Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,949
  • Joined

  • Last visited

  • Days Won

    133

Everything posted by Wrench

  1. Version

    43 downloads

    SF2 WW2 FAA Seafire Mk.IIIC, 807 NAS, BEIF 10/5/2014 -- 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. Also, be advised a correct and proper CBI map with the carrier coding is still in the works.* The package contains a =NEW= skin for Cocas' Seafire Mk.IIIC as issued to Royal Navy Fleet Air Arm squadrons in British East Indies Fleet. If you don't have the aircraft, you can get it at the following URL: http://combatace.com/files/file/15028-sf2-ww2-faa-seafire-mkiiic-pak-by-cocas-aircraft-factory-co/ Skin included in this package is: Royal Navy: No. 807 NAS, BEIF, embarked on HMS HUNTER in 1945 The aircraft carries 'standard' SEAC markings for the period. Code and "plane in group" letters (18) are correct for East Indies Fleet use, but I have not found any references if they carried the "D5" code with HUNTER in the Med. Most likely, they did. In that case, a different skin for MTO usage would be needed, and the national markings decals would need replacing. I have included the PSD I used to make the fuselage codes for any other skinners to use for that purpose, or for other FAA aircraft. All markings are decals and Decal Randomization is TRUE. 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-
  2. seems like mine went up maybe 10-15 fps (considering I've never messed with any of my Nvidia setting before!!)
  3. them's not compatible with a stock install. they are their own thing, and need a separate install. don't mix them
  4. not released yet it's a Luft46 "What If"
  5. An issue that was reported to The Maker several years ago, with no response
  6. I could use some static, parked seaplane/flying boats to dress up a couple of bases on the current terrain, and for another also 'working'. These are for the Pacific war (PTO). They don't need to be fancy, just some low poly lods, with a basic skin, as they're designed as eye candy and for the player to rocket, bomb, strafe and inflict general mayhem upon. Destroyed models I can come up with. Any of our 3d Gurus ™ that are interested, please PM me. I can supply 3 views for the aircraft. thanks!
  7. no, they wouldn't need distance lods. The low-poly statics we've had (ww2 wise) since 2005 are pretty simple shapes (as I understand it)
  8. wonder if veltro has his max files for the PBY archived somewhere? For Kaneohe, you'd need both the 5 (flying boat) moored in the bay, and 5A (amphib with gear) on the ramps. I kept wishing I'd had them when I did the Hawaii (PH) map!! They'd be nice for the SWP and Solomons, too!
  9. the mapping is different, as are (almost) all the decal positions. I think TK, when going to sf2, re-generated all the lods with a different world center, throwing everything off by 1.5 meters or so aft of where they used to be. For some of the other Scooter skins I've done, I've used "partial" templates. Only redoing the sections I needed to change. I'll have to look around for them, if anyone wants them
  10. the "noise" (the grain effect as you called it) TK generated on his original skins (and by inference, his original templates, and that I left alone) is VERY annoying. It's on all the stock skins, no matter what they are. I personally prefer using a 'clouds' layer. Give a more patchy look to the weathering. Rest assured, I'm not insulted in any way! But, I thought I'd grouped the layers better. Looking at the template, I could have done a better job! Should have put things into Layer Sets. You just keep on doing what you're doing; they look great! Out of curiosity, which of my templates did you use for the base? (meaning, for which Skyhawk model?)
  11. don't forget differences in film stock as well. These can give all sorts of changes to the print. Kodachrome or Technicolor or (whatever that is for color prints), especially when aged, change. I just used a base "gull grey" and 'insignia white"
  12. works perfectly in SF2, size wise and shadow to!! (tested it last night). a perfect one-for-one replacement. and it goes into the terrain folder itself (like, say Desert4 or NewGuniea2 or whichever). As you can see in the screenie, the original was retextured to look like sand bags, and it works the same on your new one! afaik, 06 & 08 don't have the problem, and SF2 at early levels didn't either. Don't remember exactly when it went nuts. many thanks Raven
  13. Recruiting mob to lynch Michael Bay

    somebody get a rope ....
  14. Geezer's 1930 airfield objects are very useful, Monty. Might want to add some of them to your airfields (as needed and required, of course!). I also "fiddled" with you rail station a bit, dressing it up some, and replacing some of the train cars with different types. Straightened out the end rails, so to make everything more linier. Of course, I use "special" cleared tiles for train stations in cities. The 'metal clad" warehouses are retextured halle4 from The Factory Place Compliments; you've done a wonderful job on these!
  15. Good news

    Great News!! (on the health side) Sorry about the PSU, though
  16. let's try NOT to put skins and such into the main categories. As these are Fantasy "What If" skins and such, PLEASE upload them to the proper category, convientley provided for that purpose. You'll find it names, oddly enough, as "What If". That's where skins, and entire aircraft go. Otherwise, there are people here that will mistake them for "Real World ™" mods. Also, PLEASE label them in the title header as (Name-of-Plane), "What If" skin for *whatever*. This will help eliminate confusion. Most of you already do this, but for those that don't, just a polite reminder Thank you
  17. no problem, just trying to keep thing organized!!
  18. Ed, can you show the full folder path, with expanded subfolders? Like in the screenshot below? (now, mind you, mine is a "bit" modified, with the additional folders for other stuff. It's been a long time since I've had a "stock" mods folder.) At the very least, iirc, you should have the Controls Objects (with it's Aircraft, GroundObject sub folders) PilotData Screenshots and maybe the 2 sounds folders Sounds Speech As mentioned above, are all the exes at the same patch level? Look in the "core install" And, when you stat the game, are ALL the aircraft available? You should see those from NA, and all the others as well. Plus, you should see all the 5 terrains on the drop down
  19. I don't know what you're flying against, but I can get tracked and engaged almost down to ground level (and NOT by manpads) get eburgers's SAMs and AAA packs. they have corrected ranges and altitude limits.
  20. you sure? check the pits surrounding those fuel tanks. If they're the individual ones (pit1), that's it. Because the small fuel tank (benzintank) doesn't do that. The pit1 lod has had an "issue" for about 5-6 years now. TK has been told (by me!), but, well you know the drill. the screenshot is from desert3, but I'm pretty sure Piecemeal didn't change it for desert4 btw, the skins are looking REAL good!!
  21. question

    It only matters as to what YOU want to make ... although you know where I stand! (grin)
  22. hey, DA, see lots of shadow artifacts. I assume there's some pit1s off to the left??? You need to fix the pit1.ini like so: [LOD001] Filename=pit1.lod Distance=6000 [shadow] CastShadow=FALSE ShadowCastDist=500 MaxVisibleDistance=2000 copy/paste that into a blank notepad, and "save as" pit1.ini in the terrain your using. That'll fix that issue.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..