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Wrench

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Everything posted by Wrench

  1. I'd also start in BOTH the SF/Wo* and SF2 Knowledge bases and read EVERYTHING in there. Mind you, some stuff for SF2 might not be relevant (but 98.6% IS), but the basic 'working knowledge' gained will be invaluable. and welcome! wrench kevin stein
  2. the updated I/I terrain I released some weeks back has the SF2 required _water.bmp. All one needs to do to confirm is actually LOOK in the terrain folder why a particular ship dosen't work, I have no clue.
  3. veltro's computer died ... we're all hoping he come back in the near future
  4. File Name: F-11F-1 Tiger for SF2 File Submitter: Wrench File Submitted: 01 May 2011 File Category: F-11 Grumman F-11F-1 Tiger -- For SF2, Any and All -- This is an upgrade package of the F-11F by Fleet Defender & Co (originally released in 2005). All the skins and decals have been updated, with many new ones created. Ini edits fix the overbright landing light; other tweeks add new AI sections, place weapons more centered on the pylons, round count corrected, and some other minor adjustments. A new avionics ini is included, that adds the radar ranging gunsight. The cockpit used is the stock A-4B Skyhawk, which is available in all versions of SF2, excepting stand-alone SF2:I mods folders. Merged installs should have no issues whatsomever. The lead-computing gunsight statements have also been added. 4 skins and decals are included in this pak (all that I could find!). They are: VA-156 (which became VF-111 in 1959) VF-21 VF-33 VF-111 Skins are by various artists, hopefully listed (correctly!) in the Credits below. Several of the skins were repainted, from a partial template I created, to remove the painted on Modex numbers. These are now all decals. Weapons included are just the 150 gallon drop tank; all others use stock in-game items. I've added several Mission profiles that I'm sure the actual aircraft did NOT perform (Strike, CAS, Armed Recon, and Anti-Ship). They're there for the playability factor. If you don't want to perform them, just edit them out of the data ini. 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. A full credits listing of those that worked on it, or contributed parts are below, and in the original release readme included. Happy Landings! Wrench Kevin Stein Click here to download this file
  5. i would say, the drill rig, a flat platform, and the legs (wish I had a screenie of the old one from Fighters Anthology!!)
  6. sea1 and sea2 (depending if it's a GermanyCE/VietnamSEA based tileset -they use both) or just sea1 if desert based
  7. thanks! I'm having to remake all the serial number decals, tho, as they're wrong. You can't really see it, but that's a 'new' twin bomb rack on the wing (for USN/Armada) usage. (to keep things 'real', I took the screenie on the Canary Island terrain! ) It's nice having a full template, even if it's HomeGrown ™. One day I"ll release the INAS Sea Harrier Mk.51 (stand in, as it's also using the GR.1 body-even if its nose is wrong. But EVERYTHING works! and, its a waste of Ghostrider883s decals just sitting here) wrench kevin stein
  8. one of the reasone I INSIST on 'clear' tiles for airfield zones. to fix the Danish airfields, yes; they'll need reflattening. If you or some you know (not me sorry -- too busy!) can work the terrain editor, you can create a specific citylist.ini for just those 3 airfields, and use that list to reflatten them i'd call it nf4citylist.ini, and just list them out with the usual format (i'll use aaa/bbb/ccc for base name (insert the real name found in the targets ini), and xxx and yyy for the X/Y coordinates [City001] Name=AAA airbase TextureType=3 Randomness=0 PositionX=xxx.000000 PositionY=yyy.000000 Width=6.000000 Height=6.000000 HasAirfield=TRUE [City002] Name=BBB Airbase TextureType=3 Randomness=0 PositionX=xxx.000000 PositionY=yyy.000000 Width=6.000000 Height=6.000000 HasAirfield=TRUE [City003] Name=CCC Airbase TextureType=3 Randomness=0 PositionX=xxx.000000 PositionY=yyy.000000 Width=6.000000 Height=6.000000 HasAirfield=TRUE the PositionX= and PositionY= are taken from the _Targets.ini. You ONLY need the 1st 3 digits of both the coordinate sets. Example: Name=Key West NAS Position=336000.000,680000.000 Radius=6000.000 it takes 5-10 minutes to set up and so forth*. Then, after flattening, move the new HFD into the terrain folder, and fly a mission over each base. Use the free camera view to see if things are flat. Or, if you've got expansionpak 2 with the mission building, create/build a new mission STARTING from those bases. Again, using the free-camera to double/triple check everthing. now, you just need someone to do it! *=given the assumption of a preexisting GermanyCE setup Terrain Editor
