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Everything posted by Wrench
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WW2 WIPs Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
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) -
SF2 WW2 French Navy Aircraft and Ships Pak
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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 -
WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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!!) -
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
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SF2 WW2 ETO Bristol Beaufighter Mk.1 series (Early), v.9 by Cocas
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I thought I'd added that ... must have been one of other marks!! thanks SteveT!! -
No, no, no. they were just some insurance guys!!!
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WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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!!) -
The Fokker Scourge of 1950
Wrench replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
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?) -
Stuck in a Fictional Hell
Wrench replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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!!! -
Stuck in a Fictional Hell
Wrench replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
Beaufighter Documentary
Wrench replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
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! -
The Fokker Scourge of 1950
Wrench replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Love it!!! -
Stuck in a Fictional Hell
Wrench replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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 -
And the Winner Is!!! (loved the episode with the 1:1 Airfix Spitfire!!!)
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Question Maps, Water and Land in Pre SF2:NA vs Post SF2:NA.
Wrench replied to KJakker's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
gotta be something In the actual code that NA brought with it. OTH, iirc, one of the late patches (July 13???) seems to have hosed a bunch of stuff conversely, as you were asking about the Norway map, testing 2 ETO maps (excepting EuroWW2), my BoB and Norway with a naval zones for both sides, creates some rather unusual results. on the BOB map, I had the KM Cruiser Karlshure, and it's escorts happily cruising through the Surrey countryside AND leaving wakes (in that same mission, my Beau's trops worked just fine on the land too) on the same map, test the UK side, my Corsair II was sitting on ATTACKER's deck, calmly sailing through the forests The Norway map itself was giving me exceedingly random placements of both side ... had the Graf Zepplins BG far inshore to the Scottish coast, while my CVBG (Illustrious), was way out in the North Sea. on the othe side of the world, the PI 44 map, all of a sudden no IJN ship (surface action groups or CVBG) were appearing where I"d placed the enemy zone north of Cape Engano. It is my considered opinion that there are serious flaws in the coding, "something" got borked at some point by a patch. Or, the engine is NOT reading water bmps with Red and Blue "cv zones" correctly -if even if their respective colors are matched to those from NA map. Now, it's quite possible the engine doesn't LIKE "mini zones" as has been used in my case. It may require the 'half and half' as seen on the IcelandNA map. There's no real way of knowing this without repaint the entire water bmp to test. I should also state that all my WW2 installs are built FROM the NA exe, so as to make sure the proper CV/Naval coding is present, for those terrains that 'require' it. All ship data inis have been updated to have the proper NA statements. As to the mission builder issue, I can't speak to that, as I rarely use it (guess I should start and learn it) As no information has ever been, and in my feeling, NEVER will be forthcoming from The Manufacturer, we're all at a loss as to what to do or how to correct this. The only thing we can do, is keep posting on the 3W boards in the hopes that at some point we might get an answer. Or even a hint at the answer. It's exceedingly frustrating, not only for end users like you, but for the few us still building terrains, and trying to expand the gaming experience. -
only 1stGens were/are multiplayer code changed prevented it from being added to SF2
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Bae Hawk 128
Wrench replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
let me look through my book archives... -
Germany terrain rework (Wip)
Wrench replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
THAT is the level of detail we've needed!! -
Desert4 Terrain Fix
Wrench replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
did that for the ASW (Texas/Mexico) map. Basic greenish grass field, with some trees sometimes the R series (from Germany) can be used for that too. depending on where the terrain is -
WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Test 2 hybrid concepts... Beau Mk.6 (early), without turret gun and no radar, no rockets. Can be used as Mk.6F, Mk.6c, and ITF. Also, testing hybrid tiles for WW2 Tunisia. Always hated those originals.... -
Desert4 Terrain Fix
Wrench replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
rule of thumb: never place an airbase on a coast tile. always move them (even if historically inaccurate) at LEAST one tile in from the ocean. Or be prepared to the export the height map as bit map, go cross-eyed matching the location, paint to match the ocean, REimport the height field FROM the new height map bmp, and reflatten ALL the fields (because the reimportation loses all the 'where are the airfields" location) did this soooooooooo many times on the Northern Europe/Norway map.....I'm still shaking!! -
and Ed get's Dave once again!!!
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Brother ALL Osprey books are a 'must have'!!!