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Wrench

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Everything posted by Wrench

  1. why not just call the actual animiationID for the wingfold? that's how it works on the Crud, SPADs
  2. (cough) Darwin Modern (cough) (ok, not stock ...but....) ------ Diamondsbacks in the Carribean, 1962
  3. well, it would mean running it back through MAX, and adding it (read: taking time and money to do so). However, the OzMirage, they didn't really stick out like on the 3E/5D/whichever. in fact, below is the 'fairing' from the F/A variant. It's part of the skin. From my research, it only stuck out a few mms in Real Life ™. This is easly confirmed by a web search for 'RAAF Mirage' ... and browsing the photos at adfserials.com.* (*which also shows differing strike loadouts -- 2 1300 tanks, 4 bombs on centerline, and Magics on the 'cranked' mounting pylons in the 70s(??), replacing those crappy 9B winders. )
  4. not necessarily! you can add OSEAN to the Nations.ini, but have the roundel residing in the /Decals folder, and it'll still work, based upon Exported=TRUE statement in the data ini, and OSEAN exisiting in the userlist.ini (of course, not knowing what bird he's modding...extraction of the data ini, and userlist, and placement in the aircraft's main folder is a must)
  5. just part 1; after all it was simple mistake. Dan can go the primiers's of parts 2 & 3!! now...when is his version of "The Dambusters" coming....the WW2 Geek wants to know!
  6. and utterly useless in combat ... might as well paint it Bright Orange -oh wait! we have a Phantom in Air Inferiority Orange already!! dswan is right ... we ALL wants them N and S model Rhinos!!! (and 3rd Wire Sabre!!! -- who do I have to kill for that one??)
  7. that's what I thought, but Korea works perfectly in BOTH it's KAW stand-alone, and in SF2 (KAW folder built from the SF2.exe)
  8. Couldn't have said it better! here's another example, along those same lines... Why does a terrain NOT work in one install (to wit: SF2, standard, all-is-everything) BUT...does work as designed in SF2:NA, when all the inis, callouts, water bmp, etc are setup FOR carrier basing??? Meaning: CubaOTC+ works perfectly in NA, but crashes/locks/jams/f***sup in SF2. it IS the damndest thing!! And virtually impossible to run down
  9. hint: userlist.ini http://combatace.com/topic/60726-the-userlistini/
  10. just for that simple mistake, you're not allowed at the primier of "The Hobbit"
  11. i've had it working with as little as 6 numbers (modex,bunum) for the VT-8 Midway TBF detactmenat (6 aircraft). Works a charm!
  12. had that on the Kamchanta map ... the Lat and Long were switched, and it was always night!
  13. it'd be no issue to swap sides for iran & iraq and make some very easy edits to add it to Op Darius. Super easy, just a little time consuming to pick through and swtich ENEMY ot FRIENDLY and versa vicea!
  14. pm sent, with zip and a 'specal surprise' link
  15. it was 300 nose arts ... Let me tell ya, it was a HELL of a lot of work, expecially when trying to convert B&W ww2 photos to useble multi-colored decals! the 233 serials were done by ghostrider883 (Sandesh) for the Gnat. just a small correction!
  16. and as always, the loadout is slight off ... needs adding the drop tanks to the standard A-A loadout. damn well worth the 6 buck i'll tell ya (and this from the guy that had already BUTILT a 3O 2 years ago!) comes with sliver, 2 different camo (gray/greens), and the late-model overall gray skins. And all the squadron tail badges too!!
  17. File Name: Harvard IIB, Indian & Pakistani AFs Pak File Submitter: Wrench File Submitted: 25 July 2012 File Category: Other Harvard Mk.IIB, Indian and Pakistani Air Forces Pak = For SF2 series Games, Full 4/5 Merged = -An addition for the Indo-Pak Mod- This is a package of Harvard trainer aircraft for both the Indian and Pakistani air forces. It contains 2 complete aircraft and the PAF variant has 2 skins, as shown in the accompaning screenshot. All weapons, sounds, NEW dds damage textures and a 'generic' hangar screen are included. A 'new' destroyed model is included (it's close enough in shape!<g>) All skin textures are jpg, and Decal randomization is set to TRUE. As always, fairly easy to follow, yet detailed install instructions are included. Please READ them! Also, the "Notes" section for more details. Happy Landings! wrench kevin stein Updated 7/30/2012 v 1.1 with corrected credits in readme (hopefully, got them right this time) apologies! Click here to download this file
  18. easy brother!!! been a little busy with fixing the Mirage 2000H (and Ajeet/Gnat). I'll take care of it, which means reuploading the package again. not to worry, my friend!!
  19. don't forget, you'd need a matching number.lst, with the specificed Modex i'm not sure if the engine is that smart! I think is says (or means?) "use only these within this set" other than what I said about the block size being too small. maybe the bloksize= is in the wrong place?? this is from the IAF Gnat: that's how I've set it up, since the radomization and block sizing started (last year?). Interesting to note, TK only goes to 100 (0-99). This is the first time I've ever actually seen the decals over that number. In theory, you can have 999 (0-998), as everything has max of 3 digits. I sure as hell wouldn't want to make 1000 decals!!! (well, actually I have come close - in the WW2 B-29 ETO "what if", there are 300 nose arts, 300 serials and 300 sqadron codes -- let me tell ya, that was nightmare to create!!)
  20. national insignia are always Level=1 can you post the decals.ini?
  21. booo-yahh!!! the new OzMirage DLC...all 3 versions, F, A and F/A this is the F/A on strike -interesting to note the use of BFTs! so far, it's worth the 6 dollars!
  22. in a way, it IS a numeric subset; but it tell the Game Engine ™ HOW many decals are either existant or allowed for use on this particular texture. As Level decal numbering (usually) starts with 000 and goes to 0XX, it's always +1 (000 is the first) Was working on the Ajeet/Gnat earlier today, and there are 234 serial decals -- and randomization and block size worked (0-233 block size) in theory, and I think HF (or was it daddyairplanes?) tested this, you can specificy a block size of 25, and call directly the tgas wanted (074-099). I haven't tested that, however.
  23. and it needs (needed?) a better hangar screen, too. My old eyes had a hard time reading the 'mission brief' on the hangar. So, I made a new one for me off the SF2 hangar screen template but I'm loving this mod!
  24. this is the clue: in SF2 untextured meshes (ie: the LOD) are Black. In SF/Wo*, untextured meshes are White. The SF2 engine also handles decals slightly differently, and sometimes they don't show up on untextured meshes; wherea s in 1stGen sometimes they do. He's trying to run the mod in one of the 1stGen games. Nothing we can do there ... now, if he'd said what game he'd installed it too, a lot of confusion would have been advoided
  25. the original auuthor was "Mitch", in 2003 don't place them ON the platte, just near it! Along the threat axis (meaning: pointed towards the enemy side of the map) often they won't show until needed (or spawned) by the game engine -- this is a know issue for us targeeters. Sometimes even the launchers don't show when building a target area
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