STOCK configuration for a few weeks (or months), and get comfortable and familiar with the game itself, and the folder structures. This is the advice we give to ALL new players. Trust me, in the long run, it's the best way! :) ------------------ As to the Sabres, I can assure you there's nothing wrong with those aircraft. The mod HAS to have been installed incorrectly, somehow. As FR said, delete the mod and start over. edit: forgot to attach the screenshot of the F-86F folder
  5. indeed, the skin is either definitely in the wrong place, or a patch level incompatible with the skin format ------------------------------------------ when trying to diagnose an installation issue, it helps to know the following things: which of the sf2 series (answered) what patch level which (name of item) mod HOW was it installed to the mods folder? (meaning: were the install instructions in the readme followed?) it can make a big difference in helping people out!!
  6. File Name: WW2 Palestine 2 Terrain (Full Scale) for SF2 File Submitter: Wrench File Submitted: 21 May 2015 File Category: Full Terrains WW2 Palestine 2 Terrain (Full Scale) for SF2 5/1/2015 = For SF2, Any and All (Full 5 Merged RECCOMENDED!!!) = **Note: This Is A WW2 Version -ONLY-!!!** This is a (yet again??!!) another mod of Gepard's Israel 2 terrain. Like the "modern version", it's has been 90% retiled to more match the stock IsraelME and my "Eastern Med" terrains. However, the farm and city tiles remain in their original '3W Desert' style. All other tiles have been replaced. The target areas have, for the most part, been rebuilt, enhanced and expanded. It is designed to be used =ONLY= in the WW2 MTO environment (read: an MTO centric mods folder). It may -NOT- be compatable with the DAT MTO All-Inclusive Mod. This has not been tested. The addon terrain objects have been kept to a minimum (no, not really!). 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, have been kept to as small an amount as possible (again, not really!). I've included =SOME= of the Ground Objects needed but NOT all of them. Its up to the End User ™ to make sure that you have the theatre-specific (read: Allies & Axis) proper items. Of the ones included, many of these you should have from my other MTO terrains, some you may not. Some are even "new(ish)". Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, be placed in their Real Life ™ locations, 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 (most don't!). Just someplace to fly over. Some airfields may actually be 'post-war', but have been left for game playability. And So Forth ™. Long loading times may also be experienced due to the number of objects being loaded. When in game, you'll see: "Palestine, WW2 (Full Scale)" 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 (they are listed in the Nations.ini). Like the modern version, this terrain is =NOT= carrier capable in =any= SF2 Environment; which is really sad! (see notes). 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 may make for entertaining (and 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. Good Hunting, and Happy Landings! Wrench Kevin Stein Click here to download this file
  7. with so little data in the books I have, and on the web, it's kind of hard! For the Farman 222, all I've been able to figure out is the fuselage roundel with the stripe -- that would be a GYNORMUS decal!! (mostly used a transports between France and the Levant) I could possibly do some of the others, that wore the full stripes, as based in Tunisia. We'll see what happens
  8. now you all know why I've been doing all those Vichy AdA birds based in Syria & the Levant!!
  9. Version

    240 downloads

    WW2 Palestine 2 Terrain (Full Scale) for SF2 5/1/2015 = For SF2, Any and All (Full 5 Merged RECCOMENDED!!!) = **Note: This Is A WW2 Version -ONLY-!!!** This is a (yet again??!!) another mod of Gepard's Israel 2 terrain. Like the "modern version", it's has been 90% retiled to more match the stock IsraelME and my "Eastern Med" terrains. However, the farm and city tiles remain in their original '3W Desert' style. All other tiles have been replaced. The target areas have, for the most part, been rebuilt, enhanced and expanded. It is designed to be used =ONLY= in the WW2 MTO environment (read: an MTO centric mods folder). It may -NOT- be compatable with the DAT MTO All-Inclusive Mod. This has not been tested. The addon terrain objects have been kept to a minimum (no, not really!). 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, have been kept to as small an amount as possible (again, not really!). I've included =SOME= of the Ground Objects needed but NOT all of them. Its up to the End User ™ to make sure that you have the theatre-specific (read: Allies & Axis) proper items. Of the ones included, many of these you should have from my other MTO terrains, some you may not. Some are even "new(ish)". Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, be placed in their Real Life ™ locations, 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 (most don't!). Just someplace to fly over. Some airfields may actually be 'post-war', but have been left for game playability. And So Forth ™. Long loading times may also be experienced due to the number of objects being loaded. When in game, you'll see: "Palestine, WW2 (Full Scale)" 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 (they are listed in the Nations.ini). Like the modern version, this terrain is =NOT= carrier capable in =any= SF2 Environment; which is really sad! (see notes). 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 may make for entertaining (and 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. Good Hunting, and Happy Landings! Wrench Kevin Stein
  10. Halberstadt D.V

