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Wrench

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Everything posted by Wrench

  1. Happy Birthday Sundowner

    Happy Birthday Ant! Here's a few pints from me to you!
  2. The zip files I posted/attached will remain in the "Virtual NATO" thread until this weekend. On Sunday, Nov 20, all those attached zips will be removed, to clear server and my PM space (even tho I have unlimited, I dislike taking advantage of the site's bandwidth). So, even if you have only a passing interest, and aren't participating, NOW would be the time to grab what you'd like. There have been some major upgrades in just about everything; ships, vehicles, other ground objects, aircraft and the terrain itself However, I will be uploading the Iran/Iraq2003 terrain as a stand-alone mod to the regular /SF2 Terrains downloads. As it's extreamly edited from the stock 1980s Iran/Iraq, and renamed to boot, it will pose no conflict with the pre-existing terrain. I will not be creating new planning maps for it, so just remember on THIS map, Red is Friendly and Blue is Enema. Also, none of the 'modern' ground objects will be included; like the Allied and Iranian AD units, vehicles, ships and etc. So, you've been adivsed! wrench kevin stein
  3. I thought I turned that off .... open the HUDData ini, and switch the comment lines // from.. [Debug] //DisplayDebug=FALSE DisplayDebug=TRUE to [Debug] DisplayDebug=FALSE //DisplayDebug=TRUE one of my many targeting tricks...
  4. don't forget Stary's 'generic' WW2 pit pak too, -- worked pretty good on the Jugs I uploaded a few weeks back
  5. actually, its a BUTTload of unused decals!! it needs some definate trimming ... and that's my fault for not removing some of 'holdthistilitszipped' folders there's also 40-odd megs of maps (onc-g5, onc-h6) that no one seems to have noticed.
  6. the one used on Wolf's D-30?? There should be an OUT file in the folder (there is in mine) iirc, there are 2 Mustang pits floating around ... the older is just called "P-51D_Cockpit" and has a LOD date of 2/13/2003 the one in Wolf's is called "P-51d30pit" and has a LOD date of 10/14/2005 Way back then, it quite possible those functions weren't yet game supported (although the slipball damn well should be!! ) alternatively, there's alway's TKs stock one from ExpPak1
  7. didn't have any problems getting one working for Op Darius (it's in the aircraft zip in that 'virtual nato' thread) ... other than the straightening out the loadouts that were f***ed up beyond belief. Lots of other little 'tweeks', too
  8. Yes, the WoI Expansion pak allows for use of Unicode LODs in 1stGen WoI -ONLY!- --- those sure as hell aren't the loadouts I created for update pak... never used mult-missile racks, as it prolly would never have been wired for them (in Real Life ™). The loads I used came right from the image Gepard posted.
  9. Drdoyo

  10. as I referenced it's need-to-be-had for the Tigershark pak, and some folks are looking for it... where the heck is it??? I searched (yes, sometime even I don't remember where everything is..), and couldn't find it can somebody post/point to the d/l link?? TIA!
  11. yes, it does. historical note: THAT was what the original SCal terrain was built for, by Dave around 2004. little trick for flattening... create a new SCal_cities.lst, list ONLY the items needing to be flattened, and then use that for the HFD editing. Sometimes, you can get away with only 1 item listed (as I just did for adding Al Asad to OpDarius). To keep it seperated from the original, I usually name min with my initials. IE: kj_SCal_Cities.lst example (from Central AMerica) [City001] Name=Tegucigaia TextureType=5 Randomness=0 PositionX=226.000000 PositionY=621.000000 Width=5.000000 Height=5.000000 HasAirfield=TRUE [City002] Name=Toncontin Airport TextureType=3 Randomness=0 PositionX=222.000000 PositionY=620.000000 Width=5.000000 Height=5.000000 HasAirfield=TRUE (these 2 just happen to be next to each other) sometime, for the usual unknown reasons with the finikey POS TE, you need 2 'airfields' listed. One is just 'there', and always stays the same, #2 is the working one, to be flattened. if that's not too clear, shout out edit: for tile placement, expeically for airfield tiles and all the little desert/mountain, desert/farm, etc, don't forget my 'cheat' of painting the edges of the transition tiles in the TE's main folder -- REALLLY helps in alignments!
  12. Sid, I'd actually thought about doing that ... it'll have to be split in 4 part due to the Jovian size of some of the folders. Again, that's not a big deal Let me check with Dave, and seem a good idear to him, I'll take care of it! have a safe voyage!
  13. odd... I can't find it either! did find the naval threat whiteboysamauri.. should be added too http://combatace.com/files/file/11993-basic-naval-threat-library-for-rwr-displays/ i'll pm dtm and find out where it went.
  14. opps.. I should have linked that! Thanks TH!!
  15. the same way we do it for aircraft w/o templates... make them ourselves.
  16. Terrain Update Attached!!! well, it's been brough to my attention by 2 of our resident USAF experts, (Storm & Dave), that a critically important base was left out of the map So, Al Asad AFB has been added. which meant reflattening that section which meant retiling many sections, as roads had to be added (said roads link the base to nearby cities, and head west to the map's edge, toward Syria and Jordan) which meant throwing a bridge across the Euphrates, west of Baghdad, to link Ar Ramadi to Baghdad on the flip side, Al Asad being closer to Turkey, should allow for TuAF basing in the N/W region of the map. Downside is, it's not quite where it should be (about 8 tiles-width further n/w, closer to Tharatah Lake), but this'll do. It's a runway 4, so large birds can use it. -- Insturctions: unzip and drop into the IR2003 terrain folder, allowing the overwrite. go fly! if there are no further terrain fix/tweek/retile/mess with requests, the terrain is now in it's final state thanks!
  17. Version

