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Wrench

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Everything posted by Wrench

  1. Those of us that have (literally) spent a lifetime studying aircraft, already know "who has what". And we know "where" the aircraft are on the list because it's alphabetical by name. Easier to look for an aircraft name -which is far better known-, then the country. ------ For the in game screens, why not have them on opposite upper corners? keeps things at "eye line", radar t the left, rwr to the right
  2. Antarctic Patrol Ship's Flight, HMS Protector, c. 1960
  3. might have something to do with being tossed out the back end, right Macelena???
  4. hang on to those, as the entire package is/has been re-worked to better flying, and more accurate skins for the original release (some with 100% historical numbering) ======= although still Tuesday here in the USofA, a required screenshot A "green parrot" caught in-flight
  5. Deuces color picker is loooooooooooooooooooooooooooooooooooooooooooooooooooooooong gone. It was on his site.
  6. pause and the un-pause. the sounds should come back known issue
  7. The MiG-15s in the KAW mod probably have the "closest" to reality of the AI birds (for player use)
  8. WIP o Trabajos en progreso

    Whatever happened to the PB4Y Privateer????
  9. For fun, try finding the early 1960's movie "X-15". Has some very cool flying sequences (and Charles Bronson!!) Believe it or not, I still have my VHS copy! EDIT: Found it on YouTube!!
  10. if there's no animation listed, that doesn't mean they don't work; flaps & slats and control surfaces don't show in the LOD viewer animation listings either. OTH, if they're fixed to the wing, you may have to leave them as virtual components, just the data ini statements. Do they extend in-game?
  11. Phoooey on the TFD tool!!! I actually only use for minor height adjustments. I know, I know, not everyone has the TE experience I have. Brother, don't I know it!!! Of course, you all can see how I cheat by painting the tile transition edges, and the roads and river paths. Did the sea/land coastline tiles too!! It cuts down time trying to match, and makes all the edges perfect (you'll find that screw up on the stock 3 terrains, too) I'm a cheater!!! I'm a cheater!!! hahaha hahaha I drink to my own cleverness!!!
  12. B-25J, Night Intruder, 1950 (note AN/APS-4 under left wing)
  13. How odd. That's never been a problem for me white = roads green = rivers
  14. start here: https://combatace.com/files/category/442-skin-templates/
  15. PAF C130

    watch where you put things ... I had to move your upload to the correct section. A C-130 is NOTHING a Mirage III. We actually have specific categories for most every aircraft. Try to be more carefull
  16. early 1951, VMR-161 working up for deployment to Korea (stahri's H19/HO4S/HRS-1, now with decals!!)
  17. ok, WHERE did that correct Canberra cockpit come from???? (or only for the G?) --------- required screenie "Ready On the Cat"
  18. My FAVORITE early helicopter!! thanks! ============================= EDIT: any chance for templates??? With all the Godzilla v Kong, we'll be needing a JASDF version!! Also, to paint out the numbers, and start decaling Also, where are the sounds? Shouldn't they have been included in the package?? A destroyed model is listed, but ?where? is it??
  19. USS Johnston DD-557 wreck found.

    thank you posting! now, all we need is someone to do "Last Stand of the Tin Can Sailors"
  20. check that the main ini isn't set to read only -- I've had that happen to me, too with the Skyraiders (20 skins). You'll have to un-read only it, start the game, and hope it dosen't rewrite the cockpit entries. If it does, just add them back in and make it read only again
  21. I've got a small issue I can't seem to solve. No matter what statement I use (take off rotation), the aircraft over rotates, strikes and drags it's ass for a bit. I've tried moving the CG forward, but can't really (now that I found the point where it doesn't slowly rear up like a cat begging for treats), as then in flight, it starts the slight nose down drift. this is the AI takeoff statement: [AIData] TakeOffRotationAngle=0.0 dosen't do anything (at least for the player-flown bird) you can see the images, especially the last one (4) it's just before the strike. even removing the hit boxes/collision points for the tail and fin meshes, don't help. I still get that "crashing metal" noise. You all know i'm not that knowledgeable on MAX, but does the world center of the object have anything to do with this? Meaning, if the WC is too far aft, would correcting the CG even effect it? Or is the CG simply for aerodynamic forces, not effecting "on the ground". Cat shots off the boat do NOT have the tail strike problem. So, what can be done?
  22. ok, then, now that we have pictures, how about their locations (x/y coordinates) and names. You can get that with the HUDData turned on, the mission briefing, the map, and the targets ini. Also, have you tried contacting the builders via PM???
  23. wonder if it could be done 'virtually'? and how the statements would look?? something to explore...
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