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Everything posted by Wrench
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The Tips, Tweeks and Tricks Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Here's one for the plane-jane Ki-61 Tony by the DAT. Just for the 'basic' Tony, with 4 mgs (NOT the other mods available other types) Can easily be adapted for the others with simple edits Based on Charles' work . Still needs some fine tuning ... feels like the tail is stalling before the wings, but will give a good starting point -
WW2 "generic, stand-in" cockpits pack
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
a newer or even 'close enough' 190 pit is DESPERATELY desired!! (even though I'm more of a PTO-kinda guy -- done plenty of Butcher Bird mods!!!) -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
just for fun (reusing old decals) ... IJN transport over New Guinea -
Graphical Problem
Wrench replied to Mig_eater's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
in the games /Options (off the main title page), open the Graphics tab, and trun OFF Lens flare. just as an experiment to see if it goes away. You haven't added any envriomental mods by chance, and it started after that??? wrench kevin stein -
Loadout Problem
Wrench replied to BetaHouse's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
http://combatace.com/topic/12099-basic-ini-editing-weapon-stations/ that'll get you basic information. but it's a lot more than simply changing/adding the weapons types ... there's targeting avionics to consider as well ... are they LGBS? EO bombs/missiles??? Do you need a TV display?? Things to consider. They were probably NOT added to the mod for a reason -
Version
212 downloads
P-51D Mustang, 72nd Fighter Squadron, WW2 PTO -- For SF2, Full-4 Merged (Prefered), and/or SF2I -both w/ExpansionPak 1 -- (it can be used in any SF2 install that has the access to the stock P-51D) NOTE: you =MUST= have, at minimum, SF2:I Expansion Pak 1, and/or with a full-4 merged w/Exp1 installed. If you don't have these, don't bother downloading this package. Skin represents aircraft of the 72nd FS, 21st FG as based at Ie Shima, Okinawa during mid-1945 through wars end. Included is the most recent data ini (5/11), with the addition of corrected lights (running, formation, landing) and a opening canopy. Use shift/0 to open and close. More importantly, the weapons data for the stock 3rd Wire Mustang drop tank -NOW WORKING!!- For some reason, when NOT in the weapons folder, it wouldn't work. Please note, if you wish to have the tanks on other Mustangs in other installs mod folders (ie: IDF Mustangs, Central American or even post-War USAF), you'll need to use the supplied loadout ini. Drop it into the aircraft folder of the bird lacking tanks. The WW2 era pilot is not supplied; you should have him already in you WW2 game install. As always, READ the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs, to make it a LOT easier to install (read: drag and drop). Good Hunting! wrench kevin stein -
Swedish Mustang skin request
Wrench replied to dsawan's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
for the natural metal version... one words solves it: decals. for the green, you'd need the template. edit: somebody hasn't looked at either their userlist or the nation selection dropdown. Sweden's already there -
Some thoughts/ideas for our 3d Guys.....
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
following recent discussions of 1stGen aircraft conversion to SF2, with respect to DAT WoA, the cockpit/external model canopy framing seems to be the biggest issue (aside from the expected FM issues) So, here's what I had in mind ... when building new aircraft for WW2, cut the fuseleage into several different meshes. As seen below in the screenie. Now, many aircraft HAVE seperate meshes for the nose, fuselage and tail. What I propose is simply cutting an additional mesh around the cockpit section, calling it in the data ini, so it can be removed via the ShowFromCockpit=FALSE line. Along those same lines, as iirc, boostjunky has been experimentatin with, calling the front frame/windscreen/whatever-it's-called in the cockpit ini, and removing it that way. The drawback of that is not having an OUT for some aircraft, thereby forcing one to use a hexeditor (which ain't all that hard, really) to discover the mesh names Having a seperate mid/forward fueselage mesh should make the edit farily easy, and shouldn't effect anything in the FM. Somewhat similiar to what GregoryP was doing with the AvHistory FM -- calling out all the varying parts of the aricraft Thoughts? wrench kevin stein (btw, just used Russo's Jug as an example -- the hide node in the cockpit ini trick works pretty damn good on this one!) -
The Tips, Tweeks and Tricks Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
A small nations ini tweek for general WW2 usage, but with PTO more in mind. This will split the Imperial Japanese forces in the Army and Navy (as is historically correct) Assuming one has the WW2 nations ini, or in particular the most current Nations.ini with the WW2 nationalities added... Where *** is the number in sequence [Nation***] Name=Japanese Empire DisplayName=Imperial Japanese Army Air Force Alignment=ENEMY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesJapanese.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2GerFighter Formation.Attack=WW2GerAttack Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsJPN.ini MedalTextFile=MedalsJPN.str ActiveDate=01/01/1920 InactiveDate=12/31/1947 [Nation***] Name=IJN DisplayName=Imperial Japanese Naval Air Force Alignment=ENEMY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesJapanese.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2GerFighter Formation.Attack=WW2GerAttack Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsJPN.ini MedalTextFile=MedalsJPN.str ActiveDate=01/01/1920 InactiveDate=12/31/1947 (note: extra long, wrong end date for PTO WhatIfers) The only down side to this, is now one needs to go throug the data inis for those aircraft that are IJN used. It'd look something like this: [MissionData] NationName=IJN ServiceStartYear=1940 Off the top of my head in-game IJN aircraft: A5M Claude A6M Zero(all marks - incuding Rufes) D3A Val B5N Kate B6N Judy G4M Betty (all marks) E13A Jake L2D Tabby N1K1 Rex N1K2-J George (whatifs..) J8M Ki-201/201B -
