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Wrench

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Everything posted by Wrench

  1. F-104A, RJAF Skin/Decal Pak

    Version

    116 downloads

    F-104A, Royal Jordanian Air Force Skin/Decal Pak = For SF2, Any and All = A new(ish) skin for the recently re-released revamp of Ajundair's F-104A Starfighter. This package is =ONLY= to be applied to the SF2 F-104A Pak by Spillone104 & Co, available at: http://combatace.com/files/file/13082-f-104a-pack/ This represents RJAF F-104As, with historical serial numbers and ID Letters (albeit 3 or 4 actually are for their 104Bs ...). Decal randomization is set to TRUE. This is a reuse of one of the newly released natural metal skins, with all new decals. What little I've been able to determine via research, they weren't painted in camo until their retirement (1980s??), and used as decoys at various RJAF bases (* the pattern described is very similiar of the Mirage F-1 the RJAF was using at the time*) Please note, the skins are in jpg format, so be at least at the Jan 2012 patch level (or whichever one in 2011 allowed it) for them to work. If not ... you can figure out the alternatives. As always, READ the enclosed readme for usual fully detailed install instructions. Happy Landings! wrench kevin stein
  2. delete the default ini, in the /Controls folder. let the game build a new one ---------- look in the mods folder --- for the record, there is NOTHING to be found (without the cat extrator) in the C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Objects. Those are the core files, and are 'untouchable' (for all intents and purposes) we always refer to the folders withIN the mods folder C:\Users\*yournamehere*(\Saved Games\ThirdWire\StrikeFighters2
  3. since it's existence was revealed in another thread, here's a better look. It's still a WIP (skin wise), so take it as it is. no timetable for release, so don't ask
  4. is there an AircraftObject.ini residing in the /Objects folder? if so, rename or delete it
  5. and most importantly.... Always use the 'generic' target name tags for AD units!!!! meaning: EWR, SAMRadar, SAMLauncher, AAA (the only one to use named, is the firecan -otherwise it won't show where you want it) If using direct named units (HAWKL, SA-10L, etc), odds are due to a major game engine glitch since the 08patch 1stGens, they may not work, or even show up. In sf2, named SAMR and EWR units may not show up on the TEWS or vector RWRs. Another glitch that can't seem to be fixed Even as, say in my case, I have detailed maps and descriptions, right down to exact type of unit, for most of the world; use the generic tags when at all possible and trust/hope the userlist.ini does it's job (yes, they're requred for SAML/SAMR due to their exportation)
  6. Rain drops -shy tone mapping tests

    artsy, yes. But I LIKE it!!!
  7. File Name: F-104A, Pakistani AF, and Ini Tweeks Pak File Submitter: Wrench File Submitted: 26 June 2012 File Category: F-104 F-104A, Pakistani Air Force, And Ini Tweeks Pak = For SF2, Any and All = Some modifications (ini wise) and a new-ish skin for the recently re-released revamp of Ajundair's F-104A Starfighter. This package is =ONLY= to be applied to the F-104A Pak by Spillone104, available at: http://combatace.com/files/file/13082-f-104a-pack/ This adds a Pakistani AF skin, with historical serial numbers (albeit 2 are for 104Bs ...) as used by No. 9 Squadron; Decal randomization is set to TRUE. Also included are several inis with some additions and corrections. Please note, the skins are in jpg format, so be at least at the Jan 2012 patch level for them to work. If not ... you can figure out the alternatives. The inis are: Data.ini (with corrected export dates, and steerable nose wheel) Userlist (with, hopefuly correct years) Loadout ini (corrects the "always loading Falcons" issue) main ini (with some minor additions) Hangar screen (albeit the SF2 revamped 1stGen F-104G, but the differences are so small...) Cockpit.ini, (with working secondary ADI and oil pressure gauges, ala F-104G) the included cockpit folder does NOT have the lod, but does contain the hi-rez skins by batman1976; and probably several other not used bmps -- I couldn't remember which ones to remove, so left them alone As always, READ the enclosed readme for usual fully detailed install instructions. Happy Landings! wrench kevin stein Click here to download this file
  8. Version

    259 downloads

    F-104A, Pakistani Air Force, And Ini Tweeks Pak = For SF2, Any and All = Some modifications (ini wise) and a new-ish skin for the recently re-released revamp of Ajundair's F-104A Starfighter. This package is =ONLY= to be applied to the F-104A Pak by Spillone104, available at: http://combatace.com/files/file/13082-f-104a-pack/ This adds a Pakistani AF skin, with historical serial numbers (albeit 2 are for 104Bs ...) as used by No. 9 Squadron; Decal randomization is set to TRUE. Also included are several inis with some additions and corrections. Please note, the skins are in jpg format, so be at least at the Jan 2012 patch level for them to work. If not ... you can figure out the alternatives. The inis are: Data.ini (with corrected export dates, and steerable nose wheel) Userlist (with, hopefuly correct years) Loadout ini (corrects the "always loading Falcons" issue) main ini (with some minor additions) Hangar screen (albeit the SF2 revamped 1stGen F-104G, but the differences are so small...) Cockpit.ini, (with working secondary ADI and oil pressure gauges, ala F-104G) the included cockpit folder does NOT have the lod, but does contain the hi-rez skins by batman1976; and probably several other not used bmps -- I couldn't remember which ones to remove, so left them alone As always, READ the enclosed readme for usual fully detailed install instructions. Happy Landings! wrench kevin stein
  9. afaic, there's only one oilfield on the map, and it's kinda small (out by the western mountains) what one can do, is rebuid the oilfield, with the runway at the 0/o point -as is required-, and add the various drill rigs, storage tanks, etc, off to one side -- summat like this....(hopefuly, the diagram works) oil stuff xxx runway assuming a standard n/s orientation (so planes dont crash into the field on takeoff/landing) Runway 3 is classed as 'small' -- you can use it for aircraft speced with MinimumBaseSize=SMALL. Or even use Runway2, which is a (small) medium base adding airfeield is a nothing job, it's flattening them that is. There are, however several tricks available to the terraformer. The most important one came from TK hisself -- creat a ciytlist.ini with ONLY the items (airfield) to be flattened. Of course, having a complete Desert TE setup helps.
  10. just some screenies ... Skyray (slightly edited; now carrier capable as per may patch) Pakistani Zipper, (skin from the new pak, decal set from the indo-pak mod, now on the newly rebuilt F-104A pak -- to be released soon,with some other small tweeks)
  11. It's Spillone104's Birthday!

