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Wrench

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Everything posted by Wrench

  1. even has a slightly modified Israel terrain, adding things on Cyprus. Has everything you need, all in one nice, tidy package
  2. Honetly, who cares? We're gonna buy it anyway!!
  3. 1st question is, WHY are you exporting the height map, and then reimporting it?? Why would cropping be necessary? Let the games world settings place The Wall let the DEM build the HFD, don't even mess with the *terrainname*.bmp unless you have to (to edit river valleys, or mountains or shorelines)...and only then after tiling. tile it and build up. mess with things after the tiling is done, and them modify the tiles to fit.
  4. while looking for something completly different I stumbled across a reference to this (seen below). Thought I'd give it a try..... Truck hunting, anyone?
  5. Genies on a 102???? I thought Greece was a non-proliferation signatory?
  6. I've actually tried that, with FULL airfields, to represent an expansaion/overhaul/extension, and couldn't get the ENTIRE target area to switch. However, individual items within seem to work. Haven't tested since the last patch, since the terrains I've been working on have relatively 'fixed' airfield types. (no major expansions and so forth) It may be possible now, however Maybe something like this might work (it WILL need testing.) Example is truncated for space saving [TargetArea014] Name=Puntarenas Airport Position=263000,390000 Radius=6000 ActiveYear=0 InactiveYear=1975 Location=3 Alignment=FRIENDLY AirfieldDataFile=desert_airfield2.ini NumSquadrons=1 Target[001].Type=Runway2 Target[001].Offset=0.00,0.00 Target[001].Heading=0 [TargetArea015] Name=Puntarenas Airport Position=263000,390000 Radius=6000 ActiveYear=1976 Location=3 Alignment=FRIENDLY AirfieldDataFile=desert_airfield6.ini NumSquadrons=3 Target[001].Type=Runway6 Target[001].Offset=0.00,0.00 Target[001].Heading=0 the 'clear airfield zone tiles' are a definate must to be used (4 of them). That nicely centers the 0,0 point of the airfield and makes it look a little better
  7. why not use a reskinned Netz, in all-over green? Using the template I made for the A-16, you want it in the medium green or the lighter green? the above Paki uses the -15 pit it came with, and the Netz avionics ini. Works a charm, as they say!
  8. File Name: "Waterworld" Terrain File Submitter: Wrench File Submitted: 11 July 2011 File Category: Full Terrains "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 Click here to download this file
  9. new one. with LOTS and LOTS of new and interesting items
  10. try this, as an example: Target[037].Type=shelter3 Target[037].Offset=-1050,-315 Target[037].Heading=0 Target[037].InactiveYear=1969 Target[038].Type=GFD12 Target[038].Offset=-1050,-315 Target[038].Heading=0 Target]038].ActiveYear=1970 experiment...sometime it works,sometimes it don't. Also, make sure the ActiveDate= in the _types ini matches the year you want something to start
  11. oppps ... you're right! It's Dels. It's been sooooooooooooooooooooooooooooooooooooooooooooo long ....age creeping on me!
  12. You have to ask!!!?????????????? I like the Gate Guard Spits!!
  13. always has, since day 1, SFP1. there's a line in each weapon's data ini: Exported=TRUE or False and the AttachmentType= statments in every hardpoint entry in every aircraft data ini, and the weapon's data ini makes for nice mix and match. (Meaning: allied countries will be albe to use other allies contries weapons, if exported) Look at all the western aircraft; call can carry sidewinders (with VERY few exceptions). All RedAir use Soviet/WarPac weapons. couldn't get any easier suggestion: extract the data and loadout inis and userlists for 'like aircraft' (F-104s, Phantoms, all Mig21s) and compare. You'll see how it works wrench kevin stein
  14. how true ... not a hard task. Just needs a 'stock' gray skin and decals anyway, there's the AD-1 thru 4NL pit. Bobrock's work, iirc. -6 & 7 are pretty much identical, with a sheetmetal cover screwed onto the panel to cover the hole where the scope used to be (basically)
  15. look in "The Factory Place" there's a single tree object that can be used, and 'hand planted' (Plants vs Zombies?). Might need a new tga, but worth a shot
  16. I've love it for the TMF model! the old is just about ready to go; just needs the readme finshed. Oddly enough, even though the shadow is totally f***ed, it flys pretty well in SF2!
  17. Don't suppose you've seen the A-1H/J upgrade kits I released last year? Even without a 'proper' cockpit (ok, extensively modified Scooter-B pit), works pretty damn good. To say nothing of the skin paks We have an early SPAD pit, but it's for the 1-4s, so it has the radar. I'm sure we might be able to talk the modler into removing it for the H/J
  18. Happy Birthday to

    Gents, have one on me! Happy Birthday to both of ya!! wrench kevin stein
  19. Don't know about you, but for me, it's usually the Primary target!!! (bomb long, bomb short. even with nukes I can miss it!)
  20. Kruge returns

    Feed Him!!!
  21. Kudos on the Vipers guys!!! Departing Howard AFB, for some fun...
  22. you got me on that one, too! we just recently went through that with SF2, and it was something TK had to fix. 1st time I've heard of it in FE
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