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Wrench

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Everything posted by Wrench

  1. MTO

    not until 1945, did AAF squadron start recieving Mustangs, mostly B/C models. Sometime after that, D started appearing. By then, all squadron were operating from Italy. Including RAF units So, no; not any "real" mustangs if you give me 24 hours, you'll have a nice BRAND NEW Spit Mk.VIII in AAA and RAF markings
  2. Thank You to all who have served!

    Yes, sometime "Thank You" just isnt enough!!
  3. missing the necessary ground objects to hit maybe???? VNSEA has 4 CAS routes in the movements ini... maybe need to download "something" the NVA would be using??? Since, iirc, even in 1stGens it uses the LimitedNations statement, you aren't going to find something that wasn't "exported" to them (ie: tanks --yes, we know they did show in Real Life). There's s ome NVA and VC troop GOs around someplace using the F7 ground object view, were there any US armored units waiting to engage?? bottom line: i think you're missing some ground objects (troops, waterbuffalo, etc)
  4. iirc, like ships, tanks should have a 'gunner' statement for each gun. I could be wrong, too!
  5. ok, them's the really old ones and not to sF2 standard.; they are ALL being replaced as soon as Fubar gets me the updated FMs (he's in New Jersey, so we all know what just happened there; delays are expected) open the avionics ini, if they have them. if those are the old tazkiller mods, they may not even have one with the radar ranging gunsight, but look for lilnes like this: [RWR] Type=AUDIO_ONLY TrackSound=RWRTrackSound.wav LockSound=RWRLockSound.wav ThreatLaunchSAMOnly=TRUE ThreatLaunchFlash=TRUE LockFlash=TRUE LockFlashRate=0.1 [RWRTrackSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RWRLockSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 if so, delete it. AFAIK, even late model F didn't have anything (although some of my sources seem to mention a light near the gunsight, that illuminated when the aircraft was being "looked at or locked" with a radar (smiliar to RAF WW2 'Boozer" systems)
  6. wouldn't the MG cupola need a seperate node? I remember when I first added the MGs to 1stGen back in 05, we just 'ignored' the face they weren't really connected to to turret or chasis. I know the Abrams, being 3rdParty has a OUT that lists the MG cupola; that what I used. But I can't recall if the sub-turret (for lack of a better term for the cupola) was animated and nowadays, without access to the 3W lods....be diffucult to figure it out (of cousre, some are still in SF/Wo* and lods can be extracted and browsed with a hex editor)
  7. a picture is worth 1000 words...(your username will be different, of course! ) you'll notice, to the left a radio button; you can change the directory it extracts too as well
  8. wrong on the Data ini adjustment. What that statement does, is tell you WINGMATES they have have an RWR the only thing that controls sounds or visual inidcation (on cockpits with the screen) is the aviionics ini. Geary: still need to know WHICH airplane!!
  9. ok...lets try and narrow this down. do you have SF2 (plane jane), with the included Desert terrain? (can't remember from a previous post if you're Full-5 or not!) (the airfield lod included is because of some retextureing I did to; just ignore it) india/pak also requires the Desert.cat, although I did test it at some point with the Germany (in fact, the one i'm using now IS pointing to GCE)
  10. point it to the desert.cat, like it said in the readme. You can also try GermanyCE. all the 'naming conventions' for terrain objects use those fo the Desert.cat. Problem being, previoulsy on 3W TV... the terrain cats had all the desert stuff still in them. Sometime around Jan2012 patch, or NA they got removed from all terrain cats BUT the desert cat. Oddly, all airfields (Vietnam_airfield***, Germany_Airfield***, even the IsraelME) use the same lods. They just get called something different in the _data.ini. and try ot use it ONLY in NA...the f***ing thing locks/freezes/and crashes the game when used in "standard" SF2 installs -even a full-5 merged SF2. I've never figured out why, so couldn't fix it. REALLLLLLLLLLLLLLLLLLLLLLy pisses me off!!!
  11. knowing which aircraft would help. Some aircraft DID have an audible warnings, usually a 'tail waring radar' (aka proximity warn -those go back to ww2 used in P-47, P-51, P-38, to say noting of RAF ones) it'll be in the avionics.ini, as always
  12. the item you posted is known as the 'main.ini', there's one for each aircraft (obviously!, as it tells the game what/who/how/etc) the decals inis are hiding in many of the varouis ObjectData***.cats, with each of skins. You'll need the 3rdWire cat extractor to pull them, create seperate folder in EACH aircraft's folder for EACH skin being modified place the decals ini in that folder, and THEN plot the positions for the actual decals, and test in game
  13. yeah, that camo pattern would be NIGHTMARE to paint (belive me, I tried it for Wolfs!!)
  14. they're set in each aircraft individual skin (as in 'each and everyone') decals ini. they're a Level 3 decal, and like all others, for 'addon' birds, must be located and placed on the aircraft, The example below is from the Phantom: [Decal030] MeshName=splitter_plate_left DecalLevel=3 DecalFacing=LEFT FilenameFormat=kill Position=5.995,-.141 Rotation=00.0 Scale=0.75 DecalMaxLOD=2 however, you'll only get the stock 'redstar-with-a-number-in-it'. Other kill marking, like say, WW2 'meatballs' or 'black crosses' would have to be (and have been) custom made, and treated like anyother decal; residing in they're own folder, with specific name for which side gets to use the. And, you'd need 100 of them
  15. omg!!! f***ing halairous!! WBS, you RULZ brudda!!!
  16. oh, man... that is SOOOOOOOOOOOOOOOOO outdated!!! But it should work. Desert.cat ---> Korea3.cat I'm running mine with the cat pointer to GermanyCE (as that's also the tile naming conventions) and don't have a problem. It was tested with all the regular 3 terrain cats, again with no problem Hell, I even have the terrain in SF2NA and it works perfectly, again, pointed to GCE So, can't can't tell you why it ain't working for ya
  17. I guess, just run them through the templates (to keep the buttons in the same place??). It's the 'hot spots' that's usually the issue I haven't seen those 1stGen screens in so many years, I 've forgotten what they look ilke!!
  18. Mosquito

    love that sound! thanks for posting!!
  19. you guys are lucky! all I got was the Nigerian Oil Minster Prince guy-dude, whatever
  20. from the terrain readme: emphasis added for effect
  21. you don't like mine, eh? (that's ok ... i wasn't terribly happy with the main screen either!) templates for ALL the SF2 menu screens are in the downloads. have been for 24+months http://combatace.com...reen-templates/ edit: to answer the original question; no, they cannot
  22. guess you can't wait for me to finish the Mk.II and Mik.IV, eh? with the CORRECTLY shaped wings, eh???
  23. We must STOP them!! The Kznti battleships must not reach Earth!!!
  24. 47,692.1 at last count. DA: i was thinking that VERY same thing!! Honestly, I think it's the same guy, logging in via proxies; as the IP resolved to Maritus, Africa
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