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Wrench

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Everything posted by Wrench

  1. since the mesh names for decaling the stock NA Prowler are not forthcoming ... and since we have a perfectly good one, SF2-ized by KillerBee... (which needs just a few more tweeks, already done by me) and since we have a butt-load of skins... Should I go ahead and do the full conversion? Just like for the KA-6 and EA-6A recently uploaded? 90% of the works is already done by KB, just assemblying all the skins/decals, fully SF2izing them, and a few minor tweeks. Also, WHERE are the pre-85 HiViz skins?? I only found like 2, between here and FOTF. Thoughts, please... TIA!
  2. iirc, there's a data ini edit to remove the hardcoded pre-built hardpoint items. Cause I'd rather have a centerline tank 2 wing jammers (hi and lo band), and maybe some ARMs. But, again, without the node names ... we're SOL hence, my moving forward with the Old One
  3. it all depends on how much time one wishes to spend on building/adding stuff. You should see the dispersal area I built for Bandar Abbas Int'l ..... that was eye crosser!!
  4. that's why we built the KB!!! Us lazy guys find it easier to post a link, then an explination!
  5. That certainly sounds like the Lazy Man's Way ™ of doing things.... I'd suggest taking a look at a real map --- Google Earth will do fine. Detail in maps is what WE do ... I kinda take offense at that statement. Look at the shot below; chopped out of planning map3 for the Persian Gulf terrain, and dosen't show the bases further noth and west (like Bahrain, Saudi, more UAE or the carrier stations) ... thinking you can get away with just 3-4 airfields is udder nonensense. Some of us are the 98 percentile region of the Real World ™, when translating it to the Game World ™ People don't want a little piddly 500x500 map. When they DO get one, they'll always bitch and moan (where's this or that? How come there's no cities? Where's the ____ (fill in the blank). Nobody's EVER complained that "there's too much detail" in any of MY terrains -- EVER (too much AD, yes , but that's cause I know where all the SAM batteries are - in the Real World ™) Chuck, I must completly disagree with your statements on all levels.
  6. try READING what Gepard posted .... and... because the lod is PART of SF2:NA, and ONLY available there
  7. don't know which version you're using, but that isn't the latest one. What I'd reccomend, is just d/l the SF2 versions ... they'll work just fine in 1stGens. you'll probably have to down-convert the weapons, but pretty easy
  8. telll ME about it ...I've got 3 skins sitting here for it, and no respone to my mesh name query at 3W. carlo, if you or SidD want what I got .. let me know! (i DO need to get back to my terrains.....)
  9. i would guess the formations ini; which I haven't pulled to inspect yet....unless he's added it somewhere else!
  10. never seen another mission builder like FAs ... could make that stand up and sing the national anthem. of any country I wanted it to ...ah...the days! SF2V dosen't come with one 'out of the box', but iirc, you can purchase it from 3d Wire as a DLC (down loadable content). 10 buck or so??? disremember... there's buttloads of mods (for the ENTIRE series!), but for SF2V -- the SF2V Expansion Pak is probably the best. It's a VERY large download, and worth the time. Each game in the SF2 series is basically a stand alone, but they all merge with each other (allowing acces to some "oddness" sometimes - like Israeli Mirage over Germany!). If you run each one from it's exe, they create seperat 'mods folders' so there's no possibility of cross-contamination (Red Menace!!!). Or reduced possibility. Best advice we give ... get the game. Play it "as is" for several weeks to get the feel for the aircraft, campaign, single missions, etc. Use that time to get comfortable with the folder system, the 'how things work', and so forth. When downloading stuff, always unzip and READ the readme.txt that (hopefully!!!) came with it. and Welcome (to MadHouse!) We've got an extensive Knowledge Base for both 1stGens (SF/WoV/WoE/WoI) and NextGens (the SF2 series). A little mouse time browsing the post/thread/tutorial/etc pay off in the end.
