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Wrench

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Everything posted by Wrench

  1. I think you can pretty much write off the WW2 stuff, until the FMs are all upgraded to at least 08 1stGen standards, and the new propeller issue is resolved. There are also LOD issues now cropping up in SF2 that never showed before in 1stGens. Meaning: all the damn things need rebuilding Horrible thing to hear from the Head Prop Head, huh? But, facts is facts... NOBODY is more adamant about getting a good WW2 mod set going for SF2 then me ...I've already got over 5 years invested in WW2 1stGen stuff, and really REALLLY want good, solid, working "things" for my WW2 playgrounds. (makes me wanna weep sometimes...) --- As to terrains, don't forget Central America, MidWest USA and I'm certain one or 2 others.... I'd love to do something around South Africa, but can't find a good DEM to start from. wrench kevin stein
  2. did you add the avenger gun sound to the soundlist.ini??? You have to do that, too wrench kevin stein
  3. Waterworld!! If you look carefully, you can almost see kevin costner!! wrench kevin stein
  4. I wonder if that explains WHY they're so damn dark!???? wrench kevin stein
  5. i like it!! wrench kevin stein
  6. File Name: F-4E Phantom II, RAAF File Submitter: Wrench File Submitted: 08 December 2010 File Category: F-4 F-4E Phantom II, RAAF For SF2 (any and all, Merged or not) This mod creates a 'stand alone' aircraft, using all in-house/in-game stock bits, to recreate the 24 Phantoms used (for a short time) by the RAAF. All new, 100% historically accurate serial number decals have been created for all aircraft. Data ini edits change (essentially) nothing, but nationalizing the aircraft to Australia. A new userlist is incuded -- the only real changes are that I 'cheated' and extended the EndServiceYear to 1980. The canopy is active via an animation key; use shift/0 to open and close it. As the standard, garden variety F-4E (no year suffix!) exists in all versions of the game, this mod should pose no issues whatsoever for those that (for whatever reason) have not merged their SF2 installs. These would be, in Real Life ™, the 1969 Model year Phantoms (hence, they're spurious A69 RAAF coding) You can use this pak in one of two ways: 1) Stand alone aircraft (as designed), or 2) additional skin/decal set for the F-4E. If done as an additional skin, a decals ini just for that has been provided. A new userlist has been created, extending the operational years past what is historical. (Australia is actually listed on the F-4E's userlist, but only for a very few years 70-73). They now are operational from 1970-1980. As always, READ the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs/requires/should have, to make it a LOT easier to install. Also, as usual, the expected 'Notes and Other Nonesense' comments by me. Good Hunting Down Under! Wrench kevin stein Click here to download this file
  7. Lets see .... I have a full merged, PLUS each one in it's own mods folder. The advantages, spoken of myriad times in threads beyond number, are that you can custom tailor EACH mods folder to fit exactly what the Theatre/Era should contain. Is there/Can There be a lot of duplication? Sure; it's to be expected Other than the 'total conversions' we/I'm working one, that gives 6 game installs. Don't forget, too, that ALL campaings can be run/accessed from the MAIN SF2 install. So, add an additonal 3-5 (Indo-Pak, Iran-Iraq, DS, KAW, and whatever else is hiding out there) It's End User's Choice, based on HD space (hell, I've used up just under 50% of my 750gig HD already! Of course, some of that is p0rn ) One can, and should, always thin down the mods folders, removeing unwanted/uneeded aircraft taht don't fit the time frame or theatre (like PLAAF Migs over Central Europe -- but that's what the userlist and terrain's LimitedNations statements are for, hopefully -which still dosent' explain the occasional Soviet Meteor!) wrench kevin stein
  8. just saw something wierd... look under the wing, just aft of the prop disc. Odd to see the aircraft's shadow disappear,eh? I think the disc is wa too dark and solid looking. This is the STOCK disc from the 08 level Objectcat (stock 0-1E, too). Does the same with propdisc2.tga from ObjectData001, too. So, methinks its somekind of a combination of shaders and tgas and something we haven't thought of yet. wrench kevin stein
  9. "Save As...." wrench kevin stein
  10. The lod might be in Unicode, therefore nothing you can do about it. Perhaps it's time to bite the bullet, and move up? wrench kevin stein
  11. I think the term you're looking for is "night and limited all weather". Don't forget, all were GCI controlled anyway. It makes no difference in game terms; the AI will fly whenever it wants. Always has, always will. wrench kevin stein
  12. Kuwait is a selectable nation for the F.53; just check the userslit ini for it. (needs proper serials, of course...) wrench kevin stein
  13. Happy Birthday

