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Wrench

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Everything posted by Wrench

  1. already in the KAW mustang pak, the ROK skin haven't seen that movie in YEARS!!!!
  2. File Name: SF2 WW2 ETO Spitfire Mk.V Pak by Cocas Aircraft Factory & Co (ver 0.9) File Submitter: Wrench File Submitted: 09 January 2014 File Category: Spitfire SF2 WW2 ETO Spitfire Mk.V Pak by Cocas Aircraft Factory & Co (ver 0.9) 12/10/2013 -- Something for the ETO 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 minor fixes may be required. Skins included with the package are: RAF: No. 92 "East India" Squadron No. 610 "County of Chester" Squadron USAAF: 336th FS, 4th FG "Rocketeers" (circa 9/42)* (*Please note, as ex-Eagle Squadron aircraft, they still carry their RAF squadron code letters. The standard 4th FG codes did -not- appear until after transitioning to Thunderbolts) Squadron crests, or in AAF cases the squadron patch, are used as the paint chip, 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 all ETO Spitfires were painted the same camo, this reduces the size of the package. Only the markings (squadron codes, national insignia) change. All marking are decals, and decal randomization is TRUE. Other squadrons, RAF or USAAF, can easily be done by creating new squadron code letters. The AAF skin is set to start in September, 1942, as this is approximately correct for the 4th FGs formation. The Userlist ini has dates rounded to the closest whole month. SF2 versions of my "box art" style hangar and loading screens are included. All aircraft use a "pool" of plane-in-group letters, and serial numbers. The serial numbers, while 'generic' in nature (representing no particular aircraft), ARE correct for the variant depicted. 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: Spitfire Mk.Vb (CAF) on the aircraft selection dropdown menu. This will diferentiate =THIS= Spitfire from any other Mk.Vs you may (or may not) have. The skin template is NOT included, as it's being used for other variants. When those are finished, and released, the template will be also (in the hopes someone can fine tune OUT my mistakes! <grin>). 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 Work Division- Click here to download this file
  3. going through my ETO aircraft folders, I've found a "Bf-109F-4", based on Monty's S-99. Skins, iirc are Nigel's. going through all my books, including the modeler's datafile pt 2 on the F-K models, it seems VERY close to the F-4. It has fairly small breech bulges on the cowl, but has the wing bulges for the larger tires. 2 cowl MGs and center hub MG FF cannon. my question is ... is it, or would it be, close enough for use AS the 109F-4??? I've flown it on a few mission, and don't see any real handling issues. (obviously, we can CALL anything whatever we want -- simple text edit) For those interested, should I assemble a quickie package, so it can be examined by one and all?? (edit: they had a retractable tailwheel, didn't they??)
  4. Version 0.9

    155 downloads

    SF2 WW2 ETO Spitfire Mk.V Pak by Cocas Aircraft Factory & Co (ver 0.9) 12/10/2013 -- Something for the ETO 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 minor fixes may be required. Skins included with the package are: RAF: No. 92 "East India" Squadron No. 610 "County of Chester" Squadron USAAF: 336th FS, 4th FG "Rocketeers" (circa 9/42)* (*Please note, as ex-Eagle Squadron aircraft, they still carry their RAF squadron code letters. The standard 4th FG codes did -not- appear until after transitioning to Thunderbolts) Squadron crests, or in AAF cases the squadron patch, are used as the paint chip, 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 all ETO Spitfires were painted the same camo, this reduces the size of the package. Only the markings (squadron codes, national insignia) change. All marking are decals, and decal randomization is TRUE. Other squadrons, RAF or USAAF, can easily be done by creating new squadron code letters. The AAF skin is set to start in September, 1942, as this is approximately correct for the 4th FGs formation. The Userlist ini has dates rounded to the closest whole month. SF2 versions of my "box art" style hangar and loading screens are included. All aircraft use a "pool" of plane-in-group letters, and serial numbers. The serial numbers, while 'generic' in nature (representing no particular aircraft), ARE correct for the variant depicted. 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: Spitfire Mk.Vb (CAF) on the aircraft selection dropdown menu. This will diferentiate =THIS= Spitfire from any other Mk.Vs you may (or may not) have. The skin template is NOT included, as it's being used for other variants. When those are finished, and released, the template will be also (in the hopes someone can fine tune OUT my mistakes! <grin>). 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 Work Division-
  5. "Spitfires Over Darwin" (aka "54 Squadron vs The Zeros")
  6. the Lightnings are NOT SF2 (desert) only. I think the F.53 (and the others) came with SF2E; or from wherever, an expansion pak methinks, we got the F.1 - F.6s from
  7. SF2 Germany Flughäfen...wo?

    a quick note on stary's hangars: they're backwards (read: 180 degrees off), so if the original faces 90, his must face 270 again, sorry for the English!
  8. SF2 Germany Flughäfen...wo?

    (sorry for using English - but I don't trust the google translator) if the Russian freighter is the 'freighter2' from CubaOTC, you should use (or it should already be) something like this for the destroyed lod: DestroyedEffect=LargeBombExplosionEffect DestroyedModel=shipcargo2.lod <----points to the 'regular' lod SecondaryEffect=LargeOilFire SecondaryChance=100 if you want to get VERY clever, you can create a 'clone' of the shipcargo2.lod ie: copy/rename to shipcargo2_dest.lod, do a little hex editing on the 'new' destroyed lod, create copies of the various skins -again using the hex editor on 'search' to find them, repaint them a splotchy/mottled black to represent burnt paint and such, rename them slightly differently, hex edit the lod's bmp pointers to match -with exactly the same number of digits/letters as the originals !!!!- (example: ship1.bmp becomes shipd.bmp) and test in game by destroying it. with luck, it'll explode, and sit at it's mooring burning. simply because most harbors are quite shallow (3-12 meters more or less), and as the game engine really doesn't allow for rolling over and sinking at dockside, this would be the best. Something similar is how I've been doing it for years. you don't want to use the 'shipdestroyedeffect', as that, I believe, causes the model to sink and leave an oil slick. This way, it stays moored, but (sunk) and burning.
  9. Chuga Chuga Choo Choo!

