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Everything posted by Wrench
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SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
testing a new Tony FM (for SF2).... Action over the Phillipines, 1944 -
What If Screenshot Thread.......
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
oh, that is just wrong, on sooooooooooooooooo many levels!!! (btw, if that's Wolf's Corsair, I have templates....) -
Altering AI behaviour.
Wrench replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
P-43A CAF skin
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
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. -
those are WWAAAAAYYYY cool!!!
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NAF MiG-17 & MiG-17F
Wrench replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
where's sparkomatic??!!! He can use this against the Evil Togo Imperium !!! -
Decals not showing in SF1 Meteor F8
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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) -
Well it's official
Wrench replied to Romflyer's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
CH: that one my A6M2 skins (Akagi, maybe?)?? -
Multiple aircraft Squadron
Wrench replied to spriggs's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
F-4E-2020 Terminator (TuAF) v1.0
Wrench replied to PureBlue's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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! -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
another mountain bird..... -
Is anyone working on Desert Storm for SF2?
Wrench replied to DoctorQuest's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
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 -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
just flying around.... -
Is anyone working on Desert Storm for SF2?
Wrench replied to DoctorQuest's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
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!) -
@ Wrench Su Cockpit
Wrench replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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_) -
Well it's official
Wrench replied to Romflyer's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I've had my fill of Tomcat p0rn ... I want forests & fields p0rn!!!!! -
CREATE TARGET AREAS?
Wrench replied to ignacioc91's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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... -
How do you add a downloaded custom Campaign?
Wrench replied to ktickner6767's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
......and..... read the enclosed readmes ... the most important file in any download. The reason I insisit vehemently on good ones being included. -
Helicopter Pylon Problem
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
better? -
Helicopter Pylon Problem
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
workin on a Marine gray for you ... just need to make correct loviz decals and find their positioning. and better pictures; don't know if HMAs use the squadron name tag or BuNums...... -
Helicopter Pylon Problem
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
also, the name of the Hellfire is wrong in the loadout ... s/b AGM-114A. The named weapon is always the "TypeName=" from the weapon's data ini after making the changes in the loadout ini, this is what I got.... seems to be several unmapped areas; albeit a beta it's not too bad (and I never use helos, as the game just don't like them much) -
Helicopter Pylon Problem
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
and the loadout ini screwed up ... remove the extra zero (0) in front of the 10-20 callouts. the game don't need 3 digit loadout station numbers like so: edit the data ini too, and remove the STRIKE tasking ... these birds ain't used for that!! should read: PrimaryRoles=ARMED_RECON,CAS SecondaryRoles=FAC and that's all baby!! i'll have to finish editing, and then retest (had to go and d/l it....) -
Helicopter Pylon Problem
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
EOGR= electro-optical guided rocket LGR= laser guided rocket (btw, will need a laser designator mounted/built in) WGR= wire guided rocket RKCT = single rocket (think HVARs or S-22) RP = rocket pod also, check the allowed max weight for each station; must be larger than the weight of the weapon mounted that's why I asked for that section of the data ini .... and which helo to figure it out from! like this.... -
installing patches
Wrench replied to ultramig688's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
yes, it does! (ie: all inclusive!) -
Helicopter Pylon Problem
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
what does teh data ini show for that station, and what does the loadout ini specify? can you post those sections (and what helo?)