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Wrench

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Everything posted by Wrench

  1. edit part 2!! checking my SF2 'all is everything' folder.... I actually have the FRS.1 99.9% converted fro SF2; if you want, I"ll zip it up and shoot it your way if you want to finish it. all the avionics are updated to approx May, 2011 standard.
  2. don't remind me!!! I remember mis-writing a GA route on the SoCal terrain ... had a very involved and exciting tank battle in the Santa Catalina Strait, about 10 miles off shore!!! And they weren't even amphibious tanks! never use the mission editor meself for that ... which is why I create such 'involved' movement inis. I remember attacking convoys in USNF/ATF/FA, and if you took out the lead vehicle -which is ALWAYS the best tactic- the whole column would halt, and not even try to move away/around/back from the destroyed 1st one. Miss that
  3. change the RWR to vector, it's probably more correct look at the stock hud statments, for avionics60.dll, use the A-7A's statements (or for the harrier, maybe even FROM the stock Harriers!) from my AV-8A mod, which pretty much uses all stock bits: [HUD] HUDMaterial=HUDMaterial HUDColor=0.36,1.0,0.82,0.8 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.105,-0.090 ViewportBottomRight=0.105,0.180 GunBoresightAngle=-2.5 RocketBoresightAngle=0 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE positioning of the text, however, will most likely be different. NOTE: the AV-8A mod uses avionics70.dll
  4. it seems to be more prevelant than ever before in this series. Hence, the greater need for my "One Click Ini Fix", of which I've written a tutorial on, and can't find the cursed thing!!!! Here's how it works... make the AI bird flyable via the usual method. Save that ini. Now, with it still open, "Save As..." x-nameofaircraft.ini then, after it malfunctions again (and it WILL!), it's a simple reopen the xnameofaircraft.ini, "Save As" nameofaircraft ini (remove the x!!), and viola! back to flyable.
  5. judging how 'things are done' (like pilot positons or lights postions) -- and I'm probably WAAAAAAAAAAAAAAAYYYY off base here --, my guess is X/Y/Z just a wild-ass-guess, so don't take it as gospel!
  6. nice one Dave!! Stary, the Jag pit look MUCH better, too!! ---------------- just needs a readme, and data ini tweeks .. the postions of the postion lights are all fouled up (and missing the tail light) 99.99999% historic serials/markings now...if I could only figure out WHY it starts against The Wall on the Kamchatka terrain....(and the terrain aint even navalized!!)
  7. shooot....we're still using the Skyraider!!! 'specially for Korea!! right model (-4) and everything! nice start on the stuka!!
  8. don't forget to update the avionics ini to add the SF2 shader/texture statements for the HUD!!!
  9. that'd be great Ken!!! Like I said, it's not gonna do anything be sit there and look ready to sink!
  10. target areas are defined in the _targets.ini
  11. yah, would like them in-port at bandar abbas... it don't have to DO anything but sit there and get sunk if it's DAT, that takes care of dat!
  12. oh, I beg to differ ... on the Iran/Irag, and IR2003 terrains (ok, they're really the same map..). And the unreleased KAW map too. the vehicles WILL follow the roads. I also recall that the orignal GermanyCE had the trucks driving down roads (for the most part) It's a nightmarish, painstaklying, eye-crossing process. You have to fly a mission from the 'start point' (usually 1 tile width away is best ... don't start in cities!!!), 'fly' down the road, moting down the x/y coords, and the TURNS!!. Do this for the length of the route, to the deistination city (again, stopping at least 1 tile width away) winding mountain roads, however are to cmplete frakking insanity! (like below -- they do sometime go 'off roading'!!) [Route016] RouteType=TRUCK StartArea=Huichon EndArea=Magon-ni RoutePosition[001]=269031,533747 RoutePosition[002]=269054,533151 RoutePosition[003]=268922,432533 RoutePosition[004]=269112,531489 RoutePosition[005]=269447,531121 RoutePosition[006]=269986,531000 RoutePosition[007]=270697,530777 RoutePosition[008]=271031,529738 RoutePosition[010]=271503,529096 RoutePosition[011]=272649,528817 RoutePosition[012]=272961,528277 RoutePosition[013]=272994,526104 RoutePosition[014]=273065,525205 RoutePosition[015]=272924,524617 RoutePosition[016]=273076,523304 as for ground attack (ie: CAS), make sure they overlap so to 'mix up' enemy and friendly forces, as would be in a real tank battle. Meaning: making sure the middle points are witin 1km of each other (ie: the crappy gun ranges we have). You don't want them cruising around each other like it's 1916 at Jutland!! edit: forgot to add, the routes are only set (afaik) in the terrain's _Movements.ini
  13. translated: don't use specific 'called' SAMs and SAM Radars, use the generic tags of 'SAMRadar', 'EWR' and 'SAMLauncher', even when that give the wrong type ... it's the only way to have them show the TEWS. (hence, again, the need for proper userlist.inis for said objects...) a bug that drives me bat-s**t-crazy, especially when one knows exactly which type of SAM/Radar, and exactly where they go in what country...
  14. I belive (but don't actually remember!!!...) that it came with the original download. The skins date's closely match the LOD date, so I'd guess yes .. it comes with it
  15. surprised nobody'd thought of this one yet...
  16. the AV-8B(plus) has an Italian skin already. Might need soem other updating; i've seen pics with what looks like AMRAAMS under the wings.. nice to see the Garabaldi being updated! will look good on the libya terrain (with the 2011 update!)
  17. very small differences ... wings, body and iirc, tail are identical. might be some differences on the nose map ... I haven't studied the E maps too much (although I've done the tail on B/C -- those are mapped the same) best way to check, pull the 5 skins for each, and compare side-by-side
  18. this might help answer the questions: http://military-machine.blogspot.com/2009/02/7-corsair-ii-in-detail-and-scale.html
  19. in a huff or a minute and a huff (thank you Groucho!!)
  20. Happy Birthday to

    a round on me for both yous!! have a GREAT day my friends!
  21. which is why, unfortunately, we have to upscale to at minium, 2048, and redraw every-frakking-thing!! Like I've done recently for the A-7 and A-6 (and the Netz) ... it takes about 5-6 hours per skin map, depending on detail (and most importantly!!) skill levels!! of course, one of the cheats I use, is duplicate and invert the background layer. And a LOT of edumacted guesswork! EDIT: forgot, I have a full template set for the A-4F; had to make one to do the new Kuwaiti Scooter skin
  22. seems like .. it did that for me when rebuilding the KAW mods folder. Of course, flying in 1950 prevents anything 'wrong' from showing (well, sometimes a J5 or Mig17 in 53...but that's rare) I left them in only because I need to place/test the NK SAM batteries from ~1972 onwards also, for inexplicable reasons, the non-flyables MADE flyable (Migs, C/F-104s, etc) revert back at random intervals. With no rhyme or reason, or patch/dlc upgrad or install can you saw coding glitch? I knew you could!!
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