    and as a present to us all, he gave us 2 rebuilt F-104s!! HAPPY BIRTHDAY, man! and thanks!!
  12. if you want to nosegear to pivot, when turning (it may or may not help with the 'shaking' on the ground when moving), use this on the nose gear for BOTH the F-104A, and both F-104C ... CastoringNodeName=Nosea_wheelU
  13. it does it with stock engine sounds, too.
  14. ActiveYear= is when you want it to turn "on". YOu also can have InactiveYear= when you want something to turn 'off'. it can be done for full target areas (as is done by TK on the IsrealME map) or individual objects a lot also depends on just how you want the batteries deployed -- are you adding them as seperate target areas (ie: Air Defense Battery Achmed) or building the battery into a pre-existing target area (like one of the parani cities bot have thier advantages and disadvantages. Those batteries, say with 50km of the border, would be 'by themselves', sam launchers, ewr, sam radars, their associated AAA defenses -and AAA gunlaying radars--. Or as smaller batteris, perhaps at the outskirts of a city, but the components listed AS part of the city. HOWEVER ... stacking multiple target areas within each other causes unbelievable s**tloads of problems ... which is why, if folks would look through the _targets.ini for my last year or 2 of terrain work will find cities (the Iraq/Iran and OpDarius I/I 2003, PersianGulf and others), you 'll see both used, as the situation demands. Same goes for airfield -- for the most part, the batteries get built right into the airbase location if you look through the Desert_Types.ini, you'll probably find the listing for SAMLauncher, EWR, and SAMRadar already there btw, waaaaaaaaaaaaaaaaaaaaaaaay back 9n 2004, Fubar did a SAM update for the desert map, adding the then 'new' HAWK batteries for Dhimar. This isn't something new. Piecmeal has also done this with his desert targets upgrad (albeit using multiple seperate areas)
  15. the targets ini; you have to 'emplace' the SAM batteries do't worry about the user list for them; as SOVIET, they'll show everywhere there's a slot for them
  16. if you pause, then unpause, it comes back right??? known issue over the last 6/8 months --and it's driving me bat-s**t!! reported to TK in dec or jan
  17. so far they have ... mapping seem unchanged to me!
  18. whichever one uses green & yellow check -look at the intake covers -- 257 maybe?
  19. same here -- tanks not showing up. iirc, the 'typename=' has to match the main ini's name ... i'll fiddle and post back later great job guys!!!
  20. WHAAAAA --- WHHHOOOO!! excellent guys!
  21. My son is getting married tomorrow.

    CONGRATS!!!
  22. there's something in the 'NavalMap=TRUE', that forces any aircraft described as USNAVY (and even USMC) that is CARRIERBASED=TRUE to start on the boat. having the same issue in KAW, single missions, for any USMC birds (even those that historically only operated from land bases)
  23. spill: are the shadow issues fixed too???
  24. Any WW2 mods that I would do would be for SF2 only -- as 1stGens are effectivly dead. TK hisself isn't even supporting them after the WoI expansion in, what? 2009? 10???? (it did add the Mustang); the 06 patch as too many issues with Vista/Winge7; the 08 patch f***ed the FM models, SF2 toasted them even more. Even the DAT has finally realized that NextGEns (SF2) is the only way to go. Even with it's issues of 'autorebuilds' after every patch or DLC or whathaveyou. Perhaps we should move this discussion to the SF2 PropHeads Forum?? I don't know!! (being assdeep in northkoreans and chi-coms, trying to finsih off 4 years of work for KAW, with only a few people assisting....) anyway, here's some boats: enterprise6, (albeit set up for SF2 -test and see how it works. i don't know if i still have the gen1 back somewhere...) and the MTB (aka PTBoat) you'll need to edit the _types ini, and change the pointer, as below: [TargetType150] Name=PTBoat FullName=PT Boat ModelName=Torpedoboot.LOD TargetType=WARSHIP ActiveYear=0 DamagePoint=100 ArmorValue=0 ArmorType=0 TargetValue=100 UseGroundObject=TRUE GroundObjectType=MTB RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 DamagedModel= DestroyedEffect=ShipDestroyedEffect DestroyedModel=Torpedoboot.LOD SecondaryEffect=SmallOilFire SecondaryChance=100 this will allow them to be placed via the game einge, and will shoot back as to the numbering glitch, you can simply renumber to match the sequence in that target area listing as to this question: I'lll need to know exactly what patch level, and/or WHICH of the series you want to play in. If 1stGen06, XP, as is will work. If Vista, some adjustments will be necessary IF Win7, some adjustment will be necessary IF SF2,Win7, some adjustmens will be necessary they're all different
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