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Wrench

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Everything posted by Wrench

  1. opppy...I forgot to say "add this to the crew section", where I descrbe the ]Pylon[ setting
  2. using the A-4L as an example... first, you'll need to folderize the pylon into the /Pilots folder -- just pretend its a seat. YOu'll need the lod, bmp and an ini for it (note: Daniel's already got it in a folder, so just add the ini, named to match -- I'd suggest A4Pylon cpy/paste this into a blank notepadsheet [LOD001] Filename=A4pilon.LOD Distance=2000 [shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100 save as "A4Pylon.ini" and close open the data ini for whichever A-4C you tweeking, and add this line to the fuselage section, where *** is the next systemname number: SystemName[***]=Pylons then, down to the /crew section ..... and here's where it starts to get fun.... [Pylons] SystemType=PILOT_COCKPIT Position=0.00,0.00,0.00 PilotModelName=FakePilot SeatModelName=A4Pilon SeatPosition=0.0,0.0,0.0 MinExtentPosition=0.10,0.988,-0.102 MaxExtentPosition=0.10,0.988,-0.102 CanopyNodeName= SeatID=2 don't forget, you'll need FCs fake pilot mod in the /Pilots folder too ! what I did here, is place the "seat" (aka: the new pylons) at the 0 coordinate for x/y/z. What you might need to do, is mmove it up or down, fore or aft or left and right to make it fit under the bombs/rocketpod/sidewinders, whatever. to find the fit, assuming you've already got the outerwing stations listed in the data and loadout ini, select a mission where something is loaded there, and see where it fits. The adjust the x/y/z accordingling. like this: SeatPosition=0.0,0.0,0.0 x is the first number, meaing left/right y is the middle number, meanig fore/aft z is the last one, meaning up/down once you do it a few dozen times, it's gets easiser! edit: don't be afraid to rename the lod to A4Pylon.lod -- it won't hurt a thing!
  3. stop using Cavorite in the irrigation water??? i know for a fact, it drove me crazy on the Eritrea/Ethopia terrain ... even created new TODs with new tree placements and they STILL hover!!
  4. FC, yes, the E and later models great decal fix Pete!!! carlo, you're probably right ... i know it's from the original Falklands mods for 1stGen, so is probably Diegos. Well, pete can always ask him to use it. Have to come up with a 'new' designation for it, though. As no USN/USMC C Scooter had 5 hardpoints. but, since the drop tanks aren't part of the model, there goes the ability to decal them
  5. look at all the those rivets .....<shudder>
  6. L's kept the 3 pylons only (I should know -- there's L in the SF2 D/L section with my name on it!!) E's "supposedly" were the first with 5 pete, the pic on page 23 of the SSP Naval Air units 64-73 (whose cover art is in the 1st post above, btw) shows NG-310 as a C, with no outboard pylons. So, I'd suspect some poetic liscene on Mr. Greer's part. the up side is, using the stock 3-hardpoint C, you can put the 'stripe' on the drop tanks via decals (like I did on the L)
  7. hummm....the BuNums seem to fall into the C... (from my 'all bunum listing pdf' 147669-147849 A4D-2N Douglas that's definatly a C, after the name change in 1962
  8. that IS an interestering thought.... the A-4CA Caza, has 5 pylons, and is mapped to A-4C_***.bmps.... a quckie side by side (below) for the 'standard' A-4C and Caza... i just don't remember when the original lod comes from; they're all called "A-4CA" and dated 2006 me personally, I'd say "Shoot! Lets DO It!!"
  9. not to sound rude, but the anwser IS pretty obvious. the machine is at, or below, minimum specs for SF2 the only way around, other than a new multi-core machine,and a much larger graphics card, would be to turn down EVERYTHING -- lower all the graphic levels, turn OFF all shadows, resize all the aircraft skins way down, and rezise the terrain tiles to 512 on add-on terrains -do NOT use any hi-rez tiles sets!... the terrains, especially mine due to their heavy population of objects, can drasticly increas loading times on lower end machines (again, not trying to denegrate or sound rude -- it's just the truth of facts!)
  10. C Scooter's with 5 pylons???? that isn't even in the Detail & Scale book!!! you'd need a new pylon to add via the 'fake pilot method' (or a pair as one lod). If you can get a 3d guy to build one, I'll place it (actualy wouldn't be too hard .. the location would come right from the A-4E's data ini... that the new skin you showed in the screenshots thread? It's awesome!!
  11. File Name: RB-57A Canberra for SF2 File Submitter: Wrench File Submitted: 06 March 2012 File Category: B-57 RB-57A Canberra = For SF2, Any and All = * Note: Full-4 Merged reccomended; can be used in any game install with access to the STOCK CanberraB2, as it uses this lod (probably SF2:E?? IIRC!!) * This is a full, complete aircraft mod containing everything needed to just unzip and fly! 2 new skins and decal sets are provided, representing the 30th TRS, 66th TRW at Sembach during 1956/58 (Natural Metal) 363rd TRW at Shaw AFB, South Carolina from initial delivery to the late 1950s (Night Intruder Black) All serial numbers are 100% historically accurate for the aircraft and units depicted, excpeting the last 3 for the 30th ... they're fillers, but ARE for RB-57As (most likely from the 345th BW). With the exception of the tail marking (yes, I had to paint them on!), all others are decals. Minor ini edits add an audio RWR, and a very simple ground mapping radar (see notes for other explinations and such). Although designed with RECON in mind, like the actual aircraft, it still carries it's offensive bombload for Strike (ie: Night Interdiction). However, the A models (like the Canberra B2 they're derived from) carry NO guns, so I've limited the Mission Tasking to RECON and STRIKE. All weapons used (well, ok -the bombs!-) are stock in-game items. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Good Hunting! wrench kevin stein Click here to download this file
  12. well, if its of any interest, I'll have Veltro's Nimrod converted and updated by the weekend ... if ya'll want it
  13. A Hunter Departs for the Night's Work....
  14. File Name: B-57B Canberra Tweeks Pak -for SF2- File Submitter: Wrench File Submitted: 06 March 2012 File Category: B-57 B-57B Canberra Tweeks Pak = For SF2, Any and All = * Note: Full-4 Merged reccomended, but can be used in any game with access to the STOCK B-57B * Some ini mods for the stock B-57B that add a usable cockpit (albeit not perfect!,but VERY usable), new avioncs ini, and adds the Nuclear Delivery Capability ™ they had from inception. Note: the various Mk.7 series nukes and nuke effects are NOT included -- they're from one of the lindr2 weapons paks. For those wishing the physical models for the Mk 7s, they're in my original F-84F Update Pak available at the following link: http://combatace.com/files/file/11430-f-84f-thunderstreak-skin-inis-upgrade-pak/ However, as stated above, the effects are NOT with them. An extra main ini, called "xB-57B.ini" is supplied so after patching, or DLC installation, a simple 'One click Operation' ™ will return this aircraft to Player-Usable status. Instruction on how-to are in the "To Install" section below. Data ini tweeks 're-aim' the guns to fire through the gunsight, add ECM and CM dispensers (chaff ONLY!). Now, if I could only figure out the proper LABS 'bomb toss' that don't fall a bit short ... or long ... (lol!). The Loadout ini, for mission builders, has a "Strike_Nuke" callout. However, the weapons ARE selectable on the games loadoutscreen as well, after removing any other bombs from the bombbay. No Hangar or Loading screens are included, cause I just plane forgot...maybe later! As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Happy Landings! wrench kevin stein Click here to download this file
  15. Version

