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Wrench

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Everything posted by Wrench

  1. look at your response, and my answer above it...it's pretty self explanitory. right...because it's 1stGen, and at that point in time, the GermanyCE cat HAD the required 6 desert airfield inis inside it, so referencing that cat would work. It don't now, in SF2. extract all 6 desert airfield inis from the desert cat, place them in the 2 offending terrain folders. Can't get any simplier than that black sea, you'e on your own, as it ain't mine, but I suggest going through the targets ini, and see what airfield ini is referenced (or wait for pfunk to finish the new one)
  2. you answered your own question do they have to correct shader statements in their effects inis??? If not, some editing will be required
  3. do you have the proper cat required for the terrains being pointed to? OTH, do you have ALL the desert airfield inis in the terrain folder(s)? ANW and SoCal require the Desert cat (should say so in the included readmes***). Can't speak to black sea, as that ain't mine --but here's an experiment -- point it to GermanyCE and see what happens the ANW trees I can't do a thing about --- it's a TOD issue that I'm not going to revist. Ever *** remember-these were originally build for 1stGEns, whose terrain cats INCLUDED all the proper airbase inis (read: desert airfields). SF2 does NOT and requires the proper, corrcet terrain-specific airfield ini INSIDE the 3rd Terrains, when using an improper cat pointer
  4. by not using WoV -- it, and WoI are the 2 weakest and most limited of the series (by design) switch to WoE, and that'll fix it
  5. File Name: TA-4J Skyhawk by Fracture SF2 Compliant File Submitter: Wrench File Submitted: 05 August 2011 File Category: A-4 TA-4J Skyhawk by Fracture =For SF2, Full-4 Merged (Reccomended/Preferred) ** May (ok, probably) Requires SF2:V -hence the Full-4 Merged requirement-, as the A-4E_67 cockpit and avionics are referenced for the Mod. If you don't have these minimum requirements, you shouldn't download this, as you may not be able to use it withOUT heavy editing ** This is a overhaul of Fracture's TA-4J Skyhawk trainer/attack aircraft. All the inis have been brought up to the latest (as of July, 2011) standard. Some modifications to the avionics are more for 'playability', as research showed these most likely did not have an RWR. The standard NAV/Attack radar, yes. Loadouts use all common or garden variety stock weapons. It is set to fly all mission profiles as any other standard Scooter. Decal randomizations is implemented, so be sure you're at least at the June, 2011 patch level. New damage textures (dds) and a new SF2-style hangar screen are included. As always, fairly easy to follow, highyl detailed install instructions are included. So, please read them .... Fracture's original readme is also included. Happy Landings! wrench kevin stein Click here to download this file
  6. http://zvis.com/nuclear/nukimgs.shtml it seem that with "regular" bomb/reentry vehicles, there may be a mushroom cloud that develops, depending on deotnation altitude. the high altitude (ie: in space, seem more spherical)
  7. true and the Radius= should only be 2000 -- not 7 km!!
  8. Military Vehicle Show Pics

