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Everything posted by Wrench
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Black Sea v.2.0
Wrench replied to a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Unfortunately, there's no vertical component in the target's ini -- I've tried, believe me however .... somebody REAL clever could edit one of the terrain object (say, citybuilding2, as it's the tallest at 6 or 8 stories), and 'hide' a gun at the top via creation of a data ini. It would have to be placed as usual, but the hard thing is to figure out how to make it fixed to the terrain, and exist in the GO folder. (like I've done with the ASR object - it even shows on TWS) sort of like the Ent I was trying to build. P ... still looks like you could sneak in a TuAF base on the north coast, or at the very least, a multi-use airport. -
"Waterworld" Terrain
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
did I save the bmp with the wrong specs!??? Damn ... hate when I do that!! can you post the fixed _water.bmp?? Jus zip it, and upload like a regular mod, so everyone can have. I'd be thankfull!! there should be more than enough A-S routes to keep even Sparkomatic happy!! BTW ... nobody's answered the questions on the names!!! -
Anybody remember the old song "Nobody Walks in LA"???? Or Steve Martin's "LA Story"???? funny stuff!!! and what's a real crack up, is they're only doing HALF the bridge -- the southside lanes. Next June, they're doing the rest of it. So we get to "suffer" all over again. as always, people are making mountains out of molehills (via HFD manipulation). When the had the 84 Olypmics, the same dire warnings were wafting about ... and the traffic was so less than normal. And that was during the work week. This is on a weekend sheesh .. I worry about the mentality of my city's citizens....if they actually have any!!
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SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Buzz Job (aka: Annoying the merchant crews) -
Question about imprvements in the textureset.ini
Wrench replied to Soulfreak's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well, if used, you no longer have to have NONE in the number.lst (which IS still necessary) Here's the entries from the A-16 Attack Falcon's textureset: [TextureSet] Name=USAF Euro Nation=USAF Squadron= Specular=0.400000 Glossiness=0.400000 Reflection=0.000000 StartDefaultDate=1985 DecalNumberRandomize=TRUE DecalNumberBlockSize=100 DecalNumberStart=0 DecalNumberEnd=99 As I figgure, it works like this... DecalNumberRandomize=TRUE pretty self explainatory. I assume (oh!! that word! ) this tells the game engine that it's ok to pick and mix Level 2 decals DecalNumberBlockSize=100 is the total number of decals (in this case, serial numbers. This starts with the 000.tga and ends with 099. Which leads us to the next ones... DecalNumberStart=0 tells the engine that 0 is the start point (as it always has been!) and DecalNumberEnd=99 tells the engine that 99 is the last one In-game, it'll then select from anywhere in the list, and mix them up in any order. Now, what I DON'T know but assuming (-oh! that word!!) the same is true for all Level 2 decals, it now may be possible to have less than the always reccomened (by TK hisself, in the old 1stGen decals tutorial) 18. This does need testing. Example: I have 100% historic Burearu Numbers for the 6 TBFs that flew from from Midway during the battle. With the logic above, you can now tell the engine that it can pick from any of the 6, and put those decals on any aircraft in the flight Something like this: [TextureSet] Name=VT-8 Midway Detachment Nation=USN Squadron=VT-8 Specular=0.4000 Glossiness=0.2000 Reflection=0.30000 DecalNumberRandomize=TRUE DecalNumberBlockSize=6 DecalNumberStart=0 DecalNumberEnd=5 Me personally, I always make 18-24 (well, 26 for RAF with letters). I am the High Priest of the Temple of CYA!! -
Slava class
Wrench replied to colmack's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
that looks MORE than a little familiar!! -
Wait what?