    555 downloads

    B-57B Canberra Tweeks Pak = For SF2, Any and All = * Note: Full-4 Merged reccomended, but can be used in any game with access to the STOCK B-57B * Some ini mods for the stock B-57B that add a usable cockpit (albeit not perfect!,but VERY usable), new avioncs ini, and adds the Nuclear Delivery Capability ™ they had from inception. Note: the various Mk.7 series nukes and nuke effects are NOT included -- they're from one of the lindr2 weapons paks. For those wishing the physical models for the Mk 7s, they're in my original F-84F Update Pak available at the following link: http://combatace.com/files/file/11430-f-84f-thunderstreak-skin-inis-upgrade-pak/ However, as stated above, the effects are NOT with them. An extra main ini, called "xB-57B.ini" is supplied so after patching, or DLC installation, a simple 'One click Operation' ™ will return this aircraft to Player-Usable status. Instruction on how-to are in the "To Install" section below. Data ini tweeks 're-aim' the guns to fire through the gunsight, add ECM and CM dispensers (chaff ONLY!). Now, if I could only figure out the proper LABS 'bomb toss' that don't fall a bit short ... or long ... (lol!). The Loadout ini, for mission builders, has a "Strike_Nuke" callout. However, the weapons ARE selectable on the games loadoutscreen as well, after removing any other bombs from the bombbay. No Hangar or Loading screens are included, cause I just plane forgot...maybe later! As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Happy Landings! wrench kevin stein
  16. RB-57A Canberra for SF2

