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Wrench

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Everything posted by Wrench

  1. P-51s

    Something fun for you all to spend the weekend reading! Remember like the B and C, the D was built in Inglewood, CA, and the K in Dallas, TX Other than that, same aircraft. Enjoy!! And speaking of the new test FM, I'd change the WEP start throttle position to WEPThrottle=0.95 might make it "last" longer. 0.99 would be better, but I don't think it'd allow that. The section in the manual on WEP is informative.
  2. Limping for Home (you can't see it on this pic, but there's now panel and rivet lines under amariani's skin. Should have the full templates done next week)
  3. well, at least it's working now! not all the weapons are available for loading on each aircraft. The ODS weapons pack has a lot of stuff, for Coalition and Iragi forces. You should be able to copy that entire weapons folder over, with no issues. It's at the 08 level. You can even add the Hornets if you want. You can always use the "Community Weapons Pack" http://combatace.com/files/file/7791-weapons-pack-252-by-the-wosfp1-community/ It's a HUGE compilation, and unfortunately, you'll have to install the entire thing. Another disadvantage of the 1stGen Weapons system (ala the Game Engine). But that pack IS valid for the 08 patch level. With that pack, you should be able to add just about any aircraft available for for the game (meaning: add-on, 3rd party aircraft). IF you choose that route, rename your existing /Weapons folder to "hide" it from the game engine (or move it to a storage folder)
  4. the Crusader Detail and Scale book says in December 68 they went in for the conversion to K models. So, call it 1969??? Maybe 1970, given how the Military-Industrial Complex ™ works. It also says, no upgrade to the original radar (AN-AWG-3, with AN/APS-67 and EX-16 fire control), addition of 2 more wing pylons, as in the F-8E, and cockpit upgraded to F-8E standards. Engine remained the J-57P-16 or 16B. So, what I'd do, is reference the F-8E lod, F-8E cockpit, but keep the F-8C avionics ini. Using F-8E data ini, but down grad the engine to the C's. Use F-8E's loadout ini. see why I have 1/3 of terabyte HD just full of books on pdf????
  5. File Name: A-4L Skyhawk by Crab_02 & Column5 File Submitter: Wrench File Submitted: 27 August 2011 File Category: A-4 A-4L Skyhawk, VC-13 "Fighting Saints" Skin/Decal Pak = For SF2 (Full-4 Merged Prefered) and/or SF2:V = *Can be used in any install that has access to the A-4C_65, which is stock in all merged installs, excepting a stand-alone SF2:I. However, it does use the A-4E_67 Cockpit and Avionics ini, which is only availabe in SF2:V. Hence, the 'Full-4 Merged' tag is applicable* Complete overhaul of the A-4L Skyhawk as originally released in 2004 by Crab02 and Column5. For historical purposes, their original readme is included. This mod makes use of all stock, "in-game" items, excepting for the avionics hump. All inis have been updated to the latest patch level (August, 2011); the loadout ini has some minor changes for a couple of mission profiles. The data ini has had the landing light added, and (of course!) the canopy activated, via manual animation. Use shift/0 to open and close it. All 'standard' Skyhawk mission profiles are retained. The avionics hump has been converted to a 'pilot seat' using the fake pilot method (the FakePilot is also supplied, just in case). The mid fuselage upper light position has been adjusted to match that on the hump. A new SF2 style hangar screen jpg is also included Decal randomization has been set to "TRUE", so be at least at whichever patch level gave this to us. As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Happy Landings! wrench kevin stein IMPORTANT NOTE: If you have the DLC A-4L from Third Wire, do NOT download this mod. It will cause major conflicts. They should not be mixed in any way!!! If you do NOT have the 3W DLC A-4L, this is safe for your use. Click here to download this file