Wrench replied to Gr.Viper's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
We know what TFR is -- I"m sure FastCargo could go into some REAL detials, as he used to drive B-1s Bottom Line: Ain't never gonna see it in 3rdWire game. Same with AFR. It all goes back to the Standard Response Let's focus on the possibilities of WHAT TK might be doing, as opposed to 'blue sky' fantasy wish lists. And I got plenty of them, too!!! -
Project WOEMAC - You Are Being Given a Choice
Wrench replied to a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It all depends, realisticlly, on how much time you want to spend targeting the map. Blue and Red (no pun intended!) sides still need to be represented (ie: NATO/WarPac). After 1990, the Nations.ini could possibly change them (the republics of the USSR) to FRIENDLY. Personally, I'd need to see a 'basic' map (an bmp/jpg of the HFD) to see if that would be a problem So, no help from me! but option 1 sounds good wrench kevin stein -
Enemy Aircraft
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Obvious answer: So don't fly it! You're also forgetting that the VNSEA terrain should use the LimitedNations=TRUE statement, thereby cutting out anyone that don't belong there, other than the expected Red -VPAF. It may also uses "AllowedMIssions=" statements, limiting what type CAN be flown by the VPAF (and by inference, Blue as well -no shipping routes on the Red side!) To say nothing of what was mentioned above about the narrowed year usage. This is easly fixed in the VeitnamSEA.ini. You should have a set of statements for 'AllowedYears' or words to that effect. Remember too, not only to edit the Options.ini in the root folder, but the SingleMission.ini (will need extracting from one of the Flight cats), and the terrain's year limits. (if applicable! don't mod 1stGens anymore, so...) -
New DLC: Mirage IIIC
Wrench replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
nice ones ludo!! -
Wait what?
Wrench replied to Gr.Viper's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
nobody's twisting anybody's arm to buy, are they??? Over the years, we've had a LOT of features turned off due to whiney little s**ts that bitched and complained and ranted about how they're suffering from terminal HUA and couldn't/wouldn't/can't figure out how to use, that many of us Modders needed. AND... there are a lot of 'features' hidden in the various and sundry dlls that have neve been activated since Day 1, SFP1. Maybe now, they'll be turned on. BTW, we've had terrain following since Day 1 SFP1. Look in any avionics ini for aircraft classed as "ATTACK" and have radars. You'll see these statements: TerrainAvoidanceRangeSetting=1,2 ClearanceDistance=152.4 The autopilot handles it quite nicely. Don't belive? Fly the ANW terrain on autopilot in a Scooter and get back to us. We'll wait here. Remember, too, at the end of the day, it's TK's descision on HOW he runs his business. Hell, I'm unemployed and still manage to purchase the ExpPaks and DLCs. I really don't see an issue here. wrench kevin stein -
WIP Mega THREAD!
Wrench replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
was there something wrong with it before? It looked good to me! Or just re-optimization for SF2?? -
"Waterworld" Terrain
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I thought I'd fixed the HM height spec!! set the HM to 2.000 -- the whole top section (before the tile listings), comes from the 7/11 update, so it should be good -
GH3 problem
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
yup, missing tiles. -
Does the patch update all XXX.exe?
Wrench replied to TurtleHawk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
Does the patch update all XXX.exe?
Wrench replied to TurtleHawk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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. -
Help needed to improve stock Mirage 5F
Wrench replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
How odd!!! well, I'd just use Svelin's fix, and his screenies show it works -
Help needed to improve stock Mirage 5F
Wrench replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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! -
? for our 3d Guys...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
russ, etal is this the same E7 you sent me several years ago? Screenie of folder below. Please check date of lod -
Help needed to improve stock Mirage 5F
Wrench replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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. -
Setup Control
Wrench replied to Jeronimocollares's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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. -
Mirage IIIC DLC Review Completed
Wrench replied to a topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Good review man!!! I liked it! -
F-104G
Wrench replied to redcorsair's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Re-read the very first paragraph in my big post above. -
B-58A Huster for SF Upgrade/Update Pak
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
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 -
B-58A Huster for SF Upgrade/Update Pak
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Paul Newman