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Wrench

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Everything posted by Wrench

  1. well, speaking totally from a modder/skinner/ini dancer's POV ...(and having rereleased an SF2 upgraded version last August..) with the hump now built into the LOD, does allow for the other 2 squadrons to be easily done!! ------------------------------------ DA: dude, totally fraking awesome post!!!
  2. actally, sometimes they drive me bat-s**t crazy. anyone noticed the absence of certain files? Having browed through each and every (unlocked) cat file - all the mission, flight, objects, etc -including DLCs- ... where have all the RWR lists gone? Where are the Ranks(insert nation) lists? Where are the (insert nation) name lists?? what's up with that??? Why would these have to be hidden or locked away? trying to upgrade some aircraft with the latest TEWS symbology, not only are the 'newest' RWR lists missing, but so are the tgas! Trying to fix one of the nations, giving the correct rank structure, and the Ranks**.lst isn't around! (had to extract from my last remaining 1stGen game!) I have great fears for what's lurking just around the corner, with respect to modding. Very disturbing, at least in my estimation.
  3. it'll contain all the WW2 PTO-mod F4Us, -thet were seperatly available- with 95% compliant SF2 level FMs (not perfect, mind you, but quite workable!) and maybe one or 2 new skins For SF2 PTO-centric ONLY! will NOT be usalbe in 1stGens. Period
  4. F4U Corsair, WW2 Pak (Wolf257)

    Version

    377 downloads

    F4U Corsair WW2 Pak (Wolf257) = For SF2, Any & All (Full 5 Merged Reccomended*) = Designed for use =ONLY= in a stand-alone SF2-based WW2 PTO Mods Folder!!! *Note: Full-5 Merged reccomended, due to the use of SF2NA style 'carrier based' statements in the aircraft's data inis. Working WW2-era aircraft carriers (and escorts) are required as well as Terrains with working SF2NA-style _water.bmps and NavalMap=TRUE). There is a 98.6% probability that this mod will =NOT= work in SF/Wo* 1stGen game installs, due to the excessive modifications made to fit them into the SF2 environment. Please note, that in the case of NavalMap Terrains, USMC & RNZAF aircraft =WILL= be flying off carriers, regardless that said aircraft versions/squadrons did or did not in Real Life ™. It's a Game Engine "bug" that can only be fixed by have both a land-based and carrier-based version of the aircraft (ie: "Nationalized")* This is a compliation of all the work done to date on Wolf257's Corsairs, from 1stGen WW2 mods, converted, adjusted,tweeked, etc, for use in the SF2 environment. This package is designed (read: WILL) replace all other previously released versions/variants/mods of these aircraft. This package holds 6 complete aircraft, with all their skins and decals: Corsair MK.IV (RNFAA- BPF) F4U-1 (USMC Birdcage 'Stand In') F4U-1A (USN, USMC, RNZAF) F4U-1D (USN, USMC, RNZAF) F4U-2 (Radar Equiped Nightfighter; USN, USMC) F4U-4 (USN, USMC) *by TMF, specific for WW2* For squadrons represented, just look in each aircraft's folder. New cockpits, from the TMF -4/-7/AU-1 are being used on the Mk.IV, -1D. The -2 is using the radar- equiped cockpit from the -5N. While not fully hisorically correct, they have the proper "look and feel" for the era. The -1 & -1A still uses the original Wolf cockpit. With a small "enhancement" Data inis (FM), loadouts, userlists, etc meet (almost, FM-wise) the latest standard. All skins are in Jpg format, and decal randomization is TURE. See 'Notes' for more details. All weapons are included, in SF2 formatting, as are sounds and a pilot figure. Supplied, for Optional Use, is a slightly modified SquadronList.ini, with small name changes to some USN & USMC squadrons, that may (or may not!) show the correct squadron name on the Loadout Screen. Also supplied is a 'backdated' SCB-125_Data.ini for SF2NA users that will allow the anachronism of a 1950s-era angled-deck Essex class CV to work in WW2 (that also has =NO= working guns!!). Good Hunting! wrench kevin stein
  5. JonathanRL mentioned something in passing the other day, so I thought I'd show ya'll how Real Flyers ™ do Anti-ship; the Old School Method!!
  6. isn't this the same one you uploaded earlier today? If so, should we remove the original?? TIA!
  7. yeah, it prolly don't use a seperat "hump" added via FakePilot ™
  8. well, just looking at the planning map, there's 4 carrier stations showing -and I'll bet nothing on _water.bmp (if it has one!) also, there's land based ffaaaaaaaaaaaaarrrrrrrrrrrrrrrrrr to close to The Wall -- one in Nicaragua, Bermuda, and mid-Flordia coast. Locate those 3 land bases in the _targets ini, change their alignment to NEUTRAL, and see what happens. Or, you can try the 'Expanded Borders Trick" and see what happens (most likely, nothing...but worh the shot) http://combatace.com/topic/63825-expanding-mapterrain-borders/ poor placement, with little consideration as to how the terrain engine works, methinks
  9. I editied you file before approving .. changed the screenshot to the one of the aircraft Before downloading something, folks want the SEE what they're getting, not some squadron patch just a bit of free advice!
  10. yup, the only one. unfortunatly, is has several LOD issues in SF2 (tractorbeamline), and needs a major FM overhaul OTH, the cockpit is outstanding, and worth the price of admission!! of course, I have the MAX file for Monty's A-1H around here somewheres; with a little massaging and coaxing....but that still leaves one withOUT a side-by-side cockpt
  11. Go Ant!!! ------------ a pair VBF-6 -4s head out from HANCOCK to 'vist' the Home Islands others launching from a CVL
  12. i was gonna say... prolly nose! LOL!! 356th??? (have a C I never finished...) if you want to update/correct the lights, look in the SF2 WW2 downloads ... there should be a couple of Mustwang skins by me in there, with data inis with the corrected/additonal formation lights note to self ... reuse all the exceptionally cool nose art decals on something....
  13. -1A only at the moment, but it'd be a simple matter to copy/paste the skin folder to the -1D, and give it more striking power, what with the extra hardpoints and all (serials may be off, but only an expert would truely know)
  14. sorry, Ken, 3W boirds don't come with OUTs. The data.ini can help some, it's in ObjectData020.cat what part/mesh/location are you looking for?
  15. NavalMap=TRUE without any CV zones on the _water.bmp??? actually happens a LOT, even on those maps. try using it ONLY in SF2NA (may or may not help)
  16. uuuuuuhh...that's gotta hurt! (duke nukem) that is definately gonna leave a mark!! experimentating with new dds damage textures
  17. New sign on the CA offices....

