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Everything posted by Wrench
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Su-34 FullBack Skin
Wrench replied to WINGSOVERISRAEL's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File moved to correct section If you're going to upload "What If.." items, PLEASE put them in the correct category!! Thank you!! -
if anyone does the F-302 "Mongoose", I've got a buttload of decals all ready for -- all the Odessey class battlecruisers tail codes, serials and 100 sci-fi themed nose arts
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Terrain Mod Install ?'s
Wrench replied to Dawgs241's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
this (more or less) explains the SF2 "mods folder" concept: http://combatace.com/topic/62302-what-is-the-mod-folder/ in fact, you might want to eventually start at the top of the SF2 Knowledge Base, and read all the threads. Only the first couple of mods are hard to install (being new at it). It's gets SUPER easier as you go along!! and ALWAYS read the readmes that come with add ons. If the mod uploader has done their job correctly, it can be pretty much 'drag and drop' enjoy! -
WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
just wolf's 190 is all that available at the moment. Like everything else, new, improved, SF2 compliant FREEWARE versions are needed for damn near everything. Daniel & I were working on a C-Jug (pun intended). We haven't finished it. Maybe after the Beaus??? Who knows!! (see below -- as you can see, far from ready; lots of skin work and stuff like that there) Cs only had a very limited service life; probably around 9-10 months in England before all the D variants started showing up -
WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
clocking in; beginning the Night Shift... meanwhile, earlier that day ... somewhere over Kent... -
THAT's gonna leave a mark!!! glad you got it sorted out. love the track layout. Did you use the track objects, or the painted tiles? (looks like the painted on ones) LOVE IT!!
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WW2 Screenshots Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
is it just me, or do Seafires look like pelicans??? -
The terrain "invisable wall" question
Wrench replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
or a Stupid Bat!!! -
Version
627 downloads
MiG-21Um "Mongol" by AmokFloo = For SF2, Any and All* = *Reccomended for Full-4 merged, as it references some decals from SF2:E and SF2:I* Fairly Complete SF2 package of the MiG-21UM "Mongol", with a collection of skins (well, those that I had ... feel free to add others!). 10 skins/decal sets are included in this package. Looking through the 1stGen downloads shows several more skins that can be easily added. You have these skins in this package: 4 Indian AF (24 Sq, 101 Sq, HAL, IAF Gray) 2 Czech 1 East German 2 Soviet (NM & Camo) 1 "Generic" overall Desert (tagged for EAF) A new "Userlist.ini" is included (may not be fully accurate, and changes/updates are welcomed!). Minor tweeks to data, loadout and avionics inis. The avionics ini now as a gun-rangine radar and an audio-only RWR. A new Hangar screen is also included. All lighting has been adjusted to fit the aircraft, however, a landing light was NOT added. It also references the 'MiGEngine.wav' from TMFs MiGs (not included) Decal randomization is set to true, for the most part. With a little luck, I got them all dialed in correctly!!! Feel free to make any/all adjustments and correction. Weapons, with the exception of the MG pod are NOT included, as they use all stock in-game items. The KV-1 seat is also included in the /Pilots folder. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Happy Landings! wrench kevin stein -
The terrain "invisable wall" question
Wrench replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
don't recall exactly, but one of the later 2012 or 2013 patches fucked us. since FE2 hasn't been touched since 2010 (??), I'd gamble that you should (being the operative word) be able to adjust it. edit: the world setting in FE are already a 25; most likely due to the smaller map sizes [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=25000.0 MinHeight=0.5 MaxHeight=25000.0 don't know if adjusting it would help, or even do anything -
Anybody
Wrench replied to DEVIL11's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
which, apparently, almost no one does -
In Case You Havent Seen This
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
it's been posted in the Staff forum; please be paitent!! I'm sure something will be worked out Dave: same with me; I've come into a little extra cash (given to me by my hot Serbian upstairs neighbor for cat-sitting over the holidays while she went home to Belgrade), and want to send some to CA -
