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Wrench

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Everything posted by Wrench

  1. when you created the PTO install, did you edit the options ini to adjust the start/end years? Are there actually single missions in the /Missions folder? A campaign shouldn't change any of that stuff if you rename the solomons campaign stuff (folder), do the single missions come back? if you open the various msn files, they tell you what terrain is required: [MissionHeader] AircraftType=Ki-61 MissionMap=NewGuinea2 MissionType=CAP StartTime=12:00:00 StartDate=04/05/1943 are the terrains present? other questions would be, do you have the correct Nations.ini and Formations.ini for WW2?? speaking of Korea, you ain't seen nothing ... the one we've been working on for SF2 has the single most detailed terrain ever built for this game; anything else is just poseing. (and yes, with minimal editing, it will work in 08 level 1stGens)
  2. File Name: SF2 WW2 RAAF Dakota (C-47A) File Submitter: Wrench File Submitted: 24 September 2012 File Category: Other SF2 WW2 RAAF Dakota (C-47A) -- Something for the WW2 players -- = For SF2, Full-4/5 Merged -PLUS- SF2I Expansion Pak 1 Required!!! = *Note: you MUST have SF2I Expansion Pak 1 to gain access to the C-47A to add this mod to. If you do not meet this requirement, DO NOT DOWNLOAD THIS MOD, as you'll be unable to use it.* A quickie redecaling of the 3W Skytrain to represent Royal Australian Air Force Dakotas in the SoWesPac region. 12 serial number/radio callsign decals are included; these are 100% historically accurate for the aircraft depicted. However, lack of clear shots of the tail made me 'guess' as to the use of the fin flash. I think it looks nice, so I left it on (some seem to have had it, some not) As always, fairly easy to follow, yet fairly detailed install instructions are included. So, please read them. This is another bird that will look nice sitting parked around you WW2 PTO airfields! enjoy! wrench kevin stein Click here to download this file
  3. SF2 WW2 RAAF Dakota (C-47A)

    Version

    173 downloads

    SF2 WW2 RAAF Dakota (C-47A) -- Something for the WW2 players -- = For SF2, Full-4/5 Merged -PLUS- SF2I Expansion Pak 1 Required!!! = *Note: you MUST have SF2I Expansion Pak 1 to gain access to the C-47A to add this mod to. If you do not meet this requirement, DO NOT DOWNLOAD THIS MOD, as you'll be unable to use it.* A quickie redecaling of the 3W Skytrain to represent Royal Australian Air Force Dakotas in the SoWesPac region. 12 serial number/radio callsign decals are included; these are 100% historically accurate for the aircraft depicted. However, lack of clear shots of the tail made me 'guess' as to the use of the fin flash. I think it looks nice, so I left it on (some seem to have had it, some not) As always, fairly easy to follow, yet fairly detailed install instructions are included. So, please read them. This is another bird that will look nice sitting parked around you WW2 PTO airfields! enjoy! wrench kevin stein
  4. the Kill Yamamoto mission requres the PAW1 terrain (I d/led both last night to cross check). So, if using my rebuild of the Solomons map, it won't work, as it's the wrong terrain, which is why that mission is not showing up. It's looking for something that isn't there. The PAW1 terrain is ... well....not up to par, even by 2008 standards. If one wanted to fly it, the mission would have to be rebuilt usinig the Solomons V3 terrain. Relatively easy in SF2, what with it's built-in mission editor. For 1stGens you're kinda stuck with Le Missioner or QMD thingy
  5. Cocas Birthday!

    Happy Birthday Daniel!! now ... lets parteeee!!!
  6. if a mission is in the folder, but not available from the dropdown it usually means: an aircraft is unavaliable (for either side) or, wrong terrain not personally famailar with it, so that's all I can add (safely! -meaning to not steer you wrong) for the missing guns, you might need a weapons pak, as they usually contain guns as well. Which is odd, as the originals Lightnings were all configured for stock 20mm Hispano and 50.cals
  7. I HATE working with DDS skins - some of the KAW birds use them, and the templates (psd) are so frakking HUGE!!! they choke both PS 6 and 7!! if HD space in not an issue, maybe bmp. I've been doing a lot of WW2 stuff to jpg, but honestly ... I'm not really happy with. They 'look' the same in game but I've always got this nagging feeling in the back of mind. Yah, that Jug skin is AWESOME!!
