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Wrench

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Everything posted by Wrench

  1. canopy doesn't open and wings don't fold, vital (but not a real deal breaker -- as Simon's old doesn't either) for carrier parking. Skins need minor tweeking, in particular on the spinner, but that's comparatively easy. decals need position plotting, other minor adjustments and such
  2. I would check the location of the "squadron name" (ie: VA-***) Never seen them located that far aft. That's usually the only location for the BuNums/aircraft type, while the squadron name, ship name and service name are usually far more forward, usually just aft of center (depending of course, on which Scooter and with or without avionics hump) somewhere around the speedbrakes. Personally, decals are the way to go. It eliminates the odd distortions the painted on insignia can create (and the time to figure them out), and one only has to create a single "base" skin, and change the marking via the decals ini.
  3. your lack of research is astonishing ... the F-4C was designed for the Falcon, and actually carried them into combat in Vietnam. as to the other issues with the 6, don't know what to say. You've obviously done something wrong with the data and loadout inis. What that is, I can't tell. Here's my data and loadout inis. Backup your originals. I can do no more.
  4. yup, that was never finished either. and without the MAX files, we can't.
  5. never did find the other Invader, though
  6. Terrain Object Detail them's the little buildings and trees on every terrain, that are NOT terrain objects, and are "built" into the tiles. but what you're describing sounds more like a game or computer issue. For those that don't look at the other game menus, on the Main Menu, you'll see the Options. Follow that to Graphics. You can set the shadows, ground objects, horizon distance, etc in there.
  7. Brother, that sign is on just about EVERY airfield, on every terrain mod I do. Has been for the last 6 or 7 years!!
  8. "His Majesty, The Heavenly Sovereign, and the General Staff of the Army, have ordered the full support of Combat Ace. The Imperial Navy will also follow suit."
  9. File Name: Ravenclaw Templates for Zur's Sabres File Submitter: Wrench File Submitted: 05 October 2014 File Category: Skin Templates Templates for Zur's F-86 Sabre/FJ Fury by Ravenclaw These are the templates I'm always "going on about". With his kind permission, they're now being made available for all to use. All my additional layers are intact, from the various skins I've done. There is no readme included, as those that can use them, should already know how. As always, when doing a skin for the Sabres or Furys, please give credit where credit is due. Enjoy! Wrench Kevin Stein with thanks to RC!! Click here to download this file
  10. It was my pleasure! Those are a joy to work with!
  11. yes, indeed. if the various files have already been eaten, you'll have to re-install the game -AFTER uninstalling Avast. SAVE YOUR MOD FOLDERS FIRST, if you can!!! most of the guys having the problem have switched to another AV, mostly to MS Security Essentials (thats the one I use, and it great -- free d/l with free upgrades!!)
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    Templates for Zur's F-86 Sabre/FJ Fury by Ravenclaw These are the templates I'm always "going on about". With his kind permission, they're now being made available for all to use. All my additional layers are intact, from the various skins I've done. There is no readme included, as those that can use them, should already know how. As always, when doing a skin for the Sabres or Furys, please give credit where credit is due. Enjoy! Wrench Kevin Stein with thanks to RC!!
  13. it eats SF2, totally hosing it over. You missed all those posts, Martin??
  14. the Caspian is a height field issue from the original version was build and you'll have to hand tile the transitions. Major Bitch
  15. ... and as seen over the last few weeks (and at least 2 threads), the FIRST question to asked is: what is your anti-virus program? Are you using Avast?
  16. I remember that we got them from you for KAW, and they werent' to passed around. Which is why I didn't respond to Slick's request But, if its now ok, I'll be glad to upload my set. Each of the psds runs from 35-60 megs each, with all my various layers. Just say the word!!
