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Wrench

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Everything posted by Wrench

  1. 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
  2. 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.
  3. 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
  4. topic moved to a more appropriate forum
  5. nice bo, er, ah, um, render. yah, I'll stick with that
  6. 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. 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.
  8. the mod was deleted several years ago, at the modelers request
  9. 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!)
  10. well, if those don't work out, I'd suggest this one: http://combatace.com/files/file/12344-new-undead-horde-squad/
  11. well, there's something you don't see everyday! I think I'll have me a TALL one....
  12. btw, using 100% doesn't work. I've tried it <sad face>
  13. 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
  14. uh, yeah. but why the hell would you WANT to???
  15. 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.
  16. nope, unfortunately you have to physically cut the gorges by painting them on the exported height map bmp, then reimporting, checking in game, and repeat as necessary. And it's all guesswork One of the main problems, is a 1 pixel brush creates a 5km wide canyon on maps of standard scale water features is something the terrain engine doesn't handle very well. At all. Been there, done that, lost the hair, etc (example: Yalu river valley in Korea, Panama Canal)
  17. in case you haven't noticed, half the gauges in Wolf's pit don't work. At least on Kess's Beau pit, everything works and what's preventing you from posting your OWN screenshot? You just attach the jpg. jeez...
  18. SF2_MI-24_IAF

    moved to proper category
  19. File Name: SF2 WW2 PTO Douglas P-70 Nighthawk (DAT) Tweeks Pak File Submitter: Wrench File Submitted: 26 April 2015 File Category: Other SF2 WW2 PTO Douglas P-70 Nighthawk (DAT) Tweeks Pak 4/24/2015 = For SF2 (Any, but Full 4/5 Merged RECCOMENDED/REQUIRED!) ONLY = **This mod will -NOT- work in 1stGen game installs.** This pak contains mods for the Dev A-Teams USAAF P-70 Nighthawk night fighter, as seen in the SoWesPac in 1943 thru 1944. This is an INCOMPLETE aircraft mod, as the main aircraft lod is =NOT= included, as per DAT directives. If you cannot access their downloads, don't bother downloading THIS mod, as it will be of no use to you. All other parts are included. See "Change Log" in the Notes section for more details and full credits. This package contains 2 aircraft, each with 2 skins. While tagged for the 6th NFS, 18th FG, they should be considered 'generic' for all the squadrons (4, iirc, with never more than 6-8 aircraft each) operating in SoWesPac. All aircraft are finished in overall Black (or Night, if you will): The 2 aircraft are: P-70 (no suffix, with 20mm belly gun pack and 2 cheek 50 cals for sighting the 20s) P-70A-1/-2 (with 6-gun A-20G type nose) The Skins are: Early, star-and-ball Late, star-and-bar (after 10/43) All markings (insignia, serials, etc) are decals. All skins are in jpg format. There are NO nose arts or other distinctive markings. All new, 100% historical serial number decals were created. Both skins for each aircraft use the same pool of 18 serials. Decal randomization is TRUE. The serials, while historically correct for the 2 versions depicted, should be considered generic in nature, as it's impossible to run down individual aircraft to a particular squadron. The Late skins for both uses the SF2 "date switch", and will automatically turn on in October, 1943 (although, the early A model may have been withdrawn from service eariler, or converted at local modification centers to the 6-gun "G" type nose). All skins are tagged as "6th NFS", even though at least 3 other units were operational in SoWesPac. Consider this a 'representative' unit. Operational dates have been adjusted to closest whole month. The P-70 has an end date of 1/1944, and the A-1/-2 has a start date 7/1943 through 5/1944 when P-61s were deployed in theatre. The radar "arrowhead" transmitter and "H" fuselage and "V" wing antennas have been added via the fake pilot method. The cockpit hatch opens with the Standard Animation Keystroke, Shift/0. My 'box art' style Hangar screen is included, now is SF2 format. When in game you'll see on the Aircraft Selection Dropdown P-70 P-70A-1/-2 This is to diferentiate the cannon equipped version from the 6-gun nosed version. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! It is HIGHLY suggested you unzip this archive FIRST, and =READ= the install instructions BEFORE installing this mod. So you know EXACTLY what to do. Of course, read the Notes section for notes, enlightments, and so forth. Good Luck! Wrench Kevin Stein Click here to download this file
  20. Version

    136 downloads

    SF2 WW2 PTO Douglas P-70 Nighthawk (DAT) Tweeks Pak 4/24/2015 = For SF2 (Any, but Full 4/5 Merged RECCOMENDED/REQUIRED!) ONLY = **This mod will -NOT- work in 1stGen game installs.** This pak contains mods for the Dev A-Teams USAAF P-70 Nighthawk night fighter, as seen in the SoWesPac in 1943 thru 1944. This is an INCOMPLETE aircraft mod, as the main aircraft lod is =NOT= included, as per DAT directives. If you cannot access their downloads, don't bother downloading THIS mod, as it will be of no use to you. All other parts are included. See "Change Log" in the Notes section for more details and full credits. This package contains 2 aircraft, each with 2 skins. While tagged for the 6th NFS, 18th FG, they should be considered 'generic' for all the squadrons (4, iirc, with never more than 6-8 aircraft each) operating in SoWesPac. All aircraft are finished in overall Black (or Night, if you will): The 2 aircraft are: P-70 (no suffix, with 20mm belly gun pack and 2 cheek 50 cals for sighting the 20s) P-70A-1/-2 (with 6-gun A-20G type nose) The Skins are: Early, star-and-ball Late, star-and-bar (after 10/43) All markings (insignia, serials, etc) are decals. All skins are in jpg format. There are NO nose arts or other distinctive markings. All new, 100% historical serial number decals were created. Both skins for each aircraft use the same pool of 18 serials. Decal randomization is TRUE. The serials, while historically correct for the 2 versions depicted, should be considered generic in nature, as it's impossible to run down individual aircraft to a particular squadron. The Late skins for both uses the SF2 "date switch", and will automatically turn on in October, 1943 (although, the early A model may have been withdrawn from service eariler, or converted at local modification centers to the 6-gun "G" type nose). All skins are tagged as "6th NFS", even though at least 3 other units were operational in SoWesPac. Consider this a 'representative' unit. Operational dates have been adjusted to closest whole month. The P-70 has an end date of 1/1944, and the A-1/-2 has a start date 7/1943 through 5/1944 when P-61s were deployed in theatre. The radar "arrowhead" transmitter and "H" fuselage and "V" wing antennas have been added via the fake pilot method. The cockpit hatch opens with the Standard Animation Keystroke, Shift/0. My 'box art' style Hangar screen is included, now is SF2 format. When in game you'll see on the Aircraft Selection Dropdown P-70 P-70A-1/-2 This is to diferentiate the cannon equipped version from the 6-gun nosed version. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! It is HIGHLY suggested you unzip this archive FIRST, and =READ= the install instructions BEFORE installing this mod. So you know EXACTLY what to do. Of course, read the Notes section for notes, enlightments, and so forth. Good Luck! Wrench Kevin Stein
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