    Version

    355 downloads

    RB-57A Canberra = For SF2, Any and All = * Note: Full-4 Merged reccomended; can be used in any game install with access to the STOCK CanberraB2, as it uses this lod (probably SF2:E?? IIRC!!) * This is a full, complete aircraft mod containing everything needed to just unzip and fly! 2 new skins and decal sets are provided, representing the 30th TRS, 66th TRW at Sembach during 1956/58 (Natural Metal) 363rd TRW at Shaw AFB, South Carolina from initial delivery to the late 1950s (Night Intruder Black) All serial numbers are 100% historically accurate for the aircraft and units depicted, excpeting the last 3 for the 30th ... they're fillers, but ARE for RB-57As (most likely from the 345th BW). With the exception of the tail marking (yes, I had to paint them on!), all others are decals. Minor ini edits add an audio RWR, and a very simple ground mapping radar (see notes for other explinations and such). Although designed with RECON in mind, like the actual aircraft, it still carries it's offensive bombload for Strike (ie: Night Interdiction). However, the A models (like the Canberra B2 they're derived from) carry NO guns, so I've limited the Mission Tasking to RECON and STRIKE. All weapons used (well, ok -the bombs!-) are stock in-game items. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Good Hunting! wrench kevin stein
  17. ObjectData020.cat has the main inis you need empyt out the 15 and 15bis folders of everything, extract the 2 main inis, and let it rebuild.
  18. File Name: A-4Ku Skyhawk for SF2 File Submitter: Wrench File Submitted: 05 March 2012 File Category: A-4 A-4Ku Skyhawk (Kuwait AF) Update Pak = For SF2, Any & All (Full-4 Merged Reccomended) = *NOTE: usable in any and all SF2 versions that have access to the A-4F_78 lod and A-7D cockpits. Hence, the Full-4 Merged Reccomendation* Based "loosely" off dtmdragon's SF1 port. Completely new skins, from a Home Grown Template ™, and all new BuNum* decals (in fact, as usual, ALL markings are decals). The 2 skins supplied are, well, identical! Excepting the "Free_Kuwait" skin will automatically start in 1991, for ODS, and have the "FREE KUWAIT" fuselage banner decal. The cockpit used, while not correct, does have pretty much everthing working as the A-4M this is based on should; research has pointed to them having the APR-53 radar, so I added it back. Therefore, 100% accuracy is NOT claimed for this mod. Loadouts are pretty standard, dumb bombs and so forth. The aircraft is LGB capable, but no evidence has turned up the KuAF used Paveways. Canopy operates via the Standard Animation Key ™, Shift/0. All loadouts use stock in-game items. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Enjoy! wrench kevin stein * yes, the KuAF birds carried their USN BuNums on the tail! Click here to download this file
  19. did you edit the IsrealME_Nations.ini, and add the Americans?
  20. http://www.youtube.com/watch?v=1D1cap6yETA
  21. A-4Ku Skyhawk for SF2

    Version

    334 downloads

    A-4Ku Skyhawk (Kuwait AF) Update Pak = For SF2, Any & All (Full-4 Merged Reccomended) = *NOTE: usable in any and all SF2 versions that have access to the A-4F_78 lod and A-7D cockpits. Hence, the Full-4 Merged Reccomendation* Based "loosely" off dtmdragon's SF1 port. Completely new skins, from a Home Grown Template ™, and all new BuNum* decals (in fact, as usual, ALL markings are decals). The 2 skins supplied are, well, identical! Excepting the "Free_Kuwait" skin will automatically start in 1991, for ODS, and have the "FREE KUWAIT" fuselage banner decal. The cockpit used, while not correct, does have pretty much everthing working as the A-4M this is based on should; research has pointed to them having the APR-53 radar, so I added it back. Therefore, 100% accuracy is NOT claimed for this mod. Loadouts are pretty standard, dumb bombs and so forth. The aircraft is LGB capable, but no evidence has turned up the KuAF used Paveways. Canopy operates via the Standard Animation Key ™, Shift/0. All loadouts use stock in-game items. As always, fairly easy to follow, yet detailed install instructions are included. Please read them! Enjoy! wrench kevin stein * yes, the KuAF birds carried their USN BuNums on the tail!
  22. get ready to smile for the camera, Uncle Joe!!
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