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Wrench

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Everything posted by Wrench

  1. there is no real TFR in game, there's a set 'clearence' spec in the avionics ini. But there is a call for it, only in avi 60, iirc this from the 08 level A-7B: obviously, in meters
  2. File Name: SF2 WW2 CBI Hurricane IIC (Trop) Skin & Tweeks Pak File Submitter: Wrench File Submitted: 01 February 2014 File Category: Hurricane SF2 WW2 CBI Hurricane IIC (Trop) Skin & Tweeks Pak 1/24/2014 -- Something for the WW2 CBI players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = *Note: this pak MAY be usable in 1stGen SF/Wo* game installs. However, some features (decal randomization and others) will =NOT= be functional. Use in 1stGens has not, and cannot be, tested by me.* **Note x2: this mod is designed for use =ONLY= in a WW2 CBI-Centric mods folder. Some Theatre specific changes have been effected, and should =ONLY= be used in the CBI!!!** This is =NOT= the full aircraft; you'll be adding all this stuff to the original (ok, Ver.4). It's available at the following URL: http://combatace.com/files/file/13254-hurricane-mkiic/ Some mods, tweeks, and 2 new skin/decal sets for Raven's Hurricane IIC Trop, as seen in India and Burma during WW2. Included are 2 skins for: No. 135 Squadron, RAF No. 2 Squadron "Winged Arrows", Royal Indian Air Force (RIAF) The squadron patch will be seen as the paint chip for each skin on the Loadout screen. Neither unit carried Squadron codes, and both make use of a pool of plane-in- group letters and serial numbers. The serials should be considered 'generic' in nature, as they represent no particular aircraft with these units, but ARE correct for the variant depicted. Skins remain in their bmp format, and as both units were painted alike, resides in the MAIN aircraft folder. This will NOT interfere with other skins you may have, residing in their individual folders Several new inis are included; Main Data (with some small tweeks) Loadout (again, with small tweeks) A new-ish, SF2 version of the original uploads 44 gal drop tank (with pylon), creates a new, seperate version of this weapon. It will NOT conflict with any others, and is designed for use on THIS aircraft. No other weapons or guns are indluded; you should have them already. The AvHistory Merlin engine sound is included, as is a new SF2 style hangar screen. Canopy Opens/Closes via the Standard Animation Keystroke ™, Shift/0. All markings are decals, and Decal Randomization is TRUE. The skins have been run through the template (thank you Raven for that!), and have had a layer of dirt and 'clouds' added for weathering. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!! Good Hunting!! Wrench Kevin Stein Click here to download this file
  3. ya know, I never noticed! (well, I'm bass-akwards and upside down most of the time anyway!!) same fix for all the pits, right?? thanks!! edit: doh! "fix all" should have told me. it's late, and I've been staring at terrain tiles too long tonight..
  4. Certificate for Erik

