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Wrench

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Everything posted by Wrench

  1. it's an AI control issue; been there for a couple of years. some luftwhiners over at the 3W site were complaining about AI behavior, and this is the result. adapting one's tactical doctrine to 'work around' the AI idiocy is required (ie: keep calling them back; even though they usually don't)
  2. in my 'archived' zip..there's 3 skins kg-40 kg-40-1 kg-40-2 but no read me
  3. awsome buildings!!! I like that rolling door hangar! Baff, don't forget Stary's hangar pak ... lots of ww2 types in there!! (somewhre in the 1stGen downloads) them tiles look pretty damn good Stary!!!
  4. well, the good news is, Sundowner braved the Deadly English Attic Spider ™, and located both the templates AND the MAX files. So, all we need is a 3d Guru to tweek it out. I'll be uploading the templates later this weekend, after exmainaing them.
  5. about as difficult as it was to turn the WW2 North Africa map into a modern "Eastern Med" map. (in other words, not very) there's even room for the aifield at Tunis, a couple on Scily (don't know about Malta), and the 'heel and toe' of Italy. but, it's still unfnished, and (talking about Baltikas) and I haven't seen it yet...
  6. File Name: F-86E Sabre, 54th FIS "The Hunters" ver.2.0 File Submitter: Wrench File Submitted: 30 November 2012 File Category: F-86 F-86E Sabre, 54th FIS "The Hunters" ver.2.0 - Version 2 for SF2 - Based on the movie "The Hunters" (as if you didn't know!!!) A revamp and cleanup of my original "The Hunters" F-86 Sabre skin. This pack WILL replace any eariler version you may have. While designed for the F-86E, it can be used on any late version (E or F). However, the movie clearly shows the aircraft to be E models (as evidenced by the opening montage, and the all-flying tail, and wing slats). If used on other variants, editing of the decals.ini will be required. Not much really changed; skins are now jpg format (rebuilt from ravenclaw's SUPERB template), decal randomization is TRUE. The 51st FIW checks are now painted on, and the 'squadron color' zap is a ficitonal white stripe above the checkerboard. Pilot names decals have been moved slightly forward. Also, the 54th is now a Fighter Interceptor Squadron, not a Fighter Interceptor Wing (even though the sign in the movie shows it as a Wing). Enjoy! wrench kevin stein Click here to download this file
  7. Version

