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Wrench

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Everything posted by Wrench

  1. Version

    212 downloads

    Vought Corsair MK.2, RN Fleet Air Arm, by Mod Mafia/TMF = For SF2, Full-4/5 Merged (Reccomended/Preferred) = *Note: There is a distinct possibility that this mod =MAY= work in SF/Wo* 1stGen game installs. However, due to the excessive modifications made to fit them into the SF2 environment. End Users ™ that attempt to do so, do so at their own risk. A Full 4/5 Merged install is reccomened; at very minimum, SF2:V is required, as this aricraft references the A-1H's destroyed model. Also, some of the SF2 only "switches" will NOT work in 1stGens.* *Note #2: this model will REPLACE, in it's entirety, those using Wolf's as a base. You may (well, should!) delete that mod completly; both the aircraft and decals folders. These, again, will replace them.* A brand "new" model that was never completed when Bpao passed away a few year back. I've been fortunate enough to be allowed to complete his work, as a member of the Mod Mafia. This is the Royal Navy Fleet Air Arm Corsair Mk.2 (with clipped wingtips) as seen 1943 and later aboard RN carriers in the Atlantic, Indian and Pacific Oceans. Skin/Decals are included are for: 1842 NAS, HMS FORMIDABLE (during the time of the TIRPIZ raids; tagged as "Home Fleet") 1830 NAS, HMS ILLUSTRIOUS (tagged as East Indes Fleet or "EIF", with SEA style markings) Both skins are in 'standard' Fleet Air Arm 2-tone camo. All skins are in jpg format, Decal Randomization is TRUE. A new-ish SF2 'box art' style hangar screen was (re)created for this aircraft. Damage textures are the old tga versions. Decals are used for all markings, and Randomization is set to TRUE. A user list is included; operational service dates have been rounded to the closest whole month, even though this is a "Nationalized" , no-exported Royal Navy version. The aircraft is fully carrier capable. The canopy operates via the Standard Animation Keystorke ™ of Shift/0. Like the other MM/TMF Corsairs, the wingfold operates via the "airbrakes" key. All lighting is historically accurate. WW2 weapons (ie: bombs, rockets) are NOT included. You should have them already. The drop tank is (as there were some slight adjustments to the F4U Early 150 gallon tank, and this WILL replace the original from the USN versions), as is the pilot figure and engine sounds (which you may also have already!). When 'in game', you'll see "Corsair Mk.II FAA (TMF)" in the aircraft selection drop-down window. This will diferentiate it from any other Mk.IIs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Happy Landings! wrench kevin stein
  2. File Name: Vought Corsair MK.2, RN Fleet Air Arm, by Mod Mafia/TMF File Submitter: Wrench File Submitted: 18 February 2013 File Category: F4U Vought Corsair MK.2, RN Fleet Air Arm, by Mod Mafia/TMF = For SF2, Full-4/5 Merged (Reccomended/Preferred) = *Note: There is a distinct possibility that this mod =MAY= work in SF/Wo* 1stGen game installs. However, due to the excessive modifications made to fit them into the SF2 environment. End Users ™ that attempt to do so, do so at their own risk. A Full 4/5 Merged install is reccomened; at very minimum, SF2:V is required, as this aricraft references the A-1H's destroyed model. Also, some of the SF2 only "switches" will NOT work in 1stGens.* *Note #2: this model will REPLACE, in it's entirety, those using Wolf's as a base. You may (well, should!) delete that mod completly; both the aircraft and decals folders. These, again, will replace them.* A brand "new" model that was never completed when Bpao passed away a few year back. I've been fortunate enough to be allowed to complete his work, as a member of the Mod Mafia. This is the Royal Navy Fleet Air Arm Corsair Mk.2 (with clipped wingtips) as seen 1943 and later aboard RN carriers in the Atlantic, Indian and Pacific Oceans. Skin/Decals are included are for: 1842 NAS, HMS FORMIDABLE (during the time of the TIRPIZ raids; tagged as "Home Fleet") 1830 NAS, HMS ILLUSTRIOUS (tagged as East Indes Fleet or "EIF", with SEA style markings) Both skins are in 'standard' Fleet Air Arm 2-tone camo. All skins are in jpg format, Decal Randomization is TRUE. A new-ish SF2 'box art' style hangar screen was (re)created for this aircraft. Damage textures are the old tga versions. Decals are used for all markings, and Randomization is set to TRUE. A user list is included; operational service dates have been rounded to the closest whole month, even though this is a "Nationalized" , no-exported Royal Navy version. The aircraft is fully carrier capable. The canopy operates via the Standard Animation Keystorke ™ of Shift/0. Like the other MM/TMF Corsairs, the wingfold operates via the "airbrakes" key. All lighting is historically accurate. WW2 weapons (ie: bombs, rockets) are NOT included. You should have them already. The drop tank is (as there were some slight adjustments to the F4U Early 150 gallon tank, and this WILL replace the original from the USN versions), as is the pilot figure and engine sounds (which you may also have already!). When 'in game', you'll see "Corsair Mk.II FAA (TMF)" in the aircraft selection drop-down window. This will diferentiate it from any other Mk.IIs you may (or may not) have. 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
  3. Version

