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Wrench

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Everything posted by Wrench

  1. did you check in the 1stGen KB (SF/Wo*). Gepard wrote 5 or 6 tutorials. The biggest bitch is getting the DEMs needed for height field creation. Most, if not all the sites are gone. The few remaining, offer nothing of value, that I've found This is NOT for squeamish. I can tell you for a fact the original KAW took me 4 years. I have a CBI map that covers approx 120 of longitude; making it the largest in surface area in the SF world. I haven't touched it since 2016. The 3w TE is a piece of crap -- it crashes for no logical reason. But's it's all we really have. There are a couple of other tools, but all they really do is fool you into thinking "you know what your doing". I, personally, don't like the results. What can take days with that, I can do in hours in the TE, and what takes hours in it, I can in minutes. To say nothing of working with the (mostly crap) tile system. You'll find so many 'missing pieces' you'll spend just as much time make the new tiles as locating all the target areas, and populating them (that's a 'hole nuther story) So, good luck! you'll need it
  2. you can only have 6 groups of weapons. anything after that has / is becomes hidden in the loadout screen, however, you can lock in a specific load (like a LANTIRN or ECM pod) to the hidden station. That trick goes back to 1stGens but the statements above are for REMOVING components. If you have to remove that many, there's something wrong with the model, or the direction the mod is going in. What it sound like is you want an entirely new aircraft, shaped like a Flanker
  3. the Noratlas has been missing from our hanger for a looong time!
  4. FIXED IT!!!! CG position, was almost 5 meters too far aft. now, it don't burn and takes off and flys and lands and stuff
  5. Shit, I've been around so long I remember when we didn't even have season!! Example, the America NorthWest terrain -- we have 4 different full terrains, one for each season, each with they're own (renamed desert) cat file as we hadn't figured out the pathway statement yet. Yes, I'm old
  6. I actually have MAX 2009, both 32 and 64 bit (i think that's how that call). One day I MUST learn...
  7. I can almost gareeentee is will. No proof, but "knowing how things be"...makes me have doubts I mean, seriously, why would one WANT to have everything dumped into an almost unmanagable mess, when creating other mods folders is so simple?
  8. mesh name is not the same as system name; I too have done that!!! (fortunately, I'm not a 3d guy, so it was a fairly easy text edit) I like how this boat is coming along!
  9. my next move!!! LOL!!! thought of it last night in shower, of all places!!
  10. Thread edited to remove non-sequiters (sp?)
  11. I can really feel you pain on that ... as only another terraformer can.
  12. in computer terms that's called a "pathway" ------------- once again, we explain how the SF2 game engines work... You do understand that every install of SF2 is a merged install??? That everything available from each seperate game is available in every single mods folder? Isn't this covered in the Knowledge Base?? All the exes use the same core files from the cats to the dlls to everything else. That you don't need to place all the new stuff into just one mods folder. You can build as many individual mods folders for whatever era and specific location grabs your fancy (this is also covered in the KB, seek "era or theater specific install creation") each individual options ini ONLY works on that particular mods folder and by inference, that specific executable (ie: SF2_WW2_ETO as an example). The only thing you can edit, as far as I know, is when the core install(s) are on the C drive, and you want the mods folders on another HD, say D or E. THAT'S when you edit the path in the options ini. Also, you don't touch the path for the screenshots; those ALWAYS wind up in a sub-folder of that mods folder. Unless, the mods folder is on another HD
  13. none are near the ground .... i've reworked the hit boxes, double checked and got all the mesh names corrected if needed. here's a shot from the lod viewer. nothings is close to the ground. Ed, I'll zip up the plane and send it to you. Needs some other 3d work, too :)
  14. could you explain what a "game direction" might be???
  15. you DO know Russo's Vulcan is in the downloads section, right??? It's a long sad story, but the upshot was a raised middle finger to someone, and the uploading the aircraft here
  16. I know THIS is even more work.... early steam-gauge style cockpit without the super modern electronics (just a radar screen near the middle). A pit like that could be used a any number of prop/turbo-prop aircraft since people are tossing out dreams...
  17. I had a gamma B-45, and used to have the max files. it's from one of our south american modders, and nobody remembers WHO!!! What I had needed a butt load of work... prolly easier for a modeler to start fresh. I'd have to check and see if I can even find them..... as to the other RAF airlifters... let me get the Hastings sorted first!!! everytime you start on the ground THIS happens (see below), yet the engines are still running. and I can't seem to get the cockpit anywheres near the external location..... DOn't understand what's happening here... although "air starts" are ok
  18. SandMartin: do you mind try to post is regular text??? That style is MOST disturbing. Don't do it again, please ========= the motto has always been: "The best little combat flight sim you've never heard of"
  19. I really AM making Veltro work too hard for these Cargomasters ... and i've apologized for ever change I asked for!
  20. To answer a question in the SF2 Forums, I present this little film I found on Operation Deep Freeze, 1961 Enjoy!
  21. No. Even the C-124s when deployed to McMurdo and the South Pole station (Amundson-Scott???) landed on smoothed sections of snow
  22. AN-22, the biggest prop transporter

    opps...you're right! dopey me was thinking the An-12!!! (having worked on Veltro's An-22, you'd think I'd remember that.!!! Too early for senility, I'm only 63!!!)
  23. AN-22, the biggest prop transporter

    hmm... re-engined to use conter-rotating props I see! nice!!
  24. that statement wins the day!!! There were/are so many things that could be added ...
  25. SF2 Patch/Update April 2012

    Version

    372 downloads

    SF2 series patch/update April, 2012
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