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Everything posted by Wrench
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Calling Spinners, French Phantom?
Wrench replied to Stratos's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
must be really diffucult to change the named nation in a textureset.ini, and the pointers/pathways in a decals ini, huh? (skin maps must be extracted, however) -
off map airfields
Wrench replied to whiteknight06604's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
use the WoVSqmd, the old 1stGen mission builder; it gives a GREAT x/y display on screen -
misspelling...should be "now" I must learn how to type...
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For KAW lovers - Jaw dropping here!
Wrench replied to Wilches's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
they left behind s**tloads of stuff after the surrender; not only in Korea, but mainland China. Both sides used ex-JAAF aircraft during the civil war (until the spares ran out) there was also (unconfirmed!) reports of ex-Soviet P-63s and A-20s too. 2 regiments of MiG-9 Fargos were stationed at Bejing, and were NOT liked by the PLAAF flyers I'd reccomend "Red Wings over the Yalu" by Xiaoming Zhang - a full history of PLAFF from it's formation thru Korea. A very large, and VERY detailed booK -
off map airfields
Wrench replied to whiteknight06604's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
afaik, they are NOT player useable; mostly because they exist "beyond the rim" (ok, The Wall) designed for AI controled bombers, and maybe fighters too -
holy crap!!!! unbelievable!!! not THATs simming!
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Veltro2k WWII WIPS
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
ah...... HA!!! one of San Diego's finest products! (or Ford's, depending when it was built) -
Veltro2k WWII WIPS
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
hmmmm....little early to venture an accurate guess... but I"ll go with Mitchell -
P-47M
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
yup, the 56th was the unit to field them .. and half were lost to accidents and mechanical failures -
Need help for cockpit camera position
Wrench replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
and remember the order of the numbers x left/right y fore/aft z up/down -
Alternate TFD Terrain Tilemap editor/viewer
Wrench replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
exactly like the paint bucket tool in the 3W TE ... and it will also need a 'directionality' function, just like the TE. "0", "90", "180", "270" and "Randomize" otherwise you get 'checkerborading' of the tiles -
sky failure when using SF1 terrains in SF2
Wrench replied to bubu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
yup, know issue with 1stGen terrains, where there exists a _enviormentalsystem.ini statement. Remove that line from the terrain's main ini, and all will revert to "stock" sf2 -
Swedish terrain problem
Wrench replied to Stipe's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
and then... since each airfiled is pointing the a 'germanyce' airfiled ini, you'll need to edit every single runway reference to switch them over. which terrain download EXACTLY are you using???. IIRC, the "Ostseeausgang" terrain folder for the baltic (displayed name is Baltic Sea (Denmark) ) was already converted touse the desert airfields. if it's the 'basic' Sweden map, you have 2 choices: 1) edit the targets ini, as stated above, and extract the desert airfield inis (all six), and drop them INTO the terrain folder 2) buy SF2:E, and make sure the catpointer line 'reaches around' to the GermanyCE cat. (<--- this is much easier!) -
Alternate TFD Terrain Tilemap editor/viewer
Wrench replied to gerwin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
that's impossible to do, and do CORRECTLY, with being able to read the TODs. You need to know WHERE exactly every single 'solid object' and 'alpha object' resides on each and every tile as to not have you terrain objects wind up inside them. the only things that can be accurately dragged/dropped are airfields, as they use (read: need) a fully 'clear zone' tile for their placement -
Carrier Group generation
Wrench replied to Spectre8750's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
however, I recently learned that Gerwin's TFD tool WILL generate water bmps, but the "CVzone" will still need painting in -
I have a problem with some terrains
Wrench replied to FLOGGER23's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
MOST interestering!! thanks Eric!! Things to remember, and check over! since the ability to move "The Wall" got locked out, methinks that might be part of the problem; as you say, bases too near The Wall. -
I have never really seen this sim before...
