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Wrench

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Everything posted by Wrench

  1. is there a 2-AHM rack that they need to be loaded on? (like the 2IR rack for the A-10s) Don't forget to adjust the loadout.ini, as that's WHAT tells the game engine to load the 2-AHMs, and add (if the aforementioned rack exists,) the 2AHM statement to the hardpoints in the dataini, and the rack type to the loadout ini example: (F-105G with dual ARMs) [sEAD] Loadout[01].WeaponType=AGM-45A Loadout[01].Quantity=2 Loadout[01].RackType=2ARM Loadout[02].WeaponType=AGM-45A Loadout[02].Quantity=2 Loadout[02].RackType=2ARM Loadout[03].WeaponType=AGM-78A Loadout[03].Quantity=1 Loadout[04].WeaponType=AGM-78A Loadout[04].Quantity=1 Loadout[05].WeaponType=f105_650gal_sea Loadout[05].Quantity=1 (rack statement in bold, so you get the idea) wrench kevin stein
  2. that the WoE/WoV/WoI terrain editor DON'T CARE which/what HFD it opens? That as long as you have the correct texturelist ini, for whichever terrain you're fiddling with, it'll open --and open correctly with all the stuff where it's supposed to be?? As some of you may have guessed, I'm doing some reworking on the Cuba/Florida terrain from OTC. And just for s**ts and grins; after spending 2+ days *&%$#ing around with it in that crappy SF TE, took a chance and created a stand-alone Cuba-only TE, will all the specific stuff for JUST this terrain (I have a habit of doing that ... creating seperate TE folder for seperate terrains -- keeps things MUCH simplier!) TOD creation is SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO much easier; the "work area" is twice as large, and the zoom is better (if if the 1600 is "misplaced") Any other TE guys still using that SF for desert-based terrains, move it over and try this! YOu won't be sorry! Wish I'd known ths 3 year ago.... The screenie below is the main work screen -at the standard, 'full size' or 100$ size. You can zoom down to almost individual pixels (yes, that's a new tile) wrench kevin stein
  3. well, I had been using the desert TE for ALL terrains using desert tiles. This works the same, and is easier on my old, wornout eyes (too much p0rn maybe???) TOD creation is a nightmare ... the only thing I can't do is like Stary does, and 'add in' those cool other buildings. Never figured that out, even with Deuces' tutorial, so I use the stock littler ones. Best advice for that, is follow the street patterns ... I always use the philosophy of 'it is man made, or G*d made?' Bulidings should follow a somewhat organised pattern; trees (outside of cities) should be random, more natural looking. Stary, I was actually gonna hit you up for some TODs! Need some for the new river tiles in the Panama (GH3 based) and for here as well, once I finish tile creation/importation. I've only added 18 so far, with anothet 8-10 to go. Your treemods rooolz on the terrain! For the 'new' sea/plains tiles, I can do those, as they're used for Cape Canaveral, and want it not quite as overgrown as the Everglades. (hhmmmm....swamp tiles???...have to experiment with that...) (oddly enough, I still have Deuces' original TOD inis, from 2003, as they came WITH the terrain!) wrench kevin stein
  4. go for it. major lee is excepitionally cool wrench kevin steim
  5. Have you tried adding "LGB" to that staion's AllowedWeapons= listing? Since that's the store type.... A quick look at any Data ini for post-mid-1960s style aircraft will easily confirm this (ie: like any USAF Phantom, fer example, F-4D and later). Also covered in one of the weapons editing threads in the 1stGen KB) It's NOT the rack, but the AIRCRAFT hardpoint. MERs and TERs don't care what the bomb is, as long as it's a bomb (Mavericks excepted; since those are missiles, and use TLR) wrench kevin stein
  6. for each gun, AimAngle=*.*,*.*,*.* where each * Are they high or low? Probably have to adjust the y axis (middle number) For example, on the B-57s, using the F-4B pit, its' AimAngles=0.0,-1.5,0.0 raises them up closer to center wrench kevin stein
  7. Again, moved to the proper Forum. You'll get more answers, and of the proper type (like Baltika's above) IF you post your quesitons in the right place
  8. ARe we speaking of "Microsoft Time" (you know, when the progress bar says '1 second remaining, that sits there for 72 minutes) Or "Real World ™" time, as seen on my a-tomic clock (or Swiss Army Watch?) Or time flow at high sub-Cee velocities (as viewed from inside the craft????, or from outside the craft?) Perhaps what is really lacking, is a true defination of the Observers location and velocity, as opposed to the observed object?? And since observing the object changes how it's precieved ... well, that's another whole can of worm(holes)! wrench kevin stein
  9. File Name: MiG-15bis Fagot-B, Fuerza Aérea Revolucionara (Cuba) File Submitter: Wrench File Submitted: 03 March 2011 File Category: MiG-15 MiG-15bis Fagot-B, Fuerza Aérea Revolucionara = For SF2, Full-4 Merged, PLUS Expansion Pak 1 = As stated above, you MUST have -at minimum!!- SF2 (full-4 merged) plus and/or SF2I with Expansion Pak 1, as this added the 15bis to our aircraft stable. As I have a full-4 merged, plus both expansions, I can't say for sure it's available any other way. The skin, is a base natural metal, with a partly repainted (from a partial template) tail bmp to add the FAR rudder flash. The stock in-game Bort number decals are used, as all the photographic evidence seems to point that way. (in fact, other than the repainted tail bmp, everything is stock!) The latest (as of 1/11 patch) _data ini is included, as I've activated the canopy, added a different pilot (my craptastic PilotER), and a seat ("liberated" from Pakso's old version -- fits quite nicely, too!) for him to park it on. The 'main' ini is also included, as I've included Ordway's Mig Pit, making the aircraft player-flyable (as if you all haven't done that alreadly!). The engine sound has been set to the old TMF "MiGEngine.wav" (not supplied), but there are several good/better ones out there for you to find. The canopy is activated via a manual animation key (use shift/0 to open and close it). As always, fairly easy to follow, highyl detailed install instructions are included. So, please read them .... ¡Aterrizajes felices! Wrench Kevin Stein (hope the translation came out ok! or at least right!) Click here to download this file
  10. "rolled on the thighs of virgins!" wrench kevin stein
  11. 000000hhhhhhhhhhh..... I MUST have that Flying Saucer!!! It'll replace the (somewhat defective) Avro-Car as my UFO of choice!! That tank is frakking AWESOME, too!!! PH: I agree, somewhat. It just "feels" odd to see them on a Spit! Maybe I'll do a Mustang or Jug (N) next Spinners: of course, I had to pick a winter day to have the window open!! wrench kevin stein
  12. of course, extracting the 150-odd cockpit bits from WoE or WoI's Eagles is probably too much work.... wrench kevin stein
  13. and the routes are all there in the movement ini?? (btw, afaik, "AllowedMmissionTypes=" is only an SF2 thing; the stock 08 level terrain main inis don't have it. Again, afaik, it's not supported in 1stGens) Looking over the download, that mod is for SF2 only. So, the question is: WHICH game series did you install this to?? It's highly likely that is may not 'work as advertised' in 1stGens with some editing.
  14. If you are, I HOPE you brought enough for everyone.... No, I've seen it too recently, i'm on Win7, exp2, fullmerged, DX10. I can't remember exactly whcih .. i know the Viggen (DAT), maybe Russo's P-47N. ... was 1 or 2 others, but I've recently developed a case of CRS* Somebody, somewhere, posted something about the '2 sided mapping' being part of the problem, due to the fix for the prop issues. That's what I DO remember! Wrench kevin stein *CRS= Can't Remember s**t
  15. You can go ahead and release that ... pretty sure boopi has left the building, pretty sure no one will complain (I certainly wont!!). That is a DAMN sight better than the fishbed pit we used before. Go for it, brother!! Our radar-equpped Red Birds desperatly need a good pit (or reasonably facsimilie thereof) wrench kevin stein
  16. for Fast Cargo... apparently, yes, you CAN get there. I'd pulled back the view for this shot, but I was right over that small island. I"ll have to place something there*, fix the inlet on the Merritt river, and see if I run into (suspenseful music...) The Wall (sorry, can't do nothing about the barrier islands ... there's just no way to make them -- and make them resonably thin --had that same problem with the Texas map ..and THOSE were a nightmare!) wrench kevin stein (*given the time frame intended, there's some V-2 launchers I can 'liberated' from the Euro WW2 map...) (I really, really, TRUELY don't want to make river tiles for this map...)
  17. Mostly; just destroyed in place. well, as we don't have a NextGen (fully capable) D or an M, I'm sure a quick re-decalling of Russo's N would suffice. (still needs FM work, but is fairly 'stable', as tested in KAW) Again, doing Mustangs is a no brainer! And other than my aforementioned decal glitch, niether was the Spit wrench kevin stein
  18. hmmmmm....17PF/PFU cockpit ... niiiiiiiiicccceeee!! wrench kevin stein
  19. It would really help the troubleshooting procedure IF you'd tell us which terrain you're having the issue with. Have you looked at the movements ini for said unknown terrain, and are those mission types allowed??? wrench kevin stein
  20. Yes, we will. wrench kevin stein
  21. EJ: if you turn on the HUDDebug, it'll give you some VERY accurate aerodynamic readings wrench kevin stein
  22. 'prolly the same way I did for my WW2 mods, a coupla years ago. create a "new" ship item from the CV, withOUT the ability to launch/recover aircraft (its a simple data ini edit). It's just treated like any other warship. Add to _types ini, place via _targes ini and you have carriers you can attack and sink (btw, they DO shoot back) wrench kevin stein
  23. that looks perfectly Russian to me ... like it was built in a boiler factory by tractor mechanics!! (reminds me of a MiG-17 I saw at McCellen AFBs museaum some years back .. the 'restorers' had used standard sheet metal screws to reattach some of the skin panels! Looked awfully odd with slot-head screws!!) wrench kevin stein
  24. Version