    215 downloads

    SF2 P-80 Shooting Star, World War 2: 1946 mod = For SF2 (Full4/5 Merged ONLY) - For WW2 ETO "Luft 46" & PTO "SWOTP" style installs - **This mod will ONLY work in SF2 Game Installs.*** Mods to the KAW F-80 by ErikGen (re)create a "What If..." version for WW2:46 usage. This mod will REPLACE the version I built many years ago from the Pasko F-80. However, I DID reuse the decals (you all know how much I hate wasting good decals!!!), and actually had to remake a few. So, if you have the earlier 1stGen mod of Pasko's, you are instructed to delete the aircraft and decals folders. As stated, this replaces that one COMPLETLY!! This is the complete aircraft, with almost everything you need! I didn't include any weapons (bombs, rockets, etc) other than the drop tank data inis, as the tanks are built into the aircraft LOD. The pilot figure you also should have already. You'll find in this zip 3 skin and decal sets: ETO: 336th FS 4th FG 487th FS, 352nd FG (Blue Nosed Bastards of Bodney) PTO: 416th Fighter Group (74 aircraft!!!) -historically, the furst unit to field them, post-war. Given the "What If.." nature of the mod, the start service date is listed as April, 1945. This makes the assumption (oh!! that word!!) the Normandy landings did NOT succeed, and more jets were appearing in Luftwaffe service. So, 8th Fighter Command rushed into service the P-80A Shooting Star to counter them. Same can be said for the PTO version; based on Okinawa for Operation Olympic, they can reach Kyushu fairly easily. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Also, the "Notes" section for other important stuff of interest. Happy Landings! wrench kevin stein *yes, even though 6 P-80s were touring Europe and the Med in 1945, they were NOT operationaly used. Given the speculative nature of the mod, it has been placed here, in "The What If.." hangar, and not into the WW2 aircraft downloads section. Enjoy!*
  4. yes, as I said above -- all lods for all things are NO longer available for extraction from ANY cats!! so, it looks like time either get one of the other games, or find another Rhino pit (E might work) Isn't the F-4J a STOCK aricraft in SF2NA??? The J should be stock in ALL mods folders ... it's a stock SF2 (no suffix) aircraft
  5. actually, Russ, that's the Mk.2. the hvars on the left wing of the mk4 are still wonky. i'll get back to it later this week ---------- screenie
  6. american north west, 4 seasons, it looks like (judging by the shape of the mountains and surface tiles) ============== required screenie
  7. does it have a cockpit subfolder? the missins textures should have been in there for S&Gs, try this in the main ini: CockpitDataFile=F-4J_cockpit.ini see what happens (might want to point it to the J's avionics, too) AvionicsDataFilename=F-4J_avionics.ini (this method saves time extracting the lod ==which is NO longer availalbe in the object cats==, so one can't open them with a hex editor and search for the various tgas and bmps)
  8. File Name: SF2 P-80 Shooting Star, World War 2: 1946 Mod File Submitter: Wrench File Submitted: 17 February 2013 File Category: What If Hangar SF2 P-80 Shooting Star, World War 2: 1946 mod = For SF2 (Full4/5 Merged ONLY) - For WW2 ETO "Luft 46" & PTO "SWOTP" style installs - **This mod will ONLY work in SF2 Game Installs.*** Mods to the KAW F-80 by ErikGen (re)create a "What If..." version for WW2:46 usage. This mod will REPLACE the version I built many years ago from the Pasko F-80. However, I DID reuse the decals (you all know how much I hate wasting good decals!!!), and actually had to remake a few. So, if you have the earlier 1stGen mod of Pasko's, you are instructed to delete the aircraft and decals folders. As stated, this replaces that one COMPLETLY!! This is the complete aircraft, with almost everything you need! I didn't include any weapons (bombs, rockets, etc) other than the drop tank data inis, as the tanks are built into the aircraft LOD. The pilot figure you also should have already. You'll find in this zip 3 skin and decal sets: ETO: 336th FS 4th FG 487th FS, 352nd FG (Blue Nosed Bastards of Bodney) PTO: 416th Fighter Group (74 aircraft!!!) -historically, the furst unit to field them, post-war. Given the "What If.." nature of the mod, the start service date is listed as April, 1945. This makes the assumption (oh!! that word!!) the Normandy landings did NOT succeed, and more jets were appearing in Luftwaffe service. So, 8th Fighter Command rushed into service the P-80A Shooting Star to counter them. Same can be said for the PTO version; based on Okinawa for Operation Olympic, they can reach Kyushu fairly easily. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Also, the "Notes" section for other important stuff of interest. Happy Landings! wrench kevin stein *yes, even though 6 P-80s were touring Europe and the Med in 1945, they were NOT operationaly used. Given the speculative nature of the mod, it has been placed here, in "The What If.." hangar, and not into the WW2 aircraft downloads section. Enjoy!* Click here to download this file
  9. MissionData001.cat is where it resides use the 3W extractor, and toss it into your /Flight folder (you'll probably have to create one)
  10. wow! that is one f***ed up install then!! Other than the medium/heavy bombers (excepting the recently released A-26C Invader and the re-released Hudson, that has a 'faked in' ring-and-bead sight), all the fighter and attack aricraft should have some sight tga or another. for example, lets look at my Hawk 75 (AdA) -- I don't know who's you're using, but MINE works - with stary's midwar cockpit 3 in the cockpit ini... [GunsightFront] HasGunsight=TRUE GunsightMilSize=60 GunsightName=US-N-3_GUNSIGHT.tga LeadComputing=FALSE MaxDepression=0 DefaultDepression=0 and the screenie is the actual cockpit folder, with the n3 sight tga highlighted the other, is in game. you can see the N3 sight (i've zoomed the view back a bit) we need a screenshot of one of your cockpit folders; use one of the spitfres or Mustangs, and I know that pit inside and out and.. a screenshot from INSIDE the cockpt looking out the windscreen
  11. vitially important to NOT use 1stGen ***object.inis. They would need complete and total rebuilding to bring to sf2 standard. Far easier to extract the LATEST sf2 version, and add what's needed. don't forget, in sf2, yoiu call effects DIRECTLY in the weapons data ini (see knowledge base for details) ---------- usafp2: IF the aircraft's cockpit is equipped with a gunsight, there sure should be!! There are some pits that do no (the generic bomber pit, mossi b4 come to mind directly) make sure there's a callout for the sight tga in the cockpit ini, and the sight tga is residing in the relevant /cockpit folder. how about a LIST of the aircraft missing their gunsight tgas?
  12. i don't think so; i think the trick only removes them
  13. artifacts cause by "skin stretching' no fix is possible (yes, I've tried redrawing the lines, and they still blur) we need the MAX files so it can be remapped
  14. it's called (name of gunsight)*** gunsight tga, and it SHOULD be inside every cockpt folder (for aircraft WITH gunsights, and fixed, forward firing guns) If not, let the creators of said mod know they missed something if you still not getting tracers in your "standard" ww2 installs, rename your effects folder, as there MUST be a conflicth someplace. I never use aftermarket effect in my ww2 stuff -- unless I need a nuke or illuminator para-flares
  15. WWll Weapons Pack

