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Wrench

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Everything posted by Wrench

  1. in respone to daddyairplanes question in another thread in this forum pity my 44+*num* decals won't work ... bleeds out the fueselage bmp. So, just go with stock and few old ones (that work!) JV-44, late 1947 (hurridly re-equipped from standing RAF stock) wrench kevin stein
  2. Don't forgot 99.9% off all the WW2 Luftwaffe aircraft were bulldozed into piles and burned (same as we did to the Japanese). Hence, the 'idea' I'd had for 'Cold War 48', using what was (then freely) available. One could fairly easily take the decals off my BLW Spit, and add it to TK's Mk.9s *, or for that matter, the Mustangs (since decals positioning on the P-51D are now well known) *some re-templating will be required to add the 'tulip', once the nose mapping is figured out* EDIT: ok, just tested .. my jv-44 fues decals are NFG in SF2. see screenshot thread for 'new' results. wrench kevin stein
  3. FC: yes it does. In the TE, I was able to id where Merrit Island (should) be, but for most players it'll be behind The Wall. To say nothing of the easily accessable Bahamas Hope you guys straightened out all the tile faults ... at least I'm adding the cities (and proper shaped Nike bases) Even thinking of rebuilding the tiles COMPLETLY using GH3 (already started -- but it'll take a looooooooong time to get that mess sorted) wrench kevin stein
  4. I'll go along, a short way, with PFunks post... re: what's harder? IMO, in descending order of diffuculty .. 1) Aircraft Cockpits 2) Aircraft 3) Decent, fairly accurate (ie: 90 percentile range)flight models 4) ACCURATE terrains, with Real World ™ representation. IMHO, the terrian editor is a POS that's a PIA to work with. And don't get me started on transions tiles (or the oftimes lack thereof) So, PFunk, do this mean Black Sea is returning?? wrench kevin stein
  5. is that a new Fargo I spy with my nearsighted eyes??? ---------- Departing MacDill ... (testing some tiles) wrench kevin stein
  6. File Name: MiG-17AS Fresco, Fuerza Aérea Revolucionara (Cuba) File Submitter: Wrench File Submitted: 02 March 2011 File Category: MiG-17 MiG-17AS Fresco-A, Fuerza Aérea Revolucionara = For SF2, (Hopefully, For Any and All with Access to the MiG-17 Fresco-A) This is a re-packaging of the MiG-17AS, (iirc) by Starfighter2, as used by the Cuban Air Force. His original readme is also included, for you history buffs. As the FAR were the only users of the 17AS, this is a 'nationalized' version; both the _data.ini and Userlist.ini reflect this. It makes use of (almost) all stock items, in particular the Fresco-A's lod. So make sure the plane-jane MiG-17 (no suffix letter) is available in your game install. In a pinch, you can edit the main ini to point to the MiG-17F lods, as they are mapped identically (don't forget to rename the skin maps to match the 17F's). A slightly revamped/repainted version of the "F6 Pylon" pak has been included for the outboard Atoll mounts. The skin is a base natural metal, with a partly repainted (from a partial template) tail bmp to add the FAR rudder flash. New Bort number decals have been created for the approx 40 used by the FAR (*note: this number of aircraft may have also included standard Fresco-A and Fresco-C). These numbers are 'best guess', as only a few listings had been found during my research. The font used is also the closest match I could find. The cockpit is Ordway's Mig Pit. The avionics ini has been 'tweeked' to add the radar ranging gunsight. A new 'generic' MiG-17 Hangar screen is included (albeit with Soviet markings on the aircraft). The canopy has also been activated via a manual animation key (use shift/0 to open and close it) As always, please READ the enclosed 'readme' for full, detailed install instructions. Good Hunting! Wrench kevin stein Click here to download this file
  7. what we also need (read: I do for the Central America map) are the funky green/blue/lightblue skins for their Fishbeds and Floggers, too! A Mig-15bis partial reskin/decal is due out soon, too wrench kevin stein
  8. I had to go look...din't remember! just plane-jane Arial wrench kevin stein
  9. PB, that IS nice!!! Can't wait for it!! wrench kevin stein
  10. oh, gods ... you have NO idea how much I miss that feature from the old Fighter's Anthology map/mission builder screens. Like PB said, you use ONE with the airfield showing, ONE with NOTHING showing, and build new layers from there. Here's a shot of how I do planning maps ....(this is the Indo/Pak planningmap3 template - I do one for each level, triples the work, the but result is nicer) wrench kevin stein
  11. if I have an 'empty' target area, I alway put somthing thing there; usual a watertower1, as it 'holds the reallity of the position', and has a 0 value, as an 'attackable' target. (you'll see that on the Iran/Iraq map) wrench kevin stein