    there are NO coincidences!!
  18. iirc, it's something new in the SF2 -started appearing around Jan12 patch ... 98.6% of ALL 3rdParty mods are doing this for some stupid reason (worse on WW2 propjobs and low powered Gen1 Jets) i don't know of a fix, or if any is even possible.
  19. it's a game engine quirk fellas ... if a skin exists, with no textureset ini, the entire aircraft disappears!!
  20. that Jolly Roger Corsair skin is wrong.... you can find this one, totally correct, in the 1stGen WW2 downloads section ....(probabaly in the F4U-1A pak)
  21. yeah, Ken, I had to transfer over all the decals and texturelist inis (and the decals folders to!) had to revamp my 36th FBS "korean era" skin too, and will upload an updat for that later this weekend
  22. fault in the 3rdWire pit1.lod. I reported it about 2+ years ago ... still ain't fixed! you can copy the pit1.ini from any of my other terrains, or copy/paste the text below, and 'save as..' pit1.ini. make sure it goes into ALL terrain folders [LOD001] Filename=pit1.lod Distance=6000 [shadow] CastShadow=FALSE ShadowCastDist=500 MaxVisibleDistance=2000
  23. i want to change the 'i'm taking damage' wav that plays after your wingmate hits the ground the Wilhelm screem much more appropriate, methinks. anyone know the name of that wav??
  24. i fixed mine by just pulling the data inis, and changing the ExportedToEnemy= to FALSE. stopped the problem!
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