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Wrench

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Everything posted by Wrench

  1. actually, you can change national alignments within the terrain's nations ini, regardless of what the GAME's nations ini says.
  2. didn't find much either... http://www.f-100.org/hun122.shtml you might need the Squad/Signal F-100 in color book found it at modelfan ru http://modelfan.ru/9499-squadron-signal-fighting-colors-6565-f-100-super-sabre-in-color.html
  3. with Jessica Alba on the back, nekked!!! russ, is that a Seahwak I see there???
  4. methinks you might have missed this: http://combatace.com/files/file/12012-idiot-team-iowa-class-battleship-80s/ http://combatace.com/files/file/12873-iowa-class-battleship-update/ albeit post 1970s reftit, one just has to ignore the harpoon/tomahawk box launchers, the radio mast on the bow, and open the data ini and REMOVE said ASMs works fine for me. Yamato, while nice to have, really didn't to jackshit during the war (much the same as Bismarck and Tirpitz). The other/older classes would be much more handy to have. The DAT has a Kongo in their PTO Mod, along with several cruisers and destroyers. All the others (readily) available are stand-ins; that while "close" aren't exact replicas Hinchbrook's old semi-functional ships have been updated as much as is possible, given their animation limitations, and are around someplace (read: stand ins??? irrc) in some of the terrain mods. it all goes back to the few 3d guys having the desire to build WW2 ships ... they're just exceedingly busy with more modern vessels. we work with what we have
  5. Well, Captain Ramius did tell Ryan that Halsey was stupid ... King to Halsey: "Where is 3rd Fleet? The World Wonders." -------------------- you also forgot to mention Lexington's raid on Rabaul in 1942, before the Battle of the Coral Sea. in truth, the only way to "get it right", would be to rebuild that entire region (ie: a completely NEW terrain) of the SWP at least 2x the size of the map we have, to include those island to the east (see map with outlined red section below) And given the extreme limitation of the terrain engine, especially in regards to how airfields and placed and leveled -to say nothing of the tiles-, places like Rabaul, Simpson Harbor and Vanakanu field are almost impossible to replicate (see below)
  6. close, but no banana! Younger, bigger, stronger and faster brother
  7. ok, lets set the record straight again: ALL SF2 game automatically merge when installed. They ALL share the same core system files. It's only the Mods folders that are separate, as created from each SF2 (name of game).exe. To answer the pilot question, no; he/she/they/it won't show up from SF2V to SF2NA, as they are considered as 'seperate' games. OTH, you can easily copy/paste the ***.plt files from one to another (found in the /PilotData folder)
  8. Version

    166 downloads

    SF2 WW2 ETO Bristol Beaufighter Mk.VI (Early), v.9 by Cocas 3/1/2014 -- Something for the WW2 ETO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *This mod will =NOT= work in SF/Wo* 1stGen game installs, at any patch level. It was built for SF2 ONLY!!.* *Note x2: This mod represents the early production Beau Mk.VIs for ETO and MTO usage ONLY! Seperate versions for other theatres, and later marks, will be released when and as they are finished. (although, with a differently painted skin, it could be used for CBI/PTO...) We are calling this "version 0.9", as there exists the possibility of more work being required. But, we wanted to get them out into the hands of our WW2 End Users ™ for their examination and so forth.* This is a BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This package contains 1 aircraft, representing a mix-mash of 3 different (early) Mk.VI variants, so I'm calling this the "Beaufighter 6 Mix": VIF VIC ITF These marks =HAVE= the dihedral horizontial stabs (they point up). There is no MG turret, and no AI or ASV radar. The aircraft IS equipped to carry rockets and a torpedo, as well as 2 bombs on the wing stations - but, obviously! not all at the same time!! (see notes for more information). This pack contains the following aircraft & skin/decal sets: Beaufighter Mk.VIF Standard CC Scheme (Overall MSG/Dark Green disruptive) No. 236 Squadron, Coastal Command The Squadron Crest for each is used as the paint chip seen on the Loadout Screen. Skins are in jpg format, as are the bump maps. Damage textures are in DDS. Everything is included (rockets,bombs,chickens,beer), excepting the guns (you should have all these already). All markings are decals, and decal randomization is set to TRUE. Other squadrons can easily be reproduced by creating new squadron code letters (either for ETO or MTO usage). As is my habit, a sample bmp are left in the Decals folder so you can match the font and size. All serials, while correct for the variant depicted, should be considered 'generic' in nature, as they represent no specific aircraft with the units represented. When in-game, you'll see: Beaufighter Mk VIF (Early) (CAF) for this aircraft. The "CAF" (for Cocas Aircraft Factory) will diferentiate these Beaus from any others you may or may not have. I've left it as "VIF", as I really don't know what else to call it!! :) As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. Also, give the "Notes" section a read too. Happy Hunting! Wrench Kevin Stein - for Cocas Aircraft Factory -
  9. Version

