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Wrench

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Everything posted by Wrench

  1. a quite Hawaiian Saturday morning, the day before the storm breaks....
  2. and I'm at just the opposite ... partly completed aircraft, that HAVE pits!! (P-47C*, 6 Beaufighters) *albeit one of Stary's generic pits
  3. Animation at its best!

    wow!! Excellent!! it's Disney, of course the animation is spectacular. and that women has one of the best voices around.
  4. if you don't like the stock, rectangular tents, the af62 (square) and af63 (round) in Polak's Object Library 1 are very good for that. In one of my terrains (Libya??) there should be desert tan skins for them. The tga's may need a little updating, but that's easy!
  5. list of "required" building for every town (just look at my targets inis...) generatorbuilding1 - self explainatory building1 (Ops Building, or some such) building2 (Admin building - can be used as a local govt office) building3 (machine shop) commbuilding* <<---- THIS IS A MUST!! (old timers will know what I mean!! ) citybuilding3 -(repurposed to telephone/telegraph exchange, classed as comm_building) fire department (after all, if the place get bombed ... someone's got to put out the fires!) watertower (see above!!) warehouse (of some type -- gotta store the beer and chips someplace!) optional, depending on size of town, and population, etc. Citybuilding1, repurposed as Government Offices Building small fuel tanks, (I usually place one near the generator) and then of course, the 'hot dog stand'... (useful as an Easter egg, classed as "command building" with a high values (250+). Makes for fun missions! various air defense units (goes without saying!) *aka: evildamncombuilding
  6. look at the pic of the map.. they're behind The Wall
  7. Yeah, SERIOUSLY!! Try and remember that "things that are NOT Real World" go into the "What If" hangar. Same goes for screenshots; there's an entire forum for fantasy/sci-fi/what if
  8. sometimes a global change (viewlist edit) is better, and FAR less time consuming then editing every cockpit ini!!
  9. as was stated above, it can only be done on an aircraft by aircraft basis. you'll need to extract and edit every single cockpit ini for those aircraft you want those views on. this is truly not advisable, as you'll soon discover the lack of interior details, and run into the fuselage and cockpit framing of the external model when looking past your shoulder.
  10. in particular any/all of you that may have served or visited Thailand. Also, in particular, Ubon. What is the landscape like??? Meaning, is it more a grassland, with scattered farms/fields? Are the paddies near the river? So and so forth. My charts only list things as "vegetation", with the occasional "paddy" outlined. This question goes pretty much for the whole central region -- it seems more like 'open range' or veldt type terrain. As the game engine preferences the P series (paddy) tiles -- they all have to be replaced in their thousands!!! (seriously! damn auto tile!!) Sat photos, ala Google Earth are not much help. Considering the things is tits up most of the time... In game references, which tiles are the best to use in that general region? Obviously, the VietnamSEA set, at the GreenHell 3 level (cause I ain't making the extra 30 tiles to GH3.5 level!) G1 G2 G3 G4 G5 G6 G7 G8 I don't mentions the G9, as that's the farm tile with the little village/hamlet thingy. Those can be scattered around when and as necessary thanks In advance!! edit: if any of you vets want to see the chart, pm me
  11. any time! mine also has the 'cheater' tiles -- with the painted edges for perfect alignments!
  12. well, probably true. if the triple cursed thing would stay working (been fortunate the last 2 days) oddly, studying another chart, has "rice fields" clearly printed on it, with a vegetation symbol. so, it looks like a combo of G1/G6/G7/G8 and paddy and of course, to 'fix' certain issues, a NEW SP series of tiles (sea-to-paddy) for the Mekong. jeez ... that damn river is LONG!!! )4200+ km)
  13. for grins and giggles, and just to see if it works, add this line to the _types ini for the moored Zep (that is, if the mast and zep are one piece) TargetType=WINDSOCK and watch what happens
  14. it it just me, or the angle of the shot, that the lower fin is not attached to the tail boom? (we've had lots of Hughes 500s in and out of SMAP over the years) hard to see anything on the skin...
  15. pull the pit1.ini from any of my terrains, or copy paste this into a new notepad 'sheet' [LOD001] Filename=pit1.lod Distance=6000 [shadow] CastShadow=FALSE ShadowCastDist=500 MaxVisibleDistance=2000 and "save as..." into the Desert4 terrain folder as pit1.ini known issue, reported almost 3 years ago to TK by me.
  16. if you want to try it, I'll send you my desert-centric WoE TE. You'll have to replace the tiles in the base folder, as iirc, they're not the stock ones
  17. we had one started, but ... like lot's of other things, never go finished.
  18. did you set up the stick's button from in-game, off the /Options ---> controls setup?? and is it calibrated properly from the Windoze control panel?
  19. both are in this download http://combatace.com/topic/27747-terrain-editor-2-versions/ use the later dated one doh! which is the 4/21/06!! doh!!
  20. some wip shots from French Indo-China Saigon (than shon nut in the airfield tiles, using one of my special airfields) Phnom Penh (note the Mekong is still 'in progress' -- still trying to deciede where to break it into the smaller river tiles, and how much of the 4200 km length I need to do...oi!!) and of course, the various and sundry mouths of the Mekong in the s/e corner of (not yet) vietnam.
  21. a mooring mast!! with docked Zep!! how cool is that! (does it blow up and have a destroyed model??)
  22. no you don't!!! it don't care what tile set is being used, as long as it's TOLD what tile set is being used. The last 3 or 4 terrains I've done with 'desert-named tiles' (including your Persian gulf rebuild) were done in the WoE TE. It works just fine! Trust me brother!!
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