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Wrench

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Everything posted by Wrench

  1. convert them to jpg, maybe?? is this for TK's SF2:I F-16 or the Viper Teams??? if for TKs, I did templates for it, and they're in the download section someplate... Tools/Utilities??? maybe???
  2. that would make a LOT of people happy!!!!
  3. we do have a Portugese language forum, if that'll help... http://combatace.com/forum/145-portugues-portuguese/
  4. screenie of the coastline please!! I've never seen it; there might be some east of Gwador, as the mountians are close to the sea, but that should have all been taken care of long ago (before release)
  5. you have to proper NA entries in the IsraelME.ini??? [Terrain] TerrainFullName=Israel, Middle East DataFile=IsraelME_data.ini TargetFile=IsraelME_targets.ini TargetTypeFile=IsraelME_types.ini MovementFile=IsraelME_movement.ini NationsFile=IsraelME_nations.ini BriefingText=IsraelME_briefing.ini DogfightFile=IsraelME_dogfight.ini WaterMap=IsraelME_Water.bmp DogfightOnly=FALSE Longitude=34.80 Latitude=32.08 LimitedNations=TRUE GroundObjectTexture=tan NavalMap=TRUE try this water bmp ... more set up for Suez 56, but...???? who knows! Don't forget to extract and edit the IsrealME_nations.ini. With LimitedNations=TRUE, any and all naval powers MUST be listed [LimitedNationList] FriendlyNation001=ISRAEL FriendlyNation002=FrenchNavy FriendlyNation003=RoyalNavy FriendlyNation004=RAF FriendlyNation005=France FriendlyNation006=USN EnemyNation001=Egypt EnemyNation002=Syria
  6. DAMN!!! well, at worst you can do like we used to for WW2 stuff .. just stick a "convoy" of cargoships in a spot on the ocean. They should show up in STRIKE missions this is a 'channel convoy' set up from WW2 Euro map (coordinates are flanders terrain. Obviously, you'll have to change all the ships , and perhaps add a new location in the movement.ini for the English channel [TargetArea***] Name=British Channel Shipping Position=63257,138436 Radius=3000 ActiveYear=0 Location=1 Alignment=FRIENDLY Target[001].Type=Oiler Target[001].Offset=0,0 Target[001].Heading=90 Target[002].Type=USNCargoShip Target[002].Offset=250,350 Target[002].Heading=90 Target[003].Type=USNCargoShip Target[003].Offset=-250,350 Target[003].Heading=90 Target[004].Type=USNCargoShip Target[004].Offset=250,0 Target[004].Heading=90 Target[005].Type=USNCargoShip Target[005].Offset=-250,0 Target[005].Heading=90 Target[006].Type=USNCargoShip Target[006].Offset=250,350 Target[006].Heading=90 Target[007].Type=USNCargoShip Target[007].Offset=-250,350 Target[007].Heading=90 Target[008].Type=Tribal Target[008].Offset=0,1050 Target[008].Heading=90 Target[009].Type=Tribal Target[009].Offset=0,-1050 Target[009].Heading=90 Target[010].Type=Tribal Target[010].Offset=-750,0 Target[010].Heading=90 Target[011].Type=Tribal Target[011].Offset=750,0 Target[011].Heading=90 Target[012].Type=USNCargoShip Target[012].Offset=250,-350 Target[012].Heading=90 Target[013].Type=USNCargoShip Target[013].Offset=-250,-350 Target[013].Heading=90 here's the location (use same setup as bove) for a German convoy [TargetArea***] Name=German North Sea Shipping Position=145361,182879 Radius=3000 ActiveYear=0 Location=2 Alignment=ENEMY something to experiment with, at least
  7. think of the 'skin', as a paint job for the aircraft you can change back and forth "cockpit" is exactly that .. the bits for the cockpt that you see when sitting in the plane the skins for your Migare are 25 azul lo-atamo puro-metal VI VIII VIII-2 VIII-1982 this can easily be confirmed, by opening each of thsoe and seeing a ****.bmp (view files as LargeIcons to visibly SEE the bmp files) as to the decals...this should help: http://combatace.com/topic/70920-sf1-to-sf2-decals-folder-conversion-quickie-tutorial/
  8. just a friendly reminder ... there are certain mods NOT allowed for upload here at CA, due to their "questionable" origins As Per... http://combatace.com/topic/66613-piracy/
  9. Just a reminder ... there are certain mods NOT allowed for upload, due to the 'questionable' origins as per... http://combatace.com/topic/66613-piracy/
