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Wrench

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Everything posted by Wrench

  1. 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.
  2. 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)
  3. 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 ...
  4. that whole set of British Secret Projects is great!!! Now, if we could just get some of the Flying Saucer aircraft....
  5. 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
  6. worked perfectly for me, both is SF2 and in my last remaining 1stGen install as well!!
  7. 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
  8. 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
  9. Here, Charlie Charlie .... come out, come out whereever you are.
  10. 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
  11. yes, as stated in the readme (iirc) 'brought up to SF2ish standards) DF!??? it IS fully down.
  12. don't use StationSPecificCode for the centerlline station; you'll really screw up the loadouts
  13. 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
  14. not to self ... finish and compile cockpit mod for old, stock Gen1 Birddog (although Diego's payware is far superior!!)
  15. Mutley and Snoopy definatly belong in FE2!!!! great stuff Ed!!!
  16. yes indeed. helps us moderator/admins keep thing a bit more organized. Use if for full aircraft AND skin mods
  17. REMINDER: it's for 1stGen WoE, and may not work properly (if at all) in SF2 the terrain, however, WILL work with minimal editating
  18. WHHOOOOOTTTT!!!! a more generic title is MUCH better!!
  19. A-12 Avenger II out on The Range for weapons proficiency testing.... VFA-192, Golden Dragons
  20. check the C data ini --- it should already have the capabililty ie: the "GP" callout on at lease 3 stations what EXACTLY are you not finding???
  21. It'e BBBBBBeeee time!

    today is 331KillerBee's birthday. In honor of this, I suggest we all drink mead ("Honey, it's made from honey") Happy Birthday man!! wrench kevin stein
  22. you'd need purpose-built lods for those, to be used as a 'terrain object', and placed via targets ini edits. (like the 'static aircraft on the WW2 terrains) stock aircraft models, when used that way always sink, due to their 0/0 world point being centered with gear extended
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