HAPPY BIRTHDAY Ludo!!! WHOOT!!! wrench kevin stein
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I cannot upload a file, I need help
Wrench replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
remember the prob I had a coupla weeks ago. I could upload with no issue, but after I approved my own file, they went wonky. Sunspots. I blame it on sunspots. yah, that's it. glad it's working for you now -
Asking for advices about adding chaff/flares ejector
Wrench replied to Cliff7600's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
tank108_p51???? suitably repainted -
Crashed/Destroyed Aircraft for SF2 WW2 Installs
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: Crashed/Destroyed Aircraft for SF2 WW2 Installs File Submitter: Wrench File Submitted: 04 June 2011 File Category: Effect Mods Destroyed Models Pak for SF2 WW2 Installs This package is for use in creating the 'Destroyed Crashed & Burning Wreck' for add-on aircraft in SF2 based WW2 installs. These bits have been culled from the various terrain mods as these contained static parked aircraft with their associated destroyed lods. THESE are those destroyed lods!!, with repainted skins to make them look a bit more burned up/toasted. This will allow you to add them and have the burning wrecks on the ground ala the later model jets and so forth as seen in SF2 installs (and FE2 as well). As always, fully detailed (and illustrated!!) install instructions are included. As well as a highly detailed "Notes" section, elaborating on the procedure, and giving alternates as you =WILL= probably be using several stock destroyed models as well in the data ini edits, as some of the larger aircraft will require reuse of the stock wrecks. =PLEASE= read this document throughly before installing -- that will help you in making correct choices on what to use. This pak is for free usage; any and all are welcome to it. Let's enhance our SF2 WW2 Experience!! Wrench kevin stein Click here to download this file -
Version
214 downloads
Destroyed Models Pak for SF2 WW2 Installs This package is for use in creating the 'Destroyed Crashed & Burning Wreck' for add-on aircraft in SF2 based WW2 installs. These bits have been culled from the various terrain mods as these contained static parked aircraft with their associated destroyed lods. THESE are those destroyed lods!!, with repainted skins to make them look a bit more burned up/toasted. This will allow you to add them and have the burning wrecks on the ground ala the later model jets and so forth as seen in SF2 installs (and FE2 as well). As always, fully detailed (and illustrated!!) install instructions are included. As well as a highly detailed "Notes" section, elaborating on the procedure, and giving alternates as you =WILL= probably be using several stock destroyed models as well in the data ini edits, as some of the larger aircraft will require reuse of the stock wrecks. =PLEASE= read this document throughly before installing -- that will help you in making correct choices on what to use. This pak is for free usage; any and all are welcome to it. Let's enhance our SF2 WW2 Experience!! Wrench kevin stein- 1 review
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SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
starting on the night shift..... -
WW2 "generic, stand-in" cockpits pack
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I thought we were up to 27.3 people, a coupla years ago??? -
The Tips, Tweeks and Tricks Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Here's some new flight models for testing in SF2, PTO installs. These are for USN/USMC F4U Corsair series. Most are for mods of the Corsair that I've done. Those are available in the 1stGen WW2 Allied Fighters Section. new datainis are for the F4U-1 (birdcage stand=in) F4U-1A F4U-1C F4U-1D F4U-2 (nightfighter) These are all based on Wolf257s Corsairs from the WW2 Planes Pak. Again -- for Wolf's Corsairs ONLY!!! FIRSTO!!!!! backup the orignal data ini!!! Just in case; after all I AM the High Priest of CYA Unzip the pack, and you'll see that I've folderized each with the proper aircraft name. After backing up the original inis, Just drop the folders into the Objects/Aircraft folder of you WW2 PTO install. not included is one for the FAA Corsair Mk.1 -- I haven't done an ETO mods folder yet; expect that one soon Flightmodel is by column5, for 'another corsair for another project' that will remain nameless for the moment All have correct light placements, etc. Feedback, comments, etc, please post in a seperate thread in the main PH Forums below. thank you!! wrench kevin stein (also have to fix the FAS FG-1D for El Salvador, too!) IMPORTANT Correction!!!: In the ControlSurfaces section in ALL the above data inis, scroll down to the Rudder call out. Change the rotation axis to read thusly: RotationAxis=Y-AXIS had it wrong, and it looked funny! -
Next up...
