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Wrench

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Everything posted by Wrench

  1. View File SF2 C-130A Hercules (3w) UPgrade Pack SF2 C-130A Hercules (3w) UPgrade Pack 8/29/2022 -For SF2 (Full 4/5 Merged Recommended) This package contains various bits to upgrade the stock 1stGen 3rdWire C-130A "Hercules" to something a bit more then just eye candy. Although, it WILL improve the eye candy. Be advised, that the LODs for the aircraft are =NOT= included, so End Users (tm) will have to extract them (there are 5 lods) from the SF1, WoE or WoV main Object cats. See "Notes" below for their actual file names. If at some point in the past, you have already extracted and imported the 3W Herk in your SF2 installs, be advised THIS mod uses a unique folder name identifer. You'd be well advised to use =this= one, as all the pathways have been written with the unique name in mind. AND as such the Game Engine (tm) will not overwrite a stock AI-only aircraft made player usable, and it will remain player flyable. Included skins are: "USAFSilver1" - stock NMF, a generic skin "USAFSEA2" - a 3-tone VietNam era camo, representing 21st TAS "Desert" - generic Desert camo "TN" - 118th AW, TN ANG (late light grey) All skins remain in their original bmp format. All National Markings are decals (stock). New decal sets were created using historically correct "A" model serial numbers. While correct, they should be considered 'generic' in nature, representing NO particular unit(s). Decal randomization is TRUE for all. The NMF and Desert use the same pool of 26 serials. The SEA camo uses 26 in the correct VN era style. I was unable to run down those serials for aircraft in the 21st TAS, so like the others, are generic in nature, but correct for the model and style presentation. The SF2 date switch IS active for the SEA came (1967) and the TN ANG (1980). The desert and NMF are selectable via the loadout screen. A full cockpit (albeit not quite a Herk pit), all necessary inis, sounds, etc are included. However, a 'Userlist.ini' is NOT. Exportation is TRUE, so expect to see them parked wearing various and sundry markings. When in game, you'll see: C-130A Hercules (TM)3W On the aircraft selection drop-down menu. This will ID it as the stock aircraft, seperate from the (superb!) model done by Dels. As is always reccomended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE read them, before installing!!! Also, the Notes section has more details on the changes. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 08/28/2022 Category C-130  
  2. Version 1.0.0

