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Wrench

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Everything posted by Wrench

  1. US Canberras didn't use an optical sight ... they bombed by radar. The Invader works, because it's cockpit was built that way, as is/are the RAF Canberra pits. Somewhere, waaaaaaaaaaaayyyyyy back in the downloads section (probably in cockpit mods) is a tweek for adding the Norden. However, it may not work, due to the fact that it predates the 06 patch. Basic consensus, from the many years, is "Big Bombers" should be left AI, and the game engine dosn't have too much trouble hitting things from altitude. There are also no real good cockpits for the Heavies (24,29,36) (discounting Kesselbrut's "USBPit" aka USBomber for the B-17s. Again, lacking the bombadier's positon) wrench kevin stein
  2. Mig Pit? Don't think it'll be a bomber pit (aka: RAF Canberra). The Lightning(s) are already seem flyable as per DanW's mission builder screenies... we shall just have to wait and see.... wrench kevin stein
  3. "The Modders Big List of Things To Be Updated For SF2 Usage", of course! Right now, running around 762 individual items (not including terrains) which may (or may not) include new aircraft models, new skins/decals (or adaptations thereof), avionics, ships, vehicles, weapons, effects; to say nothing of updating terrains for the new shader effects (which may or may not include new tiles), etc and so forth wrench kevin stein
  4. Happy Birthday X Ray

    Happy Birthday!! Have a GREAT day dude!! wrench kevin stein
  5. Something must have changed in SF2, because that trick now longer seems to work. NUTS!!! need it for the Paki F-7Ps; got pylons but need that window gone. DRAT!! (insert crying man figure) thanks anyway! wrench kevin stein
  6. Well, other than simply turning them off in the /Options, which leaves the empty nonreflective mirror panel on the canopy bow, you can drop or move the mesh out of sight. To do that, one needs a hex editor, and the cockpit lod and cockpit ini extracted from whichever ObjectData cat it's residing in. As there are usually more than one mirror, that 'move' must be repeated for each mesh. Also, each move must be listed in the cockpit ini as an Instrument Examples - modification of a prexsting cockpit, to make it usable in an AI/non-player flyable aircraft, to wit: the old O-1E, using Kesselbruts Yak pit cockpit ini: these list the 'moves' below, are the physical meshes listed, and the moves the advantage with Kess' pits, is he included the cockpit OUT file, which lists the mesh heirarchy, and IDs eash component. For a stock 3W cockpit, you'd need to know or search out the mirror name (using the hex editor, search or find "mirror" To through a curve ball in, for something like the BirdDog, you also need the statement below: [CockpitSeat001] ModelName=YakPit OpenCockpit=TRUE Offset=0.0,0.00,0.00 Position=0.0,1.79,0.70 ViewAngles=0.0,0.0,0.0 to get the result shown in the screenie below. Mind you, this one IS a special case. But for the most part, to simply remove the mirror, you need the mesh name, and an edited cockpit ini for that aircraft EDIT: forgot to mention, before doing the editing, you MUST place the extracted cockpit ini IN the aircraft's main folder, otherwise nothing changes! wrench kevin stein
  7. Happy Birthday COCAS!

    Missed this!!! Sorry!! Happy Birthday Daniel!! have a GREAT one!! wrench kevin stein
  8. "our rockets will be unsteady as ... as a Fiddler on the Roof!!!" sorry, couldn't resist! wrench kevin stein
  9. Train Stations for FE

