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Wrench

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Everything posted by Wrench

  1. I should have also mentioned, that I've archived the ORIGINIAL install exes, from the time of first release. I don't use the web-based installer, as well...bluntly put -- I can't (some games were gifts) So, it's start from (original issuance date), then patch up accordingly. Sort of like what I did when I had the HD crash, and installed the new HD
  2. there is a little bit of good news.. as you all know, I use the old 'pen and paper' method for plotting targets/target items placements. Writing them down on paper when paused in my "Targets Test **. msn" well, for some reason, I DIDN'T throw out the notes. There's a stack of papers sitting on top of the printer, nearly an inch deep, with all the plotted coordinates, and what items they are, in which 'city'. but, as I've got the rebuild all 10 mods folders.... gonna take some time, and I still need to evaluate the terrain and the "seizures/freezes" issue and I still need to get "off" this fucked up patch level, and back to something that works....
  3. barges, lighters, various landing craft, naval support ships (AK, AO, APA, etc)
  4. what's still frosting my balls, is WHY the frakking game --and JUST the ww2 PTO install-- locks/freezes somewhere between 5-7 minutes into a mission. There's no effects, excepting 1 for the 300mm (16in naval gun) on the Iowa's. At first I thought it might be an "aircraft" issue (untextured meshes, damage nodes --I'm still using the original issue DAT ww2 IJN/IJAAF aircraft; wolfs birds seem ok) Or a ground object or what??? Doesn't matter what I'm flying or which side. Still freezes It didn't seize on the June '12 or even the May '13. but it sure as hell as does on this. Neither my ETO nor MTO installs are doing this ... and all are built from the NA exe. OTH, the DAT PTO mod is fixed, mostly due to Charles running down that a couple of effect inis were outdated (capatult effect and some other one I forget..) Fortunately, the System Restore DID NOT touch the WoV Only Terrain Editor (where the PI terrain stuff is for rebuilding), so I can recover the HFD and TFD at today's level. Fortunately, 90% of the targets ini, 75% of the movements in and somewhere between 80-90% of the types are intact. But I'm still missing the new cites added, and all the 'goodies' residing therein. A hell of a lot of work Unfortunately, everything I've done since the 7/6 is gone -- and we're talking SERIOUS target area builds, PERFECT movement routes, and neat stuff added to the _types ini. I don't even remember WHAT I've added to WHAT city, and WHICH cities got added to WHICH island. And everyone knows the Level of Detail I use when populating target areas... So, I'm gonna walk away from my favorite WW2 region for while to regroup and reevaluate. And what really is pissing me off, THIS terrain is personal -- there are cities and places on the Phillipines terrain where my father was 44-46. and it's not like he's around to ask (passed in July 1975). I'm using what's in my memory, and his collection of photos. still, this whole fiasco comes under the heading of 'fuck me!' (slightly edited to fit) easy answer: Stock and boring
  5. when, when the downloads come back up, you'll find a LOT of 'stand in' ships in the "PTO Ships Pak" (many by Hinch, and 'adjusted' by me) however, they ALL need new AAA batteries added, expecially the Tennessee/California class BBs btw, Hinch's Ceseare (sp?) BBs and some other RM ships are in (iirc) an ETO/MTO ships pak. again, we're waiting the for downloads to be fixed.
  6. My feelings exactly. unfortunately....there's fewer modders every day; and the few of us left are getting more than frustrated oth, Dunkerque is coming along nicely, Hinch!
  7. you know that having warships operational in the ETO is contingent on having a terrain LARGE enough for use the NA style coding and water bmps? cause the one the we got now (EAW Euro), ain't got enough sea room, excepting for maybe the Channel Dash. so, like in Real Life ™, the KM will be sitting in port (or hiding in fjords -- which we also don't got), waiting to get bombed by the 8th AF and RAF. The Med, however is another story, as we DO have the necessary sea room, but only the RN has carriers. Everybody (regia marina and what few km ships operated in the Med) else has your basic or garden variety surface action groups (and the game will only generate battle groups of any kind IF a capital ship is present; CV or BB) Having the correct NA style water bmps does pose a problem. The waters are kinda restricted around the boot of Italy, malta, etc
  8. Gents; we have an entire thread already about the 7/13 patch http://combatace.com/topic/78902-anyone-else-get-an-update-notification-for-sf2/ lets try and keep everything all in one place, please?
