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Wrench

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Everything posted by Wrench

  1. if they're decals, check the decals ini for proper pathways, and to make sure the decals actually exist in some folder or another
  2. SF2 WW2 PTO P-38F/G Lightning Pak

    Version

    267 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
  3. 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.
  4. 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.
  5. nobody uses static aircraft lods anymore. The game engine (since 2010ish) generates them automatically
  6. yes, it's definitely a bug, and I've definitely experienced it. Must be something scripted into the AI routines Good catch Eric!
  7. looks like a pretty bad job of plagerism to me. I only see 2 files changed, with a current date. no credits given ... in violation of site policy try giving responses in English, too
  8. is it safe to assume the power poles are part of the rail track lods?? Some of them are appearing in the middle of adjacent tracks. Just thought I'd let you know! The thing looks great in game, I must say!!! Great work!! (even works in Asia, too!)
  9. I'd be glad to check it out! these will replace the existing track on a one-for-one basis??
  10. did you change the "available" years in the various Options inis in the various Mods Folders? They get overwritten, and need to reset (StartDate=, EndDate=) as per: http://combatace.com/topic/68224-adjusting-beginning-end-year-spread/ and... http://combatace.com/topic/55746-patching-made-easy-part-deux/ I won't comment on messing with an aircraft's data ini to change dates.
  11. note the natural metal banshee. filmed in the Santa Catalina channel, west of me!
  12. opps!! my bad! but, you know what I meant!! :)
  13. just so you all might want to know, a version 3.5 of the WW2 New Guinea map has been uploaded. http://combatace.com/files/file/13881-ww2-pto-new-guinea-terrain-for-sf2/ did some clean up, and target enhancements. It's designed to replace or you can just drop it over your existing NG map. enjoy!
  14. File Name: WW2 PTO New Guinea Terrain for SF2 File Submitter: Wrench File Submitted: 06 March 2013 File Category: Full Terrains New Guinea, WW2 PTO Terrain for SF2 (Ver.3.5) 8/6/2014 - For SF2, Any & All (Full-4/5 Merged Reccomended) = For Adventures in the South West Pacific = **This is Version 3.5, with additional goodies. It's designed to replace all eariler versions. If you have the other versions, you can either unzip and drop directly over your existing, or delete the older versions, and just use this one. No harm will befall you if you just Overwrite your existing New Guinea WW2 Terrain. Really.** Be advised, this NEW terrain folder still retains the same name as all the originals, "NewGuinea2". There many new GroundObject and Terrain Objects included in this terrain mod. All (if not most of) other Ground Objects you should already have. Those from the v.3 are still included. New Target Areas have been added . See the "Notes" section for the change list. The LimitedNations statement is set to TRUE, allowing only for 'regional powers', but has been expaned to include RNZAF and ML-KNIL forces. The terrain also makes use of the 'AllowedDates" statement, preventing use BEFORE January 1942. Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, or be placed in their Real Life ™ locations. Several cities and other physical features may also fall into that classification. Some cities exist only as 'named places'. As is reccomended, unzip this archive 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. Please also read 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. Good Hunting! wrench Kevin Stein --- Changes: Version 3.5 uploaded 8/13/2014 Click here to download this file
  15. Version 3.5 uploaded lots of little and large changes. Designed to just drop over your original or 3.0 versions. See readme for changes and stuff like that there Enjoy!!
  16. indeed, I remember when Coupi, Veltro and I were doing the new 262, the S-99 was discussed. Even the 2 seater. Veltro probably has the MAX files still. Converting Veltro's would just be a matter of reskinning and redecaling As for the S-92, there's Monty's, and the DLC versions. Both (or either!) easily converted
  17. you mean 'respotting the deck'. take off ops, all were spotted aft landing ops, all spotted forward for more, I'd recommend watching "The Fighting Lady" (about CV-10 USS Yorktown), or for post war, in particular Korea, Bridges of Toko-Ri for gaming purposes, I'd only spot 3-4s slot MAX!! just abaft of the island (also depending if the 5" turrets are there -expecially for WW2), on the starboard side. Leave as much open space as possible. Make the assumption (oh! that word!!) the others have been struck below to the hangar deck
  18. as with all 3w games 1st or NextGens, and oddly enough!, loading screen images go in the /Flight folder all others go in the /Menu folder
  19. Hoot Hoot!!! (chugga-chugga, chugga-chugga!!) -- couldn't resist!! thanks Monty!!
  20. by not looking in the downloads sections, or the GroundObjects folder of the games?
  21. in the case of ships, it's really not required to have the effect named, as the ship's data ini will supply the information. That's just left over from 1stGens. I've have used several that don't have the statements, and still emit smoke when docked. ============= if the train is a moving object (ie: GroundObject), what about using the "WheeledVehicleDustEmitter", and setting it's position to the smokestack?
  22. Robin Williams Found Dead!

    that much more laughter, has just left the world. how sad...
  23. IS that SF2:Vietnam?

    that's a painting, not a screenie
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