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Wrench

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Everything posted by Wrench

  1. up at the top, at the bottom of the ]AircraftData[ section: [AircraftData] DestroyedModel=Spitfire9c_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=2915.0 EmptyInertia=9437.3,6601.0,13770.8 ReferenceArea=22.48 ReferenceSpan=11.23 ReferenceChord=2.13 CGPosition=0.0,0.0,0.0 CockpitCGOffset=TRUE OnGroundPitchAngle=11.5 Component[001]=Fuselage Component[002]=Nose Component[003]=LeftWing Component[004]=RightWing Component[005]=Tail Component[006]=LeftStab Component[007]=RightStab Component[008]=VertTail Component[009]=LeftOuterWing Component[010]=RightOuterWing //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
  2. search function not working, I guess.... http://combatace.com/topic/44621-adding-objects-to-your-target-areas/
  3. I don't believe this

    beg to differ ... Nellis in just outside Las Vegas (been there, done that!) wrench kevin stein
  4. Happy birthday Silverbolt!

    HOOT!!! happy birthday dude! wrench kevin stein
  5. see my eariler response about static ships (around here somewheres...). It's the same thing, using the same procedures wrench kevin stein
  6. They install, basically, just like 1st Gens. For this exercise, we'll assume a standard 1stGen aircraft, with the /D decals sub-folder within the skin folder (more on that later...) Locate the "mods folder" (for our example, we'll just use my SF2 install, yours will have a different name, and mine is Winge7) C:\Users\kevin\Saved Games\ThirdWire\StrikeFighters2 open that, locate the /Objects/Aircraft folder Drop the aircraft directly INTO the /Aircraft folder. Now, it gets a little more tricky, if one wants the decals to appear without a buttload of rigamarole... In the /Objects/Decals folder, ALSO copy/paste the entire aircraft directly into it Then open the aircraft folder (it's copy in the /Decals folder) and delete everything but the skin folder-that means all the lods, inis, etc. (shoud look like image 1 below) Then, opean EACH skin folder and delete everything EXCEPT the /D subfolder. It should look like image 2 below. what this method does, is prevent the end user from having to re-write the decals ini, and is far, far simplier and more effective. and that's basically it. there is some fine tuning needed sometimes (usually NOT to skins/decals), but thats for another day wrench kevin stein
  7. Somebody's NOT happy we're flying over their house... wrench kevin stein
  8. 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
  9. oh, you this one: http://youtu.be/oJ3oQMLMBnk
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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...
  17. !! did I ever apoligize for putting that SAM battery in your backyard, on the SoCal map??? wrench kevin stein
  18. 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
  19. 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
  20. exhaust position is incorrect ExhaustPosition=0.0,-6.5,0.115 AfterburnerEmitterName=AfterburnerEmitter AfterburnerEffectSize=0.9
  21. Flight Model (ie: the data ini)
  22. 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
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