    159 downloads

    SF2 WW2 ETO RAF Airacobra Mk.1 Pak by Veltro2k 6/13/2014 -- Something for the ETO players -- = For SF2, Full-4/5 Merged (Reccomended/Preferred) = *There is a distinct possibility that this mod will =NOT= work in SF/Wo* 1stGen game installs, due various and sundry reasons* This is an ETO (Theatre Specific) version of Veltro2k's Bell P-39D Airacobra. This represents those used by the RAF in Europe as the "Airacobra Mk.1", for a VERY short time! Basically, this is what would become the P-400 in USAAF service. Operational dates have been rounded to "whole months". The unit depicted is: No. 601 "County of London" Squadron The aircraft is finished in standard "Temperate Day Scheme", circa late 1941 (painted in the USA at the Bell factory). The skin is in jpg format. Decal Randomization is TRUE. Damage textures are in DDS format. The engine Sounds is included. All the other items (bombs, drop tank, guns, etc) you should have already. All lighting is 100% historically correct. When in game, you'll see: Airacobra Mk.1 (v2k) Displayed on the Aicraft Selection Dropdown menu. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Also, give the "Notes" section a read too. Good Hunting! Wrench Kevin Stein
  10. Version

    438 downloads

    SF2 KAW F4U-4/F4U-4B Corsair Pak, Ver 2 by TMF/MM 6/18/2014 = For SF2, Full-5 Merged (Reccomended/Preferred) = ***Note: This pack replaces in total the TMF F4U-4 & F4U-4B Corsairs for KAW that were released several years ago. If you have the original KAW versions in you KAW mods folder, you =MUST= delete the F4U-4 and F4U-4B aircraft & decal folders from your game -BEFORE- installing this version. There have been a NUMBER of changes, and having the original still around =will= cause conflicts. In particular, this mod makes use of the TMF F4U-7.lod, with various components removed. As this aircraft uses SF2NA coding for carrier operations, having a Full-5 Merged install is a reccomended requirement. Those that "disapprove" of using the -7 Lod are cordially invited, and encouraged, =NOT= to download this mod. You have been warned!! *** This package contains remods of the F4U-4/-4B Corsairs for use during the Korean War. There are 2 complete aircraft in this pak, with a ship-load of skins/decal sets. If you have the originals from the "KAW Corsairs Pak" issued in 2013, you are advised to either delete or otherwise remove =BOTH= the aircraft and decals subfolders. These are designed to REPLACE, in total, those older orignal versions. The AU-1 and F4U-5NL are NOT in this pak; only the -4s Several new skin sets by CrazyHorseB34 have been added to this package They are marked with a star (*) below. Skins/Decal sets are included for the following units: F4U-4: VF-24 "Renegades" (USS Boxer, 7/50-11/50) VF-32 "Swordsmen" (USS Leyte, 1950-51)* VF-63 "Fighting Redcocks" (USS Boxer 2/52-8/52) VF-64 "Freelancers" (same as above) VF-113 "Stingers"(USS Philippine Sea, 7/50-3/51) VF-114 "Excutioners" (same as above) VF-193 "Ghostriders" (USS Princeton, 1952)* VF-653 "Dragons" (USS Valley Forge, 51-52) * VF-871 (USS Essex, 51-52) * VF-884 "Bitter Birds" (USS Boxer, 1951 & USS Kearsarge 52-53) * VMF-312 "Checkboards" (Shore based, various fields in Korea) F4U-4B: VF-53 "Iron Angels" (USS Essex 1/51-3/52) VF-192 "Golden Dragons" (USS Princeton, 11/51-5/52) VF-653 "Dragons" (USS Valley Forge, 51-52) * VF-791 "Fighting Rebels" (USS Boxer, 3/51-10/51) VMA-323 "Deathrattlers" (shore based, various fields in Korea) VMA-332 "Polka Dots" (USS Sicily ?? -flew off CVE) VMF-214 "Black Sheep" (shore based) *Please note, many Corsair squadrons flew both the -4 and -4B at the same time. There is one 'Easter Egg' squadron (totally fictious), as you all know how I hate wasting good skins/decal sets!!