    those AN series US bombs, and HVARs, 60# rockets, etc were being used by MANY nations well into the 1960s. end dates are best left alone
  16. pity there's no freeware Cobra's available...
  17. a sub note to the instructions; leeave at LAEAST one player flyable (skyhawk or phantom or such) and one NONE player flyable (Mig21 or such). seems to keep the game from regenerating all the stuff. you can leave the ground objects alone, as the ww2 maps have no call-backs to the SAMs and such
  18. ok, in our terrain _types ini, pretty much all the items have a 'ArmorType= " line, with a number what I can't remember is, what do the different number represent? 1 ? 2 ? 3 ? for aircraft, you just "tell" the game engine what the armore matieral is (wood, glass, aluminium, steel, titanium), but this???? thanks!
  19. usually, AAF used tracers every 5th round. don't know about the RAF, LW or Japanese what does your 303 data ini say? it should look like this: [GunData001] TypeName=303CAL_Browning FullName=0.303-cal Browning Machinegun Caliber=7.700000 ROF=1140.000000 MuzzleVel=745.000000 AmmoWt=0.011300 WarheadWt=0.000000 Reliability=97.000000 Accuracy=70.000000 AddLight=FALSE MaxLightRange=1000.000000 FireColor=0.150000,0.150000,0.150000 GunFireEffect=LmgFireEffect GunFireSound=50cal EffectClassName=LmgEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE
  20. 450 is a good spacing for rivets, for the most parts. that's what I use
  21. i think so ... since eburger released OpD after I'd re-released this newer version.
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