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Wrench

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Everything posted by Wrench

  1. 1935-1948 (don't forget the action in China in the early 30s) SCW, as a stand alone also, with whatever years it ran, but ending BEFORE 1939
  2. Feb 29th, 2012. (2nd choice would be April 5, my birthday, but i feel it'll be out waaaay before then)
  3. File Name: Ethiopian AF Su-27 Flanker File Submitter: Wrench File Submitted: 11 February 2012 File Category: Su-27 Ethiopian AF Su-27 Flanker Skin Pak 2/10/2011 = For SF2, Any and All = A new skin/decal pak for the Marcfighters Su-27, representing EtAF Flankers from the late 1990s to the present. A new "Userlist.ini" is included (may not be fully accurate, and changes/updates are welcomed!), as well as slightly tweeked data, avionics and cockpit inis (made some general fixes in regards to things not working/missing/fitting quite right). Weapons are NOT included, so you'll need the GunnyPak or some other full WeaponsPak for SF2. You also =MUST= have the Su-27 in your game install (doh!) to install this pak to. These skins have been partly repainted (with redrawn panel and rivet lines) in several areas to remove the painted-on markings creating a 'blank' canvas to allow for the use of decals for ALL markings. The side effect of that, is other countries can easily be created by simple edits of the decals ini. On this version, as stated above, ALL the markings used here are decals. Serial numbers are 'best guess' based on the limited information (both text and photographic) available. 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
  4. I think so, but not really sure. All distance/height/length/weight, etc is metric
  5. Attached here is a new data in for the DATs Ki-61 Tony. This is for the Ki-61Ia Tony comes from the "Ki-61 Family Pak" by christian59 ---> http://combatace.com/files/file/7111-ki-61-family/ it's set for just this one mark, right now, but is easily adapted to the others by a simple copy/paste of their original guns /Guns sections. It would be advisable, if one DOES change the others, to rename the Tony_Data.ini to whichever mark is being modified (ie: Ki-61IIB_Data.ini, etc) after downloading, you'll need to edit the Ki-61Ia.ini by adding these lines (just copy/paste them off this post) //AircraftDataFile=Ki-61-Ia_data.ini AircraftDataFile=Tony_Data.ini this will allow for easy reversion, if for some reason you don't like this mod. Please feel free to make changes/tweeks (which I'm sure a necessary). I personally feel the roll rate is low, so...do what needs doing. The canopy has been changed to a manual animation key (Shift/0 as always) Post all fixes here. enjoy! edit: there IS an issue with the rolling radi on both main gears ... this is NOT fixable without them rebuilding the LOD the 'piviot points' for the main gear axles are NOT aligned with each other (this is a constand SF2 problem with older models) --do not f*** with the rolling radius, you'll cause irrevocable problems!!!
  6. testing a new Tony FM (for SF2).... Action over the Phillipines, 1944
  7. oh, that is just wrong, on sooooooooooooooooo many levels!!! (btw, if that's Wolf's Corsair, I have templates....)
  8. individual data ini can be tailored for specific needs, by adding specific AI sections. in ObjectData001.cat, you'll find the AircraftAIData.ini. In that, you'll find the parameters for LevelBombAI: [LevelBombAI] PullOutRange=500.0 PullOutAlt=300.0 ReleaseAlt=1650.0 SecondPassRange=6000.0 SecondPassAlt=1000.0 ReleaseCount=12 ReleaseInterval=0.14 copy/paste that into the Bone's data ini (anyplace, top, bottom --usually just above the [AircraftData] section-- and edit the parameters, and test. all distances are meters, and are changed with a simple text edit
  9. here you go...had to finish a few things (at the cost of time working on REAL mods....), it's set up for SF2, but it should work as well as can be expected in 1stGen. Hope you like aircraft that explode on the runway. canopy is manual animation (shift/0) uses Wolf's Jug pit -much more accurate- FM needs complete overhaul -as do they all- do whatever you want with it ... but do try and get the rock-back-and-forth-flip-over-and-explode-into-greasy-bits fixed. (the real way would be to have them rebuild the LOD -- the issue seems to be there, and no data ini edits seem to be able to fix it) The attached file will remain attached in this thread for 1 week ... then, it'll be removed.
  10. Infantry Units