    Didn't I see him in "Wings", or was it "The Dawn Patrol" (the original version)???? super figure, Geezer!!
  11. File Name: Red Pilots Pack by The Trooper File Submitter: Wrench File Submitted: 21 May 2015 File Category: Pilot Mods This is a full SF2 conversion of the Soviet/Russian/Warsaw Pact Pilots set by The Trooper All pilots are now in their own individual folders, ready for use in SF2 (any and all versions). This is mainly for those Old Hand ™ that have not converted over, and for the New Folks ™ that may want something better to look at than the stock pilot figure Also included, is a new "RedAir001" by Eole (which is light years better than the craptastic one I did several eons ago). Trooper's full instructions are in the zip; in SF2 adding new pilot figures remains the same as in 1stGens. So, be ready for use of the 3W Cat Extractor to pull any and all data inis for editing. As there are no individual images of the pilots, to make the best choice for use, open the folders and simply view the skin bitmap. With thanks to The Trooper; and Stratos and Eole, who gave me the push to assemble and upload this. Enjoy! Wrench Kevin Stein Click here to download this file
  12. Version

    254 downloads

    This is a full SF2 conversion of the Soviet/Russian/Warsaw Pact Pilots set by The Trooper All pilots are now in their own individual folders, ready for use in SF2 (any and all versions). This is mainly for those Old Hand ™ that have not converted over, and for the New Folks ™ that may want something better to look at than the stock pilot figure Also included, is a new "RedAir001" by Eole (which is light years better than the craptastic one I did several eons ago). Trooper's full instructions are in the zip; in SF2 adding new pilot figures remains the same as in 1stGens. So, be ready for use of the 3W Cat Extractor to pull any and all data inis for editing. As there are no individual images of the pilots, to make the best choice for use, open the folders and simply view the skin bitmap. With thanks to The Trooper; and Stratos and Eole, who gave me the push to assemble and upload this. Enjoy! Wrench Kevin Stein
  13. Carlo, I took the easy way out -- I cheated!! I simply cloned the wing hardpoints, but kept them the same Group ID number, and made them 2IR only add to left outer wing: SystemName[004]=LeftWingStation2 add to right outer wing: SystemName[004]=RightWingStation2 these are the new hardpoint statements: [LeftWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.10,-0.58,-0.39 AttachmentAngles=0.0,0.0,0.0 LoadLimit=550.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,IRM,CGR AttachmentType=WP,SOVIET ModelNodeName=WingPylon_L PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_L LaunchRailHeight=0.10 LaunchRailMass=25 [RightWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=2.10,-0.58,-0.39 AttachmentAngles=0.0,0.0,0.0 LoadLimit=550.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,IRM,CGR AttachmentType=WP,SOVIET ModelNodeName=WingPylon_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_R LaunchRailHeight=0.10 LaunchRailMass=25 [LeftWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.10,-0.58,-0.39 AttachmentAngles=0.0,0.0,0.0 LoadLimit=550.0 LengthLimit=3.5 AllowedWeaponClass=2IR AttachmentType=WP,SOVIET ModelNodeName=WingPylon_L PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_L LaunchRailHeight=0.10 LaunchRailMass=25 SpecificStationCode=RACK_AA-8 [RightWingStation2] SystemType=WEAPON_STATION StationID=5 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=2.10,-0.58,-0.39 AttachmentAngles=0.0,0.0,0.0 LoadLimit=550.0 LengthLimit=3.5 AllowedWeaponClass=2IR AttachmentType=WP,SOVIET ModelNodeName=WingPylon_R PylonMass=60 PylonDragArea=0.02 LaunchRailNodeName=MissileRail_R LaunchRailHeight=0.10 LaunchRailMass=25 SpecificStationCode=RACK_AA-8 and this is what I did in the loadout ini: [AirToAir_80] StartDefaultDate=1980 DefaultFor=CAP,INTERCEPT //Nation=EGermany,Poland,Soviet Loadout[04].WeaponType=AA-8 Loadout[04].Quantity=2 Loadout[04].RackType=2IR_AA-8 Loadout[05].WeaponType=AA-8 Loadout[05].Quantity=2 Loadout[05].RackType=2IR_AA-8 Loadout[03].WeaponType=GP-9 Loadout[03].Quantity=1 I used 1980, to make sure the Aphids would be 'in service' It was an experiment that worked very well. It should be possible to use those statement (with modification for specific aircraft) on any other Fishbed. I used something similar on my "what if.." Nigaraguan 21MF.
  14. yah baby! somebody is cooking with gas! looks damn near perfect, logan! Great work!!
  15. maybe we should hit up Ravenclaw for a set?? He IS the weapons 3d Master!!
  16. Version