  9. well, for the Spit flap issue, one could always try something like this (ala baffmeister's mk.1) [LeftFlap] SystemType=HIGHLIFT_DEVICE CLiftdc=0.2535 CDdc=0.0366 Cmdc=-0.0059 DeltaStallAlpha=-8.44 AreaRatio=1.000 DeploymentMethod=MANUAL Setting[1].Angle=0.1 <------- Setting[1].DeployValue=71.53 Setting[2].Angle=85.0 Setting[2].DeployValue=71.53 MaxDeflection=85.0 MinDeflection=0.0 ControlRate=0.2 ModelNodeName=Flap_L ReverseModelOrientation=TRUE [RightFlap] SystemType=HIGHLIFT_DEVICE CLiftdc=0.2535 CDdc=0.0366 Cmdc=-0.0059 DeltaStallAlpha=-8.44 AreaRatio=1.000 DeploymentMethod=MANUAL Setting[1].Angle=0.1 <------ Setting[1].DeployValue=71.53 Setting[2].Angle=85.0 Setting[2].DeployValue=71.53 MaxDeflection=85.0 MinDeflection=0.0 ControlRate=0.2 ModelNodeName=Flap_R ReverseModelOrientation=TRUE haven't tried this myself yet ... still debating the whole thing..
  10. frakking wonderful!! as has been reported elsewhere, the game seizes up on single missions, carrier based, and one needs to c/a/d to task manager to get out. oh yah. methinks I'll be spending the ENTIRE weekend, NOT working on my terrain, but rebuilding all my installs - down to the exes back to june 2012 just what I wanted to do
  11. Dulag, Leyte D+1 a Wildcat from GAMBIER BAY overflys the landing beach (if they only knew what was coming...)
  12. Re: KAW Skyraiders it's the same issue I experienced with the stock Spit 9s after the May 2013 patch. Notice it's only the decals on the RIGHT side, left are ok. It's a data ini problem. backup/rename the original, as you'll be copy/pasting bits from it One needs to extract the LATEST NEWEST data ini -at the July '13 patch level, copy paste all the relevant 'new statements' I added (lights, canopy, engine sound, pilot figure etc) this needs doing for all the KAW skyraiders built from TKs A-1H (any with the _3W tag) it's a 5 minute job; when the downloads are active again, I'll post the relevant new/rebuilt data inis edit: the same will HAVE to be done to the later, post-Korean SPADs too (A-1H, A-1H_67, A-1J, A-1J_67)
  13. "Scratch one battlewagon" or Dear Admiral Kurita; one of you ships is missing
  14. almost afraid to find out ... maybe fixing the tail wheels on the DLC Spits that some folks were talking about? (oddly, never happened to me looks like time to save out my ww2 mods folders again
  15. a pity we don't have multiplayer in SF2... I have Major Lee's "Air Race" terrain. It's kinda cool, as the "pylons" are mountain spires
  16. formations ini, afaik (that where I got the truck stuff above)
  17. Otto, dude! you totally ROCK!!
  18. index or RGB format?? odd, the 'direct name replacement' should work. I just did it for 60 tiles on the Iran/Iraq, IR2003 and desert storm terrains, with no problems. the physical size (256, 512, 1024) doesn't seem to matter, as the engine will stretch the tile to fit (example of replacement desert, desert2farm 25, 50, 75 below) all I can say is I hope you backed up the originals. try putting them back
  19. unless it's a sea2*** transition, when it's 32 bit tga w/alpha!
  20. ok the set is ready. nearly 60 tiles!!! but the downloads/uploads are still offline, so I hope to get them up before the weekend, or whenever it come back up.
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