    Here, Here!!!
  5. Version

    59 downloads

    SF2 WW2 CBI Hurricane IIC (Trop) Skin & Tweeks Pak 1/24/2014 -- Something for the WW2 CBI players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = *Note: this pak MAY be usable in 1stGen SF/Wo* game installs. However, some features (decal randomization and others) will =NOT= be functional. Use in 1stGens has not, and cannot be, tested by me.* **Note x2: this mod is designed for use =ONLY= in a WW2 CBI-Centric mods folder. Some Theatre specific changes have been effected, and should =ONLY= be used in the CBI!!!** This is =NOT= the full aircraft; you'll be adding all this stuff to the original (ok, Ver.4). It's available at the following URL: http://combatace.com/files/file/13254-hurricane-mkiic/ Some mods, tweeks, and 2 new skin/decal sets for Raven's Hurricane IIC Trop, as seen in India and Burma during WW2. Included are 2 skins for: No. 135 Squadron, RAF No. 2 Squadron "Winged Arrows", Royal Indian Air Force (RIAF) The squadron patch will be seen as the paint chip for each skin on the Loadout screen. Neither unit carried Squadron codes, and both make use of a pool of plane-in- group letters and serial numbers. The serials should be considered 'generic' in nature, as they represent no particular aircraft with these units, but ARE correct for the variant depicted. Skins remain in their bmp format, and as both units were painted alike, resides in the MAIN aircraft folder. This will NOT interfere with other skins you may have, residing in their individual folders Several new inis are included; Main Data (with some small tweeks) Loadout (again, with small tweeks) A new-ish, SF2 version of the original uploads 44 gal drop tank (with pylon), creates a new, seperate version of this weapon. It will NOT conflict with any others, and is designed for use on THIS aircraft. No other weapons or guns are indluded; you should have them already. The AvHistory Merlin engine sound is included, as is a new SF2 style hangar screen. Canopy Opens/Closes via the Standard Animation Keystroke ™, Shift/0. All markings are decals, and Decal Randomization is TRUE. The skins have been run through the template (thank you Raven for that!), and have had a layer of dirt and 'clouds' added for weathering. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!! Good Hunting!! Wrench Kevin Stein
  6. some of that is dictated by the damn mountains and hills ... I truly dislike have to repaint the height field (which happens no matter what, due to the nature of the Real World terrains) But I will try and twerk them a bit. OTH, many actually are pretty much that straight n/s, especially in Burma. Don't even think about the Mekong!! (SG series, cause it so damn wide, almost all the way to the eastern Himalayas-- bloody nightmare!) I'm really beginning to HATE the tile system!!! edit: new PM3,with additional fields -- with extra special help from Steve this is still just the base, internal framework, so to speak. Once I get everything placed, THEN I can back and start filling in the cities and such with their target objects. oi vey!
  7. actually, giving it some thought last night...before I started this project, I was reworking the original Burma map (about 1/2 way with retiling and correcting tiles). There's a lot of places 'missing', or behind The Wall (Akyab, for instance). It still would be a good map for the invasion of and defeat in, Burma in early 1942. Then, this larger map can be used for everything else. of course, the old targets ini has to be shitcanned, as even my 'update' is extensively flawed. But it's something that VERY doable, and means Longest Retreat would need minimal reworking
  8. more or less after the Fall of Burma.* I'm good for maps, but THAT one answers buttloads of questions I had -- like 'were some of the Vietnam War Era fields in use in ww2'. The "spaces" are all there, too. I made sure it's expandable into the 60s Loiwing is the one giving me crossedeyes -- working on the Assam Valley atm.... If I need help, I'll be shouting!! (* to say nothing of post-war, I'm sure Sandesh will want stuff for the 71 war. I'm dreading Malaya!!)
  9. about time someone got the Kiel Canal on the GCE map!
  10. YAH BABY!!!! many thanks to all involved!
  11. of course, I had to take Raven's new P-40B/Tomahawk, and slap Baltika's decals on it. have to figure out some other stuff, obviously!! (camo mapping, squadron color stripe on tail, etc) can't have a full 3 squadron 100% historical set of decals going to waste, can we???
  12. lots of progress, but still slow going trying to coordinate modern charts to their ww2 equilivants, and locations of airfields
  13. well, then you're doing it wrong. on my terrains, where they're set up PROPERLY, they as advertised. ------ Rends, sorry for the thread hijack. we now return you to the GermanyCE rebuild channel ---------------
  14. WTF??? Hawk sites have been working for years in SF2. Never had a problem with them, once the 1stGen data inis were updated.
  15. Fix it, or it gets deleted. Them's the rules; FOLLOW THEM
  16. a quite Hawaiian Saturday morning, the day before the storm breaks....
  17. and I'm at just the opposite ... partly completed aircraft, that HAVE pits!! (P-47C*, 6 Beaufighters) *albeit one of Stary's generic pits
  18. 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.
  19. 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!
  20. 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
  21. look at the pic of the map.. they're behind The Wall
  22. 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
  23. sometimes a global change (viewlist edit) is better, and FAR less time consuming then editing every cockpit ini!!
  24. 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.
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