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Wrench

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Everything posted by Wrench

  1. it does it with stock engine sounds, too.
  2. 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)
  3. 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
  4. 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
  5. so far they have ... mapping seem unchanged to me!
  6. whichever one uses green & yellow check -look at the intake covers -- 257 maybe?
  7. 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!!!
  8. WHAAAAA --- WHHHOOOO!! excellent guys!
  9. My son is getting married tomorrow.

    CONGRATS!!!
  10. 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)
  11. spill: are the shadow issues fixed too???
  12. 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
  13. their's is an incomplete package -- mine is everything It's in the SF2 WW2 downloads section -- not that it's fully SF2, but it'll work in both my 2 favorite aircraft: flying boats and flying wings. you can't get more different than those 2!!!
  14. some tweeks: landinglight repositioning: on the tail light: [TailLight] SystemType=LIGHT Position=0.0,-6.779,0.65 LightSrcOffset=0.00,0.00,0.00 Color=0.88,0.88,0.88 Brightness=0.025 LightSrcRange=0.3 CanFlash=FALSE MovingLight=TRUE AttachedNodeName=rudder of course, I switched my engine sound to the "merlin5" and, when using gunpods, you run out of ammo VERY quickly ... swich the 303s to FIRE_SECONDARY_GUN, as the game engine always sees gunpods -of any type- as the FIRE_PRIMARY_GUN (there's no fix or adjustment for that -hard coded) At Raven's request, I'm working on an SF2 pak, using Kesselbrut's Hurri pit, and some other SF2 tweeks (like a destroyed model) loving it!!
  15. File Name: Yellow US Fuel Truck Pak File Submitter: Wrench File Submitted: 21 June 2012 File Category: Ground Object Mods Yellow US Fuel Truck = SF/Wo* & SF2 series Games (Any and All!) = A simple repaint of the stock OD US Fuel truck into a more 'easily' seen and sometimes period correct bright Yellow color. As used by the USAF through the 1950s and 60s; later models did seem to revert to OD and/or Theartre Camo patterns. To that end, the PSD templates are supplied (they're 1024x, so easy to work with) to allow other skinners the opportunity to create other skins. Designed as a 'stand alone' vehicle, the skin can also be added to the existing (US) FuelTruck (NOT the Zil for Red Side!!) and hopefully, the Game Engine ™ will randomly select it for use in/on the various terrains. The inis supplied herein are in ANSI format, allowing for use in both 1stGen SF/Wo* and SF2 series. See the 'To Install' section below for more notes, and how to add to Terrains as a seperate item via _types and _targets editing. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! This is a perfect addition for use alongside BadFrank's Yellow and Red "Follow Me" jeeps! They'll all add a little color to an otherwise drab setting. Happy Gassing! wrench kevin stein Click here to download this file
  16. BULL!! tell that to Julhelm's Skyray... (my Scorpion mods are similiar, but ARE single-shot -- but people can hit the trigger pretty fast, and get pretty damn near the same effect of mass rocket firings)
  17. truck hunting in Burma.... (Raven's new Hurri IV)
  18. http://www.farposst.ru/phpBB2/index.php site is all in russian http://modelfan.ru/ site is russian, but has a translator button at the top for farposst, use the 'Katalog' look for Moderlers Data file (there's SEVERAL of interest <grin> at modelfan, you'll have to scroll through the aircraft sections (i disremember seeing, however) expect to loose a couple of days browsing ... might want to also look into a LARGE external HD for storage!!! and TEMPLATES!!! I'm reasonably certain LloydNB is going to be wanting them!!! (and me too!) suggestion: for all the hurris, try and keep the mapping the same. mesh names too, where possible
  19. sea hurri, too! don't forget, Kesselbruts Hurricane cockpit is freeware -- he's given his permission for any of his work to be freely used. I take you've go the SAM Modelers Datafile on the Hurricanes??? -- it's invaluable!!
  20. now, where did those bridges go????????????
  21. other physical differences from A/C to G -- fin/rudder chord is thinner & not as tall on A, AFR probe was a 'bolt on item' for C this should help (book attached) if you need to Detail & Scale, let me know. It has some superb 5-views that illustra the differences better, methinks
  22. File Name: A6M2-N "Rufe" Floatplane Fighter File Submitter: Wrench File Submitted: 23 June 2012 File Category: A-6M Zero A6M-2N "Rufe" WW2 IJN Floatplane fighter For SF/Wo* or SF2 -- Please note, this aircraft is not fully SF2 compliant! The package, with the exception of the included destroyed model, and SF2-ized 'weapon' (ie: the floats) will need to be converted by YOU -the End User- for SF2 compatibility. The data ini has the added lines for the included destroyed model. It shouldn't change anything for SF/Wo*, except it not showing up after you shoot it down. It also is in DIRE need of a corrected/Updated 08 and/or SF2 level Flight Model. This mod is released "as is" (meaning as it was in 08). Adjustments/tweeks are encouraged! The readme included, is in it's original 2008 state. Seperate instructions are included for adding the destroyed model, for SF2 usage *Note: it will NOT take off or land on water (the game has never supported this), but from land bases. For some reason, the "invisible airfield" as used on several WW2 terrains is NOT working in SF2. BE ADVISED!!* ----------------- This is a modification to ArmourDave's A6M2 "Zero" fighter, converting it into the float-plane version as built by Nakajima for the Imperial Japanese Navy. Historically, probably the most successful floatplane fighter ever produced. There are 2 complete versions of the Rufe included in this package: 1) A6M2-N_Early: this has the light gray skin as used in mid-to-late 1942. This aircraft contains 2 new skins (created from a new template, based off the original skins as seen on some other Zero mods of mine); 11 Kokutai, based aboard the seplane tender 'Kamikawa Maru' in the northern Solomons circa July-August 1942, and 14 Kokutai, also based in the Solomons area. circa 1942 (actually the Shortland Islands, but who's counting?) 2) A6M2-N: this aircraft has the later (ie: early 1943 on) green overall camo. This aircraft ALSO contains 2 new skins (as above); 802 Kokutai based at Jaluit, Marshall Islands circa August 1943; and 902 Kokutai as seen in November, 1943 based at Truk. Happy Landings! wrench kevin stein Click here to download this file
  23. Version

