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Wrench

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Everything posted by Wrench

  1. unfortunately, you can't scroll around the in-flight map. It stays centered on 'your' flight. You can zoom in and out (usually with the right & left moose buttons) However, if you really want to wander around and see the sights, you can pause the game (alt/p), and use the free camera view (F12) and use the moose to 'fly' around and look at stuff. That's a very handy thing, for us terrain/targets guys! wrench kevin stein
  2. PB: meaning, reusing the same lod over, just 'tasked' with being a different terrain object? Just add the 'new object', and have it point to pre-existing lods Example, reusing the CityBuilding1 as 'Government Offices Building': wrench kevin stein
  3. Interestering .... very interesting..... wrench kevin stein
  4. Yup. All you need are the terrain objects (the light stands, walls, etc) bits dropped into the terrain foleder, added to the _types ini, and then transplant the ENTIRE airfield layout from one targets ini to the other. Don't forget, you'll also need the various Desert airfield data inis, as those have the parking and lights and other stuff positioning (as the SF2 terran cats -Germany, IsrealME, VietnamSEA no longer contain them), placed in the terrain folder of choice. like below, for the 'sun shelters' wrench kevin stein
  5. I know I went the other way with the deset and palestine maps (gepards Isreal2, converted to ww2 palestine converted yet again for WW1 usage). Dropped them into FE2 with no problems (other than the large concrete runways on the desert terrain ...) I know that you need one of the SF/Wo* terrains for the cat pointer reach-around (desert, Germany, Veitnam) But they work fine I don't remember if I took to the FE2 Cambri/Verdun and tried it in SF2 ... there will most likely be issues, due to runway sizes, for anything bigger than a P-51. Unless you do in air mission starts. as to the factory/refinery question, can't help with the MAX stuff, but once it's exported to LOD and mapped/skinned, getting it 'in=game' is a simple edit of the types ini to add it (then of course, placing it on the map via the targets ini). Don't suppose you have any off-shore oil rigs??? Be perfect for the Iran/Irag rebuild..... wrench kevin stein
  6. Birthdays

    Hoot!!! Happy Birthday guys!! wrench kevin stein
  7. Yah! That's what I'm talkin' about!!! wrench kevin stein
  8. ok ... now this IS weird... reset to unlimited, and NOW the damn things look normal!!! I'm at a loss!! (2010-B patch) wrench kevin stein
  9. Perhaps, instead of posting such demands here, you should address them directly to TK, at the 3rd Wire site? Where I'm sure they'll be given the consideration they're due.
  10. that's the 'shadow displacement issue' that only shows on Unlimted (been doing it since 12/09? 2/10?? whichever!). Drop it down to HIGH, and it'll go away. wrench kevin stein
  11. Actually, the F-106 is by Pasko wrench kevin stein
  12. Multiplayer

    No, sorry. No 'NextGens' have mulitplayer. Howeve, FEG should wrench kevin stein
  13. isn't that pointing to the worng orifice??? wrench kevin stein
  14. Unlimited also gives you all the game-generated parked aircraft, whereas anthying lower may not, or much sparser populating, regardless of PrakingChance= in airfield data inis wrench kevin stein
  15. could you clarify the question? Are you planning to archive this elswhere (ie: external HD?) or just 'backing up to patch'??? If archiving, just zip the entire Mods folder, and move it to where you want it. If planning to patch, simploy rename the Mods folder (ie: xNatoFighter4), run the patch exe, run the NF4 exe, delete newly created Mods folder, rename original --BUT CHECK ALL DATA INIS, AS THE NEWLY PATCHED CATS WILL MOST LIKELY HAVE SMALL, BUT SIGNIFICANT CHANGES btw, those instructions should be coverd in the KB wrench kevin stein
  16. I ABSOLUTELY agree ... needs TOD work, and reworkign of some of the target areas. Maybe someday... wrench kevin stein
  17. stop picking up hitchhikers???? wrench kevin stein
  18. remember what I said before about using the correct terminology? you don't add them to the decals folder, if using stock one. You add the lines to the aircraft's decals.ini. Just like what you're showing in your post. HOWEVER... if you add another style of killmark, THOSE would go into a seperate folder IN the decals folder wrench kevin stein
  19. I think the most important thing would be having templetes, eh?? Since they arent' available, and the existing skins use painted on squadron marking .... also the sad fact that not too many people are skinning WW2 mods (what with all the FM issues in 08 level 1stGEns and SF2).... Maybe a request for the skin over at the DAT site is in order??? wrench kevin stein edit: ok, just checked teh "Modlers Datafile: Beaufighter". If you have, or can get this book, I'd suggest starting on page 11 "into service". 3 airplanes at an OCU don't sound like an operation squadron in Sept 1940 to me. There's no mention of their use until AFTER full squadron workups, well after BoB ended
  20. Thre is no "TargetType=RECON" listed anywhere in a terrain types ini ... that is a mistake, and if you'd actually LOOK at the several others around, you'll see the correct type listed. I'm done ...
  21. NICE!!!! be plenty of action on this map!! (Can anyone say "First Air"??? I know you could....) wrench kevin stein
  22. I been waiting for this ... of the Navy Rhinos, prolly my fav!! thanks guys! wrench kevin stein
  23. Gerwin's Cat Extractor Utility -- s/b in the 1stGen downloads -works with both; it's only disadvantage is it extracts ALL the files in the cat, so do the extractions in a 'new' folder you create, with the extractor and such in it. the HUDData.ini is located in the FlightData.cat. BTW, there's a whole thread in the KB (1stGen, but ini editing is the SAME no matter what version) about removing the radar and info displays, and removing the background.tga as well wrench kevin stein
  24. weeeeellllllllllllll.... I thinks I'm a gonna wait just a bit longer before appllying this one. Can anyone confirm/deny the smokestacks are working again on the generator buildings and other Factory Structures?And the prop issue is fixed? wrench kevin stein
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