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Wrench

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Everything posted by Wrench

  1. hated those fucking desert tiles from Day 1..but, according to people that been there, YES it is that bright. the only thing I can think of, is write a terrain specific EnvrionmentalSystem.ini, and try to fiddle with sun levels (which WOULD be very bright in the region). or, if one is reaaaaallly good with photoshop, try changing the brightness on each and every desert and desert2*** tiles -- somewhere in the neighborhood of 40 or 50 tiles?? including all transitions??? or, again, if one is really REALLY good with PS, create fully new tiles, using the IsrealME desert as the base, and recreate all desert and desert2*** transitions; again, an exceeding large job. Done with layers -- IME desert on the bottom, 'tile to be fixed' on top, and gently follow the transition "parting line" with a very small eraser tool, and remove the original desert section. Gradually moving up to larger erasers until all the original desert is removed. (btw, IME tiles truly suck in their skewed angling) have fun!!!
  2. and DO NOT reinstall ANY 1stGen games to the /C: ProgarmFiles or ProgramFilesX86 folders. (re)install to the ROOT of the C drive C:\Wings Over Europe for example
  3. one of the very reasons I rebuilt that WW2 terrain to 'modern times'
  4. well, TK gave us stock red, blue and yellow...
  5. I started adding water a looooooooooooooooooooooooooong time ago; Salmon river, 'thunder bay'., etc. Gave it up 3-4 years ago. but I can't make the 4 season tiles that match well. Also, a LOT of height field adjustments will be necessary, expecially in the lower left corner, where the bay is. might have a re-look at it, after finished the ww2 PI 44 map
  6. there's also a little parameter used in decals inis: Reverse=TRUE
  7. Splash Target?

    ok... during testing, 500mm of titanium armor was penetrated by AGM-65B. (well, 6 of them at any rate) I'm going to up the thickness, and retest. they should be VERY hard to sink
  8. Moved to the Correct Forum ™ ---------- all 1stGen Terrains are easily converted for SF2 usage as per our unused Knowledge Base: http://combatace.com/topic/54856-converting-sfwo-terrains-to-sf2-usage/ ANW can be found the SF/Wo* (aka 1stGen) Terrain downloads. Its a full-4 season terrain. READ THE ENCLOSED READ ME that comes with it.
  9. yes. see the appropriate Forum, SF2 for responses and, no it's a fictional terrain, and does NOT represent any Real World ™ locations
  10. only us moderatorifiers can do that. I'll take care of it!
  11. Splash Target?

    it should actually be fairly easy ... one would have to create a new ground object, but easy enough to clone an existing one. I'd use the stock CargoShip, give loads of titanium armor (1000mm??? 500??) and set it up as either static target (easiest!) or in a user built mission, sailing is circles waiting to get shot at. something like this:
  12. There was some discussion of this, some time ago. So, whilst reworking the PI 44 map, I thought I'd try a little experiment... with very little fiddling, they are QUITE workable, and easily made; for ANY size airfield. They have to be treated like any other airfield, being flattened and all, but works quite well Behold, this fully operational grass airfield...(the plane with the lights on is me, so I could find where I was!)
  13. at GH3 spec?? I don't suppose we have any of that sort of thing??? only asking cause I dread making another 24+ tiles at 1024x ... and the frakking TOD that go with them, expecially on the J series tiles (jungle)... and the transitions....
  14. quad core, minimum! win 7, 64 bit the biggest power supply that'll fit!! min 2 gig vid card 6-8 gigs ram
  15. mesh names in the data ini fuselage_p tail vert_tail (I assume -oh that word!, the fin) i'd try tail
  16. nicely done! I like how you moved the AoA indicator to the right!
  17. yup ALL lods are locked away, not just aircraft, but ground objects and terrain objects (those in the terrain cats)
  18. another problem, with the stock 3W Essex, is it has absolutely NO defense systems ... no guns or SAMs of any kind. Oddly, the 4 3" guns are modeled on the corners, but they don't work. So, for "purely defensive purposes", as a SCV, it'll need some major editing.
  19. "The Visible Mustang" man, I remember that model!! ed, that actually looks like a mish-mash of skins; the old mapping and the new mapping
  20. US Navy air wing color codes?

    46-55 color codes (had to do all this research for the KAW mod) modex (-> = up) 101 -> - red 202 -> - white 301 -> lt blue 401 -> lt green CAG - x00 (apparently, could be any) post 55 101 -> insignia red 201 -> orange-yellow 301 -> light blue 401 -> international orange 501 -> light green 601 -> black 701 -> maroon 801 -> 901 -> no listing Squadron Signal #6160 US Carrier Air Unit 1946 -1956
  21. i'm fiddling with the Black Widow, very very slowly (along with Daniel's Spit 5). Have to create new templates, adapt the latest FM by Charles, move all items to line up with the new model, then I'll hit Ed up for LOD fixes (right prop isn't spinning properly -- needs a node fix, needs internal bulkhead between pilot and 2nd seat, lots of little details and such). Can't do everything by myself but stary's cockpit is the BOMB
  22. if that means what I think it does.... new Tomahawks? new Mohawks? got plenty of decals sitting around, off the Old Wolf B/C
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