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Wrench

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Everything posted by Wrench

  1. Version

    261 downloads

    SF2 WW2 Fieseler Fi 156 'Storch' (MTO/ETO) Pak, 3/1/2014 -- Something for the WW2 ETO/MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *There is a distinct possibility that this mod will =NOT= work in SF/Wo* 1stGen game installs below the 08 pach level. Due to some of the modifications made to fit them into the SF2 environment (specific statements for decals and the 'open cockpit") all the features will =NOT= be working as designed in anything earlier. No support is/will be available for 1stGen users to do so.* Some modification, tweeks, reskin and so forth for Raven's cool little Storch, adds another skin (MTO Desert) and new decals (radio call letters) for both. Also, a exceedingly modified cockpit from my L-19 mod, making if nicely Player Flyable. (as seen in the SF2 Storch Tweeks Pak from a few years back. Ths mod includes that, plus more!) So, you have to 2 skins: Euro Green (the original) (represeing ????) MTO desert mottle camo (representing 2(H)/14 in North Africa) Originally, I was just going to do an 'update pak', but it was just as easy to assemble a Full Aircaft Update Package. This was done simply for 'ease of use' (read: laziness!!! :) ). All skins is still in bmp format. Decal randomization is TRUE. All the markings are decals. Each skin has 12 radio letter decals. There is NO hangar screen. As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them. This pak includes a number of changes for SF2, so if you have the Storch already, you might REALLY want to back up your original, as THIS is designed to replace it. Also, give the "Notes" section a read too. With Thanks To Raven for the bird! Happy Landings! Wrench Kevin Stein
  2. Toilet heads unite!

    we've had it in SF2 for like 6 years...
  3. File Name: SF2 WW2 ETO Bristol Beaufighter Mk.VI (Early), v.9 by Cocas File Submitter: Wrench File Submitted: 01 March 2014 File Category: Other 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 - Click here to download this file
  4. it at the 08 level patch, THIS is the correct pathway: Wings Over Europe\OBJECTS\WEAPONS they're a separate sub-folder of the main /Object folder also, If using win7, there's some "issues" with the 3W weapons editor. like, it don't want to work. may have to try it in win98 compatibility mode
  5. Version

