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Wrench

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Everything posted by Wrench

  1. you an me BOTH!! Haven't updated any but the stock 6 right now .. laziness, and the need to continue work on the next 2 terrains
  2. 3W patches update ALL exes -- including expansion pak 1 & 2. It will not, however, update renamed exes for 'special installs' If you have other renamed exes (like for WW2, Korea, Indo/Pak, etc), they'll need redoing as well, AND .. you'll have follow the procedures in Knowledge Base for renaming you various and sundry mods folders, patch, run the game (which will ALWAYS create a new, specifically named mods folder), and rename or move the pertinant files into the new mods folder As the various and sundry exes ALL reference the same dlls, cats, and etc EVERYTHING IN THE CORE GAME INSTALL GETS UPDATED. Therefore, everything else needs updating.
  3. How odd!!! well, I'd just use Svelin's fix, and his screenies show it works
  4. if he wants to remove the bombs, just delete BOMB from the hardpoint data, rewrite the loadout ini to reflect IRMs only. Without bombs loaded, the braces won't show. That's standard practice in all 3W models. It would just use the missile rail (that's the reason, for instance, if you remove the stuff on the loadout screen, the pylons disappear whence in-game) It don't get any easier than that!
  5. russ, etal is this the same E7 you sent me several years ago? Screenie of folder below. Please check date of lod
  6. completly remove, as in using the 'hide mesh trick'? or just not have something loaded there? is it possible - very! and pretty easy too! how to do it - we need to know exactly WHAT is to be accomplished look in the 5fs data ini, the pylon mesh should be named Tell us what you're want to do, and I should be able to tell you how to do it.
  7. Setup Control

    it's called the Default ini, and it's in the /Controls folder in you 'mods folder' that's the file that's rewritten when you (re)configure you stick. AND you have to do it yourself.
  8. F-104G

