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Wrench

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Everything posted by Wrench

  1. You may ask alot, but you RETURN even more!! not only farposst, but military machine blog, too. Should have some stuff there (haven't look though ... still stuck in iraq/iran -- rebuilding maps sucks, but somebodies gotta do it!) wrench kevin stein
  2. Edit the Options ini ... TK added a EndYear= line to the SingleMission statement. Had the very same problem Friday; was frustrated all to hell and gone, until the fix was posted on 3rdWire wrench kevin stein
  3. No. And it's HUDData.ini, in the FlightData.cat Gunny's is the best anything by Stary Pilots, skins/decals, terrains ... all based on HD space (Stary's 4 season Germany is a MUST have!) Google is your friend; search each SAM type to find it's associated radars. As are the several dozen pre-made target areas (SAM sites) in bunches and lots of terrain mods. With luck the mission builder will 'notice' their existence in/on each terrains' targets.ini. HINT: ONLY use the 'generic' terms for the SAMs; Blue side HAWK/Rapiers are still f***ed up. Occasonally, even Red side gets mixmatched search (EWR) and tracking/guidence (SAMRadar). Don't forget, all the stock SAMs are pre-netoworked, so HOPEFULLY, the launchers will get their associated radars. Others (SA-5, SA-3, maybe Bomarc, and not sure about the Patriot) will need extensive editing of their data inis to add the new statements for the radars. THEN... the rwr list for all aircraft with TEWS will need extraction/editation, along with the creation of appropriate rwr tgas (Oddly, TK has included the HAWK as stock) wrench kevin stein
  4. have you looked on Pilots Page 2??? Down near the bottom http://wrench1smog.com/wrench14.html wrench kevin stein
  5. that's no ones done the Mirage III0 yet. Just saying...i've been looking at all the available skins (NM,Camo, AS Blue gray) and it looks like all that's needed are proper serial number decals. There's even a dual-winder mount available in-game, too (see my SAN Mirage III for details) Adding A-G radar is a nothing tweek! (did it for the Mir5 last night) wrench kevin stein
  6. But built off the stock ones, so the FM don't need rebuilding! (even tho TMFs MirIII lod is still good!) PGC, you da man! wrench kevin stein
  7. I've some Canberra books on pdf you're welcome to! Tweeking the new ones to Interdictor (solid nose) would be the biggest challenge, methinks wrench kevin stein EDIT: there's a least 6 different books on it over at farposst
  8. Scorpions were never deployed overseas .. the farthest from ConUS would be Iceland. I'm pretty sure Starfire's were in USAFE, along with Metor NFs (which we don't have readily available), and possibly CF101 Canuks (also not available) wrench kevin stein
  9. TMI, dude! TMI!!! not being familiar with SC, with reference to Egypt, how much territoriy is Egypt and how much Libya? Some of the WW2 maps could easily be fiddilated to fit a modern scenario (the Western Desert -ie North Africa) map comes to mind. Runs from the Suez Canal on the east, to El Aghelia in the west (including Benghazi), and as far north as Corinth and Athens. Grand Canyon - ANW??? (just call it "canyon country") wrench kevin stein
  10. I couldn've sworn I'd Uploaded the IDF Sabre and Hun here at one point ... ??? (btw, there's an IDF Tomcat floating around somewhere's too) That's how I roll, baby!! and, you're very welcome! wrench kevin stein
  11. Not true; not true at all. We've been running KAW and Indo-Pak with all the menu bits placed in the /Menu folder, and haven't encountered a SINGLE issue. wrench kevin stein
  12. Then, theoreticly, one COULD create a locations bmp for those maps with multiple "participants" (DS for the best example, what with all the countries nearby) You'd think there'd be one for GermanyCE, but I guess all the Red forces are considered "WarsawPact", and therefor Soviet??? Something to experiment with, along with the terrains nations ini, that determine who is where...as set in the targets ini wrench kevin stein
  13. Interesting to note, the stock terrain's main ini calls for a ***_Location.bmp, and only IsrealME has one!!! wrench kevin stein
  14. no, what you saw was debris. OTH, since the 06 patch, the canopies have been seperating from the aircraft when destroyed. wrench kevin stein
  15. I remember asking TK about the water bmp when SF2I Exp1 came out, as it was added to IseralME. Never got a real good answer, just "yes, it shows what's water and what's land" I guess we NOW have a definitive answer. Somebody should packaga ALL the new water bmps and inis, and upload them to the Terrains downloads section (still need Libya and a few others...some for terrains as not yet completed. I know what I"m doing today!) wrench kevin stein
  16. there would be no SPADs in Europe ... even the French ones were only used in Africa (and then by Gabon) wrench kevin stein
  17. isn't there a Mk.7 depth charge already in the WW2 weapons pak?? wrench kevin stein
  18. The T-Steak Team did a GREAT job, on taking a little quickie mod I did and running it all the way for a touchdown. Superb works, guys! Kudos all around. And now, just flying in the wintry skies of Germany... wrench kevin stein