    416 downloads

    F-20 Tigershark Skin, Cockpit, and Ini UPgrades Pak for SF2 =For SF2, Any and All (but Full-4 Merged Prefered/Reccomended*) *Note: due to some stock decals used, USAF & RAF, at minimum, you need SF2:E* A bunch of new skins for Veltro2K's recently released Northrup F-20 "Tigershark". This pak will also includes some cockpit and many ini tweeks. This pak is designed to be installed OVER your existing F-20, with several caveats ... so it's important you read the install instruction =BEFORE= applying this pak. As this is an Reskin/Ini Pak, the aircraft lods are not included. A new cockpit, however, is. This mod represents Production variants, had they been made, for the USAF and other Allied Nations. The export customers are based upon those identified by Nothrup as "Tier 1" customers (ie: users with F-5 experience). A new Userlist is supplied, for those wanted to create/redecal some of the existing skins for those shown in the user list, but not provided here. A new, Generic Hangar screen is included. 11 skin/decal sets are included in this pak. The name in paranthesis (name) designates the skin folder name. The skins are: Football City AF (from "The Wingman" book series) (FBCAF) JASDF,1 Hikotai, in overall Martime blue (JASDF) ROCAF, 2-tone F-15/16 style grays (ROCAF) RSAF, in a solid 'Air Superiority' gray (RSAF) RNZAF, #75 Squadron 'King Kahu', in overall green (RNZAF) RAF, #92 Squadron, overall gray (RAF) 57th FW, Nellis AFB (Nellis) 152nd FS, 162nd FW, AZANG, in a dark F-16-style gray (AZ) 10th TFS Hahn Germany, in 2-tone F-15 style 'Compass Ghost' grays (Gray2) "Generic" Dark Air Superiority gray (Gray) "2 Tone BlueGrays", a repaint/rename of the original release skin (2Tone) These last 2 listed have "Generic" nation callout, and can be rebadged/decaled/reused for the creation of other user-nations of the aircraft; either through selection via the Single Mission/Loadout screen, or via creating entiely new skins. One of the massive advantages of not painting on markings... All markings on all skins =ARE= decals, making is quite easy to create said other user nations. A great number of new decals were created for this mod, and many borrowed from other skins. A full listing of those are in the Credits section. New damage textures in DDS format are also included. My Home-Grown Templates ™ are included, for those wishing to create new skins, and/or improve on my basic design (yeah, it could use it! LOL! -cough- RAF Euro camo -cough- various SEA 3-toned -cough-) No weapon are included; they are either stock, from pre-existing mods and/or reference those from the GunnyPak. The drop tanks from the original release are NOT included (as they're kinda sorta stock, too) The cockpit included herein more than likely has more funcionality than would have been in the production aircraft. The avionics ini also makes use of dtmdragon's complied RWR tweeks/expansion pak ... if you don't have it, you should! Sounds are also not included, as those from the F-16 paks are referenced here. As always, fairly easy to follow, detailed install instructions are included. So, please read them!! The usual "Notes" section for other interestering details and stuff, explinations, and general musings and things. That section needs to be read, as it explains/offers alternatives as to WHY some of the nation-specific loadouts are NOT working as they should It is vitaly !!!IMPORTANT!!! that you read this document throughly before installing ...as you will be deleting, renaming and/or moving several files and folders to make full and correct use of this Pak. So, unzip it first to a temp folder or your desktop, or anywhere that allows ease of access to it. READ IT!!! Good Hunting!! wrench kevin stein with special thanks to Veltro2k for bringing us the much wanted bird!
  18. in index or RGB?? the stock ones seem to be index
  19. question: are your SPAD loadouts selectable from the loadout select window in the mission builder? The Tigersharks are, but just not 'defaulting' on the regular loadout screen... more frakking oddness!
  20. went looking yesturday, and found some nice maintences pdf (how to take it apar and service). unfortunately, it was for a 2-bladed version. Said that one weighed in at 254 lbs (or was it 245?) so, I couldn't find anything on the 3 bladed version ... maybe divde by 2, take off 25 lbs for the hub, add the difference for 3 bladed?? my guess is, this is for calculated moment of inertia for prop torque?
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