* The aircraft is fully carrier-capable, with all the SF2NA coding for deck 'parking'. Skins are in jpg format. All markings are decals and Decal Randomization is TRUE. BuNums are accurate for the aircraft variant(s) depicted, but not for the actual ones used by the squadrons; consider them 'generic' for that purpose. Like the original pak, all weapons, engine sound and pilot figure are included. The machine guns and cannons are not; these you should have already. A couple of new or updated weapons have been included (see Notes for more details), including new Mk.5 rocket rails by Raven. Standard Animations Keystrokes ™ are used for the canopy (Shift/0) and wingfold (shift/9). The aircraft will now appear on the boat, parked properly with folded wings. As always, fairly easy to follow, highly detailed install instructions are included. So, please read them before installing. Also, give the "Notes" section a read too. Good Hunting, and Happy Landings! Wrench Kevin Stein
  11. WIP ... still working, but nearly done (at least this version!)
  12. Eureka!!! THAT is exactly what I've been saying all along.
  13. There ain't enough sea room to put them on that map. Historically, they'd be east of Santa Cruz Island. That places them either AT The Wall, or beyond it. Only a complete and utter mororn would put his CVBG to the west in the Solomons Sea. I don't think Halsey was that stupid. Nor were they south of San Cristobal in the Coral Sea. Any way you cut it, the Allied navy was at the mercy of long range bombers from Rabaul, Bouganville, New Georga and the rest. Don't you think I would have done that when I rebuilt it??
  14. Indeed! The 3w mission builder will create CVBGs. But the TERRAIN itself still need to be set up for it
  15. Then you better get over to Razbam then, eh???
  16. you're talking to THE Terrain Guy. I know all about placing target objects As to your request about the F-14, see my post above, #10 in this thread and btw, offsets on ALL airfields are only valid with a N/S orientation
  17. a 'dull' finish is actually more realistic. We're talking operational aircraft, worn, used, scratched, scuffed and beat to shit. Not a mirror-polished museum quality restoration. Were some bright? Maybe so; photo evidence shows some 4th FG NMs rather bright (could also be an artifact of orthochromatic film, as opposed to more modern emulsons). When possible, cross check again period color photos. When in doubt, dull it out. Don't forget things like a "clouds" layer will give a patchy worn, not-so-reflective look as well Look at the KAW Sabre skins for an example (while not as perfect as I'd have liked, relatively close). also, fiddle with the Reflection, Specular and Glossiness in the texture set ini NM finishes are a real workout, and I'm still learning them too!!
  18. you can't (re)use stock aircraft lods for "terrain objects" parked aircraft. Their world centers are based on their data ini, which includes the landing gears. Without that, they tend to wind up sunk into the ground (see the original Cuba OTC+ terrain for an example - a parked Beagle sunk half-way up the fuselage in the concrete!) doesn't work that way -the game even now still doesn't (really) support helicopters' they're still considerd aircraft by the game engine- ... and airport is an airport, as defined in the _types ini, and the objects airfield ini itself. Way back when, around 2006, for "The Factory Place", as originally issued, was considered an "airfield" to get the buildings to light up (as only airfields could have defined lighting - now fixed with self illuminating materials), In those day, you'd wind up starting in the middle of all the buildings, and blow up In essence, helos use "standard" game runways because the coding won't allow for anything else. As to a "helo base" (or more accurately, a place for them -static, terrain objects- to hang out), been there done that...
  19. actually, in SF2 it doesn't work that way any more. It's all done with the (name-of-terrain)_water.bmp where the "CV Zones" are painted on, and having the "NavalMap=TRUE" statement in the main ini
  20. if they're decals, check the decals ini for proper pathways, and to make sure the decals actually exist in some folder or another
  21. SF2 WW2 PTO P-38F/G Lightning Pak

