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Everything posted by Wrench
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What i wrong with the menue screen
Wrench replied to DEVIL11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
uninstall, the reinstall. basic diagnostic procedure ... if you can't fix it, start over! -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
just fiddlling, since the patch, trying to get the drop tank skins 'proper' for the various skins (close enough, using the RDAF gray). Minor editing of the data and loadout inis will be required of all the Zipper mods ...(have to try to rename the ASA tank skins to match the stock ones) -
Custom loadouts
Wrench replied to Brain32's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
OK -- now THATs cool!!! bout time too!! wrench kevin stein -
May 11 updates out now!
Wrench replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
just noticted the TOD buildings that somebody mentioned (Stary? Brain?) ... it just looks 'odd' the way the fade in and out with distance. Trees are better, through wrench kevin stein -
separate SF2 installation
Wrench replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
so does the main SF2 exe ... it access all merged titles (that what we've been using for KAW and in my case, all my WW2 install) wrench kevin stein -
Changing mission titles
Wrench replied to warthog64's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
no, hard coded in the dlls -
May 11 updates out now!
Wrench replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
isn't Dulce where the Airlia Guardian Computer is??? -
Droptank issues
Wrench replied to Moofles's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
if that's the case (of new droptank nodes), one will need to copy ALL the differing drop tank skins into the skin folders for the differing Zipper variants (like the S, ASA, ASM-M, 104Js, etc) that use different painted skins. Once the extrator is out, (which it is), one could extract the F104Gs data ini, and simply add the NodeName lines to the hardpoints for the various Zipper mods, too. Prolly still have to add the tank skins to the aircraft skin folders, but that's not too terribly hard (copy them from their weapons folders) wrench kevin stein -
May 2011 updates & 3rd party mods
Wrench replied to Emp_Palpatine's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
the new tools are out...what I find interesting is a new gun and new weapons editor Does that mean the previous Weapons Paks are about to have issues, and will need rebuilding? Or is this for something else, due to cat restructruing? With the privious patchs, we've have to do the 'copy/rename/cop back the exe' thing on all seperate mods folders. (KAW, Iran/Irag, IndoPak, all the WW2 -if you have any-, etc). So, it may be safe to assume (OH! that word!!) the patch exe patches ALL 4 (6 w/expansion paks) exes. So far, it seem that those modders that chose, for whatever reason, to issue cats fro their mods paks will either have to a) rebuild them with the catpak IF --and a very big IF- TKs new extractor repacks them (unlikely) or b) end users will have to use gerwin's extractor and pull them apart, placing the various and sundry bits into their proper folders (on a personal note, one reason I've always disliked 'mods cats', and won't use them) Anything that is in a folder already, with particular reference to 3rd party terrains (and NOT objects in non-backuped mods folders), will (usually) be unaffected . It's been this way since patch1, SFP1. HOWEVER ... there may be additions to the stock terrain cats being referenced, so it might behoove us terraformers to extract the data inis from the patched terrain cats, and look for changes (with particular scrutiny on the shaders) We go through this everytime we get a patch ... the main difference is now, with sf2, we can hide the mods folders (yeah, all 10 of them!!!) safely out of the patch exes sight, and hopefully rebuild with a minimal amount of backtracking. wrench kevin stein edit: this one wonders if the new extractor will even see the older cats at all? editx2: yes, it does -
Locating cities on terrains
Wrench replied to F117NightHawk's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
the old WoVSqmd (mission builder) is superb for that. Look in the downloads section -
DH Sea Vixen FAW.1 & FAW.2
Wrench posted a topic in Thirdwire: Strike Fighters 2 Series - File Announcements
File Name: DH Sea Vixen FAW.1 & FAW.2 File Submitter: Wrench File Submitted: 16 May 2011 File Category: Other DH Sea Vixen FAW.1 & FAW2 for SF2 = For SF2, Any and All = This is an upgrade/mod of Skippybings Sea Vixens, BOTH the FAW.1 and FAW.2 - so you get two complete aircraft in one pakcage!!! Such a deal!!! (Unfortunatley, this IS a rather large package...so, sorry!). This was done simply to make it easier for you, the End User to install. (Almost) Everything necessary to unzip, install, and fly away is supplied. Included are updated versions of the BunyPak FirestreakIR and RedtopIR*, and the drop tanks. All other weapons used are stock items (with the possible exception of the AGM-12C Bullpup -not supplied- which may be from the GunnyPak) *=these are seperate missile from the 3W Firestreak & Redtops; for use only on the Javelin and Sea Vixen FAW1 & FAW2. This was done on purpose -don't mess with this!!! Seriously .. don't. All things are done for a reason.