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Wrench

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Everything posted by Wrench

  1. yah, this ain't FS or CFS or even XWA, where the entire world(s) actually does exist in the terrain engine
  2. Thank you Monty!! tgas as textures would be fine!! Give the impression of grass around the edges and such. an runway like that would be most usefull for small airports all around the world, in any era --- that's outstanding, Russ!! Remember, build it with a N/S orientation, and the would center at the middle of the main runway. Make it easier to build the airfield ini that way.
  3. don't remind me! If it weren't for Gerwin fixing that, the Northern Europe (Norway ww2) would have been a disaster. In theory, creating a terrain that's 10000 x 10000 km map is doable. You'd need ALL the DEMs for the region(s) in question, and then combine them in the TE. But Gepard's targeting point is the most valid ... there are places on this planet that are pretty empty (read: Pacific ocean), and then game scaling issues come into play. case in point, would be Lexx_Luthor's "6 million meter map". It would be impossible to target that, as you need points of reference to place the various cities, rivers, airfields, etc. A nightmare of Lovecraftian proportions. And then there's the tiling issues ... NONE of the existing sets actually represent the world "as it is". Even if you used those, you'd be making HUNDREDS of new tiles for all the transitions between the various ecologies. I can't think of anyone crazy enough to attempt that -- not even me, and I'm know for my insanity!!
  4. NONE of the stock terrains come from 3W set up for carriers. That's been done by several of us (be advised, the VNSEA WILL have issues with The Wall), and some people have placed the CV zones totally incorrectly. This same "incorrectness" also appears on the DS map; as no Commander would pin his BG into such confined waters. GermanyCE has no really usable "sea room" for carriers. Desert has no issues. IsraelME has no real issues (just be carefull on placement of the zone(s) Most of mine, depending on "sea room", are set up for it (Persian Gulf, Waterworld, Panama, Kamchatka, Korea3, some others) ------- Looks like someone didn't read the Norway WW2 readme Notes section: what that also means is, you may experience the Elric of Melinbone "ships that sail over land and sea" magic what I really need to do, is find the time and build the winter tile set for Norway...the gods alone know when that'll happen!!
  5. File Name: SF2 PB-1W AEW "Navy Fortress" Pak File Submitter: Wrench File Submitted: 02 October 2014 File Category: Other SF2 PB-1W AEW "Navy Fortress" Pak 9/29/2014 -- Something for the Early Cold War players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = **Note: Having any SF2 series game is HIGHLY reccomended, as this mod references the stock destroyed An-12. This mod will absolutely -NOT- work in any 1stGen Games at ANY patch level. This aircraft uses several SF2NA ONLY mission statments and avionics coding, and should only be used in a Full-5 or NA environment.** *Note x2: this aircraft mod is designed to replace any and all eariler variants. If you have the old 1stGen one, you are advised to completely delete that mod; aircraft, declas and all.* This is a release of Veltro2K's PB-1W Navy Flying Fortress Airborne Early Warning and Patrol aircraft. This package =ONLY= represents Forts used by the US Navy in the post-war timeframe (including the Korean War), until replaced by the WV-2 Constellation in 1955. There is 1 skins/decal set(s) in this pack: VW-1 circa 1947-1955, as based at NAS Barbers Point, Territory of Hawaii The Skin is in jpg format. The serials ARE historically accurate (100%) for the aircraft and unit, as all PB-1s served with VW-1 at one time or another. All markings are decals. All lighting is historically correct. Damage textures are in DDS format. Engine sounds, pilot figures, Hangar and Loading screens are included. Operational service dates are rounded to 'whole years'. When in game you'll see: PB-1W Navy Fortress (v2k) on the aircraft selection drop down. This will differentiate this one from any others that you may (or may not) have As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! PLEASE read the "Notes" section for other important notations. Happy Landings!! Wrench Kevin Stein *Note: this has been placed in the "Cold War Aircraft" section, even though the original airframes were of WW2 vintage. The aircraft was only use DURING the start of the Cold War* Click here to download this file
  6. yes, the large dome for the AN/APS-20 over the bomb bay. It just doesn't show in the screenshot No guns, either.
  7. might want to switch (repaint) the control surfaces to metal; even the Griffon Spits replaced their fabric with metal. Also, the Griffon rotates in the opposite direction of the Merlins (and is much wider across the valve covers), so watch out for torque!!
  8. AFAIK, once you've set the alpha, you can't change it. OTH hand, using the "magic wand tool", you can outline the lettering in the alpha, and change the opacity of the paint brush (down to 5% or so??), and "paint" the section to darken or lighten them. as to batch, never used it. For the above, you'd have to repaint them one at a time.
  9. SF2 PB-1W AEW "Navy Fortress" Pak

