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Wrench

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Everything posted by Wrench

  1. You're posting in the wrong forums. These are for what we call "1stGens", which is SFP1, WoE, WoV, WoI. I'll move this thread to the correct SF2 forum. ---------------------- Also, you might want to read the SF2 Knowledge Base, expecially this post: http://combatace.com/topic/62302-what-is-the-mod-folder/ Basically, SF2 sets up (almost) exactly like 1stGens, but the "core files" (game system operatians files) are in the protected region of the HD. The Mods Folder will be found in your "Saved Games" folder. As to the Hunter, there are 11 versions 'stock' in game (1-9, plus export versions) There are 7 EE Lightning versions available (including export) As to Canberra's -NOT- B-57s, but real RAF/RAAF Canberras, there are 3 different variants (2, 6, 20) Key mapping is basically what YOU are comfortable with; having the most important one mapped to the stick (weapons selection, etc) WW2 is a whole different ball game, and we have a SF2 WW2 forum for just that! I'd leave SF2I installed, but just don't run the SF2:I exe, and it won't create a mods folder. In essense, each fo the sf2 executables will create separate mods folder, in other words, 4 separate game (5 if you have SF2:NA - which is a kinda requirement for it's built in carrier ops coding) by chance, are you the same Nick Tselepides from long time ago???
  2. well, if you really WANT me to make a liar out you... here's the original re-upload of Veltro's YF-12A Starduster http://combatace.com/files/file/13710-what-if-sf2-lockheed-yf-12a-starduster-by-veltro2k/ you don't think I"d recognize my own work, when I see it?
  3. iirc, the guns should pitch and yaw. probably within a 60 degree cone of the rear. That makes the most sense to me
  4. and that also wasn't EVEN an SR-71, but a repainted YF-12 (that isn't even the same aircraft -- not even close!)? That still contained BOTH Veltro and my work, despite the "claims" in the (not in English) announcement? That, like your other recent files, contained the entire aircraft, blatently ripped off and uploaded. Gone. Just like all your other pirated files. The next time it happens, you will be too. Honestly, there's better and smarter ways of doing things. ---------------- as to a 'real' Blackbird, iirc, the DAT has a beta out
  5. Storm Over The Sahara

    no, Daniel, my friend you're not blind!! I'd forgotten the versions I'm using are the 'tweeked' for SF2 ones (just the new shader statements) The SF2 "Eastern Med" version is for modern times ™. this is the ww2 version in 1st Gen downloads http://combatace.com/files/file/9365-north-africa-western-desert-ver2/ it needs a MAJOR overhaul. something along the lines of what I did for the modern version. it would be an awful lot of work, even with the new tiles I made for "Eastern Med" It was the Tunisia/Sicily/Italy/Libya I was working on this time last year, revamping to match the one above. Never finished it, as it would need the targets ini rebuilt, too.
  6. actually a Venom NF, as Pasko had done the early single seat versions ages ago. Unfortunately, I can't find the link; but I know Paulo did a boat load of skins for it!
  7. unfortunately, no. the randomness is controlled by the game engine. it pulls the parked planes from any/all available in the /Aircraft folder (which is why in KAW for example, you can see navy panthers or skyraiders on Tageu)
  8. as was explained above, it CANNOT be done with this game engine.
  9. Storm Over The Sahara

    ww2 redone (by me) versions for sf2 are in the sf2 terrains downloads
  10. (hint:) have you looked in my most recent terrain, the ww2 Formosa??? MontyCZ did me a favor. Seek out the "landingstrip" item therein. And then, I'll let you in on the other "secrets" ....insert evil laugh <HERE> as to the "clear zone", you'll still need a tile such as the one your using.
  11. in picture #1, I see you, like me, have rivers that defy the Laws of Physics!! You'll have to locate the x/y of that, and remove that hill. Try to keep rivers as FLAT as possible. Because when you flatten that airfield, the TE will RAISE the land surrounding it to match the hill., So best to remove it. You can resculpt the hill/mountains to some extent on the hm bmp. The various colors define "how high" a given region is.
  12. Otto, it's in the link I provided above. It's just the cockpit, and data inis (as the 'remove/hide component trick' is used to take away the outside model's windscreen frame)
  13. yes, you MUST have the A-6 cockpit LOD INSIDE the /cockpit folder. That lod, and the associated textures (bmp & tga) must also reside in the /cockpit folder. Why not use Dels magnificent cockpits for the SPADs??? They're 100% correct direct link: http://combatace.com/files/file/12337-flyable-a-1hj-skyraider-for-sf2v-ver-10/
  14. Antares, is it safe to assume you don't have a full 5 merged install??? Cause a lot of them boats already exist. If you want to have these ships, I'd suggest getting 3ds Max and building them yourself. There's 2 people building ships around here, and they're up to their asses in bilge water with their projects. THAT's how you can help. as to the MIdway class, a simple decal can replicate them, via the ship's Names.ini. Which, iirc, was done on those recently released
  15. my terrains that have blue side sam batteries: Persian Gulf Midwest USA DBS (rebuild) Iran/Iraq 2003 Eritrea some others I'm certainly forgetting... the unfortunate fact of the matter is, they MUST be built in to the terrains targets ini. the SF engine really doesn't recognize blue side AD units, excepting those as Static_AAA, Mobile_AAA (which includes the Chapparel units). The game was never designed for blue SAMs. There are 2 ways to add them: separate target areas "built in" to other, main targets (like on the Persian Gulf terrain, for instance) as others have discovered, and has been explained many times, even the 3W mission builder will NOT do the job even close to correctly and like Fubar has mentioned, those units called out directly by name (ie: Firecan or Square Pair) will go invisible to the RWR. If left as a 'generic' name (SAM_Radar, EWR) in the targets ini, the game will generate batteries, but with whatever is available for the years flown. And sometimes they even have the correct SAM Launcher and/or radar. This can be a major problem, when a known type is used at a certain location (like the SA-5 battery near Bandar Abbas -- I have a 'map' of ALL sam locations for the entire world. Well, ok, it's a kmz). But we try to work within the limitations of the engine
  16. Indeed, 120% .. because what's 63 times 2??? Also, for rivers and their associated valleys, be prepared to export height map as bmp, 'repaint' the river valleys on HM.bmp, import height map from bmp, retile, retest in game, and repeat as needed. It's a fucking nightmare!! Trust me! (and most importantly .. SAVE A COPY OF THE ORIGINAL HEIGHT MAP BMP!!!!) (btw, this is only for mountain river valleys. on level ground, it don't matter For height scale, I us 110%. If one winds up doing a "smooth height field', that will help maintain the altitude of the Andes
  17. 80's flashback TV signoffs

    the one I remember, from the 60s https://www.youtube.com/watch?v=sGj6deaINxM
  18. probably. but if the node is "not really there", (invisible mesh? is that possible?) or just stated in the ini would that work?
  19. ok, the Dinah recon/attack bird. Cool!!
  20. Pete!!?? that sounds like it would work. I know on Pasko's Rex, he actually HAS landing gear wheels that retract into the main float.
  21. I'm trying to figure out what they are....so, I'm just going to guess Ki-61 Baltimore/Maryland Ki-45 ????
  22. Oh Hell no.

    at least they didn't have to suck-start the engines!!
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