  8. iirc, the font is Long Beach USN, but Ive never found a full version for free download. The freeware are always crippled somehow - missing a few letters/numbers. So, one would need to 'buy' it. that most defiately looks like a Midway class! I also like that cruiser! (although the pre-missile all 8" gun version would be nice too! )
  9. After successful delivery of beer to the troops, time to head home... -------- ant: are those new fuel bowsers I spy?? russo: the bump mapping on the su16 is superb!!
  10. ya got my vote! (do i have register as a voter?)
  11. but ya gotta admit, it IS one of the nicest looking models 3W has ever produced (and, yes I prejudiced!) the thing should be one of the best dogfighters EVER in aviation history -- that kinda sorta what it was built for. removing the fues tank is a good idea -- for 3W 63% maps - with the 2 internal wing tanks, and the 2 drop tanks, it'll have plenty of gojuice. But what of the few full-scale maps we have? that extra gas might come in handy. but it DO needs tweeking. We're all seen real ones flying, and various newsreel-type films from the war; it should be MUCH more manuveralbe
  12. i just use that 1st selection -- that shows dlc and cat files. i'm lazy
  13. no, you have change the selection on the cat extractor to sho dlc
  14. there's some seriously f***ed up tiles on that terrain! missing all kinds of transitions! landing lights are waaaay too bright, drop both down by 50% (use the specs we did on the Paki Mirages)
  15. TAS or IAS??? (it's a discussion that comes up all the time) you'll need to active the full debug mode, so extract the HUDData.ini, place it in the /Flight folder and do this to the top section: [Debug] //DisplayDebug=FALSE DisplayDebug=TRUE the commented out section will allow you turn it off permantly. In game you'll have a LOT of info on the left side of the screen. It can be turned off by hitting Alt/D. you'll also notice the speedometer is calibrated in MPH, while debug is knots and yes, I agree, it feels 'sluggish' all around
  16. that's not how SF2 does nations now. let me get the PTO mods folder unzipped, and look at the Solomons (don't recall if I used LimitedNations=TRUE yup, sounds like the dreaded ATI bug on the tga (I've always used nVidia) the jpg skin is a patch issue -- iirc the Nov 2011 added that ability. as to the cockpit ... I DID remember it in the SB2U's zip, right???
  17. we could use a "Liberty" ship style cargo ship, too. Not only for WW2, but for many years after just throwing that out...
  18. the thing that's really got ME bugged is the square prop tga on the SBD, and the missing pit on the WindIndicator...as (as always!) they work fine for me. The skins ARE in jpg, for May/June/July 2012 level (full-5 merged in my case) Jeff, try converting the skins to bmp with Photoshop, or IrfanView or GIMP and see what happens. I don't have my mods folders rebuilt yet; just got the new HD in and the reinstall of the OS done last night, and waiting for the new vidcard, so I can't check anything for few days (the craptastic card i'm using just don't like SF2) and most definately, what patch level be you at?
  19. plenty of skinning tutorials at simmerspaintshop.com
  20. thats an easy fix,but will require some work in both the targets and types inis. This same 'cheat' is being used in the KAW mod, for the PRC airfields west of the Yalu (and therefore, off limits). You need to 'clone' all the objects on the Peshwar base in the types ini -expecially the runway and ALL buildings, and give them a 0 point value. Example: [TargetType0**] Name=barrack1n FullName=Barrack ModelName=barrack1.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=10.