    OUTSTANDING!!!! fantastic job man!!! love the sound effects; I assume that's real, "attached" as the Movement sound? the train station/depot is nicely dressed,too. Great work!!!
  10. oh!!! I like that damaged rudder!! looks perfect with ripped and torn off fabric! (should be an aft fues, too!) You mean No. 17 Squadron code letters?? for Battle of France, or Burma?? edit: here's the YB squadron code letters for BoF/BoB time frame
  11. How would Dave do it? Oh, Hell, that's easy.... http://www.youtube.com/watch?v=YQLbwOGT8eM (why the frack isn't this giving me the youtube window?? the hell???)
  12. re: AFR folks keep forgetting the maps (stock ones, that is) are only 63% Realilty. Most of the add-ons are also NOT full scale. in other words: it ain't really necessary. Those Development Funds ™ could/would/should be spent on more 'mission orientated' items. Like avionics fixes as Stary said. Better visuals? naaaah.... Better terrain engine? the last one ... well... the less said the better. New planes? Totally agree. But, then we're back to the avionics and they'll need cockpits. The vicious circle eats it's own tail
  13. la la la lalala .. I've been vaporized....
  14. first look (still VERY early in the process, so keep comments to oneself)
  15. because their song is annonying as all hell!!!
  16. check the callout statements in the decals ini; thing Is, they should ALWAYS show up, not matter how the pathway is written. meaning: if they show up once, they should be there always, regardless of what level (nation marking, individual aircraft number/letter, etc) that IS an odd one!!
  17. and doing so, is a frakking nightmare!!! No wonder I need new glasses !!!! (LOL!!)
  18. I'm not seeing the disappearing fues, of couse in SF2 (oddly, there's always been a max of 4 per mesh since 02 when the games came out) wonder why it's doing that... you can always call the new aft mesh (from fin forward to mid-fues) as "tail". Of course, all the decals inis will have to be rewritten to take that into account I don't know how the 'linking' would go, for the escape panel, and it would only jettison with the canopy (for shift/esc bailouts), correct? I know Hurris didn't have the 'entrance door' on the side like Spits. Be interestering to see how it works
  19. File Name: SF2 WW2 ETO P-47C/D, 334th FS, 4th FG Skinpak File Submitter: Wrench File Submitted: 07 January 2014 File Category: P-47 SF2 WW2 ETO P-47C/D, 334th FS, 4th FG Skinpak 1/5/2014 -- Something for the WW2 ETO players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = A slight reskinning/rebadging for Wolf's P-47 (Razorback), represents the 334th FS, 4th FG shortly after converting from Spitfires to early P-47 "Thunderbolts". This package is designed to work on/with my "P-47C/D (Early) Pak", available at the following url: http://combatace.com/files/file/13740-sf2-ww2-eto-p-47cd-early-pak/ Included is a slightly modified data ini, with corrected operation dates, rounded to closest whole month. (you may with to back up the original data ini, as a 'just in case', before installing this pak) No weapons or pilot figures are included; you should have them already. The skin is in jpg format, and decal randomization is TRUE. The other 3 squadrons of the 4th can be easily recreated, by simple making a "SCode.tga" (squadron code letter decal). As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Happy Landings!! Wrench Kevin Stein Click here to download this file
  20. Version

    54 downloads

    SF2 WW2 ETO P-47C/D, 334th FS, 4th FG Skinpak 1/5/2014 -- Something for the WW2 ETO players -- = For SF2 ONLY, Full-5 Merged (Reccomended/Preferred) = A slight reskinning/rebadging for Wolf's P-47 (Razorback), represents the 334th FS, 4th FG shortly after converting from Spitfires to early P-47 "Thunderbolts". This package is designed to work on/with my "P-47C/D (Early) Pak", available at the following url: http://combatace.com/files/file/13740-sf2-ww2-eto-p-47cd-early-pak/ Included is a slightly modified data ini, with corrected operation dates, rounded to closest whole month. (you may with to back up the original data ini, as a 'just in case', before installing this pak) No weapons or pilot figures are included; you should have them already. The skin is in jpg format, and decal randomization is TRUE. The other 3 squadrons of the 4th can be easily recreated, by simple making a "SCode.tga" (squadron code letter decal). As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Happy Landings!! Wrench Kevin Stein
  21. trying to pm this to you, but keep getting an IO error. I'll try again later tonight
  22. actually, it wasn't hard at all!! the worst part will be renaming/rebuilding the cities, ports (new tiles needed there!! - I have some), relocating the airfields and flattening them. Of course, the front lines, movement ini, etc, will need to be redone as well You picqued my curiosity -- so, went and tested it. Results below (havn't flown it, but .. you can do that!!) using all stock desert tiles I'll zip it up, if you want, and PM it to you.
  23. yes, in the TE but you'd be shitcanning the targets ini (obviously since it's now a Real World ™ location) where do you think TK GOT the Desert terrain from?? -- it's a known thing since 2003 that it's east Africa (Madagascar is at the upper left) you'd be much better served by starting from a fresh DEM, and building a new one. This would allow for actually having a map that's "full sized", not 63% of reality. Also, there's no tileset that would even come close to east Africa (Israel, -very much maybe- but with EXCESSIVE modifications, and buttloads of new -and corrected- tiles)
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