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Wrench

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Everything posted by Wrench

  1. SF2 WW2 B-24J PTO Skins/Decals Pak

    Version

    128 downloads

    SF2 WW2 B-24J PTO Skins/Decals Pak -- Something for the PTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = A new set of Theatre-specific skins for the B-24J Liberator by pasko. It is designed for use on the recenly release SF2-ish B-24J mod, available at the following url: http://combatace.com/files/file/13846-sf2-ww2-b-24j-liberator-eto-pak/ Obviously, you'll NOT be using the ETO skins in the Pacific. Skins included in this pak are: 320 BS, 90th BG (OD/Grey), 5th AF - Jolly Rogers 371 BS, 307 BG (Natural Metal) 13th AF - The Long Rangers The skins are brand new, from my Home Grown Template ™, and is in jpg format.Decal randomization is set to TRUE. There are NO nose arts. Serial numbers on 320th are 'generic' in nature, but represent J models. Serials marked with a * (star) on the 371st ARE actual aircraft assigned to that squadron. Unfortunately, the only listing I found was for aircraft 'lost on operations'. Remember that, and Honor Their Memory. As these skins =ARE= Theatre specific to the Pacific regions, you'll have to do some editing after installing to the B-24J in your PTO-centric mods folder, and remove or rename the ETO/MTO skins. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Also, give the "Notes" section a glance Good Hunting! wrench kevin stein
  2. I used this on the Betty...(and the not-yet-finished-for-rerelease veltro Nell) [CruiseMissileAI] ReleaseRange=3000.0 ReleaseAlt=50.0 ReleaseInterval=6.0 and like you, got varying altitude releases. but it works!!! We're on the right track.. I choose 3000 meters for release distance, as the japanes torps were SOOOOOOOOO much better than the s**tty B&L Mk.13s I don't know if I've ever posted this, but heres the 'cruise missile' Type 91 IJN torpedo. Prolly needs further tweeking -and your loadout and data inis will also need some editing... but fiddle with it, and see if can be improved
  3. decal pathways might be off. chck that it's like this... skin folder VS23 decals subfolder D and the decals path looks like this: (decal 001 shown) FilenameFormat=TBM-3E/VS23/D/Star
  4. Gentleman; my friends...I think this thread has MORE than run it course. Let's let this entire thing just settle down, and we'll worry about exp3 later. I'll pulling the plug on this one
  5. extract HUDData.ini from FlightData.cat, place in /FLight folder, edit top line: [Debug] //DisplayDebug=FALSE DisplayDebug=TRUE
  6. sssssssssssssssssssssssssswwwwwwwwwwwwwwweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeettttttttttttttttttttttttttttttt!!! what's interestering, if you look at that (AI controled) A-6E in NA, it has this: [strikeNaval] Loadout[01].WeaponType=WalleyeI Loadout[01].Quantity=1 Loadout[02].WeaponType=WalleyeI Loadout[02].Quantity=1 Loadout[03].WeaponType=WalleyeI Loadout[03].Quantity=1 Loadout[04].WeaponType=WalleyeI Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank300_A6 Loadout[05].Quantity=1 plus other, year specific loads with cruise missiles [strikeNaval_79] StartDefaultDate=1979 DefaultFor=STRIKE_NAVAL,CRUISE_MISSILE Loadout[01].WeaponType=AGM-84A Loadout[01].Quantity=1 Loadout[02].WeaponType=AGM-84A Loadout[02].Quantity=1 Loadout[03].WeaponType=AGM-84A Loadout[03].Quantity=1 Loadout[04].WeaponType=AGM-84A Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank300_A6 Loadout[05].Quantity=1 been expermentatind with CM torps, and you hve to have "CRUISE_MISSILE" in the data ini, and of course, 'cruise missle convtered torps. At least for the Betty's (still working on the Nell)
  7. "Japanese Navy" has to come from some one else... I've been using "IJN" for some years now (and yes, all their birds need adjusting of the nation name in the data inis) Japanese Empre should be "Imperial Japanese Army Air Force" for s**ts and grins, try flying a Zeke or Val, and see if you start on the boat
  8. that's a Maryland!! this is a Baltimore (you said you were having skin issues with that one, too)
  9. 'bout frakking time these showed up!!!