Wrench replied to ndicki's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
now we just need a 3d guy to build a to-scale Volks and/or Abokir filter, and we can have Trops!! wrench kevin stein -
Destroyed/Crashed models
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
No 1stGen supports destroyed models. All the more reason to move up to SF2, eh?? -
Destroyed/Crashed models
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Readmes are acutually quite fun ... if you print them out, you can make paper airplanes out of them!! Can't do much of a Bucc; these will be WW2 only. Although one for the Bucc could be done just pointing to a stock one, Mystere or F-100 is a close match in shape. After all, it's just gonna lay there burning! -
The Tips, Tweeks and Tricks Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
In response to a question in one of the other Forums, asking 'what to do about the parked statics on older terrains'. Well, there are 2 ways to go about this... 1) keep them, and if one still has an 06 level terrain cat (Desert, VietnamSEA or GermanyCE), extract the 6 airfield inis and drop them into the offending terrain folder. In some cases (the question was about the old EAWEuro WW2 terrain), renaming of the airfiled ini to match the original naming convention will be required. 1a) OTH, one could just as easily go through the _targets ini and rename the airfield ini pointer to match the Desert_Airfield***.ini (this is a good idea, as 90+% of the ww2 terrains have been edited to use the stock, standard Desert airfield naming style. The above method will keep the statics in their original places. 2) However; for 08 and SF2 usage, you'll have to do a LOT more editing. And its actually quite easy. Again, you'll be needing the desert airfield inis (all 6) from the most recent patch level. Extract them and drop them into the terrain folder that needs fixing. Now, you'll have to go through the targets ini and somehow remove all those now 'in the way' parked statics. The Easiest, Simplest Way is to just rename to item pointed to. Thusly: (our example is Abbeville Fliegerhorst on the EAWEuro terrain. All other WW2 terrains will need editing the same way -all- the maps used for MTO and PTO.) Note the bold/colored "X". This will cause the game engine to skip over that item, effectively ignoring it. This saves a boatload of time in rebuilding/renumbering target areas. The game will automanicly generate the parked birds. Sometimes even era and theatre appropriate. It should be noted at this time, that the stock airfield inis have something you won't/shouldn't see on 99.9% of WW2 airfields -- too many lights around the runway and taxiways. These will need to be removed, and it's quite doubtfull that such brightly lit targets would exist in the War Zones. That's the subject for another post; as we're going to keep some lights, just not all of them wrench kevin stein -
aircraft placement on airfields
Wrench replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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aircraft placement on airfields
Wrench replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
that's an easy one edit the _targets.ini, and remove the parked aircraft slots/statmemnt. Easiest, simplesy way is to just rename to item pointed to. Thusly: (from Abbeville Fliegerhorst) Note the bold x. This will cause the game engine to skip over that item. saves a s**tload of time in rebuilding/renumbering target areas. Then, using the latest airfield inis (best to have them IN the terrain folder. seriously. 08 level ones will also work fine.). The game will automanicly generate the parked birds. Sometimes even era and theatre appropriate. Meaning: extract the desert airfiled inis (all 6). You'll have to rename them to match the EAWEuro naming conventions (EuroWW2_Airfield***.ini), and that should take care of it. Unless you want to go through the targets ini and rename all the airfiled pointers to "Desert_airfiled***.ini". Too much work for us old guys. wrench kevin stein ps: i take it you've deployed again? Be safe out there DA!!! K -
Skin StartDate
Wrench replied to pablo10692's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
yes, your nitpicking There is no end date; the next skin starts at whatever year you specify it would work the same way ...example: you start with the SEA (DefaultStartDate=1), then Euro1 ( StartDefaultDate=1975), then Hill1 (StartDefaultDate=1985) or whatever the year you want it to start with. they switch autovanmatically. Select the mission start year, and see whats up (test with my OzMirages -- you'll see) wrench kevin stein