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Wrench

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Everything posted by Wrench

  1. Ods unzipped

    From the album Wrench's Stuff - More

  2. Wrench's Stuff - More

  3. A reminder folks: This is for PTO ONLY!! (like it says). Meaning: New Guenia, Solomons, etc ETO and RAF CC versions will follow in short order
  4. well, there's a set of decals already done for the 524th FBS Apache's (MTO) in the mod of Wolf's P-51A. I don't remember if it's in 1stGen or SF2 (actually, I don't recall updating it for SF2). You're welcome to them! Also, if you need the Detail & Scale on Early Mustangs (A/B/C), and the Squad/Signal "Allison Engined Mustangs Walkaround", just shout!
  5. No He don't go in for the 'lo-viz'. Basically, because those would become "active" well past 1984, ALL the games usual end point Remember the stock 3W A-6 and A-7 lo viz skins I did a couple of years back? They only exist because I took the time and MADE templates on my own. Someone would have to do the same for the Tomcat.
  6. here's a listing of them from the F-14A.ini this is from the F-14A_77:
  7. link please?? remember, the aircraft itself is a STOCK 3W product. All there are for that one, is skins and inis.
  8. did you really expect one??? Seems like all us Modders got hung out to dry. Only "customer service" issues seem to get anwswer over the last 12-14 months. what I did was change the USAF formations pointer BACK to stock: [Nation002] Name=USAF DisplayName=U.S. Army Air Force Alignment=FRIENDLY PlayerFlyable=TRUE PilotNameList=NamesUSAF.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsUSAF.ini MedalTextFile=MedalsUSAF.str UseFAC=TRUE and in the Formations.ini, sorta rearranged things: [FormationType002] Name=USBomber FormationType=AIR BaseLevel=6 Level[01].Name=BombGroup Level[01].Size=3 Level[01].Formation[01]=WW2USBomberBG Level[02].Name=Flight Level[02].Size=3 Level[02].Formation[01]=WW2USBomberSq Level[03].Name=Element Level[03].Size=3 Level[03].Formation[01]=WW2USBomberElm mind you, I'm still using the "ww2" type formations ini, but only with changes to the US bombers. UK, RA, Japanese and Luftwatte could possibly be the same. Or, have the Axis (Italy, Germany, Japanese Empire and IJN) use the Soviet bomber formations. The damn odd thing is, when you DON'T fly bombers, the AI has the correct formations. It's only when player-flown that the screw up occurs.
  9. I've been away from it for a number of days for reasons not really important (eye issues) Here's the weird thing ... occasionaly, I've been getting the flight of 3 in single missions; other times, it's back to 2. There's NO rhyme or reason. I'll keep fiddling/testing as I can
  10. P-51s

    well, having had an in-depth look at the P-51B/C/Mustang III data inis, I can tell you with 100% certainty that they did almost EXACTLY what I did when I updated the original Wolf257 models (available here in the WW2 Fighters section). A copy/paste of the 3W P-51D's FM statements, with some modifications -- and mostly removed/commented out statements relating to higher mach numbers in the controls (ailerons, rudder, elevators) statements. The only thing I haven't been able to pin down, is if B/C used WEP -- I'm reasonably certain later production models did, and it MAY have been retrofitted (like was done to Jugs). I haven't had time to fully explore the new envelope, but can say the "new" Mustangs have a more 'slippery' feel to them, a LOT closer to what written accounts state. I've made the same changes to the 3W D, but still need to test at standard combat configurations. Remember, a LOT of the published data is for unloaded aircraft; full of ammo, fuel, external tanks 8-track players & tapes, performance WILL be reduced. for those with the aeronautical bent, here's a site with more data (use the dropdowns at the top to select other aircraft) http://www.wwiiaircraftperformance.org/ Warrior: Are you using the ones from here, SF2 updated? or the original 1stGens? Anyway, when I get the 3W D tested a bit more, I'll post the data ini, so you all can wring it out.
  11. all the Fishbeds and Floggers you'll ever need are already stock in game
  12. Moved to the Correct Forum -------------------------------------- Reading the supplied readme usually (if the uploader has done their job correctly!) helps try this too, for a better understanding of SF2 folder structure: http://combatace.com/topic/62302-what-is-the-mod-folder/ there's another one I can't seem to find, written by MigBuster, that's REALLY detailed on the SF2 structure
  13. P-51s

    TK's prop FMs need work. This is a known thing. Spits and Skyraiders have the same issues (Skyraiders are also lacking the WEP they all used since the XBT2D) I can almost bet the lift/drag tables are off. Unfortunately, I don't know enough about that to render a fix. I take it you've been reading the DAT Forums about their new B/C models? (you know, the only difference between the B and C is the B was built in Inglewood CA -just down the road from me!, and C in Dallas Texas)
  14. New Pilots For FE2

    FE2 uses it's various "objects" the same way as SF2. Like Gatling said, pilot can go into a separate /Objects/Pilots folder. Where in everything must be named the same (folder the same name as the pilot's ini) OTH, you can still use the old 1stGen method of tossing all the pilot bits (ini, lod, bmp) into the ROOT of the /Aircraft folder. Also, like G20 said, to swap out pilots, you'll need a particular aircraft's data ini to change the pilot figure in the PilotModelName= line like Quack said, NOTHING goes into the /PilotData folder. That's contains the high scores thingy for Instant Action, and your (player) pilot record
  15. the TSF Grippens that are a separate download (I got them Friday), and it took me a couple hours to NOT see the difference in the image file name. this package: http://combatace.com/files/file/14351-tsf-saab-jas-39-gripen-flygvapnet-package/
  16. All right, everyone. That's enough I've edited the file announcement text by adding the words A "What If..." Scenario. Any further discussion is pointless.
  17. to repair the non-functional RWR, open the avionics ini for ALL the Grippens, and change the RWRTexture=cockpit\rwr.bmp to RWRTexture=cockpit\rwr.jpg
  18. Godzilla

    well, IF he is too fat, they can blame it on his diet of Americans??
  19. http://combatace.com/files/file/14351-tsf-saab-jas-39-gripen-flygvapnet-package/ TSF Griffons
  20. at first, I thought I'm not going to like this.. but it looks DAMN cool!! good one Alfie!!
  21. None of which will fix the issues the OP has. It's an AIRCRAFT problem, NOT a game problem. There are major differences in how SF2 reads the physical properties of model. In his case, the data ini needs updating in many facets, in particular the landing gear for the "bouncy bouncy happy joyjoy, flip over and die" problem. The "double cockpit" issue is a know problem on 1stGen models, and is easily fixed with ini edits. We even have thread in the Knowledge Base about how to fix it.
  22. the Eritrea terrains covers (most) of the region. But not enough of Somalia, unfortunately
  23. unfortunately, there's no template for AD's version Which, btw, is a Ki-43Ia, as evidenced by a lot of things too numerous to list here. Those were probably out of service (read: worn out or shot down) by the end of 42, and were replaced by the later marks. The Ia's were never used operationally in anything but camo. Later markes, especially in the Home Defense role, some Sentai's were in NM (actually silver dope paint)
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