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Wrench

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Everything posted by Wrench

  1. yeah, sorry, that what I meant .. 'copy/paste' the ini into a post here ok, now we need to know WHICH version of the P-51D-30 lod you've got ... wolf created 3 versions, the later one is P-51D30_v3.LOD and is dated 10/14/2004 I know there were some changed implemented from the _V2 lod try these positions: [Decal009] MeshName=Left_Wing DecalLevel=0 DecalFacing=TOP FilenameFormat=P-51d-30/462/D/STAR Position=-4.10,0.0 Scale=1.65 DecalMaxLOD=3 [Decal010] MeshName=Right_Wing DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=P-51d-30/462/D/STAR Position=4.10,0.0 Scale=1.65 DecalMaxLOD=3 the bold numbers.
  2. yes, we need more info (like I wasn't gonna ask???? ) screenie please, and can you post the decals ini. I honestly don't recall those skins for Wolf's Mustang....
  3. (smaks head against wall) oh, dopey me!! didn't notice the missing middle fins ... thought it was the new Hawkeye. Senility must be creeping in ...
  4. russ, wasn't that for DBS2, that got aborted???
  5. Viking Pit, Sid?? (also, reccomend using Del's C-130 engine sound -- nice turbine whine) we need some tail codes for that puppy!
  6. by Modder Consesus, Shift/0 make sure your animation keys are set in the controls ini. You can set (or change them), from the /Options/Controls/Customize panel basically, following standard numbering; animaitonID=1 , Shift/1 and so for until animationID=10, Shift/0
  7. Yup!!! Extends at approx 285-290 kts, retracts somewhre around 225-200 (AUTOMATIC_AERODYNAMIC_LOAD). still need to fine tune it a bit. Unfortunately the wings don't fold ... so NA ops are questionable (ie: parking on the boat). Unless Monty (?) still has the max files.... I know wpnssgt did some 3d work on it too... And, what with no AFR, it's not like it really useful for more than eye candy ... but it'd be nice to have parked arund
  8. Remember too, people.... If you have issues/problems/question for DAT releases, YOU MUST TAKE THE QUESTIONS TO THEIR SITE!!! Capun even posted over there, that as they can't get to CA, they can't help you. Also, as he said there it still a very beta release, so problems ARE to be expected. Reporting there will help them refine the release.
  9. no, that's just a painted on marking, with white rivets underneath, nudged -- stock skin, nothing been done to it (gonna switch that to a decal, btw) Hint: foward, and down
  10. anyone notice anything different on the KA-6??? Look closely now ....
  11. ok...now THAT'S slick!! nice one Ian!
  12. did you try turning off Labels, and playing on "Normal" as opposed to "Easy"???? try that and see what happens; cause right not it looks like a graphics issue (either card or somewhere else)
  13. yes, that's because you need to DEFINE the 'naval action areas' on the _water.bmp. Covered in several other threads, too
  14. when you're ready for screens, give me a week's notice to scrounge some images!
  15. ummmm...turns off the shadow???? [shadow] CastShadow=FALSE ShadowCastDist=10000 MaxVisibleDistance=800
  16. just needs a few more serials, redoing the mid-fues (add the slimer where the danger arrow is). All the inis are peaked and tweeked -corrected loadouts, folding wings, moving lights, etc. Hopefully, mid-week. all markings are decals, making is easy for other units to be created (although we still need the mesh names from TK for that oddly shaped bulge/blister/rudder actuator housing -- for ALL them A-6A, EA-6B, A-6E and this TRAM)
  17. there's better Mk46s in the Nimrod and Atlantique downloads; correct size/shape from the Argentine weapons pak
  18. pardon the Intrusion ... but we have a delivery to make....
  19. no, cause the stock runway textures are stored in the terrain cat. wonder if this may be related to the newly locked terrain cats, but Im just speculating.. nonstock terrains are working fine
  20. i'm trying to get the Daring destroyer names (all the decals were done by me like 3-4 years ago) working for RN CVBGs, too. Damn things won't show up! anybody wants to carry on with it, and get it sorted out, PM me!
  21. steam vents ... wouldn't be hard .... take a small object, very small and unobtrusive (sp?) like oildrum1 (or even with NoLod), give it an effect (ship smoke is too dark -- maybe LargeSAMTrail) place it where you want and it'll 'emit'. Same as was done by Gepard for the Reactor Cooling Towers. I guess nobody noticed the ever-lasting Springfield Tire Fire on the CenUS map? as to the new terrain engine ... I refuse to comment or state my opinion
  22. unicode or ansi has 100% NO bearing on anything ... the game reads both equally well (all my terrain mods ini are ansi ... and nobody's bitched yet) the problem, as always ... lies eleswhere. 1st and Foremost: check the MiniumBaseSize= on the Spirt ... if set the LARGE (as it should be), be triple certain that you're flying on a terrain that HAS the large airfield (Runway4)
  23. well, one can always (now -that we have to tools!!!-) edit the FlightEngine ini, and kick The Wall back a few dozen KMs
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