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Wrench

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Everything posted by Wrench

  1. ok... new, generic NM for anyone, shown using stock 3W decals 2 views of the new SEA 3-tone for BAF (sony's decals) does it look ok, or? let me know!
  2. these might be more 'modern'...but maybe usefull! http://www.airsqnpatches.com/BELGICA.htm
  3. Actually, not so much. Using bobrock template, just repaint (via new layer) the 3tone and see what happens! bobrock's template comes with a GREAT NM layer, too. lots of stencling, etc the only difference I've noted, looking at the pics in Lock-ON #1 (104G-J, mostly focused on BAF zippers) is the red waring stripe and placard i'll post some pics later (of both)
  4. did any of these downloads come with the AircraftObject.ini??? perhaps this might be of assistance: http://combatace.com/topic/32892-controls-not-working-andor-mapped-oddly/ rename AO.ini to test
  5. boy, do I feel dumb ... the ONLY place I didn't look.... wanted to upgrade/upsize Sony's SEA 3-Tone skin, withOUT having to redraw everything meself. thanks guys!
  6. I'd think the HAF roundells and finflash would be a dead giveaway.... ------- be veeerry verrry quite ... we're hunting SAMs....
  7. look in ObjectData015.cat .. there's a LOT of BAF numbers and codes hidden in there (stumbled on them today looking for BLW Zipper codes)
  8. well...let's see.....off the top of my head, RAAF Mirages (he did say 'they were coming', iirc, right after I released my pak) of course, to do it up right, 3 different versions would be needed. Clem's available, if one knows where to look. The SF2 version I'd uploaded was removed at Marcello's request; I'd thought it was TMFs, since it was in one of their packs, but it weren't.
  9. that's because it's referencing an airfield ini that's NOT in the cat file that's being pointed to for object reference. A common problem, easily fixed by dropping ALL the airfield inis (including to German/Soviet/VPAF base inis) INTO the terrain in question (hence, the reason they're always included with my terrain mods -- can't take for granted that the End User ™ will have the proper terrain cat to reference.) or, if the terrain guy is smart, just using the standard or garden variety Desest airfield inis for both side, and make target object adjustments accordingly.
  10. i take it you found it then? http://combatace.com/topic/53913-canopy-operations/
  11. yes, very busy working out some loadout bugs on the GR4 ... GR1/1A nearly done
  12. of course ... since I was working on getting the TMF versions updated; this comes out. hope it has the split rails for the 530s!
  13. there's even a post in the 1stGen Knowledge base abot it, too.
  14. American SouthWest - Ver 2.0

    Version

    1,461 downloads

    American SouthWest Terrain, Version 2.0 for SF/WoE/ WoV and probably WoI, FE and SF2 This is a complete rebuild of the terrain originaly released in Feb 2008. It has been completely retiled, and has had a MAJOR upgrade in the targetization. It is designed to COMPLETELY replace that original version. It has been fully updated to use in the post-patch world. This semi-fictional terrain represents Southern Texas and part of Northeastern Mexico (Tampilas/Monterrey) region, along with part of the western Gulf of Mexico. I use the term 'semi-fictional', as for the most part, the cities and airfields are relatively close to their real life locations, but some fictional target areas have been added for playability. I've designed this to be used in the alternative world of the "Global Sedition" vs the "North American Alliance"; it is, however, usable in any era from 1940-2040, with minor changes in the targets and types inis. This is a COMPLETE package, with everything needed to just unzip, install, and fly over. All the tiles are included, including several (ie: MOST) repainted to a more 'lush' version. All new TODs have been created, so you'll see lots of trees and small buildings, including the 'skyscrapers' from Polak's city tod. Almost all the original Desert tiles have been repainted to more closely represent the semi-tropical/minimally arid region of the Texas Gulf Coast. Several rivers have been added, and they, for the most part, follow their Real Life ™ courses across the region. The "look" of the terrain should be something between the stock 'Desert' and the overly green of say, Deuces Euro Repaint and/or the GermanyCE terrain. In other words, semi-arid, but with plenty of growing things. It is reccomended (read: REQUIRED) that you have Pasko's SAMs and Vehicles Pak installed in your GroundObject folder; either or both the Desert or Euro skinned vehicles, plus any additional vehicles such as Kesselbrut's ZIL truck pak, Infantry paks, Moonjumper's fix for the BM-14-16 (adds working Kytusha rockets) and any other SAMS or AAA, vehicles or whatever strikes your fancy. With such an 'open ended' time frame for use, any and all GroundObjects should be available for use. It has been tested in SF, WoE and WoV, post 9/08 & 10/08 patch levels.. It should work in FE & WoI (also post Expansion Pak and Post Patch) with the correct cat pointer -- this has NOT been tested, however. It should also work in SF2, as long as you adjust the cat pointer lines in the main ini. Pre-patch users may have some issues due to the new way the Game Engine ™ reads/creates height field measurments. Enough data exists in the CA forums for find the anwsers on how to fix it, if needed. As you've all come to expect, there's a HIGHLY detailed readme with all the "data and materials" necessary to get you up and running. I'd suggest reading it first, after unzipping to a temp folder somewhere Happy Landings! Wrench kevin stein
  15. Version

