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Wrench

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Everything posted by Wrench

  1. the height field on that terrain is "diffucult at best" to work with, and nearly impossible at worst. drove me bats**t crazy trying to flatten a couple airfields, that just plane wouldn't flatten. (that explains why you see aircraft sinking into the ground) to add the other port, most likely new tiles would be needed. if built with terrain objects, the usual routine is used. adding the 'ground structrues' for the radar sites is a simple text edit, with a "ActiveYear=" tag added. i sure don't have time for it ...
  2. Sa-4 and Sa-1

    cool! now, we only need the radar vehicle/buildings ground objects! (after all, they gotta have something to tell them 'where to go and what to hit!) if anyone is interested, there's a Henhouse OTH radar in the DBS update
  3. I'm upping that to "Post of the Week Award"!!!
  4. Sa-4 and Sa-1

    iirc, in real life © the SA-1 was only deplyoed around Moscow, and for a very short time, being rapidly replaced by 2, 3, 5, and etc niether has ever been built for the SF series to my knowledge
  5. the 3rd Wire one's in Unicode, as the original question was personally, I like the TMF ones better!!
  6. nope. not possible. nor the f14avionics.dll.
  7. mabye a screenshot of the render in MAX would be a good addition....
  8. you canNOT use SF2 models in SF1. The LODs are unicode, which that engine cannot read. so, you left with the TMF Turkey, or moveing to SF2. no 2 ways about it
  9. i'd swear I'd download and inatalled it .. and can't find it in any of my P40/Tomahawks! must look harder....
  10. pasko's even the 3 view in the "In Action" shows more slope. wish i had a better one (damn Warbird Tech ain't even got one!)
  11. i llike it; however, I think the nose greenhouse is too flat; that's more like the C-87 version
  12. forgot to mentinon, after extraction, the _cockpit.ini goes INTO that's aircraft's folder. Otherwise the changes won't be read by the game engine
  13. ***_cockpit ini you'll have to know WHICH aircraft, and then go the the ObjectData***.cats to find the various files you'll need the latest 3W extractor (arpil 2012), available in the SF2 Downloads, Tools/Utilities http://combatace.com/files/file/13040-3rd-wire-toolkits-april-2012/ or at 3rd Wire it's very easy to use
  14. what it's gonna take to fix it, is going to break any campaign built for it, as we're going to be removing all target areas ABOVE Lingayan Gulf, and switching sides for the 2 northernmost airstrips so.... open the Philippines1941_targets.ini, and for the following target areas Aparri Gonzaga Vigan Vigan Airstrip Tuguegarao Tuguegarao Airstrip change the Alignment=ENEMY to Alignment=NEUTRAL this will effectively remove them from play Now, to give your IJAAF/IJN land base fighters/bombers somewhere to roost, for the following target areas: Balaoan Airstrip Jones (city) Jones Aistrip change their alingnment to ENEMY. Changing Jones city will prevent 'red-on-red' incidents. I realize this put enemy A/C very close to Clark and the other bases near Manila, but this can't be helped. Experimentaly, you can add this at the bottom of the targets ini... [TargetArea116] Name=Tainan Air Base Position=146189,996923 ActiveDate=0 Location=21 Alignment=ENEMY OffMapAirBase=TRUE and for the pre-existing Formosan bases... [TargetArea059] Name=Taichung Field ;Formosa Position=340000.000000,-200000.000000 Radius=4242.640625 ActiveYear=0 LOCATION=21 Alignment=ENEMY OffMapAirBase=TRUE [TargetArea060] Name=Pingtung Field ;Formosa Position=300000.000000,1200000.000000 Radius=4242.640625 ActiveYear=0 LOCATION=21 Alignment=ENEMY OffMapAirBase=TRUE of, couse, this may only work when the WW2 game is built from the SF2NA.exe. Worth a try, at least the major flaw is the map is simply too small, and there's no way I know to expand it along the x/y axis the required 200km. Put simply, a complete NEW terrain is requred.
  15. why not just give the guy the easiest way out??? No need to overcomplicate this s**t....
  16. first things first.... the Phill 1941 map is for the INVASION of the PI in Dec 41 by the Japanese. that shouldn't be used for anything BUT that....and it'll need major overhauling to take advantge of SF2NA off map basing (ie: IJN bombers from Formosa) the standard "1944" map should be used for anything AFTER the US invasion of Leyte (and that's how my PI 44 mod is set up). Unfortuantely, that one also need the targeting rebuilded. But is quite usabe. Let me know which map you want the "key" for; the money goes to CombatAce.
  17. Fuselage section of the data ini ShowFromCockpit=FALSE
  18. that oddly shaped red line is the FRONT LINE, seperating friendly and enemy forces. It's set up in the Movement.in, and should (normally!) be relatively straight across -east/west, and on that map (assuming the American landings on Leyte), bend north-ish on the eastern end. The Wall has always been 80km from the edges, all the way back to Day 1 SFP1. Up untl a few patches ago (Jan 12???) we had the ability to edit the World setting in the FlightEngine.ini, but many terrains got f***ed when that was removed/locked out For that same 20bucks, I'll tell ya what to do, to prevent being tasked with mission "beyond the Rim"
  19. part of the diagonistic procedure, is to see if or if not something works in game ... you can't just go by what's on the loadout screen. Has to be tested in the 'game world'
  20. yes as you stated, you just encounterd "The Wall" (or if we're into Stephan King, "The Dome") i'll bet 20 bucks the target was near the northern end of Luzon ....
  21. the M2 30 cal is a STOCK 3w gun ... you should have NO issues don't worry that the 'ammo' display is grayed out .. in game they fire.
  22. looking good for your next one, can we talk you into the A-20 series? I've got a buttload of skins/decal set that need a new home (for several marks!)
  23. which Peashooter? There used to be 2 in the d/l section edit: just tested both, the AAF/PAAF and CAF and the guns work fine
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