File Name: SF2 WW2 FAA Seafire Mk.IIb Pak by Cocas Aircraft Factory & Co File Submitter: Wrench File Submitted: 15 January 2014 File Category: Spitfire SF2 WW2 FAA Seafire Mk.IIb Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/10/2014 -- Something for the WW2 Players For Various Theatres -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as some minor fixes may be required. We wanted to get it out into the hands of End Users , both for your flying pleasure, and further examinations. The package contains the Seafire Mk.IIb as issued to Fleet Air Arm squadrons in 1942. Essentially (in Real Life), an extenisvely modified Mk.V, with new naval hardware, most importantly the A-frame arrestor hook. This version does NOT have folding wings. The data ini contains the SF2:NA required statements for carrier parking; unfortunately, the RN Fleet carriers we have use a smaller wingspan statement. Aside from that, it is fully carrier capable, in the NA environment; and was tested in such. Skin(s) included with the package are: Royal Navy: No. 885 NAS, HMS FORMIDABLE (circa 2/42 in the Atlantic; aka "Home Fleet") No. 807 NAS, HMS BATTLER (circa 1942, MTO, a CVE) No. 834 NAS, HMS BATTLER (BEIF, circa 1944, yes the same CVE) (In essence, a slight mish-mash of theatres! It is suggested that End Users select the skin wanted/needed for a specific theatre, and delete the rest, editing them out of the aircraft's main ini (ie: SeafireIIB_CAF.ini) This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As all FAA Seafires (for the most part) were painted the same camo, this reduces the size of the package (slightly). Only the markings (squadron codes, national insignia) change. However..both 807 and 834 (folder called 'BEIF") have seperate 1 maps, as their prop spinners are different colors. All marking are decals, and decal randomization is TRUE. Other squadrons can easily be done by creating new squadron code letters. See "Notes" for more infomation on the individual markings. An SF2 version of my "box art" style hangar screens is included. It's more a 'generic' Seafire screen, as it depicts both I, IIb and IIIC models. All aircraft use a "pool" of serial numbers. The serial numbers, while 'generic' in nature (representing no particular aircraft), ARE correct for the variant depicted. The other markings are specific to each ship. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. When in game, you'll see: Seafire Mk.IIb (CAF) on the aircraft selection dropdown menu. This will diferentiate =THIS= Seafire 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. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- Click here to download this file
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F-102A pilot model
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
that would be the main, and most important question: WHICH Deuce??? Razbam's or Veltro's?? and a quick look into the [Crew[ section of the data ini will tell you what pilot figure is called out. If blank, it uses the stock one -
Version
152 downloads
SF2 WW2 FAA Seafire Mk.IIb Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/10/2014 -- Something for the WW2 Players For Various Theatres -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as some minor fixes may be required. We wanted to get it out into the hands of End Users , both for your flying pleasure, and further examinations. The package contains the Seafire Mk.IIb as issued to Fleet Air Arm squadrons in 1942. Essentially (in Real Life), an extenisvely modified Mk.V, with new naval hardware, most importantly the A-frame arrestor hook. This version does NOT have folding wings. The data ini contains the SF2:NA required statements for carrier parking; unfortunately, the RN Fleet carriers we have use a smaller wingspan statement. Aside from that, it is fully carrier capable, in the NA environment; and was tested in such. Skin(s) included with the package are: Royal Navy: No. 885 NAS, HMS FORMIDABLE (circa 2/42 in the Atlantic; aka "Home Fleet") No. 807 NAS, HMS BATTLER (circa 1942, MTO, a CVE) No. 834 NAS, HMS BATTLER (BEIF, circa 1944, yes the same CVE) (In essence, a slight mish-mash of theatres! It is suggested that End Users select the skin wanted/needed for a specific theatre, and delete the rest, editing them out of the aircraft's main ini (ie: SeafireIIB_CAF.ini) This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As all FAA Seafires (for the most part) were painted the same camo, this reduces the size of the package (slightly). Only the markings (squadron codes, national insignia) change. However..both 807 and 834 (folder called 'BEIF") have seperate 1 maps, as their prop spinners are different colors. All marking are decals, and decal randomization is TRUE. Other squadrons can easily be done by creating new squadron code letters. See "Notes" for more infomation on the individual markings. An SF2 version of my "box art" style hangar screens is included. It's more a 'generic' Seafire screen, as it depicts both I, IIb and IIIC models. All aircraft use a "pool" of serial numbers. The serial numbers, while 'generic' in nature (representing no particular aircraft), ARE correct for the variant depicted. The other markings are specific to each ship. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. When in game, you'll see: Seafire Mk.IIb (CAF) on the aircraft selection dropdown menu. This will diferentiate =THIS= Seafire 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. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- -
adding terrain buildings and trees to a tile
Wrench replied to Rends's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
copy/paste the GermanySC50A.tod into the terrain folder. If one already exists, it'll rename or save itself as ****_copy.TOD. Then rename to match the new tile no clue what color statement does -
Converting a concrete runway into a dirt one?