  10. your cv zones (upper ends) are at The Wall. compare your placement with the image I posted in the other thread, that has the 80km Wall outlined. Naval_Strike only works on AI aircraft (meaning: aircraft NOT player flown -- but is used on player usable aircraft that apper in other flights). Just like naval_search. for example, play a Strike mission in NA, on the Iceland map. Your targets are the russkie CVBG ALso, "time frame" if playing 1942, there are still some jap carriers. if playing 1945, there aint. (even though the ship pack I uploaded does use 1945 as 'end of service' year for all IJN CVs.) I've also experienced this in the PI and Okniawa maps ... lot's aircraft agaings BBs, but carriers not so much. Gotta be a glitch in the IJN CV data inis or something in the nations ini
  11. can you post a screenie of the Baltimore? Mine works fine .. just tested it, completly unedited (from WoA)
  12. Marauding.... (and i suppose for the PTO & RAF MTO versions you simians will want the torpedo mounts....
  13. would be better, and make MORE sense, if instead of "skin ***" you listed them by JG unit, and for WHICH 190 variant (yes, we know most geschwader use more than one sub-type of their service, and Wolf's 190s are all the same mapping)
  14. ok...so, we're talking abou the Vichy Maryland..... here's what's wrong (had to locate my archived WoA zips, unzip, and pull the Maryland out to study it.) the skins maps are in dds format. Examination of the lod via hex editor, and more importantly - looking at the OUT file (which lists ALL textures used within the lod)- show the lod (and out) are calling for bmps for the skins. I know from experience with some our KAW mods, that the models HAS to be exported from 3ds MAX with DDS as the texture. What I've also experienced, is that when done so, NO OTHER SKIN MAP WILL BE 'SEEN' BY THE LOD. NEITHER BMP OR JPG WILL BE AVAILABLE FOR USE IN THIS SCENARIO. there are a couple of ways to fix this... 1) using said hex editor (and making a backup of the R1 and other lods), "search and replace" dds with bmp; in ALL the lods. Dangerous for people unfamaliar with hex editing 2) easier -- with Photoshop, GIMP, Panit.net, open the dds files and "save as..." bmp. This brings back the skins for use. the model itself has extensive issues...there are shadow tractor beams the size of boxcars, rolling radi on the landing gears is WAAAAY to high, and its speced for their own 7.5mm MGs and french bombs, as opposed to using those readily available. It took me less than 10 minutes to fix most of the issues. Shadows can only be fixed in MAX or by turing them off in the main ini.
  15. aircraftshortname= is only used 'in game' for the displayed target type, and on the single mission sscreen (say for an intercept mission)for "attack and destroy the enemy *name of plane*" also, the "Glenn Martin 167 A-3" should read "Baltimore" 167 is the Martin company internal model designation for that aircraft, like the B-17 is Boeing Model 299 black skins are not caused by 'name errors', but by misnamed skin map (bmp, jgp, dds, etc) or internal lod errors. Or too many decals on the same mesh edit: ok... you mane the Vichy one, NOT the RAF Baltimore as I don't have, you'll have to take it up with capun over there
  16. Hence, as is CLEARLY stated in the opening post --- FREEWARE aircraft, readily and FREELY available to all, with no strings attached Get with the program, baby!! don't forget, we have the Mk.1a and Mk.VIII spit by ModMafia/TMF (and me!) already in the D/L sections (note to self: finish off the PTO RAAF skin for the Mk.8) Cocas is working on a Mk.V (europe and trop)
  17. "turret fighters" don't work ... the gunners (which are AI controlled) only engage in defensive fire when attacked. Oddly, they turrets turn to bring the guns to bear on bombers, but never open fire (and yes, we had a Defiant by Veltro, but was removed during The Purge; I even reskinned/redecaled it. My skin is lousy though; need the UVmap to determine the exact bottom of the fuselage camo/sky parting line. The lod has several issues though; shadow 'tractor beams' and such. not worth revamping and reuploading)
  18. nope, we have "AdA" coded bombs. seek them in the "French Heavy Fighters/Attack Pak" I uploaded a week/10 days ago
  19. Version

