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Wrench

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Everything posted by Wrench

  1. 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
  2. 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???)
  3. 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
  4. la la la lalala .. I've been vaporized....
  5. first look (still VERY early in the process, so keep comments to oneself)
  6. because their song is annonying as all hell!!!
  7. 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!!
  8. and doing so, is a frakking nightmare!!! No wonder I need new glasses !!!! (LOL!!)
  9. 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
  10. 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
  11. 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
  12. trying to pm this to you, but keep getting an IO error. I'll try again later tonight
  13. 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.
  14. 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)
  15. sound like someone just forgot to renew it; like a driver's liscence or insurance. it's happened before, TK will surely fix it. as to the rest (more PC titles/DLC), who can tell???
  16. as is being discussed here at CA and also over at the DAT site, some "Odd Behavior" ™ is being experienced by well, a LOT of us Prop Heads This is mostly a newly induced bouncy bouncy in the landing gear it seems the Game Engine ™ has become overly sensitive, for whatever reason, to suspension spring and damping factors So, I've opened this thread, and will pin it to the top, so we all can post the fixes. Let's not clutter it with discussion; just post what the tweeks are!! (in other words, open a thread below to discuss, or in the Mods/Skinning Forum. thank you!0 --------------------------------------------- I've taken a look at the TMF/Mod Mafia Corsairs, in particular to the -1 series for WW2. this is what I've found, the figures below seem to slow down or almost eliminate the "leaning forward and flopping back" In the TaliGear section, change the spring and damping to the figures below: SpringFactor=1.0 DampingFactor=2.0 it's not perfect, but MUCH better Remember: this "fix" is for the TMF Corsairs ONLY!!! The aircraft you should adjust are the F4U-1 (birdcage) F4U-1A F4U-1D F4U-1C F4U-2 (NF) F4U-4 you may also want to have a look at the Corsairs in the KAW mod, and adjust as needed
  17. and all the top headers (descriptors of operational usage and formation control) will need updating, parking slots will need assigning, Detect Systems, weapons (ehh...maybe...) it's not just a simple "add this" like I said LOOK at the stock ones for guidence
  18. TOD objects, these are 3rd party (aftermarket), either Stary's or Polaks old ones. can't do nothing with 'em (except remove and revert to stock) -- they're built into the TODs. In fact, they ARE the TODs. With the actualy 3d objects, and the various tile's inis, they MAY be editable. However, they are all one pieces. so, can't do nothing with 'em.
  19. yes, there is from 3rd Wire: http://www.thirdwire.com/downloads_tools.htm and also somewhere in our SF2/Tools downloads edit: found it!! http://combatace.com/files/file/13040-3rd-wire-toolkits-april-2012/ disregard the 'for april 2012 patch level". It's the latest one, and works with all , to date.
  20. several threads around here, someplace, as we had to update ALL the naval vessels to NA standards when THAT came out if you can't find it, I'd suggest extracting and STUDYING the data inis for the stock CVs. It'll become apparent what's needed, data ini statement-wise, quite easily
  21. Damn its Cold!

    nippage?
  22. no. it always reads separate objects AS separate objects.
  23. please define; the question makes no sense. are you speaking of terrain object building or TOD object buildings?? pictures help a great deal
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