  17. File Name: Kamchatka Terrain for SF2 (by Baltika, Ver 2) File Submitter: Wrench File Submitted: 25 October 2013 File Category: Full Terrains Kamchatka Terrain for SF2 (by Baltika, Ver 2) 7/26/2013 = For SF2, FULL 5 Merged - SF2NA REQUIRED!!! = This is a rebuild of Baltika's Kamchatka terrain. It has been rebuilt (almost) completly, and is designed to REPLACE, in total, the original 1stGen Version. The Targets and movements inis have been redone, and are more reflective of the Real World ™. Place names have been changed to local spelling (where discoverable, spellable and pronounable). The Original Easter Egg ™ is still intact; several others have been added, as expected. This terrain was (re)built and tested within my SF2:NA mods folder. It makes use of the various statements and bits (water bmps, etc) that are =REQUIRED= for proper CVBG and SAG operations. It is suggested that it =ONLY= be used in a pure NA environment. It will NOT work properly in ANY 1stGen install; so don't even bother asking. NA is also required, as several 'in port' ships are stock items. Like the Original Release, it is a "2 Season" terrain. Winter and Not Winter. It should be noted at this time, you =WILL= be needing all of WhiteBoySamauri's Soviet Ships, JMSDF ships, JGSDF ground objects, and any JASDF aircraft you can lay your hands on!! To say nothing of "the usual suspects" US and Soviet ground objects (trucks, tanks, APCs, AFV/IFV, even more ships, etc). Some are provided, but the rest you'll have to locate yourself. Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, be placed in their Real Life ™ locations, or exist at all (read: there are NO rivers on this map. See Notes for more details). Several cities and other physical features, and target areas will also fall into that classification. Some target areas (cities, etc) exist only as named places, with no strategic or tactical values. Just someplace to fly over. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping, but -BEFORE- installing. As always, the Notes and Other Nonesense section may make for entertaining reading, as it explains a few "oddities" you WILL experience! Please also read and -OBEY- the New Standard Usage Discalimer, as it's been changed slightly to reflect a change in my policy. It's listed at the bottom, in the Legal Statement Section, with the URL back to the CA post. *Please Note: there are a few items still missing from the terrain, as well as a new tile set. It is being released "as is", with the caveat that when the new ground object and new tiles are ready, there =WILL= be an Update Pak. Until then, enjoy!* Happy Landings! Wrench Kevin Stein Click here to download this file
  18. the weapons are generic classes, that should present NO issue. the animiation is already linked to that. check you keystroke setting. other than that, ???????????? hope you backed up your original data ini!!! EDIT: my mistake!! bomb bay is Control/o (oh)
  19. hmmm... check the Persian Gulf terrain and/or the Eastern Med (aka "NAfrica". There is one tug, I can't remember where, that was built from one of the large trawlers (I repurpose a LOT of things!!). It "should" be this one, attached below When you get done with that port, I want screenshots!!!
  20. mine have been manual for, like, forever..... uses the 'bomb bay' keystroke, Shift/o (that the letter oh) some have also forgotten that IRM need their seeker head exposed to "see" the target with. If it stays inside the bay, It won't fire, or track if it does fire
  21. yes, the stock 4 terrains (NOT IcelandNA) are 1000x km. Which is why the whiners complaining about lack of air refueling are suffering terminal HUA. Don't need it on that sized map. INA, iirc, is 500x km Not complicated, just realistic. As in "Real World". The work speaks for itself. True One would have to hand tile in the 100s of thousands. Now, is a somewhat quicker way, but it's also risky as the TE just loves to crash when using it... the flood or bucket tool. You'd "seal off" an area with the type of tile you want to use, say 50x50 tiles, then flood the inside area at "random headings". And repeat, and repeat and repeat. Still takes nearly forever, and the TE will still crash randomly Went through that nightmare when doing the Midwest USA map. Terraforming is not for the faint of heart or those lacking the dedication to the level of detail now required.
  22. that's what they're called. the small tug (the little bitty one) is Stephan1918s from FE, and is inside the terrain folder, as it's a terrain objects the other are ground objects, located in that folder. Also, there's the Navy_Tug, rebuilt from *somethingIcan'trememver" by the Argentine Modders
  23. and, just as importantly, WHICH terrains, all or add ons? Which TODs are on the terrains in question? Some have major issues due to mesh overlapping of those large building (like as used on the India/Pakistan terrain) posting screenshots could be of some assistance, too
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