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Wrench

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Everything posted by Wrench

  1. pretty much all the 'new' stuff goes here. wrench kevin stein
  2. there are no templates availalbe for any SF2 aircraft. Unless you make them yourself (not difficult, just time VERY time consuming) wrench kevin stein
  3. prolly be the same as any other NATO equiped airforce, using US equipment. Save a hell of a lot of time in editing loadouts! <grin> (btw, if you look at the A-7E's Userlist, Greece is listed) wrench kevin stein
  4. that's WHY we create the extensive, detailed readme. so people can ignore them wrench kevin stein
  5. it dosn't matter at all ... I've used both with no problems wrench kevin stein
  6. they all have the ability to do it, provided you have the requsite GroundObjects (read: CVs), but only in user-made scripted missions. in fact, NONE of the series has the ability to have carrier-based missions using the in-game single mission generator. wrench kevin stein
  7. wan't BlackFly Prod. doing one???? wrench kevin stein
  8. look for a misplaced comma (,) in the section of the relevant airfield ini, that has the game generated parked aircraft. Ran into that a few times meself EDIT: look at item #4... easiest fix is just renumber the parking slots wrench kevin stein
  9. isn't it pretty well explained in the Spectre8750s readme??? I'd suggest re-reading it. wrench kevin stein
  10. The real question should be: .. . ... .... How much hard drive space do you have??? That's the only physical limit wrench kevin stein
  11. have you checked the 1stGen D/L section?? http://combatace.com/files/file/5-a-7b-corsair-ii-for-strike-fighters/ http://combatace.com/files/file/529-a-7e-corsair-ii-addon/ http://combatace.com/files/file/530-a-7d-corsair-ii-addon/ not to denegrate AD's work ... which at the time pushed some game limits, but there should be TMF Corsair IIs in the SF2 section ADs WILL need some reworking to bring them up the SF2 standards (expeically with respect to the HUDs, FMs, etc) wrench kevin stein
  12. Photoshop, paintshoppro, GIMP, as you need to make the kill mark decals as 32-bit tgas. there should be a bunch of killmark decals in the 1stGen skins section. Look in there, and/or use the site's Search function. wrench kevin stein
  13. Well, since we're doing Persian Gulf, stuff, why not a shot off the Iran/Iraq map?? "Dawn Patrol", departing Masjed Soleiman AFB wrench kevin stein
  14. they're called 'tiperons'. NO, really!! the rivets look great!! wrench kevin stein
  15. Yes. Read the readme taht come with it, and it'll explain a LOT. BTW, there's a new -2 version, WITH correct cockpit coming with the KAW Mod, too. wrench kevin stein
  16. took me 13 seconds to convert it. as to the road tiles, what about reusing the GermanyCE's, suitably repainted for desertsand/mountain/farm, etc (plus the required transitions of course). I calculated the need for approx 57 tiles (give or take a few) wrench kevin stein
  17. Sure thing Dave; mind you, it's not fully targeted, and the movement ini needs complete rebuilding. I have some tweeks for the F-4D and Ant's F-4E as well (as well as the Iraqi birds need some reworking -the Su17/Su22-, as definately do the F-5s FMs). Even have some new-ish/dedicated ground objects. Speaking of Iran/Iraq, one should always pay close attention to warning/saftey signs when working with nuclear materials. Don't be a Homer Simpson!!! ('borrowed' Gepard's new reactor building from the PersianGulf terrain) wrench kevin stein
  18. again, we must ask the question ... Are you using the CORRECT Terrain Editor??? Since the tileset is based off WoE, you need the WoV/WoE/WoI terrain editor. The Desert TE will not work for WoE based terrains!!!!!!!!!!!! wrench kevin stein
  19. what cat are you pointing too and what airfield ini are being called out in the _targets.ini?? if you don't have the correct airfield inis INSIDE the terrain folder, or pointed to from the wrong cat, that's one of the results wrench kevin stein
  20. dave: is that the new TMF Kitty dressed as an Ali-Cat??? Sure could use the new one..... and not to worry about the terrain I'm allllllllllll over it! wrench kevin stein
  21. for those that (will) experience odd 'tractor beam' shadows across the ground from the Pit1, unzip this ini into the VietnamSEA terrain folder. It has the shadow turned off. (it's been an issue for several years -possible bad pit1.lod) Use it on any/all terrains that have the problem -which is pretty much all that have a pit1 sitting somewhere Piecemeal: nicely done, brother!! Soon, the Learner will surpass the Master! wrench kevin stein
  22. I REALLLY like the Desert Road tiles ... I might have to "borrow" them!!! LOTS of potential here!! wrench kevin stein
  23. must needs check this out meself, too! wrench kevin stein
  24. Location 1 = Friendly Location 2 = Enemy those are the 2 basic 'nations', regardless of nation name (ie: South Korea -1, North Korea -2) Common knowledge has always been you must have both sides defined, and both sides must have a least 1 airbase. (the only oddity I've seen so far is the Afghanistan terrain; it seems to work just fine without Taliban air bases ... as long as you don't try and fly for the Red Side ... otherwise, CTD. those can also be further elaborated in the terrains' Nations.ini, further splitting them in various location. Example, from the Libya map (which may not be the perfect example, as there's only on EnemyNation defined) The location defines, mostly, what shows up in the debrief and Medal Awards screen. (ie: Capt Smith is awarded the Air Force cross for heroic action over Tunisia) The other locations are defined and Firendly or Enemy in the targets ini Alignment line GermanyCE would be the best, due to both NATO/WarPac forces being present, and all the associated nations: as for the trees issue, you need to have 'clear' airfiled zones, with tiles that have no TODs associated with them. On the Desert map, this was no problem, as all the airfields were on Desert1 or Desert2 tiles, that have no associated TODs (these have the terrain buildings and trees in them) The VietnamSEA, and IsraelME tilesets include "AB" tiles (read: AirBase) IIRC, they are: VietnamG-AB1 VietnamJ-AB1 ISFarmAB ISGreenAB ISValleyAB ISMountainAB I don't recall if the stock Germany tileset has them ... my installs are so modded, with various new transions and other 'specific use' tiles that I've created -- so Germany may not have one. Don't forget, NONE of the stock terrains really come with large amounts of trees on them. What I do for transitions, is 'auto texture', THEN auto texture the transitions. Then, spend days upon days upon days retiling by hand to the get the shape, type and tile I want IN the place I want it. So, expect to go crosseyed, and eventually quite mad (love that English term!) for the next several months. Basic Rule of Thumb: Tile EVERYTHING first; sea/land, farm/mountain, etc --all main and transitions tiles FIRST. Then, start going over every square centimeter of the map, hand placing the needed tiles for the various cities, farms, roads, rivers and airbases. Once the terrain is fully tiled ... then the real fun begins. Populating it with region-specific target areas wrench kevin stein
  25. looks like my screenie over the KAW terrain (as a matter of fact, it is - from my 311 skin pak) wonder if he 'fixed' the weapons issue with the wing-fold, as they don't follow the wing, and don't remain attached to their hardpoint when the wing articulates. and are way off otherwise. The main reason I didn't do for one the upgrade pak I did. wonder how much came from this pak? http://combatace.com/files/file/6897-f9f-5-panther-skin-and-ini-update-pak/ wrench kevin stein
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