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Wrench

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Everything posted by Wrench

  1. 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
  2. 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
  3. Kuwait is a selectable nation for the F.53; just check the userslit ini for it. (needs proper serials, of course...) wrench kevin stein
  4. Happy Birthday

    HOOT! Happy Birthday guys!! wrench kevin stein
  5. 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
  6. 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
  7. 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
  8. Is this even in the right forum?? There is no Exp2 for 1stGen 3W games wrench kevin stein
  9. 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
  10. 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
  11. 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
  12. 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.
  13. 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
  14. 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
  15. Version

    501 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
  16. 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
  17. at top of data ini,(missiondata) add CarrierBased=TRUE add the hook system name to fuselage, SystemName[0**]=Tailhook in landing gear section add the hook (this one borrowed from the Skyraider) [Tailhook] SystemType=ARRESTER_HOOK MaxDeflection=45.0 Retractable=TRUE DeployTime=2.0 ModelNodeName=Tailhook HookArmLength=1.63 AttachmentPosition=0.0,-6.44,-0.31 Viola! Carrier based Lightning! wrench kevin stein
  18. well, if Krizis can find his Max files, we'll have the right one for KAW! I'd have to look at the SMBD pit again, not sure btw: here's what you change (just tested this; alt will be off ~10-15 meters on the 100 meter sweep) Feet = METERS FPS = MPS NM = KM Knots = KMPH didn't do the lbs to kg for fuel, just left that alone I'm liking this one!! wrench kevin stein ps: ignore the big white dot, damn waypoint indicator!!
  19. We have a MiG-13??? This looks a LOT better than the old Yak-3 pit I've been using!! Kudos!!! Recalibrating to metric is easy! Give me a day or so... wrench kevin stein
  20. Amberly Rhino, outbound... (coming soon) wrench kevin stein
  21. PLEASE do not post in the Knowledge Base!!! ======================================== Did you try changing the EndServiceYear= in the data ini, (just for the photo-op, change it back when done) wrench kevin stein
  22. EVERYTHING from SF/Wo*, ground objects, when brought up to 08 level just drops right in. HOWEVER ... for objects with radars, some adjustments will be necessary in their [DetectSystem] statements The extracto you want is Gerwins ... it does both 1st and Next Gens. It's only unfortunate side effect, is it can ONLY extract the entire cat, not single files. So... create a folder on C/ called "Cat Extractor", drop it in there, and copy/paste the cats to be extracted. It'll create folders for each one upon extraction As for mission building, with older terrains, they require a new "*terrainname*_water.bmp" to properl work. That's being worked on, even as we speak wrench kevin stein
  23. ONLY if the terrain has the limited year statement, yes (like VietnamSEA and IsraelME) wrench kevin stein
  24. Something I've been bitching about for years!!! ==================================== Again, not true .. if it's a stand alone mod, having the /Menu subfolder in the Mods folder take precesdence over anything in a cat file... Remember HOW these game work ... since Day 1, the engine ALWAYS looks for folders and files in the (old style) main game install, and (new style) in the mods folder (see screenies below -- one is the /Menu folder contents, and other the main menu screen in-game Of course, you can do it however you want too ... I'm just saying what works the easiest and simplest for DEUs wrench kevin stein
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