* Skins/decal sets included are: FAW.1: 890 NAS (w/one Sundowner bmp, edited by me, so as not to waste decals) 892 NAS 893 NAS 899 NAS (these all by Sundowner) FAW.2: 766 NAS 893 NAS 899 NAS (all Sundowner skins!!) Where possible, the Squadron Badge has been used for the paint chip in the Loadout Screen. Data and loadout changes duplicate the hardpoints (on the FAW.1 only); one set is ONLY for missiles, the other is ONLY for use bombs and rocket pods. Other tweeks to the avionics and cockpit 'clean up' or replace a few gauge skins, a new gunsight and missile "shoot cues" were created/modified from others. A "new" engine sound is supplied for the Avons. Both aircraft have SF2 stlye 'carrier deck' hangar screens, and the damage/shredded tgas have been converted to dds (hope they work!!!). Flight model remains untouched; it "feels" about right. Remember -it's a gunless, missile-only armed Interceptor, NOT a dogfighter!! Fly accordingly!! As a bonus, for those End Users with SF2:E AND with Expansion Pak2, there are alternate Data and Loadout inis for the FAW.1, adding the 2inch Micro-cell rockets. Usefull for hitting bombers, trucks, ships and other assorted annoyances. REMEMBER --these are 2 seperate inis, and you'll need SF2E Exp2 to get them to work. Instructions on how to switch are below in the "To Install" section. (these were removed on the FAW.2, so don't go adding them!) As always, =READ= the enclosed readme for full, highly detailed, step-by-step install instructions. This package is set up for a 'drag and drop' style of installation -- everything has been divided into the proper folder format that SF2 needs/wants/requires. Of course, the usual "Notes" section for other important stuff; might want to read it, huh? VERY Important info in there... So, PLEASE read it through after unzipping, but before installing. The procedures for missile firing should be reviewed. Let's hope this one works! Good Hunting Wrench kevin stein Click here to download this file -
NF4 issues?
Wrench replied to Emp_Palpatine's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
butt-sniffing belougas???? does the same with rockeyes and uk500# too. could be a spacing issue on the MER. we've had that before with CBU-24s on the phantoms, too. move the forward mount 0.15 forward, and see how it sits (or move both , one aft one forward?) -
DH Sea Vixen FAW.1 & FAW.2
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
with 7 or 800 skins to that do .... oi vey!! remember folks, the "000" decal is actualy the FIRST one, so like Paulo said, add 1 to the last number for the block size! any differences in teh shadow, for you post-patch users?? *just curious, as I'n not patching unitl the new extractor comes out!) wrench kevin stein -
DH Sea Vixen FAW.1 & FAW.2
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Thank you!! hope you all enjoy it!! wrench kevin stein -
My next project m-978 oshkosh trucks
Wrench replied to umm's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
TK's tires arent animated, so I wouldn't worry about it at all! -
adding planes to existing campaigns?
Wrench replied to eatthis's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
campaign inis have the same format in SF/Wo* or SF2. Same procedures apply -
more engine power and speed = fire help
Wrench replied to eatthis's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
several on-line converters will do the job of lbs thrust to newton meters. check google -
Sea Vixen
Wrench replied to redcorsair's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I took it down so we can see what's wrong with the up/downloads . Be paitent .. it'll be back soon wrench kevin stein -
My first project: Ticonderoga class
Wrench replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
shouldn't you be able to determine distance fore/aft in MAX? Given a known length of vessel; where the port/starboard bow is, and the aft facing surface of fantail?? or, given the known length, moving the hull number decal forward x meters, slightly less than half the length? The stern nameplate would DecalFacing=REAR, and the max extent of the stern mesh (at least, thats how the Daring worked) wrench kevin stein -
Dassault Mirage IIIO, RAAF
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
a couple of quick fixes -- didn't have any problems during testing, but this just showed up. (due tothe missiles for the Sea Vixen's and Javelin mods) Open the data ini, and replace the first 2 hardpoints with this data: [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.07,-2.28,-0.67 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=240 AllowedWeaponClass=BOMB,RP,IRM,2IR AttachmentType=NATO,USAF,USN ModelNodeName=outer_pylon_L PylonMass=30.0 PylonDragArea=0.02 LaunchRailNodeName=missile_rail_L LaunchRailHeight=0.16 LaunchRailMass=25 [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 3.07,-2.28,-0.67 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=240 AllowedWeaponClass=BOMB,RP,IRM,2IR AttachmentType=NATO,USAF,USN ModelNodeName=outer_pylon_R PylonMass=30.0 PylonDragArea=0.02 LaunchRailNodeName=missile_rail_R LaunchRailHeight=0.16 LaunchRailMass=25 this'll prevent anything but 'winders and Magics from showing up.also, had to remove FRANCE, as 1964ish you'd get the IR R-530, that the