  6. Information statement added for users that may purchase, or have purchased the DLC A-4L from 3rd Wire. DO NOT MIX THESE AIRCRAFT!!
  7. wait, what??? there's a DLC A-4L??? no shit!!! wonder what squadrons he used...
  8. ok...looking at the SF2 A-4L mod I did (and Malibu linked to above) one of the major issues is the use of the avionics hump, either as a 'weapon' or 'fake pilot', as they're painted for specific squadrons. I'd started a VC-2 skin, but couldn't figure out the hump -- you're get stuck with the VC-13 painted hump In other words, use of the A-4C lod is the issue ... can't use the A-4F, as the nose and refueling probes are different, let alone the hardpoints EDIT: ok, the A-4E_67 has the hump, and the A-4F is mapped identically. So, using the templates I did, in theory, you could paint, or use a decal for the various squadrons the only other issue, most likely fixed by data ini edits, is the outer hardpoints. You just don't use them on the loadout ini. Give me a couple of weeks, and I might be able to come up with something usable. (hope my skills are up to it!!)
  9. isn't FOTF closed? There's on active links anymore
  10. that is looking REALLY good man!! Be a GREAT addition when it's done!!
  11. No. 1stGens (SF, WoE/I/V) are completely incompatable with SF2. For all intents and purposes. The SF2 series is designed for the Vista/Win7/Win8 environements. They will run on XP, excepting SF2NA, which in Win7 only. While they will run in XP, they are DX10/11 based, so users in XP won't get all the visual enhancements. But in truth, the original 4 (SF2 - SFP1. SF2E -WoE, SF2V - WoV, SF2I -Isreal) use mostly the same "bits" and terrains. There are differences; things like new aircraft, effects, various visuals like specular and bump mapping, downloadable (read: you can buy them) aircraft and things -but that's been slightly modified by TK, but that's a whole nuther story and issue, not relevant here. To answer the main question, 98.6% of all 3W users have gone to SF2. That's why you see so little being done for SF/Wo*. The last "patch" was an expansion pack for WoI, that brought ONLY that game to almost to SF2 levels, but only as far as the original SF2 release. Not to be hurtful or rude, or an asshole in general, only those few folks with dinosaur computers are "stuck" with 1stGens. We've all evolved. Think of SF2, and SF2NA in particular, as that asteroid in the Cretaceous; it was the final Death Blow to 1stGens.
  12. File Name: SF2 WW2 ETO B-17E Flying Fortress Pak File Submitter: Wrench File Submitted: 22 May 2014 File Category: B-17 SF2 WW2 ETO B-17E Flying Fortress Pak 5/10/2014 -- Something for the WW2 ETO 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. Also, due to modifications to various inis, this mod will probably -NOT- work in 06/08 level 1stGen game installs. This has not/cannot be tested by me.** *This is a "Theatre Specific" release of Veltro2K's NEW!!! B-17E Flying Fortress Heavy Bomber. This package =ONLY= represents E-model Forts used in the ETO.* There is 1 skins/decal set in this pak: AAF42/43 - OD/NG representing aircraft as they first arrived in Theatre in June 42 (star/ball insignia, yellow outline). It is "representative" of the 97th BG (no particular squadron) before it was transfered to the Med. As such, it's an accurate depiction of early 8th AF heavy bomber squadrons, before squadron markings and color IDs were adopted (and the immenent arrival of the F model). The Skin is in jpg format. All new (theatre specific) serial number decals were created. The serials ARE historically accurate (100%), and matched to the appropriate nose arts. All markings are decals. All lighting is historically correct. Damage textures are in DDS format. It should be noted, do =NOT= use this mod in an PTO-centric mods folder; European Forts have different operational dates than those in the Pacific. When in-game, you'll see: B-17E Flying Fortress (V2K) on the aircraft selection dropdown. While no other E models exist, this is simply done as a convenience. 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 with thanks to Veltro !!! Click here to download this file
  13. Version

