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Wrench

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Everything posted by Wrench

  1. the start date on skins is done when there are camo or markings changes. If they're mine, they are historically correct, and shouldn't be changed (i can't speak to anyone elses) which, in particular? (aircraft and skins, that is)
  2. as logic would suggest, if it ain't in the download section, it ain't been released
  3. these are uncharted waters for me.... (pun intended). Need a campaign guy to comment -- or TK hisself (doubtful) but that discovery is EXCEEDINGLY interesting!!! (for Hawaii).
  4. serioiusly??? open the CentralPacific.ini, and add this line WaterMap=CentralPacific_Water.bmp at the bottom of the top section, so it looks like this: [Terrain] TerrainFullName=Central Pacific (Marianas Islands) DataFile=CentralPacific_data.INI TargetFile=CentralPacific_targets.INI TargetTypeFile=CentralPacific_types.INI MovementFile=CentralPacific_movement.INI NationsFile=CentralPacific_nations.INI BriefingText=CentralPacific_briefing.INI DogfightFile=CentralPacific_dogfight.INI DogfightOnly=FALSE //CatFile=..\Desert\Desert.cat //CatFile=..\GermanyCE\GermanyCE.cat CatFile=..\VietnamSEA\VietnamSEA.cat Longitude=145 Latitude=14 LimitedNations=TRUE NavalMap=TRUE WaterMap=CentralPacific_Water.bmp
  5. edit.. hhmm.... one could try and add the 7th AF bases for Liberators on Tuvalu, in the Gilberts, about 1000 miles to the south/south west as an "off map base", like the Badgers/Blinders/etc on IcelandNA They'd have to start below the bottom left corner, which is the 000000,000000 position, and I KNOW we can't have negative numbers we need to ask JonathonRL about that one....
  6. The main problem is, the USAF has nothing to do with the Mariana's campaign (or terrain, in this instance) -- it's a pure navy (ok, and Marines!) show. Hence, the LimitedNaitons NOT listing the Air Force. However, since the AAF has no carrier capable aircraft... and 'off map basing' is not allowed (or allowed for). I wonder if adding it forces the game engine to give you land-attack missions (other than CAS Armed Recon)? ----------- to answer the other question... TK's game engine is designed to look into folders first, THEN in the cat files so, anything inside a specific folder, be it aircarft, ships, tank or Sister Sara's Mule, will be seen by the engine before anyting else. In the case of terrains, the terrains' nations ini takes precedence OVER the standard Nations ini, even is said N.ini is in the /Flight folder. (pureblue taught us this with the Anatolia terrain -- in the main nations ini, both Greece and Turkey are Friendly Nations) But you still need the WW2 nations ini to HAVE, to ID the various enemy and friendly forces. Think of the main nations ini as the roots/trunk of the tree, and the terrain's nations ini as the branches
  7. correct form is mm/dd/yy, expecially in data inis when exact dates are known (personally, I just use the nearest whole month) you can use as d/y (04/1957) or whole years (1957) but.. the statemen must read as "ServiceStartDate=" for mm/yy
  8. Yes. but... "Get the Carriers"!!! (but don't leave your landing forces undefended. "where is 3rd Fleet? the world wonders...") that's interesting ...flipoping JE and IJN. very interesting! odd, the waterbmp statement should have been there!!
  9. Version