  9. i'd guess something generic, like this: http://merchantmarinejobs.net/wp-content/uploads/2010/11/oilrig.jpg wrench kevin stein
  10. start looking at the PSU ... pretty much the same symptoms that my old single-core machine presented before it blowed (watching too much House... "the computer presents with random restarts and crashes") wrench kevin stein
  11. scroops???? whoda thunk it!! what a strange name!! but that's got it!!! Thanks DanW!! wrench kevin stein
  12. super easy man .... zip up the appropriate skin folders, then go the Private Messages, 'new message' to me, then attach the file (just like attaching pics to a post), then, send it! shoot .. didn't even know we HAD those skins!!! might've saved me some work. what the heck, righ! Had to do the ini work, at any rate!! edit: stupid me .... why not just use the link the nice man gave you Kevin??? (smacks head). Sometimes I just get dumb...I got the skins ...now, to resize with my homemade template (all 5, as I had to reskin for the Mk.51), and see what we gets! wrench kevin stein
  13. good one PH! I'd met Dan O'Herlihey several time when I worked in Malibu ... super NICE guy. nice -and LUCKY!!- shots Sid!
  14. looks like an incomplete alpha channel; needs to run out the border edges of the tile. open in photoshopt or other image manuiplator that can handle the 32bit tga w/alpha, and use the clone stamp tool with a large brush (50+), 'sample' the middle section, and paint out very edge of the tile wrench kevin stein
  15. The Matador.... The Matador ..... is ME!!! (bonus points awarded to ID source of quote) wrench kevin stein
  16. isn't there a 'stand in' soviet carrier in the 1stGen downloads? If that's marcello's it still gonna be a while wrench kevin stein
  17. all ini work is done; a couple new weapons, some new decals (including BuNums for the lower fin) although, the mesh name for the 'divot' at the fues star needs figuring out! US insigina are ALWAYS complete -- no holes EVER!!! if you have the skins done, I can pass that along, or send the skins to me, and i'll write up the read me (nice job on the stripes too!) Whatever you like!
  18. funny... JimBeamer and I were just discussing that via PM the last few days!! Yes, definatly .. such an itme would dress up not only the Persian Gulf, but ASW, SoCal, Libya, Iran/Iraq and a couple others! wrench kevin stein
  19. great ... now I'm gonna have the theme music from "Battle of Britan" in my head the rest of the night... no, seriously, it looks great! just need the proper Mk.1, and there ya gone
  20. (is the in the correct forum? as is asks about Gen1 aircraft..or is it pertaining to Gen1s in SF2?) did you try renaming the glass tgas in each skin folder (where they need be, btw)? are the reflection statements called out in the various cockpit inis?? wrench kevin stein
  21. I mean, seriously....how hard can it be?? you see before you approx 2 hours work, using all stock parts and some new decals (more in the making). Same thing I did with the INAS SeaHarrier Mk.51s -- just used the Harrier 1 from SF2E. The differences are soooooooooooooooo minor, as to mean less than nothing VMA-513, approx 1971/72 the only thing I haven't/can't figure out, is where the damn rudder is mapped to, for the blue background and white stars!! wrench kevin stein
  22. Happy Birthday Muesli!

    Whoot Whoot!! happy birthday!! wrench kevin stein
  23. Suggest checking the userlist inis for each of those birds, AND the textureset inis as well ... textureset ini now have a DefaultStartDate line, so if a certain skin (say a camo) wasn't available BEFORE a certain year, it won't be in pull down. Given the timeframe, its quite possible all the WarPac users may only have the natural metal skin
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