Wrench replied to Stratos's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
which is WHY I gave the instructions above. -
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new SF2 video by yes Mlracing
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
ok, that's right, lets go ahead and believe this shit. Seriously, Stratos, it's not only a fucking hack job, as Fubar and I have discussed at GREAT length, it's probably not even done in game, but with a video editing progie. yeah, lets just let this go where it belongs ... waste of time -
File Name: SF2 WW2 Spitfire Mk.V Trop (RAAF, SoWesPac) Pak by Cocas Aircraft Factory File Submitter: Wrench File Submitted: 14 January 2014 File Category: Spitfire SF2 WW2 Spitfire Mk.V Trop (RAAF, SoWesPac) Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/09/2014 -- Something for the PTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users , both for your flying pleasure, and further examinations. This package is for PTO (in particular, the Darwin and New Guinea regions of the South West Pacfic) Spitfire V Trops -ONLY!!!-. NOT to be used elsewhere! This is a Theatre Specific aircraft package! The data ini uses the correct dates for Mk V arrivals in Australia. = REMINDER: this is a Nationalized, Theatre-specific aircraft mod!!! = The Skin(s) included with the package are: No. 54 Squadron (RAF -tagged as RAAF for gaming purposes) (DL) No. 79 Squadron, RAAF (UP) No. 452 Squadron, RAAF (QY) as based in and round Darwin, NT, Australia, and that general region. For all intents an purposes, this constitutes No. 1 Fighter Wing. On the Loadout Screen, the plane-in-group letters that have a star (*) next to them have been 100% positively matched to their historically correct serial numbers. Those without a star, while having served within the Squadrons represented, could NOT be matched to any specific aircraft. This is true for all 3 Squadrons represented in this package. The Squadron Crests are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As almost all SWP (Oz, PNG) based Spitfires were painted the same camo, this reduces the size of the package. Only the squadron codes would need changing. Like the other CAF Spitfires, the skin is in jpg format. All markings are decals, and Decal Randomization is TRUE. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. Guns, weapons, etc are NOT included, but the AvHistory Merlin engine sound is. You should have all the rest. When in game, you'll see: Spitfire Mk.Vb Trop RAAF (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- Click here to download this file
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SF2 WW2 Spitfire Mk.V Trop (RAAF, SoWesPac) Pak by Cocas Aircraft Factory
Wrench posted a file in Spitfire
Version 0.9
115 downloads
SF2 WW2 Spitfire Mk.V Trop (RAAF, SoWesPac) Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/09/2014 -- Something for the PTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users , both for your flying pleasure, and further examinations. This package is for PTO (in particular, the Darwin and New Guinea regions of the South West Pacfic) Spitfire V Trops -ONLY!!!-. NOT to be used elsewhere! This is a Theatre Specific aircraft package! The data ini uses the correct dates for Mk V arrivals in Australia. = REMINDER: this is a Nationalized, Theatre-specific aircraft mod!!! = The Skin(s) included with the package are: No. 54 Squadron (RAF -tagged as RAAF for gaming purposes) (DL) No. 79 Squadron, RAAF (UP) No. 452 Squadron, RAAF (QY) as based in and round Darwin, NT, Australia, and that general region. For all intents an purposes, this constitutes No. 1 Fighter Wing. On the Loadout Screen, the plane-in-group letters that have a star (*) next to them have been 100% positively matched to their historically correct serial numbers. Those without a star, while having served within the Squadrons represented, could NOT be matched to any specific aircraft. This is true for all 3 Squadrons represented in this package. The Squadron Crests are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As almost all SWP (Oz, PNG) based Spitfires were painted the same camo, this reduces the size of the package. Only the squadron codes would need changing. Like the other CAF Spitfires, the skin is in jpg format. All markings are decals, and Decal Randomization is TRUE. The canopy operates via the Standard Animation Keystroke , Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. Guns, weapons, etc are NOT included, but the AvHistory Merlin engine sound is. You should have all the rest. When in game, you'll see: Spitfire Mk.Vb Trop RAAF (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- -
F-80/T-33/F-94 USAF 'What-If' Desert and Jungle Skins
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
the one we built for KAW is far superior, and designed for SF2. (not to detract from Geary's work. pasko's model is just old) -
A light attack Texan II
Wrench replied to Stratos's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
I did an Iraqi version (for the NEW IqAF) like 3 years ago. Was supposed to be in Op Darius, but was cut at the last minuite. maybe I should see if I can find it, and upload it to the What if section. As in the modern Real World , IqAF is now FRIENDLY -
Converting a concrete runway into a dirt one?
