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Wrench

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Everything posted by Wrench

  1. TK's tires arent animated, so I wouldn't worry about it at all!
  2. campaign inis have the same format in SF/Wo* or SF2. Same procedures apply
  3. several on-line converters will do the job of lbs thrust to newton meters. check google
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. umm...how do you think we've been doing it all this time, with Gerwins??
  10. 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
  11. Dassault Mirage IIIO, RAAF

    Version

    701 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
  12. why would you even be messing with it? You'd only need to if adding a new nation, like I had to do with Panama. the reasons for some of the years is, some nations didn't exist until after the collapse of the Soviet Union, some have insigina decal changes (Egypt & Syria, fer instance), and so forth
  13. have you adjusted the rolling radius and the shock spring and damping?? (btw, this is a MAJOR issue on just about all 1stGens built prior to 06, and many built later) wrench kevin stein
  14. Happy Birthday Zurawski!

    woot woot de-woot!!! Many Happy Returns to The Great and Powerful Zur!! wrench kevin stein
  15. remove mesh trick only works on aircraft, not ships or weapons unfortunately. like WK said, there is an M60 in the old BunyPak that might work wrench kevin stein
  16. it's the same procedure for all patching (which is, YES, covered in the KB in 'patching made easy part2' post) ... if you have pulled any ini (data, avionice, loadout, etc) or tweeked them in any way, and do NOT back up ALL the mods folders, they WILL be overwritten by the new stuff. This means that any AI made flyable, will have to be done all over again if you apply the patch to your pre-existing mods folder Hence, the need to back up (ie: just rename them x*nameofmodfolder*), create the new exe copies, run each and every one, thereby creating NEW mods folders -- don't forget to start each and every game install and start a single mission-, they delete the newly created mods folders, and rename the backed up ones back to their original names. I've got 10 I have to deal with ... and, as already mentioned somewhere, Gerwin's cat extractor NO LONGER WORKS ... so we're waiting for TKs. I'm hopeing it's like the old one, and lets us pulll single files, unstead of unpacking the cursed thing!!! wrench kevin stein
  17. yup, TK said it should be out sometime next week. also, it appears that any mod that has a user-created cat is now non-functional as well. You'll probably have to extract all the bits, and place them in their proper folders (which, no doubt, will need to be created) wrench kevin stein
  18. somebody explain the "more Brit love" statement above??? more details on the changes would be helpfull....I hate patching; even someting (relatively) esay as SF2. Too many damn instlls...
  19. transfer the files by hand, allow for any overwrites wrench kevin stein
  20. Version

    217 downloads

    Ok...we're gonna try this one more time.... Dassault Mirage5COA, Fuerza Aérea Colombiana = For SF2, (Full-4 Merged Installs, at minimum, SF2:E & SF2:I) = As stated, this pak will =only= work with a Full-4 Merged install, as it makes use of the Mirage5F lod from SF2:E, and the Nesher cockpit from SF2:I. Obvioulsly, if you have both of these, it'll work (ie: Full-4 merged is best!). This mod represents Mirage 5(COA) aircraft from the Colombian Air Force, with historically accurate serial numbers. All loadouts use 100% stock, in-game items. The canopy has been activated via a manual animation key; use Shift/0 to open and close it. The data and userlist inis have been set to a 'single nation use only' type. Landing lights have also been added, for those pesky night flights. An SF2 style hangar screen is also included. As always, easy to folllow install instructions are included; so read and follow them! Let's hope THIS time, it uploads and downloads for everyone! Happy Landings! Wrench Kevin Stein
  21. while testing missiles/avionics tweek, this was just TOOOOO nice a shot to pass up wrench kevin stein
  22. File Name: Dassault Mirage5COA, Fuerza Aérea Colombiana File Submitter: Wrench File Submitted: 13 May 2011 File Category: Mirage 5 Ok...we're gonna try this one more time.... Dassault Mirage5COA, Fuerza Aérea Colombiana = For SF2, (Full-4 Merged Installs, at minimum, SF2:E & SF2:I) = As stated, this pak will =only= work with a Full-4 Merged install, as it makes use of the Mirage5F lod from SF2:E, and the Nesher cockpit from SF2:I. Obvioulsly, if you have both of these, it'll work (ie: Full-4 merged is best!). This mod represents Mirage 5(COA) aircraft from the Colombian Air Force, with historically accurate serial numbers. All loadouts use 100% stock, in-game items. The canopy has been activated via a manual animation key; use Shift/0 to open and close it. The data and userlist inis have been set to a 'single nation use only' type. Landing lights have also been added, for those pesky night flights. An SF2 style hangar screen is also included. As always, easy to folllow install instructions are included; so read and follow them! Let's hope THIS time, it uploads and downloads for everyone! Happy Landings! Wrench Kevin Stein Click here to download this file
  23. Beauty!! thanks guys. don't know what the heck went wrong yesturday!!
  24. Aviatik-Berg D.I is here

    Great first product! And the line up on your sight is QUITE impressive!! Keep up the good work!! wrench kevin stein
  25. So, its working now I take it???? Don't see any complaints, lets hope so!
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