    317 downloads

    SF2 WW2 B-24J Liberator, ETO Pak = For SF2 (Full4/5 Merged RECCOMENDED!) ** Due to the extensive modifications to the cockpit and data ini, this mod will absolutely -NOT- work in 06 level 1stGen game installs. 08 Level 1stGens may have some issues, but this has not/cannot be tested by me. Also, having a merged install is reccomended, as the destroyed model references the stock 3W An-12** This pak contains Pasko's B-24J Liberator Heavy Bomber, with modifications to 'bring it a little closer" to SF2 spec. However, MUCH more work is needed by FM Gurus. To be honest, the FM is waaaaaaaay wonky!! As I always say, "let the AI handle it". The 8th AF units represented herein are: 705th BS, 448th BG in OD/Grey 68th BS, 44th BG in 'Natural Metal' All new skins, from a Home Grown Template ™ are in jpg format. New decals were created for serials, plane-in-group letters and others. The serials are 'generic' in nature, as they represent no particular unit, but ARE for the model variant depicted. Decal randomization is set to TRUE. There are NO nose arts. Weapons and guns are NOT included; you should have them already. All the 1stGen Hangar and Loading screens were either rebuilt to SF2-spec, or created new for this package. They are in jpg format. Damage textures are new, in DDS format. Flight modeling, for the most part, remains as originally issued, with some small tweeking by me. However, it NEEDS a better one!! Really, it DOES!! 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, in particular for in-game usage. For those that have the 1stGen releases, it's advised you delete, or move to a storage disk or elsewhere, the aircraft and decals folders for them; this pak is desinged to replace them in total. **These aircraft herein are released in "AS IS" Condition. There are SEVERAL issues with the LOD that cannot be resolved. Period. Any and all issues/problems that cannot be solved via ini edits will exist forever, as new models are unlikely to be created** Happy Landings wrench kevin stein
  20. File Name: SF2 WW2 B-24D Liberator (Pasko), ETO-MTO Pak File Submitter: Wrench File Submitted: 20 February 2013 File Category: B-24 SF2 WW2 B-24D Liberator, ETO-MTO Pak = For SF2 (Full4/5 Merged RECCOMENDED! ) ** Due to the extensive modifications to the cockpit and data ini, this mod will absolutely -NOT- work in 06 level 1stGen game installs. 08 Level 1stGens may have some issues, but this has not/cannot be tested by me. Also, having a merged install is reccomended, as the destroyed model references the stock 3W An-12** This pak contains Pasko's B-24D Liberator Heavy Bomber, with modifications to 'bring it a little closer" to SF2 spec. However, MUCH more work is needed by FM Gurus. The units represented herein are: 329th BS, 93rd BG, ETO, in OD/Grey as seen in England in the 42-43 time frame 514th BS, 376th BG, MTO, in Desert Pink/Grey. Both aircraft carry the 'round ball w/star', pre Sept 1943. The MTO skin uses the roundel outlined in yellow. All new skins, from a Home Grown Template ™ are in jpg format. New decals were created for serials, plane-in-group letters and others. The serials are 'generic' in nature, as they represent no particular unit, but ARE for the model variant depicted. Decal randomization is set to TRUE. The orignal nose art decals from 2005 remain, but need replacements. Weapons and guns are NOT included; you should have them already. All the 1stGen Hangar and Loading screens were either rebuilt to SF2-spec, or created new for this package. They are in jpg format. Damage textures are new, in DDS format. The inis make use of the 'hide component' or the 'open cockpit' statements to make sure the cockpits are where they're supposed to be. This, unfortunately, prevents their use in SF/Wo* games at the 06 patch level, as stated above. Flight modeling, for the most part, remains as originally issued, with some small tweeking by me. However, it NEEDS a better one!! 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, in particular for in-game usage. For those that have the 1stGen releases, it's advised you delete, or move to a storage disk or elsewhere, the aircraft and decals folders for them; this pak is desinged to replace them in total. **These aircraft herein are released in "AS IS" Condition. There are SEVERAL issues with the LOD that cannot be resolved. Period. Any and all issues/problems that cannot be solved via ini edits will exist forever, as new models are unlikely to be created** Happy Landings wrench kevin stein Click here to download this file
  21. yup just change the cat pointer. (provided you DON'T alrady have the tiles in the terrain folder)
  22. Version

    871 downloads

    SF2 Lockheed (Y)F-12A Starduster by Veltro2K =For SF2, Any and All (Full 5 Merged Prefered/Reccomended) Re-release of Veltro's F-12A Interceptor. This is the FULL aircraft, with pretty much everything needed. If you have the original release, it's advised you delete it and use ONLY the items supplied herein (been some changes, doncha know!). This package also includes all the various 'tweeks' from my 2011 modification pak. The skin has been converted to jpg, and decal randomization is set to TRUE. Weapons, sounds, pilot figures, etc, from the Tweeks Pak are included. And a NEW SF2-style hangar screen. This assumes a fully operational aircraft, so when in game you'll is listed as F-12A Starduster On the aircraft selection drop-down menu. As always, fairly easy to follow, detailed install instructions are included. So, please read them! Veltro's original and my 'tweeks pak' readmes are included. Good Hunting!! wrench kevin stein with thanks to V2K, and many others!
  23. you can thank Kesselbrut for that one ... and PRACTICE!!! read teh pdf in the invader pak, it's the 'user manual' for the bombsight
  24. thanks! just wish the lod and FM were better... J will be next
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