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Wrench

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Everything posted by Wrench

  1. ok, a quick look via lod viewer.. many untextured regions some animations "questionable' FM need more work, loadout positonings, etc also, there IS a G as well without angelp's MAX files, or his willingness to work on this, or someone obtaining the MAX files and taking it over... well, there you have it
  2. range should be 25 miles (ish). The old Polack versions (2005) had a revamp later one, by Nichols Bell, who had served in a HAWK battery in Europe. So, the man actually knew his Real World (tm) stuff on that missile
  3. Who cares about YAP??? It's bad enough the only other existing ones are DAT
  4. angelp started one in 2019, but it's never been finished. I should know, I was working on it with him via CAF Group. we need at least 3 models C/boston iii G (gun nosed J (glass nosed) all were planned. I"ve got LOTS of books and data, if someone wants to pick up the project. to say nothing of shitloads of decals that need a home that isn't on a DAT bird
  5. it seems like the issue is the TFD tool itself
  6. What he said. are you converting the fps to mps??? EVERYTHING in this game is metric. also, I'd really just leave them alone. There's always been an "issue" with Western SAMs since the first ones were released around 2005. The game is slightly biased towareds RED side air defence. (so much so, after NA came out and a bunch of twats whined about having their asses blown off by RED shipboard SAMs, TK dumbed the down) Basically, if it works, DON'T fix it
  7. it works on all cockpits, regardless of Gen1 or NextGen. TK never changed the mesh names, that i'm aware of, from sf to sf2. make use the ]insturment number[ is listed, and then add the 'move' statements at the end. Never used the 'inactive' command, so if Nyghtfall says it work, take that as gospel!!!
  8. why would I download someone else's work, when my mod works correctly right out of the box??? (in truth, I didn't even know of yours, Mac!!)_
  9. that happens alot around here; people upload things that just don't quite work. or compile others work that DOES, then make changes they think are better than the experts, and break them (I been doing this since 2004, so....) if you'd read the read mes from my 2014 A/C mods, it's all explained. Even down to what sections to change/add/remove
  10. well, the ones i uploaded in 2014 work with no issues. So, your choice
  11. are you doing this yourself, or are you using the 'make them flyable' package that readily available in the downloads section?? don't forget, the 104C has the refueling probe on the port side, and WILL be visible from the cockpit. there should also be several posts in the forums from 'way back when the 104A/C and CF104 were released by 3W. You'll have to search for them
  12. 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
  13. don't forget to comment out the "background tga" statement as well. Always found that annoying
  14. 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  
  15. 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!
  16. 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
  17. 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.
  18. are we NOT noticing this statement ????? DummyComponent=TRUE
  19. 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??
  20. 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
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