  12. eeeeewwwwwwwwwww ---- aim-4!!!! wrench kevin stein
  13. as the guys said above, the "MeshName" I highlighted IS the mesh name of the object to be removed. wrench kevin stein
  14. "Show Cities" has never worked. and it will crash/runtime error in all SF2 series; another reason why to keep at least ONE 08 level 1stGen series on your hard drive -- it's how I make all my planning maps (of course, with a billion layer templates built OFF the original, with new dots and better text lables...) Put SFmapexe at the root folder (C:/Wings over Europe, for example) of the install, put the terrain in the /terrain folder and go from there wrench kevin stein
  15. Yes. Add/edit aircraft data ini... where ** is the next number in sequence... [AircraftData] --snippage-- Component[009]=Nose -- ///===moves to remove things===/// Component[0**]=NameOfItem (note, can also be called "Remove1" -- but must match the 'Name of Item' below) [NameOfItem] ParentComponentName=MeshName ModelNodeName=MeshName DestroyedNodeName=MeshName DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE pioneered/discoverd by Bpao himself WARNING: don't be surprised if it leaves a hole in the fuselage; it all depends on how that mesh was extruded from the parent (ie: the fuselage) Post a screenshot, if it works (or, even if it dosen't!) wrench kevin stein
  16. contributing to the Mirage-Fest and, since someone mentioned OTC, a shot over Cuba wrench kevin stein
  17. if it's the stock 3W Mirage 3 .... here's what I used for the OzMirages (and the nose gear door numbr positioning, too) [Decal015] MeshName=Tail DecalLevel=2 DecalFacing=RIGHT FilenameFormat= Position=-4.70,0.1 Rotation=0.0 Scale=0.8 DecalMaxLOD=3 [Decal016] MeshName=Tail DecalLevel=2 DecalFacing=LEFT FilenameFormat= Position=-4.70,0.1 Rotation=0.0 Scale=0.8 DecalMaxLOD=3 [Decal017] MeshName=nose_gear_door3 DecalLevel=2 DecalFacing=BOTTOM FilenameFormat= Position=0.0,3.57 Rotation=0.0 Scale=0.4 DecalMaxLOD=3 adjust decal# accordingly (15,16,17) wrench kevin stein
  18. bring-aboard weight issues, and saftey with the mountings wrench kevin stein
  19. deselxic my typing was yesturday. espeically after "The Asshat Incident" that's acutally been discussed, but the whole tileset will need replacing. No, the 17AS was actually brought about by a question from the 1stGen Forums. Thought I'd take a whack on up-converteing. They'll also be needed on the Central America map (where that shot was taken -note the use of your GH3 tiles). The problem is, I left that map so undone over 14 months ago ... trying to pickup where I left off! wrench kevin stein
  20. because when the Hunter was built there weren't any A-A missiles*. Sidewinders were under development starting around 53-54, and didn't reach operations with the USN until sometime around 57-58ish (have to double check. Research=Knowledge. *later model Swiss marks added 'winder capabililty, iirc, in the 70s* wrench kevin stein
  21. Don't forget people -- this is Gepard's Terrain; he built it -- I just made some very minor tiling changes, and targets tweeks. All my terrain inis are in ansi -- SF2 don't give a rats ass what format they're in. Of course, you'll have to edit/change/add the stone-age shader effects, and a few other items I removed from the terrain's data ini. As stated in the readme, "modern" is defined as post-2003, and not Soviet Occupied The use of Western/NATO style airbase. So, you'll have to rebuild the target's ini by replacing ALL of them with Soviet-style, like Gepard's WarPac bases. (also, stated in the readme. I don't know why I even bother writing them anymore....) The soviet union canNOT be added as a friendly nation, as it's classed as enemy in the games nations.ini. That don't means you can't fly for them...as we all have flyable RedAir. The (puppet) Afghan AF at the time, would also be enemy, due to it's use of Soviet equipment. And as the Mujha's didn't have an air force ...well, the game needs BOTH sides to be operational, otherwise CTDs may result. then you'll need to add them to the _types.ini, and replace every single one of the Taliwaker AD units with those. Have fun with that! If you'll look through the _targets & types ini I supplied, you'll find there are NO 'standard or garden variety' Soviet AD bases. As to EricJ's newly released targets mod, I cannot speak too, not having d/led it yet. (I'm busy dividing my time between the American Midwest and Central America) My part's done ... you all can pick up where I left off wrench kevin stein
  22. "We Have Cigars! Just for you!!" (will get new serials, right type before re-release) wrench ekvin stein
  23. Moved to the correct Forum You'll get better and faster answer where the folks involved can really see it. --------- Short answer is no, not yet. There's was a really old Kosovo terrain, that's not worth rebuiding wrench kevin stein
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