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Wrench

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Everything posted by Wrench

  1. Happy Birthday To.....

    oh, hell yes..!!! a double-shot from me! happy birthday!!!
  2. a bit wrong on those loadouts -- wired for them, but never carried
  3. hmmmm....methinks Lord Kitchener and General Gordon might be interested in the goings on here.....
  4. Capitaine Vengeur Birthday Today!

    happy birthday!!!!!
  5. don't forget "The Range" terrains ... a great place to practice. which is why they were built....
  6. cruising over The Rift Valley, 60s style
  7. what, like this??? Alfie, if you want the template (assuming it the DAT Stormbird?) just ask.... complete with IJN layers for Karyu it does need to use a lot of painted-on marking due to mesh issues
  8. Happy Birthday CrazyhorseB34

    Happy Birthday man!!!
  9. or, the skin got renamed -- a nono; it has to retain the same name as the Netz lod calls for (see the Irianian F-16 I did as an example) or the skin bmp aren't in the a skin sub-folder for the 'new' F-16
  10. Lemme straighten that out .... you can have whatever you want on the map ... there are just limitation as to how the engine populates. I would seriously suggest stopping work on whatever you're doing, and study, play, examine, take apart, etc, pretty much all of the last 4 or 5 of my terrain mods. Use the WoVSQMD to study layouts (it'll give you an idea, albeit without proper reference as to 'on the tile placements', but a good general idea nonetheless as how things work). This is the single hardest thing in the SF World that can/is attempted by anyone -- proper, accurate terrain/target creation. That's why there's "a hands worth" of people doing it out of all the other modders and types of mods out there. It requires an attention to detail that crosses the border into OCD. Not everyone has this required ability ... as some really s**tty terrain mods in the past has shown. and keep a loaded firearm nearby ... it might come in handy at some point (as everyone that's ever attempted this will atest to).
  11. The "Name=" sectin can be anything you want it to be. Keep it simple, keep it easy. Don't forget, that US units usually use a hyphenated name (ie: M-55 Quad, M-35A Truck, M-113 APC). It's the "FullName=" that shows in target view. Always leave AAA as generic, unless its 100% (or better) historically known accuratly, that said unit was in said position on said date. Let the game populate them randomaly. The Game Engine ™ has some exceedingly, overriding, powerful issues with 'directly called' AD units in the _targets.ini (this includes EWRs, SAM launchers, SAM radars, etc.) They will not show on RWR (either vector or TEWS,), or show in such a random fashion as the render the RWR almost useless. Or just not show up at all. This become mostly apparent with Blue Side/NATO units, as the game really don't quite know what to do with them. (was never designed for Blue SAMs, but we've made them work) OTH, for Soviet/WarPac units that are networked via a SON-9 Firecan or other gun-laying radar -and there's a s**tload of them, all set up and downloadable all over the place-, they should be set up in batteries surrounding the radar unit. Extensive study of Soviet Air Defence doctrine would be advisable here. remember, as a Terraformer, you're not just building cities and roads, you have to have all the accurate data for each and every one of the target areas being created.
  12. http://combatace.com/topic/67597-swedish-campaign/
  13. copy and paste maybe??? hell, that's how I do it, then simply do the renaming of the needed/wanted/desired object
  14. Low flying at high altitudes...

