Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,877
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by Wrench

  1. jsf_aggie's rebuild of the SoCal terrain, iirc
  2. and, there isn't a DJVU to (insert format) converter available off the net?? I know there is, cause I had one
  3. nice to FINALLY have a decent data ini!! Could have used that for the KAW version (which is why it got cut from the release) I've got a bunch of other changes; cockpit swaped out for something 'closer', different engine sound, metricized the pit, destroyed model, etc. the Aeroflop skin could use redoing, adding decals for the registry numbers....anyone know where or how to find Russian civil aircraft registry numbers? An even dozen would do ... what with decal randomization it's farily easy. I could easily assemble a package within a day or so. SF2 only, of course. EDIT: so, can some positively tell me if the PZL-MIELEC 2 is the Polish produced version? found a listing of registry numbers... and who did the FM, so if I choose upload this, proper credit can be given?
  4. did you create a Paraini CV??? they won't fly from US or Soviet boats....
  5. those stock and 3rd party aircraft, where the main aircraft lod has the fuel tank lod built into to it are the only ones EASILY done with skin (or squadron/paint job)-specific fuel tank skin placed WITHIN the appropriate skin folder. Knowing EXACTLY which aircraft is the important part. Not all (included some 3W, iirc) do. otherwise, you have 'clone' the original, separate fuel tanks and hex edit the lods to use skin (or squadron) spedific names for skin or squadron specific named skins (read: skin named for that specific use). That's how it was originally done, way back from the beginning in SFP1. The various weapons pack are FULL of these kind of fuel tanks Unfortunatly, that means the end user has to select them from the loadout screen's weapons selection menu bmp to jpg is a simple "save as..." and put in the appropriate skin folder. Thousands of examples exist in the D/L section
  6. Desert_water.bmp, with properly colored CV zones? terrain set for NavalMap=TRUE?? it's not just the aircraft; the terrain(s) themselves must be set up for them
  7. I don't know what I did with the zip after sending to whoever I sent it too!! I guess I can try and relocate which mods folder has the new TFD, HFD, targets and types inis...and post them. sometimes having multiple mods folders can be a real pain in the ass!! You can easily forget where you were working on something, and what it was for!!
  8. in there a /Cockpit subfolder INSIDE the aircraft's folder, or does the main ini (VatourN.ini) reference a stock cockpit?? It's what's listed in there that's the key example: is the stock 3W VatourIIA, using the Meteor8's pit (although mine is actually renamed to Vatour_cockpit.ini, as I've moved the pilot position to match the external view's position)
  9. remember, the Basic Rule of Thumb for SF2: "If a folder, or sub-folder, does NOT exist within the mods folder, you must create one"
  10. Thank You Allen!! Good thinking!! I'd forgotten the map inside the front cover!!! now, using that, and statements in the book that Ossora radar was searching (after they'd passed to the west of it, hugging the central mountain range).... and now being somewhat intimate with the lay of the land... using the TFD tool... and can get a general plot for the location. Based upon this, there are several possible locations on Baltika's map.... location 1, puts it between Korf and Pakhachi,, in a SAM dead zone location 2 puts it seemingly closer to (off map places) and the book map image, but is periously close to The Wall and it's only going to exist for 12 months (active date and inactive dates) pity FastCargo never finished the EB-52. Oh, well. This is more under the heading of "Easter Egg", but I thought it'd be fun to have (after all, Chuthlu already's on the map!!)
  11. don't worry about the wing fold; there are SEVER weapons placement issues related to the lod. Just leave them alone as to the canopy where XXX is the next number in sequence... add to Fuselage: SystemName[xxx]=Canopy and down in the crew section: [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=3.0 AnimationID=4 make sure you have your animation keystrokes set. this uses shift/0 (zero)
  12. that looks good russ!! (although I like Eriks, too!!) ed, that looks about right! (beam width is never described, only the EMP and heat/shock wave effects)
  13. I'm LIKING it!! Blue Impulse, anyone???
  14. yes, on the R7. just like that as to the laser....have to hunt around for those. not a lot available, really. To me, it looks like a oversized searchlight, on top of a building. the book describes it inside a domed structure, like a telescope observatory
  15. built from the FJ-3 max files, no doubt!!! looks good Russ!! (terrain looks familiar...Canary Islands ?? )
  16. no, you need the Newest version (May or June or July or whatever it is now). You'll need the 3W Cat extractor -in our downloads section someplace, and you'll find the data inis for A-1s (H & J, and both _67 versions) in the ObjectData009.cat backup** the originals data inis (if any), and copy/paste the newly extracted ones into each aircraft folder (rename if necessary for KAW or RN usage) then locate and copy the modified statements from the backed up one, to the new one. These are usually for canopy operation or modified weapons hard points (iirc, on the KAW versions there are some other changes removing the gun barrels on the AD-2/3) (**-- just rename the original to ori-***_Data.ini. that's what I did)
  17. well, it does seem to cover the proper area....as far east as Rangoon (which may be too close to The Wall), and as far west as (usable) Calcutta. Haven't examined the regions around the Himalayas, but 'assume' the mountains to be the northernmost part of them (and not player usable. further examination is required) however, it'll require weeks and weeks and weeks of work to even retile it. ALL by hand, after rebuilding the texturelist to use the Vietnam SEA tiles; and maybe even others for India itself. For some idiotic reason, he used polak's desert tiles. Never heard of monsoons, I guess... To say nothing of shitcanning and completly rebuilding the targets ini. expect nothing for an exceeding long time
  18. its a data ini problem, discovered with the May patch, and solved by extracting a NEW data in for ALL the SPADs and putting them in ALL the aircraft folders. And then transferring any/all fixes/tweeks and additions to the NEWEST version especially needed for my KAW Skyraiders, that are built from the 3W A-1H
  19. yes, I've built several "destroyed" cites and bases on several terrains would help to know exactly WHICH terrain he's talking about, eh??
  20. the PrntScn button works for ALL version of windows to take pictures of the desktop, folders, etc. of course, to save the image, you need to drop from the clipboard to photoshop, or some other image program
  21. for now unless one wants to model the rout of British forces...(didn't Snapper21 do a campaign for 1stGens like that?) alternatively, and I'd REALLY have to spend time looking the terrain over, Ansons (so called) India map -which is really East Pakistan/Bangledesh and total crap), could possibly be reworked (read: rebuild totally from scratch) for that scenario. But I'd have to make sure it goes far enough east to the Imphal Valley. Which I doubt it does
  22. answered in PM, I hope! and autotile sucks. you'll still wind up having to hand tile 98.6% of all coastlines. Expecially were it comes to cities and city ports. (and for anyone else wondering what the answer was, 'convert tga to bmp')
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..