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Wrench

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Everything posted by Wrench

  1. File Name: Supermarine Scimitar Tweeks Pak File Submitter: Wrench File Submitted: 26 November 2011 File Category: Other Scimitar F1, F1 (60) Tweeks Pak =For SF2 A small 'tweeks' pak for Paulopanz's recently released upgrade kit for the DAT Scimitar. Be advised, you'll still NEED Paulo's Pak and the aircraft LOD from the DAT as outlined in his readme. Otherwise, this just plane won't work. Things changes/adjusted/modified: - Loadout/Data ini tweeks re-adds the rocket pods for both, - Year-specific loadout for F.1(60) adds the the AGM-12 Bullpup missile in 1964 (included UK version) for Anti-Shipping missions, - New DDS damage textures for both, - Revamped SF2 version of my artwork Hangar Screen for both - Other small data ini tweeks adjust rolling radi, statments added that allow wing position lights to move with wings when folding, slight armor adjustments, - All weapons switched to UK versions (bombs, rocket pods, etc) All weapons used, excepting the included Bullpup, are stock in-game 3W versions. As always, fairly easy to follow, detailed install instructions are included. So, please read them!! With many thanks to Paulo for his work!! Happy Landings!! wrench kevin stein Click here to download this file
  2. hmmmm.....in regards to Dave's pony, we have a llama from the Argentinian group ... would that suffice? I miss the camels and water buffalo objects we had in ATF/USNF/FA ... those were fun blow up! (yah, I'm twisted!)
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    Scimitar F1, F1 (60) Tweeks Pak =For SF2 A small 'tweeks' pak for Paulopanz's recently released upgrade kit for the DAT Scimitar. Be advised, you'll still NEED Paulo's Pak and the aircraft LOD from the DAT as outlined in his readme. Otherwise, this just plane won't work. Things changes/adjusted/modified: - Loadout/Data ini tweeks re-adds the rocket pods for both, - Year-specific loadout for F.1(60) adds the the AGM-12 Bullpup missile in 1964 (included UK version) for Anti-Shipping missions, - New DDS damage textures for both, - Revamped SF2 version of my artwork Hangar Screen for both - Other small data ini tweeks adjust rolling radi, statments added that allow wing position lights to move with wings when folding, slight armor adjustments, - All weapons switched to UK versions (bombs, rocket pods, etc) All weapons used, excepting the included Bullpup, are stock in-game 3W versions. As always, fairly easy to follow, detailed install instructions are included. So, please read them!! With many thanks to Paulo for his work!! Happy Landings!! wrench kevin stein
  4. Wasn't that discussed after one of the recent patchs??? There's a bunch of stuff called out in the GroundObject.lst but again, everyone's jumping to conculsions based on less the minimal data. Speculations and assumptions based on just sreeenshots. Why don't we all STHU and wait and see what's delivered? wrench
  5. it tips over? I tested it last night, using the desert_water.bmp placed in the old China (WW2) terrain, and it definately allowed me to see and change the vessals in an anti-shipping missing. Now, I'm thinking that swapping out ships is one thing, especially where a route has been defined in the _movements ini, as opposed to simply adding one to a 'spot in the ocean'. I'll have to test that; adding a carrier and flying/recovering on it. But, when one looks the planning map, it's not to difficult to see where land and sea seperate we'll see how this works out.
  6. transfering 2 inis and cockpit folder???
  7. so.... you're saying that the game engine dosen't need to know exactly where the water is on any given terrain? That is just needs to 'look for and at' any _water.bmp? Interestinging ... as the 4 stock ones all match the outlines of the landmasses depicted. if this is true...it's a hell of a time/brain/frustration saver!
  8. There is no simple way... you'll probably still have use the terrain editor (I haven't tested Germwin's neat little tool, as for me swappingout/adding/creating new tiles is not that difficult).. It not just a simple matter of adding a single tile ... every tile requires 3 transition tiles to fit the area surrounding it; for example, we'll use the GermanyC1.bmp (a central city tile) Surrounding that, assuming the cityscape gives way to farmlands...you have what the Germany tileset calls 'G' series (think of that as 'grasslands', even though it looks more like farmland to me...) where the numbered section represents the percentage of the tile covered, in this case, with 'city' GermanyGC25a GermanyGC25b GermanyGC50a GermanyGC50b GermanyGC75a GermanyGC75b so, at the very minium, you need 4 tiles ... the actual one used in the center, and the surrounding 3 transitions (25,50,75). You need to add the 4 new tiles to the texturlist.ini; again not that diffcult. After placing -- and making sure they're aligned correctly (that's one of the hard parts), saving the work will generate the new TFD, and add the new tiles at the bottom of the terrain's _Data.ini. Transfering that listing is a simple copy/paste into the existing Formosa_Data.ini. Make sure the new tiles are IN the Formosa terrain folder; copy/paste the new TFD into the terrains -BACKUP the ORIGINAL by renaming, I use a number (1-Formosa.TFD, 2-Formosa.TFD, etc) Use the targetstest.msn (in the 1stGen KB) to get yourself over the retiled zone, and see what it looks like. Sometimes adjustments to the edging where the trasitions meet may be necessary (ie: repainting) If nothing has been changed in height field dispay, like airfield flattening or adjusting sea level, you won't need the newly generated HFD. BTW, I'm in a slow process of reworkign the entire Formoas_targets & Types.inis, as there's some major issues with where and how target areas have been placed. Unfortunatly it probably won't be finished before sometime late 1st Quater of next year, and several other terrains have been in pipeline for some time.
  9. no one really builds anything for 1stGen anymore ... so you'll just have to follow the instructions outlined above
  10. didn't Stary create a mod with 'ejecting pilots'??? I seem to recall someing of that nature
  11. wonder if 'stand-off' jamming might be modeled? as to the name....we're know that for a while....
  12. look in the SF2 screenshot thread for "Mud Hen" (2nd to last page?) ... took about an hour to do
  13. Happy Birthday hgbn

