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Wrench

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Everything posted by Wrench

  1. Somebody's NOT happy we're flying over their house... wrench kevin stein
  2. was experimentating with that the other day, but was only partly successful. Removed ONE wing bulge, and none of the cannon barrels (trying to make a Mk.1) These are the statements; there may be other mesh/node names I'm mising, so break out the UNICODE compatible hex editor to read the LOD: (add to the AircraftData section) //moves to remove cannon barrels// Component[011]=Move1 Component[012]=Move2 Component[013]=Move3 Component[014]=Move4 [Move1] ParentComponentName=fuselage ModelNodeName=20mm_barrel_R DestroyedNodeName=20mm_barrel_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move2] ParentComponentName=fuselage ModelNodeName=20mm_barrel_L DestroyedNodeName=20mm_barrel_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move3] ParentComponentName=fuselage ModelNodeName=cannon_bump_R DestroyedNodeName=cannon_bump_R DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Move4] ParentComponentName=fuselage ModelNodeName=cannon_bump_L DestroyedNodeName=cannon_bump_L DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE wrench kevin stein
  3. oh, you this one: http://youtu.be/oJ3oQMLMBnk
  4. I take it you haven't seen my A-1H & J upgrade paks for the stock Skyraiders?? From the readme: I know WHAT to do, and HOW to do, I just don't WANT to do it!! Actaully, rethinking to what we had to do with Monty's for KAW, using BOTH the RotatingPylon and MovingPylon statement, still left the weapons behind, until we cut the plyon meshes from wing, and rebuilding the attachment point setting from scratch (and duplicating them, as well) Don't think that TK gonna wanna spend the extra time and money for piece of eye candy like this, that truely serves no purpose wrench kevin stein
  5. yes, we'd need s**t-loads of seaweed tiles, plus lots of decaying sailing ships (one of which is fake, and has an elevator tube to an "enemy submarine", with a laser gun on top (with the dudes seen below -sorry for the small size) or s shown in this historical record http://youtu.be/o8uF_Hsef2Q wrench kevin stein btw, the OTC Cuba/Flordia map covers the entire Triangle region already
  6. add them as a specific target area, with a ActiveDate= and InactiveDate= maybe??? [TargetArea184] Name=Beach Red Position=276000,590858 Radius=1000 ActiveDate=11/01/1962 <-- InactiveDate=01/31/1963 <-- Location=2 Alignment=Friendly Target[001].Type=USFlag Target[001].Offset=0,0 Target[001].Heading=0 Try it, and see if it works! having a similiar issue in cuba the the para drop zones and landing beaches wrench kevin stein
  7. AFAIK, and hope a Campaign Guru corrects me, the SAMs are set in the terrain _Types.ini; either as seperate battery-style target areas, or said batteries built into existing targets areas. So, if more are needed, the desert_targets.ini would need their addition. As they've been before (look at the VNSEA, and GermanyCE_targets ini), and you'll see the sams and various search and track radars built in wrench
  8. fire the helmsmen??? looks like a shipping route needs re-routing! (oh man, been there done that!) Or it's Elric and the other incarnations of the Imortal Heros in the Ship(s) That Sail Over Land and Sea?? wrench kevin stein
  9. mine work (from Gunny's Pak). Try those. I also have some working para-flares with long hang times for those pesky night interdiction missions over Korea/Early VN wrench kevin stein
  10. I've never tried whole dates, just years. Say, a 39-40, then 40-41. Roundels/other markings as decal are an easy edit (to leave off!) wrench kevin stein *tried the black/NM or white skin on the DAT Hurris and Spits, but due to mapping the Hurri's radiator will either be all black or all white (a decal can fake it, though). Same with the spits Have a semi/partly completes 1sqd AASF skin for the Phony War I never finished...
  11. !! did I ever apoligize for putting that SAM battery in your backyard, on the SoCal map??? wrench kevin stein
  12. SF2 really is the way to go... so many improvements... You don't have to worry about relearning everything for SF2, it's basically the same. The differences are the core files are located in the protected regions of the HD, and all the 'goodies' (aka 'the mods folder') are in the MyDocuments (xp) or SavedGames (vista/win7) The formats of the folders are the same, expect for one major exception ... decals now MUST be in the /Objects/Decals folder. SOme minor moving of folders/files is necessary (and then deletion of unneeded stuff in said skin folders), but it's easy Good to see you back again! wrench kevin stein
  13. In particular, this is directed to StGs in North Africa.... It seems the StGs carried their lettering; T6+AM on the uselage, where the 3rd letter is the individual call for each aircraft The question is: did they carry the individual call letter under the wing? Sommat like this: + A None of the pictures/profiles and such that I've got in my various and sundry books on the Stuka in NA seem to show it (in particular in the time of the retreat from Benghazi west to Tripoli, and during Torch and the departure from Africa). btw, this is for a new variant based off the B, with LOTS of fixes. Eventually, I'll apply them the B and release an update, as it's sadly in need of some tweeking (don't even get me started on the lights....) wrench kevin stein
  14. exhaust position is incorrect ExhaustPosition=0.0,-6.5,0.115 AfterburnerEmitterName=AfterburnerEmitter AfterburnerEffectSize=0.9
  15. Flight Model (ie: the data ini)
  16. you can do the same for skins, too, below, from my unreleased MirageIII0, switching from NM to camo: [TextureSet] Name=76 Sqdn Nation=Australia Squadron=76 Squadron StartDefaultDate=1967 <-- Specular=1.000000 Glossiness=0.500000 Reflection=0.600000
  17. Iran/Iraq terrain -completed and released India/Pakistan terrain -completed and released Korea terrain completed; awaiting aircraft/ground objects/campaigns India/Pak aircraft need releasing; my mods folder for I/P got f***ed up in the last patch, and I (stupidly!) didn't have a back up that survived. So, I'd hope the other teammates will package the necessary aircraft and release them. Then, a campaign guru needs to build the various wars. OTC/Cuba terrain, nealy finished -- final targeting and movments ini in progress. Then, off the eburger for campaigns. (some aircraft being redone -like the Neptune in the screenies thread) Ok?
  18. the S.6B would be good for the unfinished "Air Race" terrain. Unfortunately, with no multi-plaeyer in SF2..... Yes, Light and Mediums will be needed Havoc/Boston (at least 4/5 variants C/G/J) Mitchells (B/C/D/J/H) remember too, folks, it's not just ETO/MTO we have to think about ... there's all that wonderful stuff in The Pacific to shoot up! ------------------------- Has anyone thought about trying to contact Wolf257, and see if he still has his max files? I'm sure our 3dGuys could cut the meshes to create moving control surfaces; this also keeps the dozens and dozens of skin/decal sets from having to be remade. (he also showed, once upon a time, a Spit and Hurri in the works....) wrench kevin stein
  19. add the proper effect callout in data ini perhaps???
  20. start with a known position -- for nose, in this case, it's the pilot position, then move forward or aft depending
  21. Inspection at-sea the actual photogrpah can be seen here: http://upload.wikimedia.org/wikipedia/commons/b/b6/P-2H_Neptune_over_Soviet_ship_Oct_1962.jpg wrench kevin stein
  22. I'd also like to remind everyone (expecially the 3d Guys), that as far as I know -and of course, I'll have to ck with Major Lee on this, the "Great Gabby Autograph Giveaway" is active http://combatace.com/topic/58359-the-great-gabby-autograph-give-away/
  23. if you're meaning the destroyed model, and it's associated effect, No don't work in 1stGens, as its not coded for it
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