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Wrench

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Everything posted by Wrench

  1. yes there is look in the terrain folder to answer the next question, yes there's one for the af63 as well
  2. it's amazing what a single typo will do....was going nuts trying to figure out WHY the serial number decals weren't showing on the BirdDog.... the difference was between the 0 (zero) and O (oh). Eyes must be going....
  3. there's a whole thread about the "Double Cockpit Issue" in the SF2 Knowledge Base http://combatace.com/topic/58372-the-double-cockpit-issue/
  4. RedAirs= in general Migs, Sukhois, Tupelovs, etc. In other words, any AI controled aircraft (which includes the Skyraiders and Canberras and Starfighters -oh my!) a little helpfull hint is here: http://combatace.com/topic/55746-patching-made-easy-part-deux/ the 2nd or 3rd post (don't exactly remeber which)
  5. File Name: Lockheed S-3B Viking by FoxMontor File Submitter: Wrench File Submitted: 31 August 2011 File Category: Other Lockheed S-3B Viking by FoxMonter = For SF2, Any and All = This is the (hopefully) full, compiled package of FoxMonter' S-3B "Viking" Sea Control Aircraft, upgraded/updated/fiddled-to-fit the SF2 series. I've assembled all the skin/decal sets I could find into one big lump. Skins included in the pak are: VS-21 Fighting Redtails + VS-27 Sea Wolves * VS-29 Dragonfires + VS-30 Diamondcutters + VS-30DS (Desert Storm) ? VS-32 Maulers ? VS-33 Screwbirds + VS-33lo Screwbirds (Lo-Viz) + VS-35 Blue Wolves * VS-38 Red Griffins + VX-1 Pioneers + The suffix symbols designate the artist that created the skins/decals. The Key is below: *=HrntFxr +=Paul Nortness ?=IDK All decals and decal inis have been fixed and updated to SF2 standards. Several ini edits to the loadout, data and avionics also update them to SF2 standards (as of Aug, 2011). Wingfold and bombay animations have been seperated; bombay uses the standard Control/O (oh)key, and the wingfold is activated via the Shift/9 key. The cockpit is not equiped with an RWR display, so an 'audio-only' version is used. The flight model is unchanged. A new, SF2-style photographic hangar screen is also included. I've also included several sounds called for in the data ini. As always, READ the enclosed readme for full,detailed, easy-to-follow install instructions. With thanks to all the skinners, and FoxMontor for their work! Good Hunting! wrench kevin stein Click here to download this file
  6. intrenal bay tankage, like the F-105??? .... hhhhmmmm.....sounds workable to me! (but I'm not structral engineer). Be easy enough to do, ini wise
  7. don't forget, too, that when patching or adding a DLC, it will overwrite and/or remove any modded inis from the aircraft folders (and possible GroundObjects -but I'll have to check that one) so, if you've got flyable RedAirs, they'll revert back to unflayalbe after patch or DLC installation.
  8. 1200 single object at Khe Sanh??? I thought the targeta area limit was 999??? I've had long loading times on many terrains, but never a crash I'm tring to remember when .. but I think TK may have said (many moons ago) that 999 was possible, for total target areas. And maybe for 'intrnal' listing (ie: Target[999]) nobody's ever gone that far before! (meaning: maybe a 3digit limit)
  9. there's mention of that in the 'Detail & Scale' book too. Interestering concept, but I'm sure that without the alwyas-carried drop tank, would have reduced the range to unacceptable levels. Still ...
  10. that whole set of British Secret Projects is great!!! Now, if we could just get some of the Flying Saucer aircraft....
  11. I was wondering about that, the pinned Falcons, just the other day ... it does effect everything below. So, the newest addition should be right below them. I prefer seeing the newest at the top, but it don't really matter all that much. Just a couple of click a page or 2 back, and one can usually find what one is looking for
  12. worked perfectly for me, both is SF2 and in my last remaining 1stGen install as well!!
  13. couldn't say for sure, but probably not. It ain't just the tiles ... it's the height field display (HFD) and the targeting. More work than I want to take on at present. Meaning: starting fresh, with a clean DEM, and using Stary's GermanyCE 4 Season tile set is the best answer
  14. to say nothing of me trashing the map, rebuilding it (literaly) from the bottom up, and re-releasing the terrain only as "SoCal" aka Southern California
  15. Here, Charlie Charlie .... come out, come out whereever you are.
  16. Somebody is making things FAAAAAAAAAAAAAAAAARRRR more complicated than they should be. Let's fix that right now.... here's an SF2 version of the SUU-16 gunpod (attached) what you'll do to down-convert to 1stGen is: unzip, and drop the SUU-16 folder unto your /Weapons folder (yes, 08 level 1stGens can use a /Weapons folder WITH individual weapon sub-folders). open the SUU-16_Data.ini. Open the weapondata.ini with note pad (make sure to extract a fresh one, if you've not added any other new weapons, otherwise just use the one you've been using. after deleting any other SUU-16 entries) copy/paste the statements from the SUU-16_data.ini at the END of the weaponsdata.ini Adjust the WeaponData001 number reading to match the next in sequence in the weaponsdata.ini Save and Close Open the weapons editor, and follow the usual procedure for adding weapons. DO NOTHING TO THE DATA INI OF THE PHANTOM THAT THIS POD IS TO BE USED UPON!!!! If wanting to make this the 'standard' loadout, edit the loadout ini for Station5 ie: (this is the base A-A loadout) Loadout[05].WeaponType=SUU-16 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9E-2 Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9E-2 Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9E-2 Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9E-2 Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 do that for any other loadouts you want to carry the SUU-16. Save and close fly and kill MiGs Personally, I'd just go with the stock, alread in-game SUU-23. It requires no jibber-jabbering to get it to work wrench kevin stein
  17. yes, as stated in the readme (iirc) 'brought up to SF2ish standards) DF!??? it IS fully down.
  18. don't use StationSPecificCode for the centerlline station; you'll really screw up the loadouts
  19. that only works for 'airbase zones'. Also, don't forget 'adjust sea level' (which can also cause some 'interestering' effects (read: sinkholes/cenotes) you can export the HeightMap as Bitmap, and then VERRRRRRRRRRRRRRRRRRRRRRRRRRYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY carefully paint the parts you want using the same color map (for lack of a better name). There's a tutorial/post/whatever in teh 1stGen KB about doing that mind you .. a 1 pixel brush WILL create a change in heightfiel approx 5km in diameter, when the HM.bmp is reimported back into the TE
  20. not to self ... finish and compile cockpit mod for old, stock Gen1 Birddog (although Diego's payware is far superior!!)
  21. Mutley and Snoopy definatly belong in FE2!!!! great stuff Ed!!!
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