    195 downloads

    F-86E Sabre, 54th FIS "The Hunters" ver.2.0 - Version 2 for SF2 - Based on the movie "The Hunters" (as if you didn't know!!!) A revamp and cleanup of my original "The Hunters" F-86 Sabre skin. This pack WILL replace any eariler version you may have. While designed for the F-86E, it can be used on any late version (E or F). However, the movie clearly shows the aircraft to be E models (as evidenced by the opening montage, and the all-flying tail, and wing slats). If used on other variants, editing of the decals.ini will be required. Not much really changed; skins are now jpg format (rebuilt from ravenclaw's SUPERB template), decal randomization is TRUE. The 51st FIW checks are now painted on, and the 'squadron color' zap is a ficitonal white stripe above the checkerboard. Pilot names decals have been moved slightly forward. Also, the 54th is now a Fighter Interceptor Squadron, not a Fighter Interceptor Wing (even though the sign in the movie shows it as a Wing). Enjoy! wrench kevin stein
  8. no, that just tell the engine when to "turn on" those entries. and actually, they were done WRONG!! you use the ActiveDate= line for the entire target area, and set it to start whenever you want it too. Like so.... [TargetArea081] Name=SAM Battery 7 Position=700000.00,500000.00 Location=2 Alignment=ENEMY ActiveYear=1967 Target[001].Type=SAMRadar Target[001].Offset=-1957.04,-1956.48 Target[001].Heading=0 see my post above a 'specific units called out'. TK broke that with the 1stGen 08 patch.
  9. no get WoE, copy/paste the VietnamSEA.cat to a /Terrain folder and viola!
  10. those ARE stary's tods. they were built, iirc, as one objcet, and imported (something i've never learned to do!) the bmp you posted is the stock 'terobjects_buildings.bmp'. to re-TOD, to use the stock 3W 'little buildings', you'll have to use the terrain editor.
  11. i'm grabbing that usn font for meself!! thanks flogger!!!
  12. i don't have the upgrade, baff, so could you post a screenie of the city with the TODs? There's a possiblity they might be Stary's, that use the "large clusters of large buildings". If I see it, I'll know!!
  13. was it allanjb or lloydnb??? I'll check my archived zips.. even I don't remember!!!
  14. looks almost like AAF Code, but that one dosen't have a dash (-) as part of the font; has a -believe it or not!- star-and-bar!! if using that font, just leave the space between the numbers blank, and paint in the dash with a 1 or 2 pixel square brush
  15. really? actually, the fueselage is broken into 4 parts .. bottom, top, left and right. other than the to-be-expected, and well-known-about mapping issue at the base of the vert fin.., with full stripes with half fues stripes (circa july 44), obviosly the problem disapeares. there's been mapping issues since day one with all of them ... hence the need for newer models
  16. morteza: fly fine for me. All the statements in the data ini are right from the 3W 21mf sandesh: if you mean the PG, with the cranked delta, I have no idea!!! No one has found the max file for THIS one, that could be used as the base for that one paulo: I have "partial" wing templates, if that'll help. I had to paint on the roundel, and had to redraw a small section of rivets and panels where they sit
  17. guess I should finish this one off, and ETO B/C upgrades...
  18. increasing the internal capacity increase the weight; better to lower fuel consumption by BFSC editing either way is still wrong!!
  19. WHY use decals for invasion stripes?? on Wolf's you can paint the invasion stripes on; the mappping on that is very well known (well, at least by me..and my 40meg template!) on TKs mustang, why not use the positions for the Suez stripes? (edit -- TK made them DECALS????!!!!! wtf??) but, like alfie said, move the squadron codes down, make the stripes 1st (level 0, codes, level0, ID letter level2) edit: correction, I just checked and the B/C template is 66+ megs!!
  20. of course, one could really cheat... and adjust the BSFC down to near zero... but then, you'd never get light enough for full manuvering
  21. ANW has the same problem, too. forgot that one!
  22. oh, yes I can -- its a seperate map for the pilot figure (a tga). but I aint gonna, cause it looks sooooooooooooooooo out of place!!! it's even got the logo on the back!
  23. heightmap won't do s**t it's an "Alpha Object" issue do this in the IR2003 data ini: [AlphaObjectTextureMaterial] EffectShaderName=xxterAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE in other words, comment out the fx line Eritrea uses the same 'fix'
  24. Apu-60-1

    did you add it to the loadout ini??? MERs, TERs, and rails must be listed in the aircraft loadout ini example: Indian Type 96 Fishbed: [AirToAir] Loadout[01].WeaponType=AA-8 Loadout[01].Quantity=2 Loadout[01].RackType=APU-62L Loadout[02].WeaponType=AA-8 Loadout[02].Quantity=2 Loadout[02].RackType=APU-62R Loadout[03].WeaponType=AA-2D Loadout[03].Quantity=1 Loadout[04].WeaponType=AA-2D Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 and, in the aircraft's data ini, "2IR" must be listed on that station, and the maximum weight allowed adjusted for the mass of the 2 missiles and the rail [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.68,-1.49,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,IRM,FT,2IR AttachmentType=WP,SOVIET,INDIA ModelNodeName=WingPylon_Outer_L PylonMass=60 PylondragArea=0.02 LaunchRailNodeName=MissileRail_Outer_L LaunchRailHeight=0.10 LaunchRailMass=25 FuelTankName=Tank490_MiG21
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