    the 'aussie' jeep look more like British SAS or LRDG from the Western Desert
  9. ok...we're apparently gonna catch TB on ON Demand later this week..... i can safely say, mine isn't working either!!!! however, when switched to the standard or garden variety Nuke Explosion, it do (see bleow) Genie fired from my wingmans Scorpion. I'm not sure I like the look of mushroom cloud when the burst is at >5000 feet, but there MUST be something wrong with the effect itself. Unfortunately, that's not an area I'm familair with
  10. just took at look at AIR-2 (oddly, I seem to have 2 of things!! Air-2 and AIR-2_GENIE in my /weapons folders) In both data ini, at the bottome I found this: [EffectType001] Name=AerialNukeEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=VeryLargeNukeFlashEmitter Element[01].StartTime=0.200000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=NukeExplosionEmitter2 Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=5.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=LargeGreySmokeEmitter2 Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=18.000000 Element[03].EjectTimeDeviation=0.000000 which rings a dim bell ... I vaguely remember somebody (331KB?) saying you can have the effect statements IN the weapons' data ini. I'll try mine later (True Blood's starting..), try and let us know!
  11. Nope, exactly the same throughout the entire series, includind FE Agnostino: haven't seen this in the 1stGen KB, I take it?? http://combatace.com/topic/44621-adding-objects-to-your-target-areas/
  12. it's not working right ... don't know why. Should be an expanding spherical shell, like any other airburst I'll have to check mine, and see. I know groud bursts are working... screenie below is very old ... from a WoE (jpg is dated 12/2007) YOu can see the burst on the left
  13. is the Indian B-24J coming down 0k for everyone?? I've reuploaded the F-12A Starduster pack to Spinners' What If.. Hangar, so after the Admins approve it, we'll see.....
  14. now, how the HELL did I miss that!!! easy SF2 conversion, what with the J's userlist having Israel already!
  15. elaborating on Fubars.... did you force placement via the mission editor, or place them (specifically called out ) via _targets.ini edits -which, btw, works better)
  16. mentioned in the readme ... mesh errors ONLY when the outer pylons are loaded. Bugs the crap outta me, too. On an otherwise nearly perfect aircraft. The fix is alos mentioned ... change CastShadow to FALSE the only alternative I can think of, is have a 3D guy build a new pylon, comment out the outers via the 'remove component method', and add the 'fixed forever' new pylons via the fake pilot method (like the Argentina Scooter's avionics humps)
  17. I would say, try the button on the first page, 'clear cookies set by the site', and try again the admins have looked at it, and get it with no problems. also, try logging out, clear all cookeies and log back in that's all I can think of.
  18. I see you turned the shadow off ... Wish we had the MAX file to fix that! btw ... it NEEDS an IDF skin!!!!
  19. Isn't that the SAME as using the TE???? After a while, it starts to feel good, then you know you should stop. btw, the link to outsky isn't working for me, and like Veltro, it's not like I can read Chinese....
  20. It wasn't just 3dparty models, but TKs as well
  21. open the main ini (AmericaNW.ini) and SCal ini, delete the lines for the EnviromentalSystem= statement. The envirosys ini included should have been left out, and they're 1stGen and don't work properly. [Terrain] TerrainFullName=American North West DataFile=AmericaNW_data.INI TargetFile=AmericaNW_targets.ini TargetTypeFile=AmericaNW_types.ini MovementFile=AmericaNW_movement.ini //EnvironmentFile=AmericaNW_ENVIRONMENTSYSTEM.INI <--- NationsFile=AmericaNW_nations.ini BriefingText=AmericaNW_briefing.ini DogfightFile=AmericaNW_dogfight.ini DogfightOnly=FALSE CatFile=..\Desert\Desert.cat //CatFile=..\GermanyCE\GermanyCE.cat //CatFile=..\VietnamSEA\VietnamSEA.cat Longitude=123.04 Latitude=49.08 let's the game engine's envirosys handle everything
  22. you didn't, by chance, edit the options ini's FlyAll= statement, did you?? [singleMission] AircraftType=A-4Q_CANA Service=ArgentineNavy MissionMap=PANAMA MissionType=RECON MissionTime=AFTERNOON MissionWeather=SCATTERED AirActivity=HEAVY AirDefenseActivity=HEAVY FlyAll=FALSE LoadMission=FALSE LoadMissionFilename=C:\Users\kevin\Saved Games\ThirdWire\StrikeFighters2\Missions\targets test 1 Commie.MSN MissionDate=1982 StartYear=0 EndYear=2050 EditMission=FALSE
  23. are the shaders updated? here's the airel nuc effect ini i've been using:
  24. File Name: MontyCZ's A-1H Skyraider, version 6 File Submitter: Wrench File Submitted: 11 Oct 2009 File Category: A-1 Skyraider A-1H Skyraider, USN/USMC by MontyCZ Ver. 6 for SF/SFG/WoV/WoE/WoI and SF2 Series, 06, 08 and Up Patch Levels This is a complete revamp of MontyCZ's Original Skyraider ™. Historically, this aircraft was the VERY first add-on aircraft available for Strike Fighters 'way back when. At my request, Monty was kind enough to revisit this aircraft, and cut several new mesh faces for ease of skinning and decaling. This aircraft mod is designed to REPLACE all eariler versions; however, there will be some small modifications YOU, as the End User ™ will have to make in the various skin bmps and decal inis if wishing to convert older skin mods to this newer LOD. Full instructions on the how-to are in the accompanying Word document, "Updating Older Skins". Now, it should be noted, some of the very old skins may NOT take to the new lod. They, therefore, may need replacement. This aircraft also makes use of the "prop-pit" mod I created for the WW2/Korean Era Skyraiders, and is based off the existing Skyhawk's. It is included. The new skin accompanying this mod represents A-1H Skyraiders from VMA-331 "KillerBees" in approximatley 1958-60 time frame. The aircraft has been EXTENSIVELY tested in 08 Patch Level and SF2 "NextGen" series games, and has had several changes in the data ini to try and update it as much as possible. It could still use some fine tuning of the FM, but it seems to handle pretty well, considering the last update for the FM was in something like 2005!!! It is also fully usable in 06 level game installs, with some minor back-tweeking (documented in the "Notes" section below). It is fully carrier capable, and now has folding wings. ECM capability has been updated, with the addition of chaff and flare dispensers. The aircraft also makes use of an audio-only RWR. Weapons fit uses all stock in-game items; no weapons pak is needed, but feel free to make whatever changes you wish. The shadow statement in the main ini has been updated to post-08 standards, and will work in SF2s as well. All aircraft lighting has been adjusted as per real aircraft, with properly placed formation, running and landing lights. Wingfold is now active, and controlled via an animation key (shift/9). There are a few issues with the canopy still but it's quite livealbe with. 3 Hangar screens, and a USN loading screen are included. The "sf2_A1H_Hangar.bmp", while obviously desinged for SF2 NextGenners, can also be used for TOS games as well. It's a 'generic' carrier-deck style, with no blackboard. My original 'boxart' style for TOS games is also included, as well as the carrier-deck style, WITH blackboard. Your choice!! The aircraft folder and main ini have been named in such a way as to differentiate =THIS= A-1H from the stock 3rdWire unitin SF2:V or the Razbam versions. Do NOT change these names!!! As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. There's an extensive "Notes" section, detailing various and sundry things of interest, including an appeal to our 3D modelers.... Happy Landings! Wrench Kevin Stein Click here to download this file
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