  10. do you have the RIGHT water bmp??? you know, like SF2NA, with color coded 'zones'??? the game engine ™ -in a full 5 merged with SF2NA- has to have the properly color codes zones painted on teh _water bmp. No _targets ini entries are required
  11. RAAF Phantoms http://combatace.com/files/file/11568-f-4e-phantom-ii-raaf/
  12. known issue; all AI aircraft made player flyabe WILL be returned to non-flyable status with the additon of official 3rd Wire patchs or addons (like the DLC aircraft). Covered in a KB post, iirc My suggestion to you, Boresight, is to HOLD OFF on modding until you get comfortable with the file and folder structures. AND... spending time in our ever-ignored Knowledge Base. It has the answers to the inevitiable question and problems that will arise. Read both the 1stGen (SF/Wo*) and SF2 KBs, leaving out some of the more esoteric threads (like terrain building/terrain modding) Get the basics down first, then move to more advanced modding and ALWAYS read the readmes that ALL good modder/mod groups should have included in their upload packages
  13. true, but that dosen't explain the original poster's screenie, that has NO aircraft, just missiles hanging in mid air. THAT is a missing lod!
  14. um...that actually shouldn't have worked ... the 3rd Mirage IIICJ (aka Shahak) should be mapped differently form the Bandidio's IIIEA, thereby making the skins complety unusalbe on the STOCK 3w mirage the screenies you've shown above, show that the physical modle (aka LOD) is missing. like MB said, we NEED to see the internal structure of the IIIEA's main folder, like my example below for the Wildcat and...it's exact location within the SF2I mods folder
  15. moved to the proper Fourm -- the Bug Reports/Suggestions Forum is just for like it says issues with the SITE, not requests for help with specific sim/game issues Those go into their own fourms
  16. are you using the ww2 formations.ini??? both the Medium and Heavies are a little 'short'. Maybe change the BaseLevel= to 6, or 9??? oddly, on Intercept missions, i've seen 9-18 aircraft
  17. no posting of DAT lods, outside of the DAT site, is allowed. the one mine is set up for, is the TBM Avenger-R5.lod dated 9/27/2005
  18. Version

    463 downloads

    SF2 WW2 PTO Mitsubishi G3M Nell Pak by Veltro2K -- Something for the PTO players -- = For SF2, Full-5 Merged (ONLY!!!) = *** Important Note: due to the use of SF2NA coding for the Naval Strike (aka 'Cruise Missle') usage, you MUST have built you PTO mods folder from the SF2NA exe. The torpedo supplied herein is set as a short range cruise missile, and will ABSOLUTELY NOT work in 1stGens at any patch level, and may not work properly in SF2 game installs withOUT SF2NA in the merged core files. Also, the use of 'open cockpit' and other statements in various inis preclude it use in SF/Wo* 1stGen games. Also, having SF2I Expansion Pak 1 is a must, as the destroyed model referenced herein uses the C-47A destroyed model. If you do NOT have SF2I Exp1, you'll have to find another desetroyed lod to reference.*** A re-release of Veltro's G3M "Nell" IJN attack bomber. Inside you'll find... The original skin, overall green/light green-blue unders that I've tentativly identified as the Mihoro Naval Air Corps (later redesignated 701 Kokutai). A NEW "quick and dirty" one by me, representing Chitose NAC (later 703 Kokutai), with 18 new 'plane-in-group/serial decals. It's also the green/blue-grey. The skins are in jpg format, the orignal decals (17) are resued on the Mihoro/701 skin, and 18 new decal were created for the Chitose/701 skin.Decal Randomization is set to TRUE. All IJAAF/IJN weapons (bombs), including the NA-style semi-experimental 'cruise missle' torpedo. Pilot figures, and a 'new' engine sound from the AvHistory sounds set. Both the Hangar and Loading screens are brand new for this reissue. To reduce the chance of conflicts with any other Nells you may (or may not) have, everthing is refered to by the 'v2k' suffix. So, when in game, you'll see G3M2 Model 22 "Nell" (V2K) on the aircraft selection dropdown menu. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! PLEASE read the "Notes" section for the change list, and other important notations. Also, the Legal Statement has been changed with regards to this aircraft. For those that still have the original release, it's advised you delete the aircraft and decals folders for them; this pak is desinged to replace them in total. **The aircraft herein are released in "AS IS" Condition. The source files have been lost, and there can and WILL be no modifications to the physical model. It 'are as it is' and you must accept them with this caveat in mind. Any and all issues/problems that cannot be solved via ini edits will exist forever, as new models are unlikely to be created.** Good Hunting! wrench kevin stein
