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Wrench

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Everything posted by Wrench

  1. 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
  2. Dulag, Leyte D+1 a Wildcat from GAMBIER BAY overflys the landing beach (if they only knew what was coming...)
  3. 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)
  4. "Scratch one battlewagon" or Dear Admiral Kurita; one of you ships is missing
  5. 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
  6. 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
  7. formations ini, afaik (that where I got the truck stuff above)
  8. Otto, dude! you totally ROCK!!
  9. 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
  10. unless it's a sea2*** transition, when it's 32 bit tga w/alpha!
  11. 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.
  12. is the tile you're replacing listed IN the terrain's data ini??? If so, is it named EXACTLY like the one you're replacing? A black square represents a missing tile -- one that should be present within the given terrain folder, that ain't there also, a screenshot would help
  13. depends on what it's for, I think for example, a truck route I usually start 2 tiles away from a 'given' city (if there are cities on the map), and usually run them for 10-15 tile widths for ground attack (tank, troop assault) I try to keep them fairly close, as even our 'long range' artillery ain't so long ranged (for routes that may come up against a 'fortified' position). Infantry is a whole nuther thing ... they move so slowly, and have such short ranged weapons ... 3 tiles total is my usual - the end points for 'start here, and 2 very close together in the middle, so they mix it up. in the screenie below, I actually have the 'center battle point' in the wrong place, and will need to re write this route. otherwise infantry just sits there, and looking dumb. Tanks will engage each other, but there's not a lot of Japanese armor on Leyte. (also, for some stupid reason the 'solid ground' is acting like water and rockets and bombs don't go off. something wrong in the HFD methinks. so, this route may be deleted altogether)
  14. what issues are we talking about?
  15. yes, transports (and cargo ships) have their own formations, as listed in the Formations.ini I think this bit, is the spacing and such haven't messed with it much (ok, at all)
  16. excellent! I didn't know we had "synchrozized" as a statement for SF2!!
  17. I had to do the experiment... the IME desert tiles actually work pretty good ... the glare and brightness is reduced a good number, and still gives the "look" to the terrain but... there's about 60+ tiles to redo. I'd forgotten I made all the frakking road tiles AND their various transitions.. this is something I'll be slowly working on, in between my ww2 stuff (terrains the phillipines is driving me bat-shit crazy, as there just sooooo much wrong with it that needs correcting and aircraft) the good thing is, they're a one click replacement for the original tiles. Meaning they drop right into ODS, Iran/Irag and IR2003. and can be used on any terrain that uses that tile set
  18. oh boy...does that mean my nekked chicks Nose Art decals really weren't allowed???
  19. in particular the IA, circa mid-1942 did they carry the roundel in all standard 6 positions? none on my profiles show ANY on the lower wing, only uppers and fues
  20. File Name: SF2I DLC 28 IDFAF S-199 Mule Tweek Pak File Submitter: Wrench File Submitted: 08 June 2013 File Category: Israeli Origin SF2I DLC 28 IDFAF S-199 Mule Tweek Pak = For SF2 (Full4/5 Merged RECCOMENDED + DLC 28!) *Designed for use in the standard/stand alone SF2:I Mods folder (suggested usage)* **IF you do NOT have DLC 28, do not download this mod. It will be of no use to you whatsomeever** This pak contains some "quick and dirty" mods for the S-199 "Mezek" (or Mule) recently released in DLC #28 Now a flyable aircraft, with the included cockpit. 25 Historicaly accruate serial number decals, and NEW SF2 style Hangar and loading screens in my World Famous Box Art Style ™. Loadout has been adjusted to add the 300 ltr drop tank, a different pilot figure, AvHistory Jumo engine sound. Canopy activated via the Standard Animation Keystroke, Shift/0. FM remains "as issued". See "Changes" in the Note section below for more stuff. Also included is my "One Click Restore" (patent pending) main ini for when it becomes AI- only again. When in-game, you'll see S-199 (3W) on the aircraft selection drop-down menu. This will differentiate it from the S-199 by MontyCZ (an excellent mod, btw!), in case you may have that one as well. If you DO have Monty's, you may want to rename it's folder and main ini to further differentiate it. Otherwise you WILL experience conflicts/problems/issues/and assorted troubles. As always, other improvements and changes/fixes are welcomed! As I said above, it's just a Q&D mod to get them flying so others can help out with any needed/wanted/whatever tweeks and fixes. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Happy Landings! wrench kevin stein Click here to download this file
  21. red spinners are standard MTO markings, as is an RAF style fin flash however, stars are most likely in 4 positions, not 6 during TORCH, several squadrons had the US Flag in the opposite positions of the wing stars. The flag was removed after TORCH, probably within a few weeks (if not days). Yellow surround star roundel seemed to last to approx. end of 42, and in some cases, into 43, before reverting back to the non-bordered blue background
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