    249 downloads

    Just some quickie maps made with the old SFMap program, that will replace the 3 planning maps for Gilig's newly released Sweden map Install: just unzip, and drop into the /Sweden terrain folder and allow the overwrite.
  16. can't remember, but somebody (paulo??), in some thread somewhere around here said they were looking for this skin??? with some quick repaints and are relining/re-reviting ... easily convertable for HAF, TuAF and other late users! (yes I'm working on that -- just don't know who did this original for NF4)
  17. ship killers .... (yes, they DO need proper marking decals ... and a later norm76 skin...)
  18. on a side note, for the skinners/decalers ... simmerspaintshop.com has 2 psds with Swedish lettering and squadron markings in their /Downloads section. Might be of some help!
  19. allowed number of squadrons: runway 3 (the dirt one) = 1 Runway 2 (small medium, semi-paved) = 1 Runway 1,5,6 (standard mediums) = 3 Runway 4 (the large, 2crossing runways) = 6
  20. it's also multi-season, which is a MAJOR plus! there is a few tiling errors, and some airfields might need plaement adjustments or re-flattening. Haven't spent too much time in it, but I Likes What I See!!
  21. What the Cool Kids are Doing

    well, at least he didn't have to pay for lap dance.....
  22. too much frakking jibber-jabber in here ... post pictures, NOT text!! (you know who you are...) --- French Cruz-ing
  23. maybe this thread should be retitled to "Buccaneer Help NO Longer Needed" great work, guys!!
  24. File Name: F-4J(UK) Phantom II File Submitter: Wrench File Submitted: 29 September 2011 File Category: F-4 F-4J (UK), Royal Air Force =For SF2, Any and All (Full-4 Merged Reccomended/Preferred,etc) This package will create a new aircraft, the F-4J(UK), as used by the RAF in the post-Falklands era, by No. 74 "Tiger" Squadron. This mod uses ALL stock, in game items for weapons (excepting the SUU-23black gunpod included, just in case you ain't got it). No lods or cockpit bits are supplied, as everything is referenced from the stock 3W USN/USMC F-4J. Loadouts have been adjusted to use RAF weapons. Almost all new decals have been created, with 100% accurate serial and ID call letters for the 15 aircraft taken from US stocks to beef-up UK Air Defense. Historically, 74 was used pretty much ONLY in the AD role, but for fun & playability I've left all the other mission statements intact, excepting SEAD. 2 skins are supplied with this pak, making use of the 'change skin by year switch' from some previous patch or another. They are: 3-tone grays w/plane tail (1982-1987) 3-tone grays w/all black tail (1987-??) **Please Note: these are Hi-Rez skins, at 2048x2048. End Users ™ with weaker machines may need to resize down 1 step** All decals are the same for both skins; several of which are taken from Sundowners' original mod -why waste good decals?. Decal radomization is set to TRUE, so be at whatever patch level is requried (post May/June/whatever!) For fun, you might want to LOOK at the supplied numberlist -- look closley at the vertical column of call letters for the 1st six aircraft. See if you can see what it says! As always, fairly easy to follow, detailed install instructions are included. So, please read them!! The expected "Notes" section as well, for those interested. With special thanks to Ant for uploading his Phantom templates some time ago -- it sure makes life easier when you've go the best to work with!! Any/all mistakes are mine, and mine alone. Happy Landings! wrench kevin stein Click here to download this file
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