Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,879
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by Wrench

  1. that's the other cheat I use ... gepard, iirc, had made 2 smokestacks (50 and 72 meter height) that I modified to have a smoke emitter. They can, and have been, placed as seperate objects within an existing multi-stack factory, or added to one without a stack, to give that nice effect. It's a real bitch placing them exactly, and sometimes they aren't as hidden as I'd like, but it creates the illusion of having all 'furnaces burning' if you want them, and their _types entires, I'll be glad to shoot them over. It'll save you some MAX time at least!
  2. it's controled by the terrrain's _Types.ini. Here's the entry for the old (from WW2 terrains) train engine: the same for Factory's (like from The Factroy Place) Small problem: you can have only ONE working smokestack per factory (example: Julhelm has a factory w/3 stack and only 1 can emmit) now, I should state THIS train is a static Terrain Object ™, and just sits there. I've got a 'moving' train -built from Old Diego's 'full train' WoV/SF2V object, but it has many issues; not the least of which is it sits over 1meter OFF the ground (anti-grav hover train??). Another issue with trains as ground objects, is even though they'll follow truck routes set in the movement ini, they'll be multiple 'units' appearing, and it just looks wrong! It's a game engine thang, as it reads the train as a multiple truck convoy. what kind of lighting are you trying for on runway? Something like fires in oil drums (ala WW2?) Runway lighting is controled in each _airfield.ini (the postions are set there, and at the bottom is the effect/material statements)
  3. don't know about that...it can STILL take months to get the terrain accurate (with reference to my OCD targeting habits!! )
  4. yah, DATs attacker; new skin by me, Spinners serial decals, new cockpit, new FM (not perfect, but MUCH better than before). LOTS of ini dancing ---- stick: GREAT Flanker shot!! ------- Sabre turning onto the runway
  5. somebody's not up to speed on their patch level, it seems ... as stated in the readme, and directly above in the Announcement which means you need to be -at minimum- the most recent patch level if the aircraft is displaying a white lod ... it also means that someone is trying to use this in a 1stGen game install (SF/Wo*), when clearly stated for "SF2 only" sorry, buddy, can't help ya there!
  6. Topic moved to a more appropriate forum first off - PLEASE DO NOT POST QUESTIONS IN THE KNOWLEDGE BASE!!!! it's for answers only. questions go here, in the regular forums this is for several reasons: 1) answers only 2) nobody LOOKS in the KB, so your questions might never be seen. --- as to an answer.... you may have to set the weapons editor to win98 compatibility mode also, instead of putting the weapons editor folder on C/ whatever (even at the root of C:), try putting the whole folder on the desktop, and create a shortcut from there. or run it from the exe right there in the desktop folder Also, you might want to have the game itself at the ROOT of C:. Your path would look like (WoE is an example only): C:\Wings Over Europe as oppposed to C/ProgarmFiles/*name-of-game*. This takes out any security issues that vista/win7 have with things in the 'protected' regions of the HD. (which can also prevent files being modified -weaponsdata.ini fer instance- from being 'saved')
  7. dosen't it have to be set in MAX as a 'self illuminating tga'???? if you can find one, in a 3rd party aircraft, look for the cockpit OUT file, it usually defines such things (I just looked at the Buc's OUT...
  8. texturelist ... I'll have to look, as I used it for the I/I maps, but added about 2 dozen 'specially made' tiles. Of course, those tiles are your's for using, if you need 'em. (of course -again-, you'll have to d/l the terrain!!) or, if you want, as it's archived on one my externals, I can send you the whole TE folder, already set up for polaks desert tiles. your choice! edit: there's 160 tiles on the I/I maps ... included lots of roads, rivers, etc. (which means throwing LOTS of bridges across them!)
  9. engine sounds (yes, even stock) dropping out is a know issue, and has been reported. It ain't fixed yet, obviously cause I get it too. ain' that what I said at the start??
  10. all the city tods for those tiles need a TOTAL rebuild! (used them on the iran/iraq, and irag2003 terrains) they don't 'fit' within the city limits (have to get on to the town planning council, methinks! ) but it's looking pretty good!
  11. are they listed in your SoundsList.ini, located in the /Flight folder? Are the wavs existent in your /Sounds folder? only enigne sounds don't need entries; all others need adding to the soundlist.ini
  12. Version