    those are WWAAAAAYYYY cool!!!
  11. where's sparkomatic??!!! He can use this against the Evil Togo Imperium ™!!!
  12. must've been a pre-06 mod. After the 06 patch, the full path is required *aircraftname*/*skinname*/D/*decalname* if you've got the WoI expansinon for 1stGen, you should be able to make use of the SF2 RAAF Meteor skin/decal set I did for them. It's in the SF2 skins downloads, and is 98.6% hisorically accurate (also 77Sqds Mustangs too)
  13. CH: that one my A6M2 skins (Akagi, maybe?)??
  14. don't think that'll work at all. 99.9999% of listing can only use a single aircraft type (in other words, never seen that since 2003!) best advice: study/examine existing campaign data ini, both stock and 3rd party
  15. great job! one small tweek.... due to the use of painted on markings, add this to the bottom of both decals.ini. [Decal005] MeshName=LeftWing DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=0,0 Rotation=0.0 Scale=0.00001 DecalMaxLOD=2 painted on markings will NOT activate the Nation's name on the loadout screen, and this will fake it out!
  16. when it was originally built, GermanyCE. Even though the tileset uses the 'desert' naming conventions. when first released for 1stGens, we use WoE as the base, as that was the only one with the needed T-72s for Iraq. With SF2, Full merged, it don't make no difference anymore
  17. the learning curve is well worth the time spent. I, personally, just wish I could get the frakking terrain back into the TE (keeps crashing it), and fix all my pervious mistakes. And add the the damn rivers, like I did for Iran/Iraq. (which, of course, means lots and lots of bridges to be added --but, then there's the fun of blowing them up!)
  18. I'm right here ... a bit late, but here nonetheless. Yes, as said before, the 'white triangels' (or squares or panels or cylinders) are DX9 aritifacts in SF2. They tend to vanish with DX10, for the most part . Other times, the offending mesh must be moved. you do it basically, like we do to remove external aircraft part, but in the cockpit ini. how I do it, to keep it simple naming-wise, is call the items 'move1', 'move2', etc. (btw, you can see how it works on the 3W O-1E mod I uploaded last year -- i moved the living daylights around on Kess's Yak pit, to create the cessna(ish) pit you add a new 'insturment' that'll be the move statements: then, since the Yak-3 pit came with the OUT file, it was easy to ID the necessary components to move... unfortunately, we don't have OUT for boopi's Flagon pit, so some work with the hex editor to 'search' or 'find' the node/mesh name is in order. Here's where knowing aircraft components (real life) or even best-guess as to the name comes in handy.... in this case, my best guess would be 'gunsight' ... find and write down all the node names, then start moving them off one at a time. Sometimes, the parent WILL move the child mesh; sometimes not. Be prepared to spend several hours experimentating. have fun! (insert evil grin _HERE_)
  19. I've had my fill of Tomcat p0rn ... I want forests & fields p0rn!!!!!
  20. once again, moved this thread to the correct Forum, where it'll be seen by those that really know what's going on ========================== it's a game engine glitch, and even more prevelant in SF2 ... you'll have to use 'generic tags' (SAMRadar, SAMLauncher, EWR). Calling an object directly for placement can sometimes prevent it from showing. Which makes it a flat-out bitch and a half, when trying to build a historically accurate terrain where not only the locations of AD units are known, but the exact TYPE of unit... Also, the engine will sometimes NOT populate AD units near the player's base or nearby cities. This keeps computing cycles down by not putting things where they're not (yet) needed. And again, there's a 50km 'bubble' around the player aircraft. Things (ground objects) will not spawn outside that region. They'll also de-spawn as the player's aircraft leaves that area. A well know fact among the 5 of us terraformers...
  21. ......and..... read the enclosed readmes ... the most important file in any download. The reason I insisit vehemently on good ones being included.
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