    59 downloads

    SF2 WW2 MTO Dewoitine D.520 Skin/Ini Tweeks Pack 5/15/2015 -- Something for the WW2 MTO players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = *Note: this mod is most likely =NOT= usable in 1stGen installs at any patch level* **Notex2: while designed for use in a MTO-Centric mods folder, the majority of the changes are readily useful during the aircraft's total service life.** Some tweeks, fiddles and a new skin & decal set for Veltro's Dewoitine D.520 French fighter plane. See the 'Notes' sector for full Change Log. Be advised, this package is designed to REPLACE, in total, both the AdA and VAdA D.520s in the "SF2 WW2 French Fighters Pak" re-issue of 2013. If you have that mod, it is =HIGHLY= reccomended you delete the old aircraft (and decals) =BEFORE= installing this one. This little kit is designed to work with the D.520 available at the following url: http://combatace.com/files/file/14334-dewoitine-d520/ The new skins represent: GC III/6 2e, Syria, 1941 (VAdA) GC II/3 2e SPA 81, Algiers, 1942 (VAdA - full striped markings) The skins use the SF2 'date switch', to turn automatically in July, 1940 (after the Armistace, and creation of Vichy forces). This is one of main reasons for the export/service editing, and additions to the Userlist. However, these changes ARE designed for use throughout the aircraft service life. (although, again, mostly for after the Armistice). However, since I've supplies 2 skins, for opposite ends of the Med, you'll have to select the appropriate one for the theatre you're flying in. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!! In fact, it's RECCOMENDED!!! that you read these instructions BEFORE installing (but after unzipping, of course) as you'll be backing up a few of the inis (for safety's sake, doncha know). Happy Landings!!! Wrench Kevin Stein
  17. Polish PFM, on a nice summer's day...
  18. Indeed. There's shitbirds of all types all around the net that take and use the things we've sweated blood over. Don't let them win by giving up. Trust me on this; I know!!
  19. Cool! now that we have the instructions, all we need is the (plastic) model!!! (don't suppose that could be attached as a pdf!!! LOL!!) taking a closer look at your screenie, Jamie, it's only the missile out of position, and needs to be brought in a few cms. that can be set in the weapons (ok, rack's) data ini,. It that a stock 3w Aphid, or aftermarket? Or, "nation specific" units could easily be created. Did you test with the APU-62s from the Gunny Pak? On those above, I just used the stock ones (both the rack and missile) (oth, adding the necessary nations to the weapons data ini may be exceedingly cumbersome ... might be best left as WP, and just use ini switches in the data and loadout inis -- ie, nation specific loadouts.)
  20. that means the aircraft's rails may be incorrect. -------- E German PFM, stock AA-8, stock dual rails Took me 15 minutes -- 10 minutes longer than it should have, as I forgot to READ one line in the weapons data ini. And they fit right! Also uses SF2 loadout date switch
  21. File Name: SF2 WW2 MTO Dewoitine D.520 Skin/Ini Tweeks Pack File Submitter: Wrench File Submitted: 20 May 2015 File Category: French Origin SF2 WW2 MTO Dewoitine D.520 Skin/Ini Tweeks Pack 5/15/2015 -- Something for the WW2 MTO players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = *Note: this mod is most likely =NOT= usable in 1stGen installs at any patch level* **Notex2: while designed for use in a MTO-Centric mods folder, the majority of the changes are readily useful during the aircraft's total service life.** Some tweeks, fiddles and a new skin & decal set for Veltro's Dewoitine D.520 French fighter plane. See the 'Notes' sector for full Change Log. Be advised, this package is designed to REPLACE, in total, both the AdA and VAdA D.520s in the "SF2 WW2 French Fighters Pak" re-issue of 2013. If you have that mod, it is =HIGHLY= reccomended you delete the old aircraft (and decals) =BEFORE= installing this one. This little kit is designed to work with the D.520 available at the following url: http://combatace.com/files/file/14334-dewoitine-d520/ The new skins represent: GC III/6 2e, Syria, 1941 (VAdA) GC II/3 2e SPA 81, Algiers, 1942 (VAdA - full striped markings) The skins use the SF2 'date switch', to turn automatically in July, 1940 (after the Armistace, and creation of Vichy forces). This is one of main reasons for the export/service editing, and additions to the Userlist. However, these changes ARE designed for use throughout the aircraft service life. (although, again, mostly for after the Armistice). However, since I've supplies 2 skins, for opposite ends of the Med, you'll have to select the appropriate one for the theatre you're flying in. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!! In fact, it's RECCOMENDED!!! that you read these instructions BEFORE installing (but after unzipping, of course) as you'll be backing up a few of the inis (for safety's sake, doncha know). Happy Landings!!! Wrench Kevin Stein Click here to download this file
  22. Seriously??? LOOK at the name listed in the loadout ini section I posted. That uses the stock 3W one; also visible in the stock 3W weapons data ini. the ones found in the Gunny Pak are APU-62L APU-62R
  23. did you edit the loadout ini, to add the racktype= and the number of missile to be loaded? I'd suggest extracting the 21bs and 21bisB loadout inis; they both carry them stock
  24. should change the star too, the red outline was only used from Sept to 0ct 43. :)
  25. indeed, you'll have to make all targets in Iraq Location - 2. you must always have a 1, friendly you must always have a 2, enemy any other locations can be whatever you desire. Don't forget the edit the terrain's nations ini as well to match
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