Wrench replied to Stratos's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
you're going about it all wrong. this was done like 8 years ago. there are dirt versions of 1,5,6 in many of the PTO terrains. Done this in both directions (dirt to concrete, concrete to dirt) 1st Question: can you hex edit?? if not, don't mess it. ---------- the only PROPER way is to create 'cloned' airfields. For example, you want runway1 to be all dirt. You extract ALL the lods (including the distance ones), there are 4 lods in total for all the airfields. Extract all the bmps and tgas that create the runways, parking pads, taxiways, and the perimeter roads. Extract the airfield1.ini and airfield1_data ini (you'll see why later) After Identifying which bmp is what part of the airfield (search function in the hex editor), you can then repaint it (cheat hint: runway 3 bmps can be used for this, as a copy/paste in PS or other imaging program as a 'new' layer, then merged down to replace the concrete). The same is done for the roadway tgas. You MUST save the repainted bmps and tgas as a slightly different, unique name. Example: M_runway1.bmp could become M_runway2.bmp sometimes, using up the blank space (the underscore) is good idea too -- adding a unique letter or number -- even a "d" would be good, to signify that it's now a dirt colored skin map. Mdrunway1.bmp notice the total digit count remains the same. you MUST keep the total digit count EXACTLY THE SAME AS THE ORIGNAL. This is extramely critical for the hex editing phase. Because if you screw that up, you effectively destroy the lod, and have start over with a freshly extracted one after repainting all the bmps and tgas, you open each of the lods in the hex editor, find the bmp listing, and VERY CAREFULLY REPLACE 1 DIGIT WITH THE ONE THAT MATCHES THE NEWLY REPAINTED AND RENAMED BMP. This will be done multiple times, as there are many entries scattered inside. "Save as..." the lod as a new name, call it "Airfield1a.LOD". Renaming lods hurts nothing, and is the smart way to do it. For inexperienced folks, after saving close the hex editor. Do this for the other distance lods as well, doing the "save as.." by adding the "a" like thusly: airfield1_lod002.lod --> airfield1a_lod002.lod and so on Now, reopen it, and do the same search for tga. Again, VERY CAREFULLY REPLACE 1 DIGIT WITH THE ONE THAT MATCHES THE NEWLY REPAINTED AND RENAMED TGA Do this for all the remaining lods. now, having previously extracted the airfield1.ini and airfield1_data.ini, rename them to airfield1a *name of ini* Open the (newly renamed) airfield1a.ini, and edit the lod callout pointers.... Example: [LOD001] Filename=airfield1.lod Distance=5000 becomes.... [LOD001] Filename=airfield1a.lod Distance=5000 do this for ALL 4 callouts. save and close you can now place these items into the terrain folder of choice. Then open the terrains _types ini, locate the entry for runway1, copy and paste to the end of the list, renumbering to suit, and rename like so: save and close the types ini. locate a runway 1 in the terrains _targets.ini, that you want to replace. Now, you just simply change the pointers .... save and close using a targets test msn, set your start position over the target area in question, and see how it looks. However -- caveat: this is NOT something to be attempted by someone with no experience with sort of thing. -
SF2:I REAF/EAF Spitfire Mk.V Trop Pak by Cocas Aircraft Factory
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
we're hoping too. All depends on Daniel's work loads we could use some Griffon Seafires, too. Both for FAA and Aero Navale use