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Wrench

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Everything posted by Wrench

  1. 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)
  2. 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
  3. MissionData001.cat is where it resides use the 3W extractor, and toss it into your /Flight folder (you'll probably have to create one)
  4. 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
  5. 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?
  6. i don't think so; i think the trick only removes them
  7. 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
  8. 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
  9. 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
  10. pity there's no freeware Cobra's available...
  11. 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
  12. 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!
  13. 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
  14. 450 is a good spacing for rivets, for the most parts. that's what I use
  15. i think so ... since eburger released OpD after I'd re-released this newer version.
  16. what i'm tryin got figure out is the value for 3.5 meters of steel reinforced concrete
  17. you DON'T want to see the whites of their searchlights??? (Savo reference for those not remembering the incidents) with or without cv zones? remember with those 'in position', it will foul up any campaigns (old ones don't work anymore anyway), but newer builds will need to have a different WB without the zones next week ok?
  18. kodiak's map is exceedingly imperfect for Cuba OTC+. the one I made is historically correct. ------------ my apologies on the Yorktown -- I'd forotton her damage and quickie repairs before Midway. the screenie below shoudl reiterate the point. I made it last night, expecting the questions to be raised! the white box outlines the USABLE area within The Wall. But, it should be noted that anything with 50 km OF The Wall, behaves "oddly" Given that all but one of our surface warships (the Fletcher) has more than -at most- 3 working guns, limits their usablity/playabity for surface actions, adding the usn an ijn SAG 'zones' in the Slot would be an exercise in futility -- i can bet real money the damn boats would be sailing over hill and jungle in no time! (and I've seen it! it's already been tested by me) the main problem with how the game engine handles the naval zones, is they're permanent ... and it induces playability issues with naval aircraft being used from land bases ... you'll find your Marines flying from carriers instead of Henderson creating a water bmp, for just shippihg lanes, (which are quite well defined to keep them OFF te land!!) is just the matter of an hour or so's work.
  19. not you Martin, the other poster. you haven't flown it? I'm saddened!!
  20. pinned in the WW2 Forums... http://combatace.com/topic/74835-creating-the-eratheatre-specific-ww2-install/
  21. File Name: SF2 WW2 French Heavy Fighter/Attack Aircraft Pak File Submitter: Wrench File Submitted: 14 February 2013 File Category: French Origin SF2 WW2 French Heavy Fighter/Attack Aircraft Pak = For SF2 (Full4/5 Merged RECCOMENDED!) **Note: due to the extensive modifications to the cockpit and data inis, this mod will most likely -NOT- work in 06 level 1stGen game installs. 08 Level 1stGens may have some issues, but this has not/cannot be tested by me.** This pak contains a reissue of Veltro2K's WW2 French Air Force (Armée de l'Air) heavy fighter and ground attack aircraft. These are the complete aircraft, with various/sundry small changes. This pak contains: Potez Pz.630 GC 1/5 Brequet Br.693 GBA 1/51 All skins remain in their original bmp format, with new DDS damage textures. Decal randomization is set to "TRUE".Weapons (French guns and bombs) are included. All the 1stGen Hangar and Loading screens were either rebuilt to SF2-spec, or created new for this package. They are in jpg format. Ini tweeks include (but not limited to) "new" flight models -which, as always need some further refinments by Experten, replacement/repainted/recalibrated cockpits, gunsights, and new AvHistory engine sounds. See "Changes" in the Notes section for more details. 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 these aircraft. For those that still have the original releases, it's advised you delete 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. The source files have been lost, and there can and WILL be no modifications to the physical model. They 'are as they 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** Happy Landings wrench kevin stein Click here to download this file
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