    370 downloads

    SF2 WW2 ETO B-17E Flying Fortress Pak 5/10/2014 -- Something for the WW2 ETO 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. Also, due to modifications to various inis, this mod will probably -NOT- work in 06/08 level 1stGen game installs. This has not/cannot be tested by me.** *This is a "Theatre Specific" release of Veltro2K's NEW!!! B-17E Flying Fortress Heavy Bomber. This package =ONLY= represents E-model Forts used in the ETO.* There is 1 skins/decal set in this pak: AAF42/43 - OD/NG representing aircraft as they first arrived in Theatre in June 42 (star/ball insignia, yellow outline). It is "representative" of the 97th BG (no particular squadron) before it was transfered to the Med. As such, it's an accurate depiction of early 8th AF heavy bomber squadrons, before squadron markings and color IDs were adopted (and the immenent arrival of the F model). The Skin is in jpg format. All new (theatre specific) serial number decals were created. The serials ARE historically accurate (100%), and matched to the appropriate nose arts. All markings are decals. All lighting is historically correct. Damage textures are in DDS format. It should be noted, do =NOT= use this mod in an PTO-centric mods folder; European Forts have different operational dates than those in the Pacific. When in-game, you'll see: B-17E Flying Fortress (V2K) on the aircraft selection dropdown. While no other E models exist, this is simply done as a convenience. 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 with thanks to Veltro !!!
  14. File Name: SF2 Post-WW2 P-38L Lightning, FAH & CAEC File Submitter: Wrench File Submitted: 22 May 2014 File Category: P-38 SF2 Post-WW2 P-38L Lightning, FAH & CAEC 5/14/2014 - For SF2 (Any/All - Full 5 Merged Reccomended) == Post War Lightnings, Part 3, "Latin American Lightnings" == * Note: will most likely NOT work in 1stGen SF/Wo*, with out some modifications/tweeking. Use in 1stGen games has not, and cannot, be tested by me * This is a revamp of Spitwulf's 1stGen Post-WW2 Latin American P-38 Lightnings. It is based on Wolf257's Lightning. This pack contains 2 complete aircaft, updated (as much is as possible) for SF2 usage. All sounds, weapons and a pilot figure are included. Guns you should already have. In this pack, you have P-38L, Honduran Air Force (FAH) P-38L, Cuban Army Avaition Corp (CAEC) The NEW skins, in jpg format, was created (now with rivets!). All Spitwulf's original decals were reused, excepting the national markings, which use stock 3W decals. All markings are decals, and decal randomization is TRUE. Please take note, even with randomizaion, you only have serials for 6-7 aircraft, as is historically correct. You =WILL= run out of numbers. Unfortunately, that's just the way it is. When in-game, you'll see: P-38L Lightning (FAH) (w) P-38L Lightning (Cuba) (w) on the aircraft dropdown menu. The (W) is for Wolf, diferentiating this P-38 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!!!. Spitwulf and Wolf257's original readmes are included in each of the aircraft's main folders. Happy Landings! Wrench Kevin Stein Click here to download this file
  15. Version