    Re-read the very first paragraph in my big post above.
  9. File Name: B-58A Huster for SF Upgrade/Update Pak File Submitter: Wrench File Submitted: 12 July 2011 File Category: Other B-58A "Hustler" -- For SF2, Any and All -- This is a modification of Pasko's B-58 Hustler, to bring it more in line with SF2 standards. If you have the 2009 SF2 Update, just install this directly OVER your pre-existing folders, allowing the overwrite. If you don't, don't worry about it. Two skins are included (the same basic skin used twice), with all new 100% Historicaly Correct ™ serial numbers, listing each operational aircraft that served with the 43rd and 305th Bomb Wings. Unfortunatly, I was unable to break them down each into which served with each of the 6 Squadrons in the 2 Wings, but this should do nicely. There are also 2 cockpits included: The original SF2 mod by Dave (USAFMTL), that uses the F-106 pit and, An extensivelly modified F-4 Phantom pit (stock 3W ini only -as the cockpit exists in all versions of the game). This one makes use of many 'moves' to drop items out if sight, and uses the physical external model for the windshield framing. Neither one is perfect ... this is elaborated further in the "Notes" section, with instructions on what to switch or turn off in the various inis; depending on which you choose. Right now, it's using the Phantom pit, as it really is quite a bit closer than the 106's. In the Loadout ini, several alternate loadouts are listed. These can be accessed from the 3rdWire mission editor screen (for post-Expansion Pak 2 users). Other ini edits repositon the running & landing lights, add 'virtual' flaps (as this aircraft made use of drooping elevons -without the original source file this is impossible to duplicate-), minor engine adjustments, and avionics tweeks. It could also stand a slightly improved FM; the changes and other comments are in the "Notes" section. Weapons are included, the nuke explosion effects are =NOT=. YOu should probably have them from the GunnyPak. Speaking of weapons, a "new" 8kt ARM is included; this is a fictional ARM version of the Genie, more in line with "Fail Safe" and the No.6 Decoy/EW/Escort aircraft, and gives you a SEAD load. Kill SAM sites DEAD!!! Since real decoys don't/can't exist....it's just for fun! There's also and EO version, that can be used for STRIKE or SEAD missions. As always, =READ= the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs/requires/should have, to make it a LOT easier to install. Also, as usual, the expected 'Notes and Other Nonesense' comments by me. This =IS= Required reading -- there are some issues that are addressed there. Good Hunting! wrench kevin stein Click here to download this file
  10. check the engines for thrust angles, landing gear for rolling radius, rolling resistence, shock damping, etc. a LOT of 1stGen conversions manifest this very same issue. I personally believe it a LOD problem possibly from 'mirroring' meshes, but haven't been able to prove this
  11. been that way since Day 1 -- I don't think there IS anything that can be done about it.
  12. Quickie Update: upon further experimentation, I found a solution to the 'freeze' issue. OPen the data ini, and in the first section locate the line AircraftRole= change it from BOMBER to ATTACK and with luck the AI statments will keep you at high enough altitude for weapons release, and safe escape from the blast zone. It's not a perfect solution, but will keep the game from freezing. wrench kevin stein
  13. have to be placed via terrain's _targets ini edits, and added to the terrains _types.ini
  14. This is what we been doing, when doing mods on products that do NOT have Freeware permissions: Leave out the LOD or whichever file(s) are personaly copyrighted. In the readme, you add a statement somewhat like this, from my mod of his -3 Hellcat to the F6F-5: Basically, you put the onus on the End User ™ to go and get the non-permissioned parts needed, and tell them where to get them. This eliminates any and all possibilities of pissing someone off. And is the smart and honorable thing to do. Also, don't forget to list Geo in the Credits section wrench kevin stein
  15. i'd suggest reading the readme -- it says NOT to use the IsrealME cat, and NOT for 1stGens. SF2 only They won't sink because they're ground objects being used as terrain objects; therefore, they 'think' the surface of the water is hard ground. Also, as 'terrain objects', they're subject to targeting for Strike just like any other (evildamncombuildings, oil tanks, etc). This has been discussed many times between us Terraformers. Nothing to do about it. You're probably missing the "Oiler" ground object, hence no visible target. It's called an "Oil Tanker", which is what displays in your target window, which is WHAT it is (actually, a CIMMARON class AO). Read the rest of the entry: [TargetType144] Name=Oiler FullName=Oil Tanker //ModelName=Oiler.LOD TargetType=FUEL_STORAGE ActiveYear=0 TargetValue=1000 UseGroundObject=TRUE GroundObjectType=Oiler RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=ShipDestroyedEffect DamagedModel= SecondaryEffect=LargeOilFire DestroyedModel=Oiler.LOD SecondaryChance=100 that should clear that up. TK never gave us a destroyed model for the SUMNERFram, so there you have it. So when destroyed, it vaporizes. That can be fixed by adding these lines to the SUMNER's _types entry (which I thought I'd done) DamagedModel=DD.LOD DestroyedEffect=ShipDestroyedEffect DestroyedModel=DD.LOD SecondaryEffect=MediumOilFire SecondaryChance=100
  16. CAS, A/R use the same statement -- ATTACK
  17. "Waterworld" Terrain

    Version

    429 downloads

    "Waterworld" Terrain for SF2 Full-4 Merged (Reccomened) and/or SF2:V Just a bit of silliness. I was asked to create a 'quick and dirty' mostly ocean terrain by Fubar512, so he could test some ship mods. This is it. Just a little something fun, and slightly different. Yes, there are Easter Eggs. In fact, the WHOLE map is an Easter Egg! This terrain contains 2 land-airfields (one for each side) and 6 CV stations; 3 each for Blue and Red. I made use of the "Allowed Missions" statement, so you won't be seeing any CAS or Armed Recons (with no place to drive too...well, you get the idea). Plenty of shipping routes, however. No tiles (excepting one special, and one for use with GH3) are included with this, but it uses the VietnamSEA tile set, as pointed to via the 'use this cat' statement in the terrain's main ini. If one wished to, you can easily just drop Stary's GH3 set, or any other Vietnam-named tiles directly into the terrain folder. Once the terrain has it's own internal tileset, you can use any cat pointer =EXCEPT= the IsrealME.cat. The cities on the map have the minimal amounts of targets possible ... this is more for those liking to keep their feet wet. Also, you might just want to consider this terrain a "myth-mash" (see notes below). Bonus point awarded to ID the source of several of the place names. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It's reccomended you read the document through after unzipping before installing. As always, the Notes and Other Nonesense section may make for entertaining reading. Happy Swimming! Wrench kevin stein
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