    215 downloads

    A6M-2N "Rufe" WW2 IJN Floatplane fighter For SF/Wo* or SF2 -- Please note, this aircraft is not fully SF2 compliant! The package, with the exception of the included destroyed model, and SF2-ized 'weapon' (ie: the floats) will need to be converted by YOU -the End User- for SF2 compatibility. The data ini has the added lines for the included destroyed model. It shouldn't change anything for SF/Wo*, except it not showing up after you shoot it down. It also is in DIRE need of a corrected/Updated 08 and/or SF2 level Flight Model. This mod is released "as is" (meaning as it was in 08). Adjustments/tweeks are encouraged! The readme included, is in it's original 2008 state. Seperate instructions are included for adding the destroyed model, for SF2 usage *Note: it will NOT take off or land on water (the game has never supported this), but from land bases. For some reason, the "invisible airfield" as used on several WW2 terrains is NOT working in SF2. BE ADVISED!!* ----------------- This is a modification to ArmourDave's A6M2 "Zero" fighter, converting it into the float-plane version as built by Nakajima for the Imperial Japanese Navy. Historically, probably the most successful floatplane fighter ever produced. There are 2 complete versions of the Rufe included in this package: 1) A6M2-N_Early: this has the light gray skin as used in mid-to-late 1942. This aircraft contains 2 new skins (created from a new template, based off the original skins as seen on some other Zero mods of mine); 11 Kokutai, based aboard the seplane tender 'Kamikawa Maru' in the northern Solomons circa July-August 1942, and 14 Kokutai, also based in the Solomons area. circa 1942 (actually the Shortland Islands, but who's counting?) 2) A6M2-N: this aircraft has the later (ie: early 1943 on) green overall camo. This aircraft ALSO contains 2 new skins (as above); 802 Kokutai based at Jaluit, Marshall Islands circa August 1943; and 902 Kokutai as seen in November, 1943 based at Truk. Happy Landings! wrench kevin stein
  24. use the stock one??? seat_f-104 screenie looks good!
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