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Wrench

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Everything posted by Wrench

  1. wrong data ini. delete or rename. double cockpit issue is well know. you may have to re-extract the cockpit ini, place in the Canberra's folder, and reposition. happens will all updates from 2012 to 2013, or when adding DLCs
  2. don't forget to comment out the "background tga" statement as well. Always found that annoying
  3. View File SF2 McDonnell F2H-2 Banshee (KAW) by Veltro2K SF2 McDonnell F2H-2 Banshee by Veltro2K 9/15/2020 -For SF2, Any and All (Full 5 Merged Recommended) "Quarantine Approved - Essential Mods" This package contains a new aircraft, the McDonnell F2H-2 Banshee, as used by the US Navy during the Korean War. That being said, this package =ONLY= contains those units that participated in the conflict. There are 4 units (skins) included in this package. In chronological order: VF-172 Blue Bolts (USS ESSEX, 1951) VF-11 Red Rippers (USS KEARSARGE, 1952) VF-22 Cavaliers - VF-62 Gladiators (both aboard USS LAKE CHAMPLAIN, 1953) The textureset inis for all skins has a listing of the exact dates of deployment. All markings, excepting squadron color bands, are decals. Decal Randomization is TRUE. 24 Modex numbers are supplied for each unit. The 24 'data plaque" BuNums are a pool shared among all the aircraft. Those units that are listed in the game's Squadron List, have their Displayed Name activated by my Patent-Pending 'Fake SqTail' decal. All weapons, sounds, and a pilot figure are supplied. New "box-art" style hangar and loading screens are also included, as is a spare "photo" style loading screen if you get bored with the painting. Wingfold and canopy operations are the Standard Animation Keystrokes (tm), Shift/0 (zero) for the canopy, and Shift/9 for the wings. When in-game, you'll see F2H-2 Banshee (V2K) on the aircraft selection drop-down list. This will diferentiate it from any other Banshees you may, or may not, have. As is always recommended, unzip to a temp folder or your desktop to give easy access to the rest of this readme for it's install instructions. Also, =PLEASE= read the 'Notes' section for other IMPORTANT information on in-game operations. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 10/01/2020 Category Other  
  4. hadn't thought of the gun OTH, now folks will know where to get the 104G, and the cockpit bits needed for the A, C, and CF models to make them flyable!
  5. I sure the vast majority of you End Users (tm) don't know that the stock 3rd Wire F-104G has been readily and freely available since the mid-2000s. I pretty sure Paulo knows this, too. We've had it here on the site for numerous years, since it's freeware release by TK for SFGold. You can find it here. (there's even an earlier version, of the SFG exe uploaded by me further down the page. It require a trick to install, but is still pretty easy to do) I'm sure with very little work, this new RF-104G mod can be adapted for use on the stock 104G
  6. I wonder how many times a year will the same fantasy keep being re-stated. Time to move on people. The game is what it is -- it will never be better or changed or updated or improved, internal code-wise. Lets just keep building the best mod add-ons we possibly can, with in the confines of the code. I think this thread is just about done.
  7. are we NOT noticing this statement ????? DummyComponent=TRUE
  8. how about testing the easiest way possible: simple rename or delete THAT mods folder, run the exe, run the game, set up your controls -DO NOT ADD ANYTING!!!!- and see if they start working again??
  9. over the years, this has been discussed. we suspect the limit of aircraft per mods folder may be 999. I've go one mods folder with well north of 500, and never had a problem
  10. It happens, the reason 15 years ago I wrote a tutorial on "having 2 aircraft named the same" and how to keep them seperate. hint: as you've discovered, unique names
  11. seriously? Did you notice the DATE of this thread? 2012??? So, you can probably bet it was "made for personal use" and never uploaded
  12. yes, we tried everything. it's even stated in the read me. physically, the hook does NOT have to touch the deck. the length parameters are in the data ini, so that's where the "contact' happens. There are even aircraft here, dating back to 1stGens that are carrier capable, that don't even HAVE hooks on the physical model, that catch the wire just fine. so ... there ya go
  13. in the cockpit ini, look for anything releated to "Head" or words to that effect
  14. Interestering I assume (oh! that word!) there'll be a drop down, like in the TE for selecting the type of solid object? (the differing buldings)
  15. I'll almost bet the root cause was a missed number someplace in the terrains' data ini of tile listings. I've seen something similar in the TAE, when a number is missed in the _types ini AND in the targets ini; for instance, a target area item listing will still show the items in the TAE, even after the break. On the target area view pane in the TAE, you can see a break, but the later listed items. Same for the types ini, although thats MUCH more rare; it usually won't show a broken numeric sequence, but stops at the break at least, that's been my experience
  16. Alexis: when you delete (or re-delete) the unneeded aircraft leave ONE each of the later model Player Flyable (tm) and AI. What I do, for a period specific install is leave one of the Skyhawks and the MiG-21MF. I've never had the "others" respawn by doing that. (that's how I have all my WW2 installs). Try that and it should work fine!
  17. Connecticut has a completely different tail design; and were all in NMF/ADC gray (serials are placeholders)
  18. did you add the appropriate lines to the 23's main ini???
  19. "All right boys, close it up. There's a giant monkey climbing all over the building in the city."
  20. All Hali Mue the Merciless. All files shall fall before him!!!
  21. can you tell us the steps you took, one by one, to install the mod?? Right now, we don't have enough info to help out
  22. well, shit. the one I have the "c" model
  23. almost all the AI aircraft are missing that engine data. I even check an old extracted WoE 08 level data ini, and it's not there either. I think it was assumed (!!oh that word!!!) that the AI birds would be left that way, as simple targets, and never would need them. If one REALLY wanted to finagle those statements in, I'd find an engine fairly close in thrust, and just use those (mystre IV, F-100A, etc) and see where it takes you
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