    164 downloads

    MiG-15bis Fagot-B, Fuerza Aérea Revolucionara = For SF2, Full-4 Merged, PLUS Expansion Pak 1 = As stated above, you MUST have -at minimum!!- SF2 (full-4 merged) plus and/or SF2I with Expansion Pak 1, as this added the 15bis to our aircraft stable. As I have a full-4 merged, plus both expansions, I can't say for sure it's available any other way. The skin, is a base natural metal, with a partly repainted (from a partial template) tail bmp to add the FAR rudder flash. The stock in-game Bort number decals are used, as all the photographic evidence seems to point that way. (in fact, other than the repainted tail bmp, everything is stock!) The latest (as of 1/11 patch) _data ini is included, as I've activated the canopy, added a different pilot (my craptastic PilotER), and a seat ("liberated" from Pakso's old version -- fits quite nicely, too!) for him to park it on. The 'main' ini is also included, as I've included Ordway's Mig Pit, making the aircraft player-flyable (as if you all haven't done that alreadly!). The engine sound has been set to the old TMF "MiGEngine.wav" (not supplied), but there are several good/better ones out there for you to find. The canopy is activated via a manual animation key (use shift/0 to open and close it). As always, fairly easy to follow, highyl detailed install instructions are included. So, please read them .... ¡Aterrizajes felices! Wrench Kevin Stein (hope the translation came out ok! or at least right!)
  25. OH NO!!! Not the the evildamncommbuilding again!!! wrench kevin stein
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