    Version

    168 downloads

    SF2 PB-1W AEW "Navy Fortress" Pak 9/29/2014 -- Something for the Early Cold War players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = **Note: Having any SF2 series game is HIGHLY reccomended, as this mod references the stock destroyed An-12. This mod will absolutely -NOT- work in any 1stGen Games at ANY patch level. This aircraft uses several SF2NA ONLY mission statments and avionics coding, and should only be used in a Full-5 or NA environment.** *Note x2: this aircraft mod is designed to replace any and all eariler variants. If you have the old 1stGen one, you are advised to completely delete that mod; aircraft, declas and all.* This is a release of Veltro2K's PB-1W Navy Flying Fortress Airborne Early Warning and Patrol aircraft. This package =ONLY= represents Forts used by the US Navy in the post-war timeframe (including the Korean War), until replaced by the WV-2 Constellation in 1955. There is 1 skins/decal set(s) in this pack: VW-1 circa 1947-1955, as based at NAS Barbers Point, Territory of Hawaii The Skin is in jpg format. The serials ARE historically accurate (100%) for the aircraft and unit, as all PB-1s served with VW-1 at one time or another. All markings are decals. All lighting is historically correct. Damage textures are in DDS format. Engine sounds, pilot figures, Hangar and Loading screens are included. Operational service dates are rounded to 'whole years'. When in game you'll see: PB-1W Navy Fortress (v2k) on the aircraft selection drop down. This will differentiate this one from any others that you may (or may not) have As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! PLEASE read the "Notes" section for other important notations. Happy Landings!! Wrench Kevin Stein *Note: this has been placed in the "Cold War Aircraft" section, even though the original airframes were of WW2 vintage. The aircraft was only use DURING the start of the Cold War*
  10. no dogfights (we don't count the 2 Phantoms that kill the MiG that's after them)
  11. I've been learning Arabic