    happy birthday Henrik!!!
  14. well, it comes (at least the 2 Mud Hens I have - E and E_04) with a 494th tail codes ... and as all the tail numbering/tags/colorband/serials are done as decals, it shouldn't be too hard. Since they're already coded for Lakenheath... see below......(note, should say 'repainting' -- mistyped!)
  15. trying to wrap my head around HOW the number work on AMI aircraft. Using the 6 & 7 stromo 104 skins as a base, can one assume that the first number (or numbers deisgnate eithr the stromo or gruppo?) and the 2nd set of digits the actual aircraft number. as seen below, a 46ABG, with individual number of 01. I ask because some of the references I looked up mention the main wing/stromo as first 2 (if 2 digit), gruppo/squadron as 3rd and individual aircraft as 4th. Which seems odd, as that only give you 10 aircraft. or is how I've shown below more likely?
  16. I see! Thank you gents! Makes like a bit eaiser knowing I only have to make 20 decals!!
  17. it's called SovietCamoflague, for some odd reason. Should be renamed to Desert. Also, the 'SovietGreen' in NF4 is actually gray!
  18. or edit the SingleMission.ini: [TargetValues] MinStrikeTargetValue=05 HeavyStrikeValue=500 NormalStrikeValue=100 don't know if it'll affect Campaigns, but worth a try!
  19. File Name: Operation Darius Part 3a -- Aircraft Part 1 File Submitter: Wrench File Submitted: 22 November 2011 File Category: SF2 Series Add On Missions and Campaigns Operation Darius Aircraft folder, part 1 this contains the 1st Part of the /Aircraft folder. Aircraft included are A - 3, as detailed in the attached screenshot (somehow, ths Part 1 got mislaid...) Click here to download this file
  20. To any and all concerned: all the vaious parts are now up in the SF2 Missions/Campaigns downloads. Excepting the terrain, which is obviously, in the Terrains d/l section have fun peoples!
  21. 1st making sure the 2 images are the same size... use the lined map suppled in the rar above as the bottom, or background layer. Drop the unimog.bmp on top of it, becoming layer 2. create new layer for panel lines, new layer for dirt/noise/other stuff. create new layer UNDER panel lines for 'the paint job' paint flatten layers, and save as new skin. how hard can that be ? You WILL need Photoshop or GIMP or some other program that can handle multiple layers
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