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Wrench

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Everything posted by Wrench

  1. finally figured out which terrain it was, and tested the new version ; works perfect on planning map generation now thanks again!!
  2. I just noticed that today meself, when making a bunch of new ones.
  3. hmm...the guy that did that Matador, looks like he did a pretty good job!!! exhausted: (aren't CVE/CVL 43 and later??)
  4. so.... just to change the subject is anyone else NOT getting land attack missions, in the Single Mission screen? Or CAS or ARMED Recon??? what I mean, known aircraft, with know STRIKE, CAS, ARMED_RECON etc, cannot select those mission types on the IcelandNA map. Nor, Anty Shipping. They're not even selectable (or visible!) on the drop down. When I select STRIKE, all I get tasked with is hitting the Russkie carriers -- not a destroyer, or cruiser or fueltank or runway or even the EvilDamnCommBuilding. Methinks the carriers are the new CommBuildings! flyin for USAF/USMC/USN/RAF/FBCAF/LSMFT or whomever. Not showing up SOmething new and different in the IcelandNA terrain inis me things??? we need that extractor ------------- SOONEST!!! :yes:
  5. some 111B tweeks ... VF-84, (correct period markings for Rosie), over the Med. CAG Bird markings are decals; line birds have plane rudders VF-161, over the North Pacific coming soon...
  6. i don't think we ever assembled one, like we did for the Zipper (from SF1 to WoV) best thing to do, extarct everything with the A-6 prefix, expecially looking for bmps and tgas for the cockpit (theres a LOT edit: ok, looking at the 08 WoE Objects cat, it starts with A6A Attitude.bmp and ends with VDI component bmp don't forget the avionics and cockpit inis!!!!! (and the LOD!!!)
  7. A bug or feature??...... you deceide.... below, is from my base SF2 install (the all-is-everything mods folder), fully merged, with exp1, exp2, and NA. YOu can see the "tiles" or whatever terrestrial material applied, is missing on most of the land the 2nd shot, taken in almost exactly the same location, in the SF2NA folder (ie: run from the SF2NA.exe), is perfect (or as much as it is) I now offer for consideration, the renaming of Iceland to "WTFland??". no idea why one is perfect, one is fouled up, and they all run off the same core cats, dlls and whatnots. And...it was working perfectly this morning, and yesturday....
  8. explain that, if you would, please? cause all that renaming the folder does, is remove EVERYTHING in it from the Game Engine's ™ sight. As all others withOUT the modified flightengine.ini are working fine. (don't forget, all you RWR lists & tgas, enviromental mods -btw, stary's SARCASM mods is working perfectly in NA- and stuff like the seeker heads, etc) all are still working
  9. you can use the F model for the SB-17, as they had all the turrets removed (ok, chin turren replaced by a radome). Unless, of coure, you want the PB-1W for Korea, which had the the turrets put back on
  10. HEY!!! I resemble that remark!!! well, kiddies, time to get out the goats/chickens/cows/*animal of choice* for to sacrifice to the gods for that triple cursed extractor ... we can't get it soon enough
  11. Fubar is working on that ... trying to get Jon to activeate the RWR lights irrc, the node is 'fuel_probe' and can be hidden via a cockpit ini edit try this: [CockpitSeat001] HideExternalNode=Fuel_Probe ModelName=A-6A.LOD //Offset=-0.004,0.00,0.01 //Position=-0.35,2.55,0.74 Offset=-0.004,0.00,0.01 //Position=-0.35,3.30,0.74 Position=-0.38,1.25,0.95 note: this is for the Razbam pit ONLY!!! should look like below...(btw, this is zoomed back, so to show more)
  12. thanks for the replies gents. all the other terrains (stock and 3rdparty) are working just as before, including Baltika's Iceland IN SF2NA as to the flight engine, the only thing changed in mine is the 'expanded wall trick', and is not in NA. OTH, a quick rename of the flightengine.ini, DID bring back the terrain texture; so it's definate taht something is/has been changed. when the hell are we getting that frakking extractor????
  13. YAPperPrise??? --- anyway, just Freestyle-ing over hills and through the glaciers... btw, has anyone found Mt. Snæfellsjökull yet??? Just curious
  14. sparse, in Terra del Fuego, and the Flaklands or, the other answer: "quite tastey, but stringy"
  15. must've done something wrong .. cause the stock WoV A-6A pit works perfectly for me....(as well as the Razbam in the E and E-TRAM) you DID remember to bring over the A-6A_COckpit.ini and A-6A_Avionics.inis, and listed them correcly in the A-6E.ini??? the position won't change, as its' the same physical model as before...
  16. just tested that ... I think CH called that right on the money!! I think that one DO look better!! now, as soon as we get the triple cursed new extractor ... lots of little fixes needed (not the least of which is cockpit position, but a better engine sound!)
  17. are those new radar facilities I spy, Ant??? testing a new skin, I think I accidently recreated history...
  18. you sure that stain isn't from purging the sanitary tanks?? :stink:
  19. i still think the original USNF one, with the Kitty on the Cat, is perfect for NA!!
  20. after the the first run, ya know, after the re-creation of the WW2 shortcuts after SF2NA instll, or patch or whatever, the engine will ALWAYS repopulate with all the stock items. best ways Ive found are... if having an alrady built WW2 mods folder (PTO as example), simply rename it to xPTO. Run the new exe (ie: PTO.exe) and it'll rebuild the new mods folder. Run the game onece, fly a mssion in Phantom (or just start a mission) exit. Delete the 'new' pto mods folder. Rename the original BACK to PTO. btw -- might want to keep the newest Options and Versions.inis, as CYA 2nd way, is leave the PTO mods folder as is, run the new exe, play a mission (with whatever), and then go into and manually delete all the modern stuff. I still have to do this for the KAW and PTO folder I have ... but I'm waiting for the main fixit patchs from 3W before regenerating these mods folders.
  21. all terrains work in NA just like they did before
  22. bunums: 157980-157985 F-14A Grumman 157987-157991 F-14A Grumman 158612-158637 F-14A Grumman 158978-159025 F-14A Grumman 159421-159468 F-14A Grumman 159588-159637 F-14A Grumman 159825-159874 F-14A Grumman 160299-160378 F-14A Grumman Iran 160379-160414 F-14A Grumman 160652-160696 F-14A Grumman 160887-160930 F-14A Grumman 161133-161168 F-14A Grumman 161270-161305 F-14A Grumman 161300-161305 Cx 161416-161445 F-14A Grumman 161597-161626 F-14A Grumman 161850-161864 F-14A Grumman 161866 F-14A Grumman 161868-161879 F-14A Grumman 161874-161879 Cx 162588-162594 F-14A Grumman 162596-162611 F-14A Grumman 162688-162717 F-14A Grumman that's just the pure "A" models. Anything else?
  23. as for Turkey squadrons, are they not showing in the dropdown on the loading screen??? They are for me.... as for the pilots ... welll....they were all available, until I closed my site. Guess I'll have to find the archived zips ....gods only know where I put them music and menus is lightweight stuff.... it's the terrain that needs a little help...have to figure out WHY we're getting NO land-attack mission in single missions. That's got ME bothered.... and of course, fixing both Red & Blue AD units.... JRL: they're already there. remember HOW SF2 works .... all mods folders see all cats and dlls, as they run off the exact same core files. Now, it's just a matter of experimentation, investigation, and modification
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