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Wrench

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Everything posted by Wrench

  1. the La-9 FM is really hosed, too, in the latest SF2 iteration...wingmates hang on their prop, and mush into the ground. working on it now, and I'll have it finished late tomorrow morning. Including Claudio's prop fixes.
  2. hmmm.... as to the shadow...notice anything missing? of course, this is a 'hack' fix
  3. or the crew of the Planet Express ship was off on (yet) another suicidal mission
  4. you can also try enlarging (ie: resize) the template to 2048x2048, or even 4096x4096. that helps EXCEEDINGLY!! well, Makes things a LOT easier to see expecially for us folks with older eyes (trust me!) this is the locator (panel finder) Ant was talking about. it's in jpg now, but won't matter when dropped in as a new layer on the template (resized as necessary)
  5. I was looking though Yefrim Gordon' book the Fitter family, and it mentions the flaps were used on landing only. So, maybe it's not such a big deal??? Great Pack Paulo !!!!!!!!!!!!!
  6. a terrain editor that is ACTUALLY fully functional. without the sandbox, all the toys are moot
  7. Another Titanic mystery possibly solved

    I thought it had been solved years ago....
  8. Geary, go to the sf2 download section and download one of the TW templates I made for the Corsair II, Intruder, etc. That'll help show how it's done. There's also LOTS of skinning tutorials at simmerspaintshop.com -- well worth the read. oh, and BTW, it's Veltro2K Helldiver; capun only finalized and mapped it (fm by Charles). Also, Shrikes were built from the -1A, not the -3/4/5s, as they had 3bladded props, large spinners, and 4 wing mgs. Also, Geary, check you PMs
  9. thanks for the vote of confidence!! in truth, the TE is one of the worst POS bits of software I've ever seen. It's still in it's unfinished state. The Wov/WoE version, like the desert version, have all sorts of functions that, simply put, DON'T. Drops downs for roads and rivers ... things completely left undone. Things that needed adding, like directly modifying/adjusting the HF; things like that and we makes do with what we gots.
  10. as per our discussion. Yes, you're right!! They look much better that way. I'm not even sure if I NEED to add AD units to this city...the ships will have it pretty well covered!! LOL!! (of course, that huge open space in the middle is driving me batty ... you know how I hate empty spaces!!)
  11. good ... I need a little time to complete the Hangar and Loading screens!!! (got some NICE artwork!!)
  12. by being VERY aware of the height field. In other words, keep flipping back and forth between 'tile view' and 'height field view'. In many cases, is completely unavoidable to sometimes have water defying gravity. Which is why I have this declaration in my readmes: **Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, or be placed in their Real Life ™ locations, or exist at all. so, allowances must be made. For example, look at Hiroishma on the Okinawa WW2 map -- there are only 2 rivers running through the city, where the Real World ™ has 4. as for river mouths, they're "sea-to-land transition tiles" , they're treated like another other "beach". Adjust sea level is, well -should be- the very last thing done on terrain. Even then, you may have to go back and retile (read: expand land) certain areas. bottom line is: it's PIA!!!
  13. is it a crane or trebuchet??? got the PM; I'm think I'm going to request a small change; instead of a cable/hook, what about a fueling hose? Like seen on underway replenishment tankers? or offshore rigs like at the Mina al-Bakir oil terminal in the perision gulf of course, NOW I have to find a place for it!!! LOL!! thanks Russ!
  14. ed, will the Jack be released here as well, or only in the DAT PTO Expansion Pak?
  15. Having the templates is an ABSOLUTE must. otherwise, you'll not be able to change the opacity of rivets, panel lines, various and sundry stains, chips, weathering, and etcs. Different color backgrounds require different (usually!) opacities for the various details. example, rivets/panels SHOULD look different on a camo (OD/Blue/whatever) skin than they should on Natural Metal ™. Same for things like exhaust staining and such. At least, IMO
  16. same as you make a road.... join them end to end!! I'm not exactly clear on the question ... could you elaborate, Chuck??
  17. Version

    669 downloads

    SF2 Lockheed F-94B Starfire Pak by ErikGen 10/4/2012 = For SF2, Full-5 Merged (Reccomended/Preferred) = **Note: this is a re-upload, as the original was damaged in the recent unpleasentness. you do NOT need to redownload if you have it already!*** A brand new aircraft, that will replace the orignal 1stGen SFP1 version you may have. This is the Lockheed F-94B 'Starfire', all-weather interceptor. This is a BRAND NEW MODEL, by ErikGen; part of his exceptional Lockheed Shooting Star series. The aircraft comes with 4 skin/decal sets: 69th FIS 319th FIS (both for KAW) USAFSilver a generic NM skin 449th FIS, as used by the ADC at Ladd Field (AFB), Alaska. * The skins are set to 'turn on' at specific years; in 1948 you'll get the 'generic', 51 the 2 KAW skins, and iirc, the Alaskan ADC 449th. All skins are in DDS format. The first 2 have all new decal sets; the later 2 reuse those I made for the old Pasko Starfire. All decals are Randomized; all skins are in DDS format. A new SF2-style hangar screen, sounds, pilots and drop tanks (same as the Shooting Stars, btw) are included. Other weapons used can be found in the GunnyPak, or the KAW Misc Items downloads. The Standard Animation Keystroke ™ is used for the canopy (Shift/0). As always, fairly easy to follow, highly detailed install instructions are included. So, please read them. Also, give the "Notes" section a read too. Did I happen to mention, this is a BRAND NEW aircraft? Just checking...as there seems to be the occasional doubt. Good Hunting! Wrench Kevin Stein //for the KAW Team// *everyone know how much I hate wasting good decals!
  18. it's just OD/Neutral Gray!! and never saw service outside ConUS; relegated to training squadrons Neutral Grey RGB Values (to recreate the color in you color pallete 128/129/135 OD RBG values: 94/97/74 ANA matched ======= required screenie
  19. hmm... given the known length of the P-4 is 19.something meters.... that makes the "smallcargoship/FSS" about 30???
  20. Yarp (yah, was watching "Hot Fuzz" again last night)
  21. oh my!!! i'm sure a use for that can found!!!
  22. that's the DAT PTO mod Zeke. Destroyed models ONLY show when hitting solid ground. Impacting the water leaves an oil slick. On mine, I rewrote all the data inis and moved the destroyed models and their skins to the root of the main /Aircraft folder. That's a proven "it's works" solution I'd also post over there, and let Charles know.
  23. don't want to add too much to Kirovsky, as it's not a 'major' base on the west side -- that'll be at Vilyuchinsk (at Petropalvosk). THAT one is gonna be a nightmare mass of ships!!! Now, IF we had barges/lighters...i'd be placing them! below is the best(ish) ... my repurposed/repainted smallcargoship as an "FSS" (general fleet support ship) I'll move the Nanuchkas, and maybe add a couple more. Russ, the empty space between the fuel tanks, long warehouse thingy and the 2 covered boat docks.
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