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=barrack1_destroyed SecondaryChance=25 SecondaryEffect=SmallExplosionEffect note that it's now called "barrack1n" -n for neutral or no value. You'll need to do that for EVERY object listed in/on that airfield. Basically, you copy/paste each one at the bottom of the Afghan_types.ini, useing the next number in sequence you'll have to go through the targets ini for the runway you've selected for Peshwar, noting down ALL the items listed, and change them to the n type: [TargetArea0**] Name=Peshawar PAFB Position=*Insert proper coordinates* Radius=6000 ActiveYear=0 Location=*Insert Proper Location* Alignment=ENEMY AirfieldDataFile=desert_airfield1n.ini NumSquadrons=3 Target[001].Type=Runway1n Target[001].Offset=0.00,0.00 Target[001].Heading=60.0 Target[002].Type=Tower1n Target[002].Offset=-66.16,0.09 Target[002].Heading=0 Target[003].Type=windsockn Target[003].Offset=50.00,-1200.00 Target[003].Heading=180 Target[004].Type=windsockn Target[004].Offset=-50.00,-1200.00 Target[004].Heading=180 Target[005].Type=windsockn Target[005].Offset=50.00,1200.00 Target[005].Heading=180 Target[006].Type=windsockn Target[006].Offset=-50.00,1200.00 Target[006].Heading=180 Target[007].Type=ils_shackn Target[007].Offset=-65.00,-1229.00 Target[007].Heading=90 Target[008].Type=ils_shackn Target[008].Offset=-66.00,1230.11 Target[008].Heading=90 Target[009].Type=eor_shackn Target[009].Offset=177.00,-1267.00 Target[009].Heading=180 Target[010].Type=eor_shackn Target[010].Offset=177.00,1267.00 Target[010].Heading=0 Target[011].Type=fueltank1n Target[011].Offset=415.00,860.00 Target[011].Heading=180 Target[012].Type=fueltank1n Target[012].Offset=415.00,885.00 Target[012].Heading=180 Target[013].Type=fueltank1n Target[013].Offset=415.00,910.00 Target[013].Heading=180 Target[014].Type=fueltank1n Target[014].Offset=415.00,935.00 Target[014].Heading=180 Target[015].Type=USFuelTruckn Target[015].Offset=502.83,365.08 Target[015].Heading=312 Target[016].Type=Hangar2n Target[016].Offset=592.00,93.00 Target[016].Heading=270 Target[017].Type=Hangar2n Target[017].Offset=592.00,43.00 Target[017].Heading=270 Target[018].Type=blastshieldn Target[018].Offset=484.49,385.10 Target[018].Heading=217 Target[019].Type=blastshieldn Target[019].Offset=452.06,408.76 Target[019].Heading=217 Target[020].Type=building1n Target[020].Offset=629.32,375.72 Target[020].Heading=0 Target[021].Type=building2n Target[021].Offset=622.77,438.32 Target[021].Heading=0 Target[022].Type=Hangar3n Target[022].Offset=602.24,223.20 Target[022].Heading=270 Target[023].Type=Hangar1n Target[023].Offset=592.00,148.00 Target[023].Heading=270 Target[024].Type=Hangar1n Target[024].Offset=592.00,294.00 Target[024].Heading=270 Target[025].Type=fueltank2n Target[025].Offset=534.78,341.84 Target[025].Heading=180 Target[026].Type=pit16n Target[026].Offset=407.00,-260.00 Target[026].Heading=0 Target[027].Type=pit16n Target[027].Offset=407.00,-185.00 Target[027].Heading=0 Target[028].Type=pit8n Target[028].Offset=407.00,-110.00 Target[028].Heading=180 Target[029].Type=fire_deptn Target[029].Offset=558.00,-12.00 Target[029].Heading=0 Target[030].Type=watertower1n Target[030].Offset=628.79,-325.83 Target[030].Heading=90 Target[031].Type=USJeepn Target[031].Offset=-434.96,1057.02 Target[031].Heading=45 Target[032].Type=USJeepn Target[032].Offset=565.91,5.21 Target[032].Heading=280 Target[033].Type=USFuelTruckn Target[033].Offset=527.39,5.35 Target[033].Heading=92 Target[034].Type=bombtrailern Target[034].Offset=517.47,-98.75 Target[034].Heading=4 Target[035].Type=bombtrailern Target[035].Offset=568.01,118.21 Target[035].Heading=277 Target[036].Type=bombtrailern Target[036].Offset=321.30,-175.30 Target[036].Heading=12 Target[037].Type=powercartn Target[037].Offset=321.70,-269.60 Target[037].Heading=0 Target[038].Type=blastshieldn Target[038].Offset=518.60,-41.40 Target[038].Heading=270 Target[039].Type=blastshieldn Target[039].Offset=518.60,-62.20 Target[039].Heading=270 Target[040].Type=blastshieldn Target[040].Offset=518.60,-83.50 Target[040].Heading=270 Target[041].Type=blastshieldn Target[041].Offset=518.60,-145.70 Target[041].Heading=270 Target[042].Type=blastshieldn Target[042].Offset=518.60,-221.40 Target[042].Heading=270 Target[043].Type=blastshieldn Target[043].Offset=518.60,-295.60 Target[043].Heading=270 Target[044].Type=pit8n Target[044].Offset=407.00,-335.00 Target[044].Heading=0 Target[045].Type=ASRn Target[045].Offset=-406.67,1080.92 