    138 downloads

    SF2 Post-WW2 P-38L Lightning, FAH & CAEC 5/14/2014 - For SF2 (Any/All - Full 5 Merged Reccomended) == Post War Lightnings, Part 3, "Latin American Lightnings" == * Note: will most likely NOT work in 1stGen SF/Wo*, with out some modifications/tweeking. Use in 1stGen games has not, and cannot, be tested by me * This is a revamp of Spitwulf's 1stGen Post-WW2 Latin American P-38 Lightnings. It is based on Wolf257's Lightning. This pack contains 2 complete aircaft, updated (as much is as possible) for SF2 usage. All sounds, weapons and a pilot figure are included. Guns you should already have. In this pack, you have P-38L, Honduran Air Force (FAH) P-38L, Cuban Army Avaition Corp (CAEC) The NEW skins, in jpg format, was created (now with rivets!). All Spitwulf's original decals were reused, excepting the national markings, which use stock 3W decals. All markings are decals, and decal randomization is TRUE. Please take note, even with randomizaion, you only have serials for 6-7 aircraft, as is historically correct. You =WILL= run out of numbers. Unfortunately, that's just the way it is. When in-game, you'll see: P-38L Lightning (FAH) (w) P-38L Lightning (Cuba) (w) on the aircraft dropdown menu. The (W) is for Wolf, diferentiating this P-38 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!!!. Spitwulf and Wolf257's original readmes are included in each of the aircraft's main folders. Happy Landings! Wrench Kevin Stein
  16. something screwed up somewhere Now, remember, most of us haven't fooled around with 1stGens for quite some time, so there's a lot I don't remember. So, I guess, we'll try the "clean slate". Uninstall the game completely, delete the shortcut. Reinstall the game, patch to 08, new shortcut, fly and test the "clean game" Check the M$ site, and make sure your DX 9 is the latest one (don't remember how exactly to check) then, add JUST the 2 Vipers one at a time and test -- don't worry about weapons. We want to narrow it down to being an aircraft or ??? Do NOT add the various inis from ODS (the ones from the /Objects folder). A possibility exists they may be faulted. other than that, I'm really out of ideas
  17. P-51s

    well, safe to say The Warrior isn't flying for the 99th FG!!! Odd, though about the differences in my B & C models ... I thought I'd done them exactly the same! Raven, for my version of the Apache, iirc, I used the dive brake specs off the A-4 !! don't forget, the Allison isn't going to have the altitude performace, but SHOULD stay with or beat the Merlin 'stangs below 15K
  18. panel and rivet lines far too pronounced ... lighten them up
  19. Version

    793 downloads

    MidWest USA Terrain for SF2 = For SF2, Any and All (Full-4 Merged Reccomended) This map represents the Central section of the North American continent; from the Great Lakes in the east as far west/north as Regina SK, and as far south as Tulsa Oklahoma (destroyed/occupied) and pretty much all points in-between. The original base map, centered around Omaha, Nebraska, is/was the basis for FastCargo's "Super Secret Mod". This is a =highly= expanded version. Rivers include the Mississippi, Missouri, Platte, Assiniboine & Soruis, all the waterways and canals interconnecting the Great Lakes, and so forth. Lots to see and do here!!! The map takes place in a "What If..." world of a partly Occupied America; something along the lines of "The Wingman" novels, the TV series 'Jericho', the movie "Red Dawn" (always a favorite!) and any number of Post-Apocalyptic scenarios. It will fit any timeframe from the mid-1950s through the Present Day (ie: my "Global Sedition vs the North American Alliance" kinda thing). This map make use of the Limited Nations statement, as well as the Allowed Mission Type. This is due to there =not= being any shipping routes for the Blue side to attack; all those routes are within Blue territory, so only the Red side can use them. All others are active. Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, or be placed in their Real Life ™ locations, or even exist as such. Several cities and other physical features may also fall into that classification (ie: mountains, hills, valleys, etc). Some cities may also NOT have all their proper Real Life ™ industries, facilities and other building classifications, or be fully loaded with 'target objects'. Accuracy has been strived for in all cases, to reflect the Real World ™. As much as is possible with this Engine. This map also makes use of the 'Expanded Borders' mod, wherein you make changes to the FlightEngine.ini. Instructions on making this adjustment are included (if you haven't already). Several 'new' GroundObjects are included, some modified from others, some you may already have. All are SF2 compliant and may not be 'down convertable' for 1stGen usage. As I don't mod 1stGens anymore ... Many more GOs are required; you should have them already for other terrain mods. If not, its up to YOU to get them. All the usual suspects, of course (SAMs, vehicles, ships, AAA units, truck, tanks, dinosaurs, etc) As expected, there are several Easter Eggs -- you'll find them if you look hard enough. As a matter of fact, the largest Easter Eggs =EVER= placed on ANY terrain in SF series history are on this map. There are also several target items that will "turn on" after a set year; this being the year of construction or start-of-existence (for a certain shipping company, some buildings and bridges). 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 (ie: REQUIRED!!!) you read the document through after unzipping before installing. As always, the Notes and Other Nonesense section may make for entertaining reading. It's most important that the disclaimer be read, as there are a couple of 'permisison only' items used, that CANNOT be used elsewhere with their creator' approval. Happy Hunting! wrench kevin stein
  20. Was looking for something else in my "Library" today, and came across this USAF manual/report/what ever thingy thought it might be relevant to this discussion.
  21. that's up to you. But I'd clean it out, so to speak. If you've added any /Effects from that previous weapons pak, you can dump that whole folder. If you have any old weapons & gun editors, dump them too. 08 has different ones. But I doubt you'll be needing them, ever.
  22. P-51s

