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Wrench

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Everything posted by Wrench

  1. CombatACE Editors and Staff

    Thanks Boss!
  2. 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!!)
  3. 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
  4. I thought I'd added that ... must have been one of other marks!! thanks SteveT!!
  5. Mother of God....

    No, no, no. they were just some insurance guys!!!
  6. 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!!)
  7. 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?)
  8. 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!!!
  9. Mother of God....

    Kaiju Rule!!
  10. 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
  11. 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!
  12. 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
  13. What plane is this?

    And the Winner Is!!! (loved the episode with the 1:1 Airfix Spitfire!!!)
  14. 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.
  15. Was Strike Fighter suppposed to be multiplayer?

    only 1stGens were/are multiplayer code changed prevented it from being added to SF2
  16. let me look through my book archives...
  17. 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
  18. 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....
  19. 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!!
  20. Osprey Book Must Have

    and Ed get's Dave once again!!!
  21. Osprey Book Must Have

    Brother ALL Osprey books are a 'must have'!!!
  22. Version

    172 downloads

    SF2 WW2 MTO Regia Marina Cargo Ship 2/20/2014 -- Something for the WW2 MTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = Yet another repaint/repurpose of Stephan1918's EXCELLENT First Eagles cargo ships. This time, we're representing merchant ships of the Italian Navy (Regia Marina) of WW2. This will give you something other than the stock cargo ship or anything else (available or not) for auntie-shipping missions in The Med These ships ARE armed, to 2 20mm guns, so they WILL shoot back when under attack!! As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. You'll also be editing your sound list, if you haven't already, to add the ship sounds Happy Hunting! Wrench Kevin Stein edit: the ship is NOW in the zip. sorry folks!
  23. File Name: SF2 WW2 MTO Bristol Beaufighter Mk.1 series ( Early & Late), v.9 by Cocas File Submitter: Wrench File Submitted: 21 February 2014 File Category: Other SF2 WW2 MTO Bristol Beaufighter Mk.1 series ( Early & Late), v.9 by Cocas 2/10/2014 -- Something for the WW2 MTO players -- = For SF2, Full-5 Merged (Recommended/Preferred) = *This mod will =NOT= work in SF/Wo* 1stGen game installs, at any patch level. It was built for SF2 ONLY!!.* *Note x2: This mod represents BOTH early and late production Beau Mk.1s for the MTO ONLY! Seperate versions are in the works for everywhere else, as their start/end dates tend to differ.* These are BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This is the third of a set of Beaufighters. This package contains 3 aircraft, representing the both early & late production Beaufighter Mk.1F & the early NF Mk.1Fs. 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 Early (Day Fighter) Standard Desert Day Scheme Beaufighter Mk.1F Late (Day Fighter) Standard Desert Day No. 252 Squadron No. 272 Squadron (Both aircraft have both squadrons. Early and Late divides the straight tail from the "bent" tail marks.) Beaufighter NF Mk.1 Early (Night Fighter) Desert Day uppers, Special Night Unders No. 89 Squadron 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). No bombs or rockets; these are Mk.1s, not equipped for them. All markings are decals, and decal randomization is set to TRUE. Other squadrons can easily be reproduced by creating new squadron code letters. As is my habit, sample bmps are left in the various Decals folders so you can match the font and size. All serials, while correct for the variant depicted, should be considered 'generic' in nature, as they represent no specific aircraft with the units represented. New Hangar and Loading screens for each are included. When in-game, you'll see: Beaufighter Mk. IF (Early) (CAF) Beaufighter Mk IF (Late) (CAF) Beaufighter NF Mk.I (Late) (CAF) for these 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 BEFORE installing this mod!!!. 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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