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Everything posted by Wrench
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Well it's official
Wrench replied to Romflyer's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
oh, most definetaly!!! -
Map Utilities
Wrench replied to SidDogg's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
SFMap, by Kreelin (iirc), BUT... it only works in 1stGens, and all the inis MUST be ANSI. And it's kinda tempermental, at best. You can also generate plannimg maps with Gerwins tile tool. BUT... expect to do a LOT of repainting and 'hand lettering' for the lables (as in paint over the ones generated, and use the text function in PS). It's how I did the MidwestUSA planning maps -
Attempting bringing the A-37B into SF2 Vietnam
Wrench replied to Jug's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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Need A 3D Guru
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
been there, done that, got the kill marks. You'll find them running 'round on a LOT of terrain mods. no harder than the IJN barges Capun did for the WW2 PTO mods (just slightly larger) Crusader: nice to know, finally!! after all these years what exactly they are!! Now, to edit all my _types inis, and the Pboats main ini, so the name shows!!! -
Need A 3D Guru
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
we've had those since Day 1 -- look in your /GroundObjects folder for a strange item called wait for it..... PatrolBoat speedboat with twin 14mm MGs, and a 'Generic' nation user tag -
USN Phantom questions
Wrench replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
forgot this: reccomended download, it be even if volume 3 (rhyme!) http://military-machine.blogspot.com/2009/06/usn-aircraft-carrier-air-units-vol3.html -
I want my F86f-40...
Wrench replied to Padre's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
copy/paste is the usual method. That's how I got all mine in from 1stGen to SF2. Be advised, the FM is still a bit 'off' for SF2 don't forget that you'll need to do the same in the /Decals folder -- copy/paste the ENTIRE aircaft folder, with the skin subfolders intact into the /Decals subfolder. Then, delete EVERYTHING from the main folder -the one you just placed in the /Decals folder (all the inis, lods, etc). Open each of the skin folders, and delete EVERYTHING but the /D subfolder (where the decals reside). it should be noted, MANY, if not all the original skin/decal sets will need some editing & renaming of certain decal tgas as they're numbered incorrectly (all Level=2 decals MUST start with 000). You'll see them if look. The may also need editing of the full path of the decal (to read as: F-86F-40\461FDS\D\*nameofdecal* for example) if they'r my skin/decal sets, the downloads are already set up for SF2 (well, actually, even 1stGens work that way, but we never used it). Don't forget the JASDF skin sets! -
USN Phantom questions
Wrench replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I said THAT a long time ago!!!! I'm dying for good stock ones! btw, the N & S are listed in the Nov.2011 aircraftobject listing to answer DA's ??? (having done s**tloads of USN decals for KAW....) modex number have no relation to BuNums; modex number series (100, 200, 300, etc) relate to the squadron's position within the CVW. Traditionally, the 1st two are fighters (100, 200), 2nd attack (300, 400) and so on. as has been said, integrating the CVW tail code & any 'art work' (stripes, symbols, etc) into one decal is the best. Don't forget that BuNums would be seperate. but don't go tooooo crazy with commbining; due to overlarge sizes, and not to be forgetting that each one needs 2; a right and left - lots of work and big files to up/download. TK has supplied us with (literally!) boatloads of squadron badges for all the Navy/Marine birds. Extract the squadronlist.ini and brows through it. The squadron number, as shown below: [Squadron170] Name=VMFA115 DisplayName=VMFA-115 Able Eagles Nation=USMC should mean (iirc), sqtail170 (or whatever the navy one's are called) would probably be that particular squadorn's tail decal. Again, you'll probably have to extract all the decals from the object cats to cross check -
Well it's official
Wrench replied to Romflyer's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Rock Paper Scissors Lizard SPOCK!!! -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
the McD facility is at Lambert, just next door. yes, better buildings are truely needed (and would be a nightmare to place!!!; but worth the effort.) Go look at Chicago! -
Need A 3D Guru
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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Version
302 downloads