    197 downloads

    SF2 WW2 French Navy Aircraft and Ships Pak 2/16/2014 = For SF2 (Full 5 Merged REQIRED!) **This mod -WILL NOT- work in 1stGen game installs. It's designed for the the SF2NA environment** This is a VERY odd package, probably one of the oddest I've ever done! It contains both historical and "What If..." items. I really don't know if this belongs in the "What If" Hangar, or the Regular WW2 Downloads Section. But it may increase the "fun factor" of having something different. I'd started this mod in July, 2013, and just never got around to finishing it. This package contains aircraft and ships of the French Navy for WW2. Aircraft (Real): Grumman G-36A (Martlet I/F4F-3), Flottile 13 (somewhat real, somewhat What If) V-156F (Vought SB2U) E/AB-1 (real *model is a stand-in*) SBD-3 Dauntless Flotille 3 (real, circa 1943/44) Aircraft (What If...): Sea Hurrican Ib, Flotille 12 Martlet IVF (F4F-4) Flotille 13 Ships: PA Bearn Class CV* PA Joffre Class CV* Suffren Class CA Malin Class DD* Ships marked with the star (*), while having historical names and numbers, are complete and utter "stand-ins". However, everything DOES work (more or less). The Suffren class CAs are, of course, Foch, and are correctly shaped. For those aircraft with working canopies (G-36A, Hurricane) and folding wing (just the Martlet IV), the Standard Animation Keystrokes are used; shift/0 for the canopy and shift/9 for the wings. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Also, you might want to give the (rather extensive) "Notes" section a read for historcal and non-historical backgrounds. The "credits" section breaks down "who has what and where did it come from". Also, please remember, some of these models are very old, and may have some "issues" in SF2. Happy Landings! Wrench Kevin Stein
  6. beware the sting of the black scorpion!!! (not the cheesy 1950s sci-fi movie!!)
  7. Mario, hope I got that right for you! (we now return you to your usual What Ifing )
  8. file had been reported as broken, but it unzipped fine for me. most likely, an end user issue ----------------------------------- Thanks for this!!! Them E-boats will work fine in the Med too!!! to really mess with Player's Heads, create "another version", like this: create a new folder for the E-Boat, call it E-Boat_C. copy ALL the files into this folder, renaming the main ini to match. Open the main ini, and change the full name to: [GroundObjectData] ObjectFullName=E-Boat © ObjectDataFile=E-boat_DATA.INI you'll see why here.... open the data ini, and change like so: [MissionData] NationName=Nazi Germany ServiceStartYear=1940 ServiceEndYear=1945 GroundObjectRole=CARGO_SHIP Availability=COMMON FormationSizeBase=4 FormationSizeVariation=2 Exported=FALSE save and close. now, they'll appear in conoys (squadrons?) in regular anti-shipping missions. and really shoot back!!
  9. Air defenses, regardless of if they are SAM, EWR, SAM Radar, AAA units, Gunlaying radars (Firecans, etc) do NOT always spawn on YOUR side during gameplay. OTH, they will spawn (90% of the time) on the enemy side, that'll you'll be facing. this is a game engine issue, and has been for the last 7 or 8 years. Nobody knows this better than me, I've been fighting with it since 2008. There's nothing that can be done about it. So, just populate as normal, and hope the engine wakes up enough to allow them to come out and play.
  10. as shown in the screenshots thread (iirc), the "Beau VI Mix", now with rockets (thanks to Raven's Hurricane!!) coming soon (until real, late model VI, X and TF.Xs arrive from The Factory)
  11. File Name: SF2 WW2 French Navy Aircraft and Ships Pak File Submitter: Wrench File Submitted: 27 February 2014 File Category: Other Origin SF2 WW2 French Navy Aircraft and Ships Pak 2/16/2014 = For SF2 (Full 5 Merged REQIRED!) **This mod -WILL NOT- work in 1stGen game installs. It's designed for the the SF2NA environment** This is a VERY odd package, probably one of the oddest I've ever done! It contains both historical and "What If..." items. I really don't know if this belongs in the "What If" Hangar, or the Regular WW2 Downloads Section. But it may increase the "fun factor" of having something different. I'd started this mod in July, 2013, and just never got around to finishing it. This package contains aircraft and ships of the French Navy for WW2. Aircraft (Real): Grumman G-36A (Martlet I/F4F-3), Flottile 13 (somewhat real, somewhat What If) V-156F (Vought SB2U) E/AB-1 (real *model is a stand-in*) SBD-3 Dauntless Flotille 3 (real, circa 1943/44) Aircraft (What If...): Sea Hurrican Ib, Flotille 12 Martlet IVF (F4F-4) Flotille 13 Ships: PA Bearn Class CV* PA Joffre Class CV* Suffren Class CA Malin Class DD* Ships marked with the star (*), while having historical names and numbers, are complete and utter "stand-ins". However, everything DOES work (more or less). The Suffren class CAs are, of course, Foch, and are correctly shaped. For those aircraft with working canopies (G-36A, Hurricane) and folding wing (just the Martlet IV), the Standard Animation Keystrokes are used; shift/0 for the canopy and shift/9 for the wings. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Also, you might want to give the (rather extensive) "Notes" section a read for historcal and non-historical backgrounds. The "credits" section breaks down "who has what and where did it come from". Also, please remember, some of these models are very old, and may have some "issues" in SF2. Happy Landings! Wrench Kevin Stein Click here to download this file
  12. CombatACE Editors and Staff