Wrench replied to Heck's topic in Thirdwire - First Eagles 1&2
this is true for all the "2" series ... they're sorta of optimized for multi-cores. You'll start seeing all kinds of cool stuff (both FE and SF!) -
File Name: SF2 Lockheed F-80C/RF-80C/T-33A Shooting Stars Pak by ErikGen File Submitter: Wrench File Submitted: 05 October 2012 File Category: F-80 SF2 Lockheed F-80C/RF-80C/T-33A Shooting Stars Pak by ErikGen (Ver.2) = For SF2, Full-5 Merged (Reccomended/Preferred) = Ammended: 36th FBS skin now has the correct national markings! This package contains 3 completly new aircraft for SF2. As there are some 1stGen versions available, you'll most likely want to delete the old Pasko versions, if you have them, from your SF2 installs. *Note: as these aircraft were built with the latest 3W exporter, they will most likely =NOT= work in SF/Wo* 1stGen Installs* Aircraft included, and skins are: F-80C: 35th FBS, 8th FBG 36th FBS, 8th FBG 80th FBS, 8th FBG - Korea, 1950/51ish 'Generic' USAF (represents 416th FG circa 1948*) RF-80C: 45th TRS, Korea T-33A: 'Generic' USAF Football City AF (a 'What If' skin for fans of "The Wingman" series*) While designed with the Korean War in mind, they are easily used in any 'early jet' scenario. All skins are in DDS format. Decal randomization is set to TRUE for all skins. The 8th FBGs 3 squadrons have 95% historicaly accurate serial numbers. The 416th skin has 'semi-hisorical' serials (meaning they ARE for F-80Cs), and all the nose arts from the original release for Pasko's F-80C. The RF-80 and T-33 have 'generic' serials, but reflect actual aircraft, though no squadron affiliation was discoverable. Drop tanks for all are 'built in' to the aircraft lod; weapons data inis included, as are the pilot figures and seat. Bombs and rockets are NOT included; they're in the GunnyPak, and the soon-to-be-released KAW Weapons pak. The canopy for all is controlled via the standard Animations Keystroke ™, Shift/0 Happy Hunting! wrench kevin stein *you all KNOW how much I hate wasting good decals!!! <grin> Updated: corrected 36th FBS skin Click here to download this file
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SF2 Lockheed F-80C/RF-80C/T-33A Shooting Stars Pak by ErikGen
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
wellll..... yah!!!!! -
SF2 KAW Misc Items Pak
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
irrc, the ks19 did NOT network to the SON-9s. otherwise, it would have specified that ini the data ini. all the Red AAA units that would network to the Fircan, are ALL already set up for it. There is no need to fiddle with things -
SF2 Lockheed F-80C/RF-80C/T-33A Shooting Stars Pak by ErikGen
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
your welcome nose art decals are a specalality of mine -
World War Two Squadron List
Wrench replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
oh yeah! that's were I get most of the squadron crests I use for the 'patch.bmp'. GREAT site!!! -
I have a problem with some terrains
Wrench replied to FLOGGER23's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
depends on how fond you are of the terrain! try an experiment --and this WILL be a lot of work (and that I mean!). rename & backup the original movements ini, and create a new one. keep the upper section, as that defines the 'front line' dividing red & blue exmaple (from Waterworld): [FrontLine] FriendlyBase=Levu Vana EnemyBase=Gavabutu Position[001]=467511,552932 Position[002]=545958,512183 Position[003]=587163,512770 Position[004]=600237,536868 StartShow=1 EndShow=5 delete all the other routes have at least 1 each, for both sides, shipping routes truck routes ground attack routes keep them near the middle 2/3s of the map. see if the problem persists. like I say, this is a random f***up that just been appearing (to my notice) over the last 4-5 months (or I just was too selfinvolved TO notice it before!) And it's only on 3rdparty terrains. Which leads me to belive it's in an ini somewheres, as opposed to a dying terrain engine dll or other core file. -
World War Two Squadron List
Wrench replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
one of the biggest buggers would be the Luftwaffe.... breaking down each JG into the staffels (staffelen?) ... II/JG1, 9/JG26, etc .. best to just use the full geschwader (JG1), and let the skin 'name' show for each staffel. JG would be like the wing or group (4th FG), were the staffel are the individual squadrons (334th FS). Just soooooooooooooo much work!! don't even want to think about the Japanese (IJAAF or IJNAC) or the Regia Aeronautica!!!! Never have figured out either ww2 RA or modern AMI numbering systems!! -
World War Two Squadron List
Wrench replied to SupGen's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
nope. the only way I can think of to do it, is go through EVERY ww2 skin (expecially the Allied and Axis ones that actually are named) and start listing them. A lot (most) of mine are called by their squadron numbers. I know some of my AA and RAF are already activated, as they call 'modern' pre-existing squadrons from the stock 3W squadronlist.ini. then, you'll have to edit every single decals ini, adding my fake "SqTail.tga" as a Level=1 decal to some mesh not covered (I like using an aileron), to activate the squadron display on the Loadout page. I wouldn't even worry about bombers .... far too much work, and as they're reccomened for AI-only, who cares??