-Part of an on-going series of mod recreating Central American Airpower Modifications, and a complete reskin of Pasko's MD-450 Ouragan into those as used by the El Salvadoran Air Force. This is a COMPLETE aircraft mod, with EVERYTHING needed to just unzip, install a few weapons (if needed) and fly. Included is Ordway's cockpit pak, fully installed. The skins, from new home-made templates, expanded to 1024 x 1024, have all new panel, rivet and other details. The templates ARE included with this pak!! New decals for the individual aircraft are from historical listings. The numbers.lst, while included, is NOT active, to prevent 'running out of numbers in game'. It's just renamed, so it's easy to reactivate it. You also get a new WoE style Hangar screen, all the weapons in the new "folder format" for use in post-patch installs, and in EACH weapons folder is a _data.ini as used by SF2. Unfortunately, as I don't have SF2, some experimentation on your part will be required to install and get them up and running. (meaning, I'm not sure how the numberation runs...) This mod is designed for use with, I'm hoping, ANY weapons pak. You may just need to add a few things. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however. The original readmes from Pasko and Ordway are incuded. As expected, the standard or garden varitey highly detailed readme is included with all the necessary instructions and so forth. It'd be worthwhile to give it a once over! Happy Landings! Wrench kevin stein -
MaxFuelAmount=
Wrench replied to Padre's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
kilograms everything in the 3rdWire series be metric -
Need A 3D Guru
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
only IF they build me dinosaurs, too!!!! I even know exactly which species..... -
Need A 3D Guru
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
here you go ... found in Panama. be easy enough to reskin/reflag btw, you know we're missing LCACs and Ledbeds, right? I could also use some dinosaurs right now for the Central America map.......... -
ANG C-130H skins
Wrench replied to CavtankerKyle's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
i'm LIKING it!! -
unicode
Wrench replied to manlyman564's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
unnecessary to make changes; SF2 reads both ANSI and Unicode -- all my terrain, aircraft etc inis are in ANSI and nobody's complained of a problem. -
Need A 3D Guru
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
not readily avilable, but I can try and take some later today (after finding where on which terrain I placed them -- maybe CubaOTC?? they're used there "in port") -
Need A 3D Guru
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
there are 2 ROROs readily available! Baltic Ferry & Nordic Ferry -
Uber-Userlist.ini
Wrench replied to Padre's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
i don't recall ever seeing them as player-usable nations, all the way back to 2004 when I started with The Series. They're not even listed in the main Nations.ini; they only 'exist' in the Desert_Nations.ini (inside the Desert.cat) and have always appeared as AI controled flight during missions off the top of my head, I'd say yes, Dhimar and Paran will need adding to the Nations.ini (which is going to be real intersting, as the desert_nations.in lists them as nation256 & 257 -which is also the number for their national insgigia decal-, whereas the Nations.ini only goes to 206) every aircraft they'd use (or could possibly use) would need an updated userlist; every data ini will need crosschecking for Exported= TRUE, and the export year started. that's an awfull lot of work...I just can't see a 'return on investment' big enough for all that effort (unlike rebuilding the Desert terrain ala Piecmeal's mod; make the place look 'more alive and lived in') Like they say, it's your mod! -
Version
383 downloads
Operation Darius Mods Folder Paks, In Various Parts As the entire mods folder would have been FAR to huge to upload, the varous and sundry folders have been broken down into many smaller, more managable parts. You'll need to d/l EACH and EVERY part, and then unzip them into a temp folder to reassemble the entire thing. Once assembled, you'll need to create a stand-alone mods folder for the 'NATO Action Group' (aka NAG - or call it whatever you want). You'll then delete ALL the folders from the NAG mods folder, and use ONLY those supplied. You can, OTH, simply install the GroundObjects, Aircraft, Pilots, Weapons, Guns, and Decals to a regualar install, but you do so at your own risk. There is a distinct possiblity of severe damage to said install. However, use of the varous GroundObjects would probably NOT cause any difficulties. Many of them you may already have; 99.9% of the original releases were WRONG in how they were handled either for incorrect Nations applied and/or the complete and utter lack of proper Userlist.inis. This has been corrected. As yet, there is no 'Campaign' built for this .. it's designed for running single missions, as outlined in the various threads in the General Discussion Forum. You'd be adivsed to read through those, to get a feel for what's going on === This is Part 1. The zip file contents are as shown in the screenshot. Sub-folder for the main mods folder contained herein are: Effects Flight Menu Missions Sounds *please note: the HUDData.ini included MAY have the Debug= set to TRUE. You'll need to change it to FALSE. My Bad!* Do Nothing With These Until You've Obtained ALL the Pieces! There are 6 in total, of varying large sizes, included the IR2003 terrain. All available seperatly. -
