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Everything posted by Wrench
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Is it possible to hide/remove parts from a cockpit?
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
yes, indeed. do it all the time... edit: btw, the P-70 tweeks pack in up in the downloads section, in case you missed the announcement Sunday -
Superfort update...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
no, the bombardier is. but, yes, he's updating his FB staus the copilot is sleeping -
Superfort update...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
It's monty's aircraft from 2003. I doubt he still has the max file. But I'd removed the turrets/guns before, a long time ago via data ini edits. But that would require a new, separate aircraft for the 509th. I'm also finishing off the KAW Superforts. I'd forgotten I'd started them, oh so many years ago. There a screenie of one with Tallboys in the regular screenshots thread. Have to fiddle the FM a bit -- it's too fast at altitude. Debug showed me at 425 knots TAS at 35k, 75% throttle -- 300 was the 'never exceed speed' also, courtesy of Paulo (who sent me these bits more than 18 months ago!!) a workable cockpit, although the copilot won't have his panel. And even though I'm very opposed to Player Controled Heavy Bombers , I'm working a usable bumsight. None of it's perfect, but it works. If left under AI control, nobody will ever notice! -
I'm recruiting people for this project
Wrench replied to Peugeot205's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
don't forget Wingwinner's building/factories/stuff. He's got some VERY nice items in the SF1 downloads section. They work in SF2 with no issues at all!! (I've used them a lot, but not so much his city buildings -- but they look good, very European) -
Allied Luft '46 / SWOTL II UPDATED 04/2016
Wrench replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
The Horten wing has a "semi' proper cockpit ... meaning it has one, and it's German. and let me tell ya, it was a nightmare to get it to fit even this close...(the model has some issues, not the least of which is the lack of 'drag rudders', pylons and so forth) the screenie is zoomed back a bit, to show as much as possible the only major problem I see with a Luft '46 mod, is the reliance on so many DAT items. Those that know about that, know the restrictions and lack of availability to the general public -
I'm recruiting people for this project
Wrench replied to Peugeot205's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
I'm sure some of the GMG/Rends objects can be reused, but the maps themselves are substantially different. -
Air field eye candy
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
there a 2 "Airfield Dev Kits", plus various single objects in the D/L. The unfortunate part is, every single one has to be placed individually. Which isn't really that hard, just time consuming -
New to SF2- optical munitions
Wrench replied to ckelly14's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
not enough 'sea room' on the map. -
Switch seats
Wrench replied to GMagos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
because, as I said, you can't. the cockpit LOD itself has to be built with the capability. Not many cockpit builders bother with it, as it's a pretty useless function, and requires dozens more hours of work, to little reward.- 7 replies
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Su-30mki
Wrench replied to xanderestuche's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
no prob! -
Map Cordinates on the Iceland Map
Wrench replied to JonathanRL's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
nothing can read the IcelandNA terrain, due to the LOD baseness of it. Gerwin's TFD verison should be identical, as Carlo said, or use the "targets test mission", and start from a "known" location. That's what I did, when I added stuff to it. It's a nightmare to work on -
Su-30mki
Wrench replied to xanderestuche's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
topic moved to a more appropriate forum -
Daz 3d
Wrench replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
nice bo, er, ah, um, render. yah, I'll stick with that -
Some girls just want to have fun and want to join the fleet.....
Wrench replied to colmack's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
$s (or lack thereof??) -
Switch seats
Wrench replied to GMagos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
you're always in the PILOT seat. The game doesn't support anything else No station shifting can be done (with 2 exceptions, and the cockpits were built that way)- 7 replies
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- two seater
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Superfort update...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
I'll be doing my Indiana Jones imitation, and dig through the lindr paks: I know he did all the US nukes from the 50s. -
Tupolev TU-95MS-6/16/MSM Bear H version
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
the mod was deleted several years ago, at the modelers request -
Superfort update...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
yes, the 509th is already IN the WW2 Superfort Pak, 100% historical serials, ID numbers and Nose Arts. (they were really fun to do, and I don't mean that in a sarcastic way -- it was REALLY interesting, and I learned a lot about the aircraft) The only major differences between the "stock" Superforts and Silverplates in the package, is I left all gun turrets on, and didn't fiddle with the engines (more powerful, better turbochargers, and fuel injected and so on) now, if I could just find the Fat Man bomb... got a Little Boy already what's truly amazing, the B-29 was among the first aircraft mods EVER built for SF1 -- the lod is dated 7/15/2003. That's a really long time, in gaming terms. And it STILL looks pretty damn good. MontyCZ did a pretty damn good job on it...(could use some newer skins, but shoot -- if left AI you'll never know the difference!! LOL!) -
Insurgent infantry?
Wrench replied to Viggen's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
well, if those don't work out, I'd suggest this one: http://combatace.com/files/file/12344-new-undead-horde-squad/- 1 reply
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Strike Fighters 2 Screenshots
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
well, there's something you don't see everyday! I think I'll have me a TALL one.... -
Aircraft on flightline
Wrench replied to Viggen's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
btw, using 100% doesn't work. I've tried it <sad face> -
Some girls just want to have fun and want to join the fleet.....
Wrench replied to colmack's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
WOOT!! excellent!! -
SF2_MI-24_AFGHANSTYLE
Wrench replied to emresukhoi's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
would it actually be possible for you state in your announcements WHICH HInd these are for??? Is it for the DAT, or Yeye?? you state next to nothing in these, so how are people to know what they're downloading for which aircraft. This needs to be done for all your uploads Please correct this, as soon as you can, ok? thank you- 1 reply
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Aircraft on flightline
Wrench replied to Viggen's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
uh, yeah. but why the hell would you WANT to??? -
Aircraft on flightline
Wrench replied to Viggen's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
and, not only would you need one of our few remaining 3d Artists to create the static parked aircraft -several dozen different ones no less -, you'd have to plot each and every position, add them to the types and targets ini, and DISABLE the parking statements in all the airfield inis. Simply put, not worth doing. It's exactly the reverse of what I had to do on all the ww2 terrains -- remove all the statics, and use the newer game generated parked aircraft. and here's another 'bitch list' item -- I've added parking slots to the center hardstand zone on Runway2s, and they never get populated.