    HOOT! Happy Birthday guys!! wrench kevin stein
  14. Yup, the same way I added the RWR screen to the F-100 & F-104, by 'sacrficing' the 2ndary ADI gauge ---- Forgot the add this fix for the flipped flaps: add these 2 lines to the flaps statements: [LeftFlap] ModelNodeName=Flap_L ReverseModelOrientation=TRUE [RightFlap] ModelNodeName=Flap_R ReverseModelOrientation=TRUE wrench kevin stein
  15. Great! I'd start with TMF's Corsairs (and your Invader!) Aircraft that aren't showing this issue: C-119 B-29 Pasko's Yaks 3/3RD/9 to a much lesser degree ... they're still round, but very dark when viewed from the back/front, and the prop tga seems concave/convex .. like 2 parenthessis back to back --> () Buny's old AT-6s Haven't tested any ww2 DAT birds or Wolf257s stuff at all in SF2 The old props, even those that work are showing a VERY heavy shadow ... maybe tweeking that ini as well?? And where does one put the AIRCRAFTSHADERS.INI? Root of Objects?? (although, fixed tgas will probabloy take care of it) wrench kevin stein
  16. CP wrote on the 3W board: Now, the only question I have, is how to do that without creating a new alpha channel??? wrench kevin stein
  17. Is this even in the right forum?? There is no Exp2 for 1stGen 3W games wrench kevin stein
  18. There's only one, and it works with 06 and 08 level games. (in other words, the one with the exe dated 11/05/04) wrench kevin stein
  19. Cool!! Well, since were editating the data ini ....add this to the [Nose] SystemName[005]=Canopy and add this below the pilot/crew statements [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 AnimationTime=3.0 AnimationID=10 shift/0 will now open/close the canopy wrench kevin stein ps: the mystre might be a good replacement for those Farmers without radar
  20. Ok spent a while on this .... some aircraft seem ok, other not so. Below is the same AD-3 as above, but with a different prop tga, renamed to replace the original (although it too, needs a new slow prop node, as when the engine is shut down -control/I- the prop stops as a blurred disc) NOTE === This will NOT fix every aircraft with the problem (like the new Invader) extract ObjectData014, and copy/paste the 2 P-51 prop tgas into the various and sundry skin folders. Those 2 are: P-51_PROP_FAST.TGA P-51_PROP_SLOW.TGA backup the orignal prop tgas by reanaming them something easy remember (ori-name.tga, or xname.tga). RENAME the P-51 prop tgas to match; ie: PropDisc, PropDisc01, etc. Go in game and test -- each one! REMEMBER!! for multiple skined aircraft, you must put the new tgas into EVERY skin folder (and the canopy tga, if used, also) A great number of these older birds will most likely need some data ini tweeking (TMF Corsairs, Pasko's Yaks fer example and so forth) to perhaps adjust the prop speed statements. YOu should not be able to count/see the blades when the engine is running!!! A great deal MORE testing will be required to rectifiy this issue wrench kevin stein
  21. an it ain't just the Invaders.... our Skyraiders and Corsair's too oddly, Russo's Jug is working fine! On the player aircraft; my wingman seems to have an "issue" Hopefuly,we can figure this out ... or there goes all the WW2 mods right in the s**tter.... wrench kevin stein ps: oh, and did I also mention, all the smokestack effects no longer work too.
  22. Gibraltar Buildings & Trees

    YOU did good, I did bad!! Got caught up in a bunch of SF2 fixes, and sadly didn't give my attention to this. wrench kevin stein
  23. Gibraltar Buildings & Trees

    that the one on the Spanish side, n/w of Gib?? (algecirs??) IIRC, it's not the only one. I've not be able to rebuild the texturelist ini, to move the tiles to a more "flat" region. No matter what, I seem to keep missing one tile!!! I'll try and get back to it, after the beginning of the year. wrench kevin stein
  24. Version

    494 downloads

    Modern Darwin Terrain, Update Pak For SF2 - Full-4 Merged Reccomended (but not fully required) This is an update pak for the Modern Darwin/Timor terrain I released in 2009. It is designed to replace some small bits inside, so you =MUST= have the 2009 update pak for this terrain to install -this- package into. You can find it at the following URL (this is the complete terrain, WITH tiles): http://combatace.com/files/file/6089-modern-darwintimor/ This pak updates several inis to SF2 levels, adds a few little fixes to some terrain objects, and for the 12/2010 patch, adds the _Water.bmp that the new mission builder requires. Targeting remains the same, although the Runway2 has been 'repaved' to a full concrete/macdam surface (no more dirt). Some "other items" have also been updated. The LimitedNations statement has NOT been added, so anyone and everyone can fly here. As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. REMINDER: this is NOT for the DAT's Timor terrain in their all-inclusive "Wings Over Timor" mod!!! This is for the terrain update listed above ==ONLY==!!!! Happy Landings! Wrench kevin stein
  25. somebody's missing a tile!! you need a few of the ISFARMAB.bmps!! (although I'd prefer one without the extra farm bits, totally empty) wrench kevin stein
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