    frakking snowboarders!!!
  15. File Name: EAF MIG-17F Fresco, Fighter-Bomber Modification File Submitter: Wrench File Submitted: 08 November 2011 File Category: MiG-17 EAF MiG-17F Fresco-C Fighter-Bomber Mod =For SF2, Any and All - Reccomended for Use in SF2:I= This is a revamping of my 2008 releade of the same aircraft, now updated/tweeked/fiddled with for SF2*. As such, it is my not-so-humble attempt to duplicate the fighter-bomber modifications the EAF performed on their MiG-17's during the 6 Day War. *meaning....I'd forgotten I was doing it and stumbled across it 'hidden' in SF2I!* Inis have been adjusted to make use of various and sundry imporvement since the initial release. This is a complete package, with weapons*, skins, cockpit (Ordway's Fresco pit). Markings make use of all stock in-game decals. The only thing =NOT=included is the Fresco's LOD, as it's pretty much available in ALL versions of SF2. Loadouts have been 'adjusted', using the new 'change by year' feature, to discontinue use of the Sakr pak, and return to standard UB series rocket pods around 1975. The data ini (ie: Flight Model) is fully updated to the latest patch level (Oct 2011 -not the betas) *weapons included are the Sakr rocket rack and pylon set. It uses the S-5 57mm rocket that should be stock in all installs. The FAB-100 may require the GunnyPak* As always, fairly easy to follow, detailed install instructions are included. So, please read them!! As always, the usual "Notes" section for other interestering details and stuff. Good Hunting! wrench kevin stein Click here to download this file
  16. File Name: F-4E Phantom II, "Air Inferiority Orange" Skinpak File Submitter: Wrench File Submitted: 09 December 2011 File Category: The Combat Ace What If Hangar F-4E "Air Inferiority Orange" Skin Pak = For SF2 (Full-4 Merged Reccomended*) *Note: can be used in any install with access to the F-4E* This actually started as a joke, during the building of "Operation Darius", and took on -as usual- somewhat of a life of it's own. It's being placed here, in the "What If..." skins simple because I can't think of a better location. This represents F-4E (no variant) aircraft painted in a VERY bright Orange. It's called "Air Inferiority Orange" for several reasons: Many smaller, less powerful airforces still use the Phantom. Sometimes alongside more modern 5th Generation fighters. The reasoning is you take a known aircraft, with the some of smokiest engines in history, well documented radar signatures (both from it's on-board and skinpaints) paint it an exceedingly bright, highly visible color, and use it to lure enemy aircraft into traps (your more modern, angrier, birds are hiding in the weeds, running silent). It's set up for IRIAF markings, but a simple edit will allow any F-4E user to be selected from the drop-down menu. It'd also make a very good Drone, too! With simple skin bmp renaming, it can be used for any other F-4E variant. As always, fairly easy to follow, detailed install instructions are included. So, please read them!! Remember, this was done as a joke, so have fun with it!! Happy Landings!! wrench kevin stein ps: forgot to mention in the Credits, without Sundowner's templates this craziness wouldn't have been possible. Thanks Ant!! Click here to download this file
  17. so, if my translation is correct, if the world dosen't end on Dec 21 of this year, the PAK-FA will be released???
  18. Jonathan: AWESOME!! one of the best of the worst!!
  19. AWSOME!!!!! FC!!! prolly my fav of the Real World ™ What Ifs.... So many possibility for skinning that bird. now, if I could only find that out-of-print paperback "Last Flight of the Arrow" (well, it's availble ... just short of funds as usaal!)
  20. well, i can tell you right off the bat, 98% of that land will be unsable, as it either too close or behind The Wall. Safe to assume that "auto texture" and "transition textures" didn't work??? (notwithstanding the fact that you'll still be hand-tileing the coastlines for proper transitions) EDIT: for those wishing to actually see the images, I offer these below, converted from bmp (who uses that anymore for images???) to jpg so as to see what's what and to the point I was mentioning....about the transitions somehow, they're out of order - mine's the 'desert tiled' screenie)
  21. s**t, that's easy!! add the SystemName to a main component (nose or fuelage) then, add the actualy LD below the hardpoints...(I always add a commentedout header, so I know what it is!) //sensors----------------------------------------------------- [LaserStation] SystemType=LASER_DESIGNATOR CameraFOV=2.500000 SightTexture=AVQ26_lock.tga CameraPosition=0.700000,3.500000,-0.245 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 EODisplayFlags=268763136 MaxSeekerRange=27.000000 SeekerGimbleLimit=180.000000 DualFOV=TRUE SearchFOV=10.000000 SearchTexture=AVQ26_track.tga We've been 'adding' them like that since around 2004/5
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