    Thanks Boss!
  13. the formation turn was just a nicely framed shot, so I had to post it. Cocas' NEW Mk.V LF nearing completion!!! (just a few more skin tweeks!!)
  14. File Name: SF2 WW2 ETO Bristol Beaufighter Mk.1 series (Early), v.9 by Cocas File Submitter: Wrench File Submitted: 16 February 2014 File Category: Other SF2 WW2 ETO Bristol Beaufighter Mk.1 series (Early), v.9 by Cocas 2/10/2014 -- 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!! Also, some statements for anti-ship/naval strike require having SF2NA as part of your merged install (meaning: your WW2 ETO mods folder built from the SF2NA exe).* *Note x2: This mod represents Beau Mk.1s for Northern Europe ONLY! Seperate versions are in the works for MTO, PTO and CBI usage, as their start/end dates tend to differ.* These are BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This is the first of a set of Beaufighters. This package contains 3 aircraft, representing the early production Beaufighters. These have the flat or no dihedral horizontial stabs. 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 pack contains the following aircraft & skin/decal sets: Beaufighter Mk.1F (Day Fighter) No. 25 Squadron Beaufighter NF Mk.1 (Night Fighter) No. 604 Squadron "County of Middlesex" Beaufighter MK.1C (Coastal Command) No 143 Squadron No. 236 Squadron Please note, on the 1C, you'll switch from the Standard Day Scheme (dark green/light earth/sky) to the CC Sea Camo (MSG/DSG/sky) in 1942. 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, excepting the guns (you should have all these already). All markings are decals, and decal randomization is set to TRUE. When in-game, you'll see: Beaufighter Mk IF (Early) (CAF) Beaufighter NF Mk.I (Early) (CAF) Beaufighter Mk IC (CAF) for the 3 aircraft. The "CAF" (for Cocas Aircraft Factory) will differentiate these Beaus 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!!!. Also, give the "Notes" section a read too. Happy Hunting! Wrench Kevin Stein - for Cocas Aircraft Factory - Click here to download this file
  15. I thought I'd added that ... must have been one of other marks!! thanks SteveT!!
  16. Mother of God....

    No, no, no. they were just some insurance guys!!!
  17. PLEASE tell me we're going to get REAL E-Boats!!! --------------------------- Ain't it Grand??? (bb just for scale, so I can guesstimate the roadstead. still VERY WIP!!)
  18. H.G.Wells, "Things to Come"??? (movie, never read the story) E.R Burroughs, "The Lost Continent"???? somewhere around here I have a CSA Spitfire (ala Turtledove), and a US P-40 from that series (and a Roman Legion something or another...Hunter?)
  19. the Israel farm tiles can be adapted to the stock desert city2farm, but it'd take some doing. I'd seriously considered that with the WW2 Tunisia rebuild I'm doing. But discarded it cause I'm lazy. 30-40 tiles would need rebuilding they really do have a much better look for north Africa, but the Israel city tiles really and truly suck a$$. OTH, the IME farm tiles would probably be more correct for Sicily/Italy than the desert ones. The desert ones have that 'parched and washed out' look. But, then we're back to them crappy IME cites; unless one makes a special set just for use in Italy. Again, the usual quandry!! (to say nothing of dumping the targets ini, to make things re-fit into the tiles. PIA!!!
  20. Mother of God....

    Kaiju Rule!!
  21. for sea/land transitions, there's this (unfortunately, the images are gone. I'll have to make new ones) http://combatace.com/topic/50042-simplified-sealand-transition-tile-creation/ wadi's should be fairly easy to create; again, using a multi layered psd. It's just what should the "river bed" be colored??? In real life, without water, both the pictures I've seen and those dried watercourses I've seen here in the California deserts, match the surrounding countryside. More like a gully. Depending on which base desert is used ... the stock Desert ones have always been a bit too 'orange' (good for Barsoom, maybe?) maybe a slightly lightened IsrealME desert? (one wonders if using the desert-river tiles, but with the land painted in and the 'water' section of the alpha intact, one could simulate a mud/marsh effect?? Must experiment!! Northwest Africa has a lot of 'salt marshes' -so to speak- as to port tiles, for stock desert, if you want the set, I'll be glad to send the psds, tga and bmps. Some have new TODs, some don't. I dislike #7 a lot, because the curved breakwaters are a bitch to get the alpha right -- what with the actual pixels being a 'square'- is why I go with linier (or straight) lines The 'cityport1' is designed as a direct replacement for the stock, crappy-way-to-small harbor basin
  22. great stuff on the Kittyhawks, too! most of the Beaus seem to be DAP Mk.21s (although I did see some earlier marks) ... don't know if I can talk Daniel into fiddling the nose meshs for the autopilot housing. but I'll try!
  23. wait until you have to build "specials" to make sea ports, that ACTUALLY look like harbors...and are big enough for the ships (not including our 3rd Party ones)* which is what I'm doing now, using a hybrid stock desert tile set (with some IME imports) Example below, a new harbor port for Tripoli. Slightly inaccurate, as the northern outer mole is in real life curved, as is the eastern breakwater. Using squared off makes for better alpha channel renditions. And still have to build the TOD *don't forget the stock 3W oil tanker is a VLCC, and would NOT be in a harbor
  24. What plane is this?

    And the Winner Is!!! (loved the episode with the 1:1 Airfix Spitfire!!!)
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