RAAF didn't use. Matra's will still load, but you won't see the name listed on the loadout screen. However, in game they ARE there. You can always edit the ATTACK loadout in the loadout ini, and swap them for LAU-3As (if you want) -- then, delete ALL the skin listings from the main ini. Open the 75SqdnOld and 76SqdnOld textureset inis, and do this: [TextureSet] Name=75 Sqdn (Silver) Nation=Australia Squadron=75 Squadron StartDefaultDate=1964 Specular=1.000000 Glossiness=0.500000 Reflection=0.600000 [TextureSet] Name=76 Sqdn (Silver) Nation=Australia Squadron=76 Squadron StartDefaultDate=1964 Specular=1.000000 Glossiness=0.500000 Reflection=0.600000 somehow or another, the dates got fouled up. Or, you should be able to just delte the StartDefaultDate= line completely, and it should revert to 1964-1970 usage, when it'll change to the camo skins. sorry guys! If necessary, I'll reupload the whole package with the corrections, if there's too many problems. don't know how that slipped past ... must be getting old.... wrench kevin stein -
My first project: Ticonderoga class
Wrench replied to WhiteBoySamurai's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
in 1stGens, the decals were working, as I'd done all the nameplates and hull numbers for the Daring DDs. They stopped working (well, for me -- might have to recheck the decals ini) TKs' carriers (CVA63) seem to have working hull numbers. At least, as I recall. I'd say it's a damn fine looking ship! For something less 'cruvy/faceted', we could use some auxiliries ... APAs, AKs, etc (and lots more early destroyers/cruisers!) keep up the work!! wrench kevin stein -
Uneven Landing Gear
Wrench replied to ShrikeHawk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
that means the mirrored faces of the meshes are not perfectly aligned ... you'll find many occurances of this on older models. 06 level games (and eariler) were a bit more forgiving, methinks wrench kevin stein -
May 11 updates out now!
Wrench replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
umm...how do you think we've been doing it all this time, with Gerwins?? -
Canberra B(I) Mk12 for SF2 Skin FAV
Wrench replied to foxhoundvnzla's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
is it just me, or is there something wrong with the wing insignia??? Decal mis-sized?? Also, where's the readme on "how to install"? (not like it's that hard, but ah, well, some folks like to have it) Please review this post: http://combatace.com/topic/60088-a-reminder-before-you-upload-a-mod/ wrench kevin stein -
Version
700 downloads
Dassault Mirage IIIO, RAAF For SF2, Full-4 Merged -or, at MINIMUM!- SF2:E and/or SF2:I *Note: it should be stipulated at this time, that this aircraft mod is being released as a "stand in" until the proper 3 versions are completed and released by The Mirage Factory. At such time, my reccomendation is to delete this mod, as the TMF versions will be the correct 'body type' for F, A and F/A III0s as used by the RAAF* This mod creates a 'stand alone' aircraft, using all in-house/in-game stock bits, to recreate some of the Mirage IIIO (F/A) used by the RAAF. This makes this mod slightly historically innaccurate, as mentioned above, there were 3 versions. This sorta kinda combines them. You MUST have, at the least, SF2:E to access the MirageIIIC lods, and SF2:I to access the Shahak's cockpit. Therefore, this mod is truely, ONLY reccomended for a Full-4 Merged install, as the Game Engine will have full access to all the bits needed from the all the Object cats. The 5 Skins are included with the pak are: 75 Squadron, in Natural Metal in the 1960s (called 75SqdnOld) 76 Squadron, also in NM for the 1960s (called 76SqdnOld) 3 Squadron, in gray/green camo for post-1970 usage * 75 Squadron, also in G/G Camo 77 Squadron, also in G/G camo (3 Sqdn not shown in screenie) *note: squadron badge decal is active, when in Real Life it was not,according to what little photographic evidence I could discover. A simple edit of the decals ini will remove it for the Historically Correct practicioner.* As all markings are decals, it should be a simple matter for other skinners to create other squadrons by simply shifting decals around (Example: a NM 3 Squadron). All new, 100% historically accurate* serial number decals have been created for all aircraft. Data ini edits change (essentially) nothing, but nationalizing the aircraft to Australia, and adding landing lights. A new userlist is incuded . The canopy is activated via an animation key; use shift/0 to open and close it. Avionics mods add an audio-only RWR, and the Ground Mapping radar seen on the "A" variant, which was added to all at various times, creating the Mirage IIIO F/A. It's active on ALL, so just pretend. Loadouts are standard 3rdWire. No weapons pak is needed, and it should work with any/all/or none (ie: stock weapons) *My research has shown that pretty much ALL the 116 III0s served with pretty much ALL RAAF Mirage squadrons at one time or another. So, don't be surprised to see some serials duplicated.* 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. Good Hunting! Wrench kevin stein NOTE: this pack became moot with the release of the Oz Mirage DLC package. However, this one WILL still work, some a little renaming edit to remove conflicting names, and/or these decals can EASILY be used on the DLC Mirage IIIO