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Wrench

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Everything posted by Wrench

  1. *I'd have made new ones for CubaOCD, but like it says in the readme, SFMap crapped out* YES it does!!! I used it to make the planning maps for the MidWestUSA. Prolly use it again for Central America and the Persian Gulf. Other than having to do some reworking it's great!(ie: 87-odd layers so I could paint over the exsiting tags, and relabel with different more visible text) It's the best feature in it! (well, for me that's all I need it for!)
  2. that's right ... we've known that for years. Not only the inis, but the HFD/TFD too. ALL names must match you might also want to leave the OTC+ alone ... other than those outdated tiles (which I really didn't like to start with - Flordia/Cuba kinda sorta don't really look like that...), it's a near perfect as the Engine allows
  3. well, if it creates a footprint like the oiltank1, that'd be 32x32 meters. So, maybe assume 50 meters side to side? (not diameter, full width -makes it easier to place in rows with semi-even numbers!)
  4. well, for that specific skin, just don't call out the 4-digit BuNum in the decal ini Level3 is for killmarks only and Russ suggetion also works; take my SqTail decal from the A-12 'flying dorito', rename it and use that. It's 1 pixel using less decals would be the best answer, however the sharkmouth decal would be a nightmare ... i'd just use a skin (use Ant's templates!!!!) for that specific squadron of course, without screenies....
  5. DA, if I had another copy, I'd ship it over to ya! It's one of the 'must have/read' for gamers!
  6. to answere the question, if you want the RAF/RN birds in SF2, they MUST be added to the SF2 mods folder. If you want them only in Europe, they go in the SF2E mods folder (along with any/all appropriate weapons, pilots, etc) Think if each mods folder as a seperate game, running as it does from seperate, individual exes. Only the stock 3W aircraft are available by default in all installs (ie: mods folders). Anything 3rd Party ™ must be added where you want them to go.
  7. we sure do ... someplace! Prolly in the GunnyPak (I know I've had working Silkworms for 3-4 years now; used 'em the DS mod)
  8. Bpao gets the credit for discovering the 'remove nodes trick'. I just repeated it back!
  9. end users can just edit it in the terrain's _Types.ini [TargetType0****] Name=ASR FullName=ASR Radar ModelName=asr.lod TargetType=RADAR ActiveYear=1950 TargetValue=200 UseGroundObject=FALSE DamagePoint=1.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.555 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=6000.0 DamagedModel= DestroyedEffect=SmallFire DestroyedModel=asr_destroyed SecondaryEffect=SmallExplosionEffect SecondaryChange=100 AnimationID=1 AnimationTime=2.0 <--- right here!! and.... if you really want to get tricky, grab the ASR_Data.ini from any of my recent terrain mods, and toss it into the terrain folder. It's been tweeked to act as a search radar, and will show up on the RWR and TEWS (mostly)
  10. somebody's missing whatever the lod is that the 'fake pilot' using ... better recheck your download! (or didn't install it properly)
  11. it's just a simple as matching serial numbers on that 63 split-window fuelie vette!! everything has to be named the same.
  12. apparently, there's a plethora of different kinds and shapes!! here's a link to google images: http://www.google.com/search?q=lng+storage+tanks&hl=en&sa=N&prmd=imvns&tbm=isch&tbo=u&source=univ&ei=kY4PT-uSMuOJiAL6va3RDQ&ved=0CGIQsAQ&biw=1006&bih=550 hope it works! is there a formula to compute the physical size based upon internal volume of sphere/cylinder?? this (hopefully!) is the spherical kind i was asking about: http://images.businessweek.com/cms/2011-08-10/comp_ing34__01__popup.jpg
  13. Topic Moved to a More Correct Forum PLEASE DO NOT POST QUESTIONS/COMMENTS/ETC IN THE KNOWLEDGE BASE!!!!! that sort of stuff goes here, in the 'regular' forums thank you! :)
  14. what kind of ship is that? It's way cool!! We can always find a use for another ship!! edit: is that an icebreaker??? taking a closer look at the bow....seems like it has the slope to ride up over sheet ice. Be good for DBS! I just need the spheres right now, as the "cities" where they would be are being worked on. although there aren't any here (in the screenie below), you can get an idear as tohow many oil tanks are being used! (largets refinery complex in the world, plus the offshore 'island' terminal in the background). Still need to fill in some empty bits
  15. Gun Jams

    I came across it the other day in one of inis, after extraction & studying it for something else. lemme check.... AircraftObject.ini, probably in the ObjectData.cat (in SF2 it's in ObjectData001.cat) has this line: [GunData] AllowUnjamAttempt=FALSE what I don't know, is there a keystroke for it in SF (prolly not). Can't hurt to look! The revolver cannons (M-39, etc -ie, rotating breech block) did NOT have any way to unjam in Real Life ™. Gatling-type would just spit out the dud with the caseings
  16. actaully, if you rename the folder, rename the main ini AND rename the TFD & HFD to match, it would ok
  17. let's put it this way .... we're also glad you moved on. Bye! edit: oh, and one other thing... if the statemnet had actualy been read, you'd see that I didn't say "you can't use it". It just states you can't change or modify it without permission.
  18. Good News From The Doc

    I'm glad everything worked out ok! jeez, sounds like a close one!
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