    74 downloads

    SF2 C-130A Hercules (3w) UPgrade Pack 8/29/2022 -For SF2 (Full 4/5 Merged Recommended) This package contains various bits to upgrade the stock 1stGen 3rdWire C-130A "Hercules" to something a bit more then just eye candy. Although, it WILL improve the eye candy. Be advised, that the LODs for the aircraft are =NOT= included, so End Users (tm) will have to extract them (there are 5 lods) from the SF1, WoE or WoV main Object cats. See "Notes" below for their actual file names. If at some point in the past, you have already extracted and imported the 3W Herk in your SF2 installs, be advised THIS mod uses a unique folder name identifer. You'd be well advised to use =this= one, as all the pathways have been written with the unique name in mind. AND as such the Game Engine (tm) will not overwrite a stock AI-only aircraft made player usable, and it will remain player flyable. Included skins are: "USAFSilver1" - stock NMF, a generic skin "USAFSEA2" - a 3-tone VietNam era camo, representing 21st TAS "Desert" - generic Desert camo "TN" - 118th AW, TN ANG (late light grey) All skins remain in their original bmp format. All National Markings are decals (stock). New decal sets were created using historically correct "A" model serial numbers. While correct, they should be considered 'generic' in nature, representing NO particular unit(s). Decal randomization is TRUE for all. The NMF and Desert use the same pool of 26 serials. The SEA camo uses 26 in the correct VN era style. I was unable to run down those serials for aircraft in the 21st TAS, so like the others, are generic in nature, but correct for the model and style presentation. The SF2 date switch IS active for the SEA came (1967) and the TN ANG (1980). The desert and NMF are selectable via the loadout screen. A full cockpit (albeit not quite a Herk pit), all necessary inis, sounds, etc are included. However, a 'Userlist.ini' is NOT. Exportation is TRUE, so expect to see them parked wearing various and sundry markings. When in game, you'll see: C-130A Hercules (TM)3W On the aircraft selection drop-down menu. This will ID it as the stock aircraft, seperate from the (superb!) model done by Dels. As is always reccomended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. PLEASE read them, before installing!!! Also, the Notes section has more details on the changes. Happy Landings! Wrench Kevin Stein
  3. we've had trucks with working headlights. unfortunately, they're on all the time; day or night. IIRC, Pasko did those (zil????)
  4. I don't suppose there's anyway to get it work?? Just curious. one could always "fake it" with a green-tinted LLTV, maybe??
  5. started this 15-18 years go, finally chose to finish it. correct serial decals for the stock 3w IstGen Herc (and a couple of other "A" model skins for it also with corrections)
  6. Actually, looks more like Bering Straits. I should know -------- mandatory screenie
  7. holding my breath I am not TK is long done with SF. We have what we have.
  8. Moved to correct Forum. Please do NOT post in the Knowledge Base -- as to you question, I can't really answer it but someone else may come along with more info.
  9. is it even possible with a 20+ year old engine????
  10. because that trick no longer works in SF2
  11. gimme a minute .............. edut .. this has the grey; don't know the size I just looked to see if it had the grey. BTW, the stock Netz templates I have DO have the grey on all 5, plus the pylons and fuel tanks. If'n you want 'em. They're 1024x F-16A_NETZ_2.7z
  12. yakarov: no, our Sabre Hogs are good! I have some pictures in the Crowood book that shows the pylons with no tanks attached. -- sorry for the thread hijack ---
  13. Been that way with the Sabres, too. They also jettisoned the pylons with the tanks. But our in-game model keeps the pylons. Since I'm a lazy sod (with no 3d talent!) I would take the standard "game engine" way, and just keep the pylons on the aircraft. Maybe add an explination in the read me that "in the Real World (tm), the tanks and pylons are dumped together". Sometimes we have to give up accuracy for playability. Or game engine limits.
  14. time: 1968 place: Cannon AFB, New Mexico during the Pueblo Crisis, 3 Air National Guard units were federalized, and placed on active duty there. One of these was the 138th TFS of the New York ANG. Here we can see on of their Sabre Hogs heading out to the bombing range for practice
  15. hmmm.... why not release the various inis, with a link to the helo, so other folks can have ? Just a thought!!
  16. 32 INDIVIDUAL stations, but only 6 groups
  17. Since I started playing this game in 2003, I've seen some really weird stuff..... but this one takes the prize!!! I guess we got them for dissimilar air combat training????
  18. when an aircraft from another unit, or service lands on a carrier or airbase NOT it's own, it become a free for all to mark it with grafitti or whatever from that bases home unit. Below is a couple of examples during the Korean War
  19. does Joe Baugher's site go to the more "recent" serials?? Maybe ??
  20. Ye Gads!!! Run for you lives!!! it's the Dreaded 3rd Wire Parking Enforcement Vehicle (tm) ----- required screenshot
  21. apparently .... the coords are on the tank mesh! I had to d/l my VC13 Scooter to see how I did it last time!!! and it works .......................... now, off to make 2 full sets of serial number decals -- old style (0-*****) and VN era types (af/number/3large digits)
  22. for the life of me, I can't remember the pathway for getting the coordinates right!!! I've done it before, on Scooters, but am drawing a blank is it left/right, up down to the world center of the model, or the mesh? (ie: 0.0, 0.0 and move accordingly). my mind has just gone ppphhhhffffffffttttttt on this one!!
  23. no, they're built into the lod, otherwise that don't work!!
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