    good one!!
  12. there is NO compatibility. like putting a Ford distributor into a Nissan OTH, if the 3ds Max files (aka, source files) were available, then it could be rebuilt to SF2 spec. With LOTS of work
  13. Agreed!! BoB and HA are classics! and adding Iron(y) Eagle??? hmm.. questionable
  14. In other words, you need to BUILD a brand NEW cockpit from scratch, as the source file for the original pit prolly don't exist anymore.
  15. you're welcome! and btw, Welcome to CombatAce!!
  16. This is most likely your problem. Look around these forums, in the last week there are at least 2 different thread of Avast users having their SF2 game corrupted and destroyed
  17. no, those are missing ALL the tiles. If it was a mismatch in the data ini the regular land tiles (not the sea-to-land transitions tgas) would be showing up. Untextured materials in SF2 show as black. Including terrain TFDs. Trust in the Terrain Guru's knowledge!! Veltro, so WHICH terrain is it exactly??? IcelandNA has no "real" tiles, but jpg textures assigned to the terrain lod. If another Iceland, which one (as there's 2, Gerwins and Baltika's (iirc) Could it be GermanyCE, with Stary's multi-season tile set??? Those use jpg tiles. That should be stated in the GermanyCE_Data.ini. A quick look inside will confirm that.
  18. isn't that airliner like the one that crashed outside of Cardiff, full of zombies and Matt Damon in World War Z? -------- required screenie some soviet bombers have a very bad day from ADC Delta Darts and their Genie's
  19. If my understanding of airfield structure is close, it means... remember the "basic" heading for all 3W runways, and the offsets from the 0/0 point are N/S (0/180). The runway lod should have it's world center set to north/south. [Runway001] Heading=0 Offset=0,0 Length=1200 Width=60 TouchDownHead=0, 518.5 <--- distance from north end of runway TouchDownTail=0, -518.5 <-- distance from south end of runway TakeOffHead=0, 530 <-- player or No1 aircraft take off position, from N end of runway (heading south) TakeOffTail=0, -530 <--- player or No1 aircraft take off positing from S end of runway (heading north) TaxiHead[01].Heading=90 TaxiHead[01].Offset=-40,-580 TaxiHead[02].Heading=90 TaxiHead[02].Offset=-70,-580 TaxiHead[03].Heading=100 TaxiHead[03].Offset=-99.54,-574.79 <<--- these positions for other aircraft in flight, on the taxiways. Minus (-) is south end of runway, Positive numbers are the north end. both the north and south taxiway will always have a westerly (270) direction. It doesn't make any difference in the facing (or compass heading of the runway, as all the offsets and directions are FIXED by the runway's 0/0 point and n/s world center. That's way you can change the heading from 0 to 255 if one wanted to, and all the objects are dragged around from the center point. maybe this diagram will help. The world center of TKs runway are exactly in the MIDDLE of the runway itself, all the "goodies" are off to one side (hence the offsets. one way to really see this, is fly from one the stock runways, that's n/s, with the HUDData.ini set to Debug=TRUE, and you'll see the offsets for the other aircraft in your flight
  20. yes, they do. when people mess with things and extracting a NEW, fresh one would be the best course, no?? ---------------- To further enlighten, and illuminate the statements... The highlighted section is the pertinent one, right from the Mystre IVA's data ini [RightInnerWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 2.07,-0.70,-0.82 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=510.0 AllowedWeaponClass=BOMB,RP,FT AttachmentType=NATO,FRANCE,UK ModelNodeName=inner_pylon_R PylonMass=45.0 PylonDragArea=0.02 FuelTankName=Tank625_Mirage FuelTankNodeName=fuel_tank_R that's the mesh that part of the physical aircraft model (aka, the Lod). OTH, it can be removed with the component hide trick, but that a lot of extra work.
  21. yup, missing the tiles what terrain, and what terrain cat does the terrains main ini call for?? (Like below....) [Terrain] TerrainFullName=Eastern Mediterranean DataFile=NAfrica_data.INI TargetFile=NAfrica_targets.INI TargetTypeFile=NAfrica_TYPES.INI MovementFile=NAfrica_movement.INI NationsFile=NAfrica_nations.INI BriefingText=NAfrica_briefing.INI DogfightFile=NAfrica_dogfight.INI DogfightOnly=FALSE LimitedNations=TRUE WaterMap=NAfrica_Water.bmp CatFile=..\Desert\Desert.cat //CatFile=..\GermanyCE\GermanyCE.cat //CatFile=..\VietnamSEA\VietnamSEA.cat <<<--- these here Longitude=22.0 Latitude=32.0
  22. delete the data in from the folder. you folks are forgetting that the drop tanks are PART of the aircraft lod ... if you remove their entries from the data ini, that mesh has no idea what it's supposed to do. Therefor, it will ALWAYS appear Leave it alone. Why to you think weapons pylons don't appear when nothing is loaded on them???
  23. what I do when making the decals from their base bmp, is set transparency, or actually opacity, in the RGB layers when I cut/paste the lettering in to center them. For solid colors (like the black Buzznumbers or serials on NM), I use 90%. Depending on the base color on camo aircraft, you can vary that from no change (DGNB) to the 90% on say, RAF camos of ww2; depends on the theatre where the skin will be used and how weathered one wants it. The higher the number, the more "clear". The alpha will pick up that change, and "darken" itself to match think of the alpha as a "holdout matte", only allowing certain sections to show through this I just how I do it
  24. File Name: SF2 WW2 FAA Seafire Mk.IIIC Pak by Cocas Aircraft Factory & Co File Submitter: Wrench File Submitted: 27 September 2014 File Category: Spitfire SF2 WW2 FAA Seafire Mk.IIIC Pak by Cocas Aircraft Factory & Co 9/25/2014 -- Something for the WW2 Fleet Air Arm players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: this is designed for use in a PTO mods folder built from the SF2NA exe, as it has the proper carrier coding.* The package contains a =NEW= Seafire Mk.IIIC as issued to Royal Navy Fleet Air Arm squadrons in WW2. Skin(s) included with the package are: Royal Navy No. 894 NAS, BPF, embarked on HMS Indefatigable in 1945 All markings are decals and Decal Randomization is TRUE. Damage textures are in DDS format. The canopy operates via the Standard Animation Keystroke ™, Shift/0. Wingfold is operated also with the SAK, Shift/9. Guns also grouped, MGs in Group 1, the cannon in Group 2. Pilot figure, engine sound, and a 'new' drop tank are included, as are "box art" style Hangar and Loading Screens. Guns and bombs are not included, as these are the standard WW2 British types. The template is included for other Texture Artists ™ to use (and to correct any of my mistakes) You'll find it in the folder marked "extras". This template also works on the CAF Spitfire Mk.Vs & Seafire Mk.II as well. When in game, you'll see: Seafire Mk.IIIC (CAF) on the aircraft selection dropdown menu. This will diferentiate =THIS= Seafire from any others you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- with extra special thanks to Cocas and RussoUK!! EDIT: new version with corrected squadron number, and all ini corrections uploaded. Those that have download the first version, may want to use this or follow the editing instructions below Click here to download this file
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