MidWest USA Terrain for SF2
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: MidWest USA Terrain for SF2 File Submitter: Wrench File Submitted: 26 December 2011 File Category: Full Terrains MidWest USA Terrain for SF2 = For SF2, Any and All (Full-4 Merged Reccomended) This map represents the Central section of the North American continent; from the Great Lakes in the east as far west/north as Regina SK, and as far south as Tulsa Oklahoma (destroyed/occupied) and pretty much all points in-between. The original base map, centered around Omaha, Nebraska, is/was the basis for FastCargo's "Super Secret Mod". This is a =highly= expanded version. Rivers include the Mississippi, Missouri, Platte, Assiniboine & Soruis, all the waterways and canals interconnecting the Great Lakes, and so forth. Lots to see and do here!!! The map takes place in a "What If..." world of a partly Occupied America; something along the lines of "The Wingman" novels, the TV series 'Jericho', the movie "Red Dawn" (always a favorite!) and any number of Post-Apocalyptic scenarios. It will fit any timeframe from the mid-1950s through the Present Day (ie: my "Global Sedition vs the North American Alliance" kinda thing). This map make use of the Limited Nations statement, as well as the Allowed Mission Type. This is due to there =not= being any shipping routes for the Blue side to attack; all those routes are within Blue territory, so only the Red side can use them. All others are active. Geophysical Disclaimer: some rivers and other water features may not follow their Real Life courses, or be placed in their Real Life locations, or even exist as such. Several cities and other physical features may also fall into that classification (ie: mountains, hills, valleys, etc). Some cities may also NOT have all their proper Real Life industries, facilities and other building classifications, or be fully loaded with 'target objects'. Accuracy has been strived for in all cases, to reflect the Real World . As much as is possible with this Engine. This map also makes use of the 'Expanded Borders' mod, wherein you make changes to the FlightEngine.ini. Instructions on making this adjustment are included (if you haven't already). Several 'new' GroundObjects are included, some modified from others, some you may already have. All are SF2 compliant and may not be 'down convertable' for 1stGen usage. As I don't mod 1stGens anymore ... Many more GOs are required; you should have them already for other terrain mods. If not, its up to YOU to get them. All the usual suspects, of course (SAMs, vehicles, ships, AAA units, truck, tanks, dinosaurs, etc) As expected, there are several Easter Eggs -- you'll find them if you look hard enough. As a matter of fact, the largest Easter Eggs =EVER= placed on ANY terrain in SF series history are on this map. There are also several target items that will "turn on" after a set year; this being the year of construction or start-of-existence (for a certain shipping company, some buildings and bridges). As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended (ie: REQUIRED!!!) you read the document through after unzipping before installing. As always, the Notes and Other Nonesense section may make for entertaining reading. It's most important that the disclaimer be read, as there are a couple of 'permisison only' items used, that CANNOT be used elsewhere with their creator' approval. Happy Hunting! wrench kevin stein Click here to download this file -
MidWest USA Terrain for SF2
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
mount rushmore don't exist*, and Cleveland would have been 40+ tiles east of The Wall *meaning I couldn't get a 3d guy to make one (as the really good on in 3dWarehouse wasn't downloadable), with Dave's face replacing TRs -
Uber-Userlist.ini
Wrench replied to Padre's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I don't understand the question....please eleborate! each aircraft has their own specific userlist (as do many groundobjects) due to year availabilities, exportation and End Users . and why would one need such a thing??? -
I need a new joystick
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
can't EVER go wrong with CH products!!!!