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Wrench

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Everything posted by Wrench

  1. the 'second' runway can be given a 0 point value, thereby rendering it not a target. done that before, too. I LIKE that quad R3!!! very inventive!!
  2. I updated, and corrected all the lighting on the Skyraiders yearssssssssssssssssssssssssssss ago. The data inis are in some of the skin sets I've done.
  3. seriously, man, don't be messing up my kebab shacks. worked hard on those!!!!!
  4. check some of the skins/decal sets or look for data inis. I've corrected all the lilghts on Skyraiders yearssssssssssssssssssss ago. Even moved the pilot's hit box from 6 feet in front of the engine, to where it belongs.
  5. weapons data in is no longer required for SF2. each weapon has it's OWN data in within it's own folder
  6. since Mossie's seem to be a trend now .... GC 1/6
  7. dosen't the 3d node have to be set in MAX when the model is built???
  8. well, i'm an american -- we pronounce EVERYTHING wrong!!!!
  9. I think so. According to google maps, it's about 2/3s the way from Kyiv to the Polish border
  10. I have a request ... when the time comes to populate the cities, can you add Barashi in Ukraine??? That's where my maternal grandparents (and greats-grandparents) were from. Also some aunts, before my grandmother and 2 older aunts emigrated to America in the 1920s. thank you
  11. Version

    238 downloads

    SF2:I IsraelME Movements Ini Tweek = For SF2 (Full4/5 Merged RECCOMENDED) *Designed for use in the standard/stand alone SF2:I Mods folder (suggested usage). But will work in all versions of SF2 with the IsrealME terrain.* **This mod =WILL= work in 1stGen WoI, but End Users ™ will have to 'save as..' back to ANSI formatting. The ini herein is in Unicode** This pak contains a major expansion of the movements ini for the stock IsrealME terrain. 16 new routes have been added, mostly truck routes within Isreal itself (giving the Red Side something to do), but a few in the Sinai, and an additional shipping route or 2. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Good Hunting wrench Kevin Stein
  12. Tell me all about it, brothre! Are you using my '(patent pending) painted road tiles, to make linking easier? (only works in the TE)
  13. i'd also check for the correct fonts 9american english?) If you extract the HUDData.ini from the /Flight cat, you should (hopefully) see something like this:
  14. is the stripe ONLY on the CAG bird??? If so, it should be a Level-2 decal, linked to the BuNum & modex of that specific aircraft via the number list. (done this for USAF 1950s squadron, flight and element lead stripes)
  15. I'd be interested in HOW the OP got a Tomcat on a land base on the IcelandNA map. The game has a bit of a 'glitch' in it, wherein any and all maps with "NavalMap=TRUE", proper water bmp with the CV zones, any carrier based aircraft ALWAYS spawn on the boat. It don't work any other way on ALL my installs. just wondering....
  16. where's our 'eating popcorn' emoji????
  17. since it was skinned by Charles of the DAT, that would be a no. You can always ask him
  18. hmm.... deploy at "X" speed. could the animation be that of raising the hull, and having the foils stay on the surface??? or raising the entire ship so the foils are exposed??? Sort of like "automatic aerodynamic load" for slats and such
  19. can hydrofoils actually be modeled??? Meaning, as it speeds up, "deploying" the foils, and riding them with the hull out of the water????? (just thinking out loud)
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