Target[045].Heading=0 Target[046].Type=barrack1n Target[046].Offset=-386.39,1029.59 Target[046].Heading=130 Target[047].Type=shack1n Target[047].Offset=-396.73,1065.22 Target[047].Heading=270 Target[048].Type=shack1n Target[048].Offset=-426.88,1085.00 Target[048].Heading=130 Target[049].Type=building2n Target[049].Offset=-449.12,1073.09 Target[049].Heading=40 Target[050].Type=barrack1n Target[050].Offset=694.00,-19.98 Target[050].Heading=90 Target[051].Type=barrack1n Target[051].Offset=694.43,-61.07 Target[051].Heading=90 Target[052].Type=barrack1n Target[052].Offset=694.43,-104.11 Target[052].Heading=90 Target[053].Type=barrack1n Target[053].Offset=693.71,-145.22 Target[053].Heading=90 Target[054].Type=barrack1n Target[054].Offset=696.61,-186.87 Target[054].Heading=90 Target[055].Type=barrack1n Target[055].Offset=695.13,-229.71 Target[055].Heading=90 Target[056].Type=barrack1n Target[056].Offset=695.99,-272.42 Target[056].Heading=90 Target[057].Type=barrack1n Target[057].Offset=697.62,-318.97 Target[057].Heading=90 Target[058].Type=barrack1n Target[058].Offset=758.36,41.02 Target[058].Heading=90 Target[059].Type=barrack1n Target[059].Offset=759.36,84.55 Target[059].Heading=90 Target[060].Type=barrack1n Target[060].Offset=759.36,125.78 Target[060].Heading=90 Target[061].Type=barrack1n Target[061].Offset=695.45,347.38 Target[061].Heading=90 Target[062].Type=barrack1n Target[062].Offset=695.45,303.41 Target[062].Heading=90 Target[063].Type=barrack1n Target[063].Offset=694.40,258.45 Target[063].Heading=90 Target[064].Type=barrack1n Target[064].Offset=697.02,210.64 Target[064].Heading=90 Target[065].Type=barrack1n Target[065].Offset=697.02,169.55 Target[065].Heading=90 Target[066].Type=barrack1n Target[066].Offset=695.45,125.10 Target[066].Heading=90 Target[067].Type=barrack1n Target[067].Offset=696.03,84.01 Target[067].Heading=90 Target[068].Type=barrack1n Target[068].Offset=695.11,40.97 Target[068].Heading=90 Target[069].Type=barrack2n Target[069].Offset=621.86,-56.03 Target[069].Heading=90 Target[070].Type=barrack2n Target[070].Offset=622.86,-96.30 Target[070].Heading=90 Target[071].Type=bunker2n Target[071].Offset=546.18,-540.50 Target[071].Heading=90 Target[072].Type=bunker2n Target[072].Offset=545.36,-490.74 Target[072].Heading=90 Target[073].Type=bunker2n Target[073].Offset=545.25,-445.57 Target[073].Heading=90 Target[074].Type=barrack1n Target[074].Offset=763.89,-21.27 Target[074].Heading=90 Target[075].Type=barrack1n Target[075].Offset=763.23,-61.73 Target[075].Heading=90 Target[076].Type=barrack1n Target[076].Offset=763.23,-102.76 Target[076].Heading=90 Target[077].Type=barrack1n Target[077].Offset=762.49,-145.77 Target[077].Heading=90 Target[078].Type=barrack1n Target[078].Offset=763.77,-187.30 Target[078].Heading=90 Target[079].Type=barrack1n Target[079].Offset=763.77,-231.20 Target[079].Heading=90 Target[080].Type=barrack1n Target[080].Offset=760.68,-275.80 Target[080].Heading=90 Target[081].Type=barrack1n Target[081].Offset=762.28,-318.69 Target[081].Heading=90 Target[082].Type=shack1n Target[082].Offset=823.36,-328.42 Target[082].Heading=270 Target[083].Type=xAAA Target[083].Offset=-573.20,1497.53 Target[083].Heading=315 Target[084].Type=xAAA Target[084].Offset=541.14,537.89 Target[084].Heading=45 Target[084].ActiveYear=1961 Target[085].Type=xAAA Target[085].Offset=526.88,-828.54 Target[085].Heading=135 Target[085].ActiveYear=1961 Target[086].Type=xAAA Target[086].Offset=-410.75,-1512.31 Target[086].Heading=225 Target[087].Type=building1n Target[087].Offset=629.43,-16.72 Target[087].Heading=0 Target[088].Type=building2n Target[088].Offset=624.43,-136.72 Target[088].Heading=0 Target[089].Type=shack1n Target[089].Offset=634.79,-307.83 Target[089].Heading=180 Target[090].Type=shack1n Target[090].Offset=538.00,-5.00 Target[090].Heading=0 Target[091].Type=building3n Target[091].Offset=488.97,413.26 Target[091].Heading=0 Target[092].Type=xUSJeep Target[092].Offset=472.93,408.29 Target[092].Heading=190 Target[093].Type=shack1n Target[093].Offset=466.65,416.44 Target[093].Heading=180 Target[094].Type=building1n Target[094].Offset=589.43,-16.72 Target[094].Heading=0 Target[095].Type=powercartn Target[095].Offset=467.40,397.14 Target[095].Heading=-30 note the "xAAA"; with nothing of vaule to defend, they're no longer needed. The game engine ™ will skip over those entires. you'll also need, in the example above, the Desert_airfield1.ini, to rename to match the new runway. (or the ini for whichever one you're using) further questions; just ask