  11. An IronHand flight, ready to launch and they show up spotted and parked too! (look to the left of the island, just aft of the cats)
  12. unfortunately, this isn't Raz's ... it's Hawker's. I don't think the mapping is the same (not having Raz's Prowler...) definately chk the WoV kit!! thanks allen
  13. iirc, one model never moved for me ... and as I'm all SF2.... I can check the ones I have. edit: F-89D/H/J [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 AnimationTime=3.0 AnimationID=7 Edit#2: ok, anything using the F89C lod will NOT have a working canopy ... just check ALL of them, only those using the F89D lods have cut meshs that support opening windows. from the readme, for the full package for SF2: sorry! on those that do (D/H/J) make sure the CanopyNodeName= reads CanopyFrame. It's down in the /crew sections, where the pilots are
  14. I sent Spinners a WHOLE butt-load of B-49 mods, that I never really finished. They're still 1stGen style (and the FM will not doubt need work), but if you want/can use them, let me know. Also have the skin template
  15. they werent' 117s in the book .. they were F-19s (oddly, 2 seaters!) I'm like Dave ... know the book (almost) backwards and forwrds
  16. cause the stock movement ini dosen't have start/stop positions?? removing the airfields is easy ... clone the base that sits there, give it a 0 point value (like we did for the ChiCom bases in Korea), and just replace that types callout with the 'null unit' tell me the bases, and I'll whip out a null base OTH ... maybe waiting for the patch to arrive? Just in case it changes more things.... edit: change the base alignments to NEUTRAL ... no other editing needed (of couse, they'll be unsuable forevermore)
  17. really????? I think we better save the tsunami mod for December of this year, ya know ... to go with the whole Mayan thing.
  18. like I'm imagining the P-59s, too!!! (seen the real one a Chino) somewhere, I had a better WW2 skin for that ... or was it the B-36??? I totally disremember!
  19. outstanding! I like the 2nd one better, it makes the flight deck not so busy
  20. oh man, these long over-water flights suck!!
  21. well, I can sure use a job!! if you want to use the shomo skin on the V3 lod, yous the zip attached. mind you, there is a small mis-map on the aft section of the stripe ... due to very slight mapping changes from the original first reales lod, to the V3. (you can see it on the pic ... aft of the canopy, the leading edge of the back stripe.) Personally, that stripe and star could easily be done as a decal ... but that's just me. you'lll not the tire mismaping is also gone (although the rolling radi are way off...) Wing stars are painted on if I ever get the templates finished for TK ... and figure out some of mapping ... that would be the way to go
  22. yup. even TKs stock Mustangs are doing it hhhmmmm..... I spy some B-35s in the background....
  23. http://combatace.com/topic/62302-what-is-the-mod-folder/
  24. File Name: 3W A-6E TRAM Upgrade Kit File Submitter: Wrench File Submitted: 20 March 2012 File Category: A-6 A-6E TRAM (aka "A-6E_79) Skin/Ini UPgrade Pak = For SF2, Full-5 Merged Required; and/or SF2:NA -ONLY!!- = Again, as stated above this is for the stock 3rdWire A-6E_79 ONLY!! If you do not possess SF2NA, DO NOT download this mod, as you will NOT be able to use it. Some adjustments, tweeks and General Fiddling With ™ for the new SF2NA A-6E TRAM. The package includes a new skin, in Lo-Viz Gray for VA-75 "Sunday Punchers", circa 1990s Several inis are included (data, loadout, avionics, main ini*), but NO COCKPT or cockpit ini is included -- you must locate and install these yourselves! The data and loadout inis have been adjusted to include LGB capabilities, a built in laser designator. Wingfold and canopy operation are controled via manual animation keys. Wingfold uses the Shift/9 and the canopy the Shift/0 keystrokes. I've included a main ini, with the cockpit line left blank, so you can insert whichever cockpit ini name you're using. Weapons (in particular the Navy GBU-10D_N is NOT supplied. It comes from the GunnyPak, so having that would be good idea....) New Hangar & Loading screen are included, as is a new loadout.tga for use on the Loadout Screen. The Loading Screen is actually a jpg conversion of the original 1stGEn bmp for the old TRAM. The new skin was created from a "Home Grown Templates" ™, with many new decals. Others are stock items. Decal randomization is set to TRUE. The skin is "clean", as all markings are decals, making it a simple matter to create other squadron users. (the mid-fueslage slimer is part of the skin map) A "StartDefaultDate=" line was NOT added, as doing so would limit you to ONLY this one skin (locking out the Gull Gray/White skins). As more Lo-Viz skins are created, it's reccomended that the actual transistion to Lo-Viz year be discovered, and added to this and any subsuquent new skins. A simple text edit of the textureset ini and adding said line to this skin's listing the A-6E_79.ini. On the Numbers.lst, those Modex marked with a star (*) have their actual BuNums when assigned to this squadron. The others, rest assured, ARE real A-6E BuNums. The templates will be uploaded seperately to the SF2/Tools & Utililties section in the Combat Ace Downloads. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! In fact, it's reccomened (read: REQUIRED!!, you read this document through before installing to you Mods Folder) The Notes section contains further details, descriptions, elightenments, illuminations, and so forth. Be good to read them, too. Happy Landings! wrench kevin stein (*=my PatenPending "One Click Restoration Main Ini" is NOT included, due to cockpit use choices. I'd suggest you make one,after installation, as per the tutorial at http://combatace.com/topic/55746-patching-made-easy-part-deux/ That should get you started...) Click here to download this file
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