  19. If you DO NOT have SF2:E, it ain't gonna work no matter you do, cause it's looking for the SF2E.exe, that don't exist. AND....without Expansion 1 (and SF2I), you'll loose some bonus items* TKs added for that, that show up in the Full-4 Merged SF2 install. (*just what they are, I've not found out yet) Answer: Not only covered in the KB, but it several dozen posts scattered around the site.....some are even illustrated! Now, since I'm old school, so I copy the exe UP on level, to the root of /Third Wire, THEN rename to what I want it to be (IndoPak, MTO, Nerds-vs-Jocks, whatever), THEN move it back to the SF2 main folder, whre all the other exes are. Others have said, you can copy it back DIRECTLY into the main folder, and Windoze will create it as *nameofexe(2).exe, which can them be just as easily renamed. Then, run it from the main folder, allow the game to build the mods folder/start, EXIT the game, and then I create the shortcut in my desktops' /Games folder, named to match the install. I even have custome-made Icons for each install, matching what they are. Cause I'm just that way <wink> It's not rocket science, or even really computer science .. it's just simply copy/paste, rename, and recopy back of 1 file. wrench kevin stein
  20. FE/FEG (ie: 1stGen) or FE2? Makes a BIG difference in how weapons are handled. IF FE2, and the new style plug-and-play individual weapons folders, your WeaponData number is wrong. They're ALWAYS WeaponData001 wrench kevin stein
  21. exp pak 1 did the same thing ... you can leave your SF2E alone, and just run the new stuff from the exp2 exe (create new shortcut). This, in effect, gives you 2 completly seperate games to play "To be modded as much or as little as one likes!" Probably the greatest advantage of Gen2s over Gen1s; mods folders completly seperate from core game files. wrench kevin stein
  22. right on, brother!! you guys crack me up!! wrench kevin stein
  23. First off, let me state that the instructions shown here, work the same for ANY of the 3rd Wire sims, be it 1st Gen SF/SFG/WoV/WoE/WoI/FE and with all the SF2 series, including FE2. As all this will do, is show how to keep the AI controled aircraft that have been made User-Flyable, still flyable after patching. With the minimum amount of work. Those that have been around a while, and have been through several rounds of patching, can tell you that one of the things any patch does is remove all extra inis from STOCK aircraft/ships/other ground objects. However, it may NOT remove add-on inis (we'll get to that in bit) that have come with, say, the Fishbed or Fresco cockpit packages. So, what's removed, you might ask? Well, if you've extracted any ini for the aircraft -data, loadout, avionics, cockpit, etc, and modded it (even if it's just to activate the manual canopy animation) the patch exe will remove from the aircraft folder. This can become annoying with the standar player-flyables expecially when you've gotten the loadout and/or lights juuussst where you want them. I'm not going into HOW to get them flyable; that's been covered in dozens of posts, and in the 1st Gen SF/Wo* series Knowledge Base. Your stock, unflyable main aircraft ini looks something like this (our example will be the ever popular MiG-21MF, my personal fav Fishbed): Well, in the case of the aircraft's main ini ), the easiest thing to do is after adding all the lines to make if flyabe, is do the normal "Save". Now, it looks like this: after running a patch, it WILL revert back to the stock configuration as show up above. To prevent this, and having to go back and do it ALL over for all the MiGs, Su-7s, Mirages, Thunderstreaks, Hunters, etc, this is the Easy, Lazy Man's Way ™. REopen the main ini, and do a "Save As..." and name it "xAircraftName.ini" (where AircraftName is the name of the aircraft) In short, just add the X in front of the name. The screenie show the extra ini quietly residing in the aircraft main folder, with all the pointer statements safe and intact. For to be safe, you might want to consider doing that for any/all other inis -including the data ini if extracted- so you can easily transfer any changes to the NEW data/loadout/whatever ini. Be advised, however, that extraction of new data ini IS reccomended, as the latest patch always seems to incorporate Flight Model improvements and such. As to the add-on inis, like for the Fresco and Fishbed or Floggers, just to be safe, you might want to create 'xnamed' copies for them as well. They're small files that don't take up a lot of HD space, and might wind up saving you all kinds of time in running around trying to find them from a backup disc or another install or Mod Folder. wrench kevin stein
  24. Part 3-ish, With Reference to Expansion Pak 2: It updates ALL the exes, so if you've created 'stand alone', theatre/era specific mods folder, the exes for those will need replacing with the new one (for esample, the 1956 Suez mod ... I used the expansion1 exe, and ONLY have stuff for the 56 war) 1) back up ENTIRE mods folder by renaming to something like "z-NameOfModsFolder". Do this for ALL mods folders!!!! 2) run exp2 exe, and allow it to patch all. Use WinDoze Explorer to visually confirm new dates on the main exes - SF2, SF2V, SF2I, SF2E SF2I Exp1 3) Run exes to create new mods folders. 4) Start each game to confirm creation of new mods folders -For ALL installs 5) Delete newly created mods folders 6) Un-rename old mods folders. Be advised, there will probably be changes to some aircraft's data inis. Be ready to re-extract and re-edit. 7) -VERY IMPORTANT!!- Open each Options ini, and scroll down to [singleMission]. You'll need to change the EndYear=, as it reverts to 0, causing the games to have a max year of 1982-ish. 8) If you have stand-alone installs (Korea, DesertStorm, Iran/Iraq, Indo-Pak etc), you'll need to do the same thing with their mods folders as described above. Then, take the SF2.exe, create a copy and rename to to match the one you're replacing. Follow the steps above just like it was a standard install. (ie: run exe, create the mods folder, delete it, un-rename the original, etc) Year Change/Adjustements in Options.ini: Apparently, Exp2 does something (now!) different than before, locking end years. So, edit accordingly. wrench kevin stein
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