  21. File Name: Central America Terrain for SF2 File Submitter: Wrench File Submitted: 08 September 2012 File Category: Full Terrains Central America Terrain for SF2 - For SF2, Any & All (Full-4/5 Merged Reccomended*) This terrain covers the area from Belize, down to Columbia, centered on the Panama Canal. Some regions are a bit truncated (eastern El Salvador), and some areas are not targeted. This terrain does =NOT= have the SF2NA "NavalMap" statement activated in any inis. It is designed =ONLY= for ground-based air forces. It is highly suggested it remain as such. However, the _water.bmp does have 2 "Blue Side" coded carrier stations, one in the Pacific and one in the Caribean. Again, its not reccomended for CV usage; as once the "NavalMap=TRUE" is activated, all USMC carrier-capable aircraft will now ONLY fly from The Boat. The LimitedNations statement is set to TRUE, allowing only for 'regional powers' (with a few exceptions). Many of the included GroundObjects you may already have -- install them anyway. A majority of them have had the "issuing" user nations corrected, and the appropriate UserList created. The included Ships have also been updated as per SF2NA. Geophysical Disclaimer: some rivers and other water features may not follow their Real Life ™ courses, or be placed in their Real Life ™ locations. Several cities and other physical features may also fall into that classification. However, 2 Easter Eggs are emplaced on the map. You should be able to guess where, and what they are. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping, but before installing. As always, the Notes and Other Nonesense section may make for entertaining reading. Please also read the New Standard discalimer, as it's been changed slightly. Happy Sightseeing! wrench kevin stein *Full-5 reccomended if one activates the Carrier Zones - NOT reccomended* Click here to download this file
  22. yeah, TK did a super job on 'stang. It makes me wonder what a 3rd Wire Sabre would look like....
  23. you do it via LimitedNations=TRUE in the terrains' main ini (Afghanistan.ini), and create or edit the AfghanNations.ini, listing the firendly and enemy sides
  24. File Name: SF2 WW2 C-47 Skytrain File Submitter: Wrench File Submitted: 21 September 2012 File Category: Other SF2 WW2 C-47 Skytrain -- Something for the WW2 players -- = For SF2, Full-4/5 Merged -PLUS- SF2I Expansion Pak 1 Required!!! = *Note: you MUST have SF2I Expansion Pak 1 to gain access to the C-47A to add the mod to. If you do not meet the requirement, DO NOT DOWNLOAD THIS MOD, as you'll be unable to use it.* A quickie redecaling of the 3W Skytrain to represent Early WW2 C-47s in use pretty much anywhere in the world. It uses the stock OD skin, with the Round Star (no meatball, no bars) as seen from May 1942 through September(ish) 1943. 12 serial number decals are included; these ARE actual C-47A serials from the correct timeframe. Also included is Kesselbrut's cockpit*, for those that haven't made it flyable, and a new engine sound, of an actual C-47. The userlist ini also included, adding Australia as a new nation; a WW2 RAAF skin is in the works. As always, fairly easy to follow, highly detailed install instructions are included. So, please read them. This will look quite good sitting parked around you WW2 airfields! *Note: although a cockpit is supplied, it is reccomended to leave the aircraft under AI control. There is very little actual use for transport aircraft in game, at the moment, other than as eye candy. Happy Landings! wrench kevin stein Click here to download this file
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