    472 downloads

    Mirage III Set, Pakistani Air Force - For SF2, Full-4/5 Merged Installs - -- Another Addition For The India-Pakistan Mod -- *Please note if not fully merged, at minimum, you =MUST= also have SF2:V, SF2:E, and SF2:I, as the ROSE Mirage references the A-7D_78 cockpit, and various "parts" from the F-15 and F-16 Netz. Hence, the call for "Full-4/5 Merged" If you do NOT meet these requirements, do NOT download this mod as you'll be unable to use it.* This pack contains 3 complete aircraft: MirageIIIEA (ex-RAAF, hence "A" for Australia), with ROSE upgrade MirageIIIEL (ex FAL, Lebannon) MirageIIIEP (for Pakistan) All skin textures are jpg, and Decal randomization is set to TRUE. Almost all weapons are supplied; several of the unguided rockets and the AIM-9L/9P use stock 3W items (of course, if you have 3rdParty ones in your install, it'll use them). ECM/CM pods have been updated to the latest SF2 standards. As always, fairly easy to follow, yet detailed install instructions are included. Please READ them! For Historical Purposes, all original TMF readmes are included. Dedicated to the memory of bpao; Oli you're missed! Happy Landings! Wrench kevin steinh
  13. from your mouth, to G*d's ear, brother!!! the terrain's been ready for 20+ months ... it's just aircraft (and a new the correct straight-deck Essex) that's holding us up oppps....violated my own rule ... forgot a screenshot!
  14. mine don't usually involve airplanes ... but what the hey, right???!!!
  15. good place to start, is TK's own Decal creation tutorial. http://combatace.com/files/file/345-strike-fighters-decal-tutorial/ as to 'services', you'll need to extract and edit the Nations.ini, found in the FlightData.cat
  16. don't try truning it on a map smaller than 5000 km across yeah, the search bar don't work so good sometimes. it seems to work better when you use quotations, ive found "xf-103" kinda thing!
  17. just remembered .. don't forget Florian's SeaKing!! that's an OUTSTANDING model!!
  18. don't you all think this conversion -aka "Thread Hijack"- should be in it's own theard, and NOT taking away from what EJ is doing with his Hornets?
  19. File Name: F-109 "Tweeks Pak" for SF2 File Submitter: Wrench File Submitted: 27 July 2012 File Category: What If Hangar Bell (X)F-109 "AiraCobra II" - For SF2 (Any and All, but Full-4/5 Merged Prefered) - *This mod makes use of the F-4B cockpit and avionics inis, which should be available in all versions, excepting perhaps a stand-alone SF2:I. Hence, the 'Full-4 Merged' tag. It is the prefered type of install* An update of the update from 8/2011...now re-uploaded. Some mods for Veltro2K's (X)F-109 VTOL Interceptor bring it more in line for SF2. Modifications include (but not limited to): Skin slightly repainted All new decals for serial and Buzz Numbers. Squadron markings for the 48th FIS from Langley AFB Skin converted to jpg format Cockpit switched to stock F-4B (closest match) Canopy switched to manual animation key (use Shift/0) Weapons fit and mission statements more in line with a 'point defence interceptor' Reuse of classic Bell WW2 Fighter Name ™ Decal randomization is set to TRUE, so be at least at the May or June 2011 patch level to take advantage of this feature. And many others. The pak is to be applied DIRECTLY over the orignal download, availble at the following URL: http://combatace.com/files/file/13169-bell-xf-109/ The aircraft LOD is NOT included. Weapons are not included; most are available from the GunnyPak (the 2 Falcons) 1stGen users please note: this is designed for SF2 usage; if used in SF/Wo* there may be incompatabilites that may cause unwanted failures. Use in a 1stGen environment at your own risk. As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Of course, the usual "Notes" section. Which contains vital Operational Information ™. So read it! Veltro2k's original readme is also included. With thanks to V2K! Good Hunting! wrench kevin stein Click here to download this file
  20. F-5 Heartbreak One (for NF-5A and CF-5A)

    in following with Museli's comment ... this is WELL worth the read.. http://combatace.com/topic/51162-a-reminder-before-you-upload-a-mod/
  21. i'd suggest looking in the SF2 "What If..." Hanger for the bird.
  22. TMF's -5NL, with correct cockpit I wouldn't go any further ... there are 3 versions with a dozen skins/decal sets, all hisorically correct. Just need the new FM from C5 (amongst other things for KAW ... sigh...) as for the 'blue overpainte' star, that was only used on ONE aircraft in VMF(N)513. all the others were standard markings
  23. or use a LODL that already has one??? Why work harder, when you can work SMARTER???
  24. oh, I forgot an IMPORTANT trick ... now that you've got the Migs flyable, open the main ini (in our example, we'll use the MiG-17F) so.. open the Mig-17F.ini, where you've added the cockpit lines. Now, do a 'save as..', and name it xMig-17F.ini what this will do, is allow you to 'reinstate' the aircraft with a 'one click re-save'. Because for some odd reason, the game will rewrite the AI-only aircraft's ini at completly random intervals. Also, after adding a patch or DLC, they'll all revert back to non-flyable. This method saves butt-loads of time and effort
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..