-
Content count
27,158 -
Joined
-
Last visited
-
Days Won
134
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by Wrench
-
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
-
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 -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yah, them Rufes is kinda weak. (can't take credit for superhuman shooting!! ) Stock 50 cals too!! guess I should up the armor a bit on the Rufes....(they definatly need a FM -- too damn slow!!) -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Nice ones Stary!! Now, on the other side of the world (and war)... Angel of Okinawa... -
F/A-18E/F for polish air force
Wrench replied to Ngr's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
yes, one wonders.... why I don't do requests -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
had to get the new Iowas in game, so I could really check it out.... Congrats to the Idiot Team!! A superb job!! Here's a screenie with particular attention to the circling drone (and it DOES fly around the ship ... very cool) -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Why Brother Sid, it's as if you know where that bridge is.... (even if it's only there after 2004) -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I had to try this ... if I didn't, Mannie would be sure too! under!! over the top, looking back! -
Namibia terrain?
Wrench replied to Stratos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
no tile set really exists that can duplicate that region ... although combinining GH3 with polak's desert tiles (suitably color adjusted for more greenage) might be usable. Though IsraelME -- might be closer, if it werent for the fact that every tile is rotated 45 degs off the normal N/S axis (which plays hell on trying to locate target items. Try fitting railroads that must run E/W or N/S or bridges across the too-small rivers.) Sounds like a good project for ya ... should get started on that right away!! (and before it's said "don't know how to use the Terrain Editor" ... NONE of us did when we first started.) -
Asking for advices about adding chaff/flares ejector
Wrench replied to Cliff7600's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
should be a SideArm in the old BunnyPak as for dispensers, have you looked at the F-104S and/or S-ASA-M mods available??? Zipper seems a poor choice for WW -- short legs and not (quite) enough ordanance. btw, a lot of the KLU Gs had ECM boxes added late in their service life. -
ID(io)T Team Iowa Class Battleship 80s
Wrench replied to ID(io)T Team's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
HOOT!!! yah, now we're talking!! wrench kevin stein -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
gravational lensing, maybe??? (yes, such a thing DOES exist) wrench kevin stein -
May 11 updates out now!
Wrench replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
That would make sense, as you're pushing the chamber pressures up. notice on the Mustang, there's a manifold pressure line, too. Wonder what the differences are between in-lines and radials (R-2800s to be specific!) -
May 11 updates out now!
Wrench replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
actually, I was thinking Russo's Jug-N!! Mabye Geo's Hellcat and/or the Corsairs (have to check and see if they had it first, off course) edit: monty's 109s!!! MW50!! wrench kevin stein -
moved to a more appropriate Forum
-
Done We now have a Screenshot Thread stickied! Enjoy my brothers! wrench kevin stein
-
cockpit harrier
Wrench replied to ddragonrojo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
you mean open the canopy? (also assuming the stock 3W ones...) no. no animation slots are left to assign. been there, done that -
Happy Birthdays to Firehawkordy (who really has forgiven me for putting an Occupation Force SAM battery in his backyard on the SoCal map) and Fatman; whom we haven't seen for a while -another of our dedicated PropHeads Gentlemen; congrats!! wrench kevin stein
-
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
experimentating with the new decal number block randomizer, while harrasing enemy aircraft over the Home Islands -
May 11 updates out now!
Wrench replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
also just noticed we're still missing the Mustang drop tanks ... there's the nodes called out, and fueltanktupe= in the data ini, they'e listed in the loadout ini, exist (the parts; bmp, ini) in objectdata001cat, and is listed in the weaponsdata ini. but a no-show on the bird using the old (and I do mean old!) ones, with the node commented out, makes them unjettisonable the WEP is COOL feature!! -
Skin StartDate
Wrench replied to pablo10692's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It sure does work... Look at my OzMirages ... the NM skins start, and then switch to the camo example: 75 Squadron, NM: [TextureSet] Name=75 Sqdn (Silver) Nation=Australia Squadron=76 Squadron StartDefaultDate=1964 Specular=1.000000 Glossiness=0.500000 Reflection=0.600000 75 Squadron, Gray/Green camo: [TextureSet] Name=75 Sqdn Camo Nation=Australia Squadron=75 Squadron StartDefaultDate=1970 Specular=0.400000 Glossiness=0.400000 Reflection=0.000000 you pick 1969 to fly in, you get NM. YOu pick 1970, it's camo works a charm, as they say