  19. File Name: SF2 WW2 PTO Mitsubishi G3M Nell Pak File Submitter: Wrench File Submitted: 02 March 2013 File Category: Other SF2 WW2 PTO Mitsubishi G3M Nell Pak by Veltro2K -- Something for the PTO players -- = For SF2, Full-5 Merged (ONLY!!!) = *** Important Note: due to the use of SF2NA coding for the Naval Strike (aka 'Cruise Missle') usage, you MUST have built you PTO mods folder from the SF2NA exe. The torpedo supplied herein is set as a short range cruise missile, and will ABSOLUTELY NOT work in 1stGens at any patch level, and may not work properly in SF2 game installs withOUT SF2NA in the merged core files. Also, the use of 'open cockpit' and other statements in various inis preclude it use in SF/Wo* 1stGen games. Also, having SF2I Expansion Pak 1 is a must, as the destroyed model referenced herein uses the C-47A destroyed model. If you do NOT have SF2I Exp1, you'll have to find another desetroyed lod to reference.*** A re-release of Veltro's G3M "Nell" IJN attack bomber. Inside you'll find... The original skin, overall green/light green-blue unders that I've tentativly identified as the Mihoro Naval Air Corps (later redesignated 701 Kokutai). A NEW "quick and dirty" one by me, representing Chitose NAC (later 703 Kokutai), with 18 new 'plane-in-group/serial decals. It's also the green/blue-grey. The skins are in jpg format, the orignal decals (17) are resued on the Mihoro/701 skin, and 18 new decal were created for the Chitose/701 skin.Decal Randomization is set to TRUE. All IJAAF/IJN weapons (bombs), including the NA-style semi-experimental 'cruise missle' torpedo. Pilot figures, and a 'new' engine sound from the AvHistory sounds set. Both the Hangar and Loading screens are brand new for this reissue. To reduce the chance of conflicts with any other Nells you may (or may not) have, everthing is refered to by the 'v2k' suffix. So, when in game, you'll see G3M2 Model 22 "Nell" (V2K) on the aircraft selection dropdown menu. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! PLEASE read the "Notes" section for the change list, and other important notations. Also, the Legal Statement has been changed with regards to this aircraft. For those that still have the original release, it's advised you delete the aircraft and decals folders for them; this pak is desinged to replace them in total. **The aircraft herein are released in "AS IS" Condition. The source files have been lost, and there can and WILL be no modifications to the physical model. It 'are as it is' and you must accept them with this caveat in mind. Any and all issues/problems that cannot be solved via ini edits will exist forever, as new models are unlikely to be created.** Good Hunting! wrench kevin stein Click here to download this file
  20. I remember ... that's why I said "experimental" cruise missile torp. I know you guys will 'dial it in'
  21. the water bmp fixit should have taken care of that! I'd originally "color coded" it wrong, forgetting that the Nations ini classes India as an "enemy" nation I'll recheck mine I/P install to be sure!
  22. there is no 'radar ground targeting selection' in these games. You're seeing the return, but you'll never be able to lock it up, as that function has not, and will never be available in these games as to visual, you need to check the inis, either the main ini or data ini or both for the "MaxVisualDistance" lines extract the stock BRDM data in and compare
  23. personally, I didn't add the new tile set. so.... edit: correction: Indo/Pak terrain tweeks pak (terrain and object clean up) Stary's tiles I/P terrain water bmp 'fixit pak'
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