    272 downloads

    SF2 WW2 Central Pacific Terrain Fix-It Pak = For SF2, Full-5 Merged (REQUIRED!!) = ** Note: This mod will =ONLY= work correctly in a WW2 PTO mods folders built FROM the SF2NA exe. This is only REAL way to get all the proper coding necessary for the operational CV Zones. It will absolutely NOT work correctly in any other versions, and most definatly NOT at all in SF/Wo* 1stGens at any patch level ** This relatively small pak contains the necessary inis, a new _water.bmp, etc to bring the WW2 Central Pacific Terrain (aka "The Marianas") up to SF2NA standards at the July, 2012 patch. It uses several 'NA-only' switches, the LimitedNations=TRUE statements, and a new _water.bmp with semi-correct CV zones (I say semi, as for ease of play, as the map is divided east/west for IJN and USN, as opposed to the historical version, with the USN TFs west of Guam). The _targets.ini has been slightly reworked, to remove the static parked aircraft, allowing the Game Engine ™ to populate them automatically. Perhaps incorrectly, but populated nonetheless :). As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping, but BEFORE installing. As always, the Notes and Other Nonesense section may make for entertaining and enlightning reading. Please also read the New Standard Usage Discalimer, as it's been changed slightly to reflect a change in my policy. It's listed at the bottom, in the Legal Statement Section, with the URL back to the CA post. Good Hunting! wrench kevin stein
  10. of course, I forgot the mention, if you WANT moving slats, the meshes must be cut and animated. adding them "virtually" via data ini statements (even for me!) is fairly easy
  11. AIRFIELD_SLB kurz.ini (in the Midway terrain) is the control file. yes, this the 'no lod runway' as to Hawaii, I'd forgotten FastCargo wanted me to look at it for another of his "secret projects", and I've got a new working waterbmp, with operational CV zones. Need to test it in WW2, as it's for a more "modern" scenario. And that's all I can say on the subject. For Now I'm putting together the Marianas 'fixit pak' now, so that'll be uploaded today. Works (almost) perfectly for me!! The major problem with Hawaii, is if adding the USN zone, the Carrier Striking Force will go after them, as opposed to ONLY going after Pearl Harbor and targets on Oahu. There's gotta be a way around that.... hhhmmmm.....maybe like Inida/Pak ... an "enemy only" zone for the IJN????......hmmmmmmm
  12. AutomaticAerodynamicLoad=TRUE then, you need to set the specs (speeds) at which they open and close. Look to the Skyhawk, phantoms, etc with auto slats (and Bf-109s)
  13. the nations.inis in the TERRAINS are specific for THOSE terrains...they should not be editated. They were set up purposefully as they were. LimitedNations= should be set to true for all of them which version of the Marianas are you flying??? the "invisible airfield" no longer works in SF2, post NA. I don't remember if I posted the 'new' CV zoned water bmp the hawaii map needs a complete overhaul to bring it to NA standards (how I'm gonna fake Enterprise and Lex's locations is a mystery to me....). It also needs a new cv zoned water bmp and Midway no longer works at all ...at least not for me. Again, another that needs overhauling, and figuring out HOW to get an 'ivnisible' runway to work on Sand Island
  14. not by player controlled aircraft, they wont which is why the data and loadoout inis need extraction for Eagle, placed in the F-15A folder, and REMOVE all A/G statments. A's are the purest air superiority aircraft in the world "not a pound for air-to-ground" you wanna drop bombs? download the Mud Hen
  15. and that odd "whiteness" of the rear canopy...trying to figure if it's a mesh issue, or the canopy tga.
  16. that was fault on pretty much all the early data inis.... it would jettison the ENTIRE cockpit mesh, as opposed to the canopy. (their Hurris and spits and, well, pretty much all of them did it) irrc, Baltkia fixed it. try this in the crew section for the pilot: CanopyNodeName=Canopy that should fix it --- also, for those that don't have it ... and the entire pack of WW2 destroyed models is someplace in the downloads section...i don't rrmember where!! unzip this, and drop the 2 pieces (lod and bmp) in the ROOT of the /Aircarft folder add this ot the "AircraftData" section, where the weight, and wingspan and such is liste... [AircraftData] UseMetricUnit=TRUE DestroyedModel=Bf110CDest.LOD DestroyedEffect=VehicleFireEffect
  17. 1stGen downloads, it's a mission builder. Prolly wwwwwwwwwwwwwwwwwwwwwwwwaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy in the back
  18. do we have a "drooling" smiley???
  19. Ground Objekte

    I LOVE the idea!! there's 2 'airfield devlopment kits' in the downloads section ... can't remembe if is SF/Wo* or SF2!! Has lot of 'little fiddly bits', lightpoles, crats, shelters,, etc and etc. all sorts of goodies! having more;... that's the ticket!! Add more 'life' to the bases and such Eye Candy Rulez!!
  20. won't work on the Falklands... ever ... there is NO place for to 'live in'. SF/Wo* dosen't support "off map basing" like SF2/NA does. So, there you have it
  21. Ground Objekte

    sorry for using English!! the Faun fire trucks came in PureBlue's Anatolia terrain (modern ones), Cocas made me several differnt stacks of containers, they're in the Persian Gulf terrain but I can sure use the LW trucks on the WW2 Euro terrain!!! there's some really good stuff there!!
  22. 1) never use planning map for coordinates (cause there ain't none to be had). You'll NEVER figure them out that way. Best would be the WoVSqmd. (yes, it works just fine in SF2) 2) EVERYTHING in the South becomes "ENEMY" EDIT: 3) you'll have to edit the VietnamSEA_Nations.ini, and change the alignment for Location=1 -south vietnam- (which is ALWAYS Friendly), and create them as a NEW Location, or perhaps changing them to 2 (North Vietnam), and everything else -Thailand- become location 1
  23. and READ the readmes that should come with ALL addons. if the uploader has down his job properly, the instructions are easy to follow. If not ... get into the SF2 Knowledge Base, and start READING all the posts in there. 98.6% of all questions are answered there
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