    don't forget, Hugh, GregoryP was building "1%" FMs. Yes, they're VERY complicated!!!
  23. ok...I THINK I may have figured out a way for YOU to do this. Taken my a while to find a way around, through the back or side doors I'm going to tell you what to do, perhaps not step-by-step, but with enough info you should be able to figure it out.. FIRST OFF: DELETE that Chilean F-16. It ain't even close to what you want. DELETE the Weapons Pak you've installed -- EVERYTHING associated with it. It's going to be replaced. SECOND: download and install the October 2008 patch I'd linked to before. This will bring the game to it's final level. After installing the pach, you'll have to reset all your preferences (graphics, sounds, possibly Pilot -if you've created one- and the controls. This is all done off the Options tab on the main screen. After doing that, fly a few mission anywhere, in any airplane, just to make sure things are still workings. THIRD: Go to the SF/Wo* Missions and Campaigns downloads section. This link should (with luck), put you on the page with the 3 parts of the ODS mod (Operation Desert Strom). http://combatace.com/files/category/339-user-made-campaigns/?sort_order=DESC&sort_key=file_submitted&num=10&st=40 You're going to download ALL 3 parts. Download them to safe location, like a "Temp" folder on the C drive. Create one, if one doesn't exist. FOURTH: Unzip all the parts to this temp folder. Now, you'll soon see that each part is a executable (.exe). Don't worry about that. Run EACH of the exes in turn -- this is an important part -- into this temp folder. You'll have to select the destination folder from the window that opens when it asks where your WoE install is. DO NOT INSTALL THIS TO YOUR WoE GAME INSTALL!!!!! You're going to "install" this INTO the temp folder, and NO WHERE ELSE After running each of the exes, you may get a warning pop-up that 'the items didn't install properly". Again, don't worry about that. Just hit the 'cancel' button and proceed down the line until all 3 parts exes have been run. After all 3 parts have been "exed", you should see the same folder structure as a regular game, like below ------------------- What you're going to do next, is open the /Objects folder, and the the /Aircraft subfolder. Inside you'll find 2 F-16C. Them's the ones you want Copy/Paste the 2 aircraft folders over into you're newly patched WoE game install. From the /Aircraft folder, you'll see a bunch of pilot and seat bits. It's up to you if you want to grab them all, or just pick out the one's marked "F-16" and you WILL be needing those!! Copy/Paste the /Flight folder from ODS into your newly patched WoE Game install Copy/Paste the /Effects folder from ODS into your newly patched WoE game install Copy/Paste the /Weapons folder from ODS into your newly patched WoE game install. Copy/Paste the /Sounds folder from ODS into your newly patched WoE game install. Also, from the root of the /Object folder, you'll want to copy the following files to you WoE Game install's /Object folder: BulletObject.ini GunData.ini MissileObject.ini ObjectList.ini WreckObject.ini GunData.dat just ignore the Guns and Weapons editor stuff .. you won't be needing them. Now that you have this, you can pick and choose anything else in there that suits your fancy. (Eagle, Hornets, Tomcats, whatever. To say nothing of the Ground Objects and the ODS terrain) That should just about do it.
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