    Version

    254 downloads

    SF2 WW2 PTO P-38F/G Lightning Pak 3/20/2014 -- Something for the PTO players -- = For SF2, Full-4/5 Merged (Reccomended/Preferred) = *There is a distinct possibility that this mod will =NOT= work in SF/Wo* 1stGen game installs, due to the excessive modifications made to fit them into the SF2 environment.* Mods/reskins/redecaling for Wolf257's P-38F aircaft. This pak replaces my SF/Wo* 1stGen 'generic' PTO P-38F. It is designed to represent P-38F/G model Lightnings as seen in the SoWesPac Theatre, in particular the Solomons Islands. The aircraft carries the markings of the 339th FS, 347th FG as seen in late 1942 through late 43. This is pretty representative of all early Lightings in theatre at this time frame. This is the full aircraft, and is complete with everything needed (except bombs & guns; you should have these already). The skin is in jpg format (now! with rivets!), Decal Randomization is TRUE. Damage textures are DDS format. When In Game, you'll see P-38F Lightning (W) The (W) indicates this as a Wolf257 aircraft, and will differentiate it from any other P-38Fs you may (or may not) have. As always, fairly easy to follow, highly detailed install instructions are included. So, please read them. Remember -- these are very old models, so they "are as they is". All original readmes, when discoverable, are included. Good Hunting! Wrench Kevin Stein
  22. no. however, you can limit the allowed nations in the terrains' nations ini., but that means having said nation (ie: PanAm, fer instance) in the games nations ini as well. Base parking is set by wingspan of the aircraft, in the airfield inis. Parking chance is also a percentage set in the airfield ini, but is still generated randomly. then you'd need: 1) find someone to BUILD and skin the statics 2) create specific locations that DON"T conflict with game-generated parked aircraft 3) hope it don't kill frame rates adding too much "stuff" to any target area increases game loading times (some my terrains are a perfect examples of that!), Depending on the poly count of the static lod, which can negatively effect frame rates when the game has to render them for player viewing. Best example is the aforementioned static Hercs, Puma, and Chinook terrain objects (and some other parked birds we have as well). Fortunately, they're very low poly lods and have a minimal effect. OTH, we also have aircraft automatically generated that REALLY fuck up the frame rates, as they're lods are not optimized (read: too many polys, or oddly placed polys or whatever reason). And don't forget -- anything and everything placed on the terrain has to be rendered all the time; they don't de-spawn like ground objects or game generated parked aircraft.
  23. did them all, excepting the Airacomet, over 5/6 years ago for 1stGens. They might even be still available in the SF/Wo* downloads. in fact, there's even a pre-1947 skin for EricGen's Shooting Star around here somewhere.
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