    You're preaching to the choir, brother!! It looks GREAT! Might have to kick down and buy FE2 (have the original,but don't have it installed on this new machine, but might as well move up, eh?) You CAN flatten each train station as a seperate target area. It reqiues the WoV/WoE/WoI terrain editor, the FE texturelist.ini (don't know if it's around -- mayhap one of you FE terrain gurus has it) You just create a 'new' city list, that ONLY has the region "effected" --this is a trick TK told me over at the 3W forums when we were adding new airfields for the SF2I Suez expansion--. Then, you just open THAT citylist.ini in the TE, and 'flatten airfield' The list would look something like this (this is from the upcoming Indo-Pak mod for SF2): x/y are the center points of the 'city'. The Width/Height is in KM (this one is RATHER large, as I had to flatten the whole city too keep the river-crossing bridges from hovering over the terrain). For a train station, 2 seems about right. You just change the name of the city to whatever you want ( - "DuLac Train Station" or whatever you name it) The flatcars and tankcars are apporx 9.5 meters in lenght, so space about 11 between. Can't remember the engine's lentght. Don't forget the af64traincars; they're generic boxcars. Approx 90m long. wrench kevin stein edit: forgot to mention, if you're going the TE route, you'll need the TFD, HFD, and the main inis -data, **.ini, from whatever terrain you're working on in the TE, along with all the tiles; tgas must be covnertd to bmp. W
  10. The "HasGunsight=FALSE" should be the first clue..... Also, somewhere in one of my myraid Spitfire/Hurricane/Beaufighter, etc (ie: RAF) skin sets, there should be a correct Mk.1 or Mk.2 gunsight tga. wrench kevin stein also, moving this the PropHeads Forum
  11. to the best of my knowledge, none have ever been made. (excepting =MAYBE= the all black NF.1, and even that one needs new decals) wrench kevin stein ps: moving this to the PropHeads Forum, even though it IS a skin question!
  12. Yes, 'winders are DEFINATELY outside the year range for the historic Korean War. wrench kevin stein
  13. Excellent!!!! wrench kevin stein
  14. Train Stations for FE

    Looks like the 'siding' is too close to the track, covering it up. These are a NIGHTMATE to place! Believe me, I know!! The facings of some of the objects (the train station, fer instance) is 90 degs from what you'd think it is. You'll find an 'older looking' depot buliding in a lot of my WW2 terrain mods (af20depot_bldg, from Polak's Object Library 1). IIRC, in the WW2 Tunisia, North Africa terrain mods, you'll find complete rail yard layouts. It's a simple copy/paste, once you locate the target area. Or, they can be used (when placed at a town's outskirts) as the "center point", and you just add the other target items around them. Lots of work? Yup; the worth the look. Also, the region where they tracks run MUST be flat, or they disappear into the ground (treat train stations like airfields) wrench kevin stein
  15. Moved to a more correct Forum. PLEASE!!!! Do NOT post question in the Knowledge Base! It's for answers only. ---------------- The Falklands Mod was designed for 06 patch level SF/SFG only. It can, with a great amount of work (mostly to all the flight models of ALL the aircraft --expecially the helos), be made to work in 08 level installs. It's designed for a 'stand alone' install. Meaning: NOTHING but the Falkslands objects (terrain, effects, weapons, aircraft, ships, vehicles, etc) in the game install. Of course, KEEP the desert terrain folder, as that's what is referenced for terrainobjects in the Falklands map. Instructions for building a 'era specific' install are in the KB above. Follow the instructions in the Falklands War readme TO THE LETTER! Before doing ANY kind of modding, I'd seriously reccomend 1) playing the game "as is" to get familiar with the game system, folder structures, etc. And 2) Read all the thread and posts in the Knowledge Base to get a feel for 'how' the game system works. Then, start asking questions wrench kevin stein
  16. from looking at the package (TF-58), and the enclosed readme, it appears CP only did ini work, no 3d work. The lods are all dated 2003 or 2004. It may (that being the operative word) -MAY- not have been reworked by the DAT. Honestly, I'd hold off on any upload of the complete package, excepting ini mods, until one of our Admins has a chance to examine it. If all the 3d work (lods) are still BigBeers, they should be OK. If not ... well, there ya go! Although, Storm's suggstion IS the safest bet. wrench kevin stein
  17. hmm...it looks like the rear elevator is down, by the 'cutout' just aft of the wing root, but I don't see the cables or the hull section on the ground. Given that (if it is a TZ episode), I'd guess it was at March, as that was a MATS base. If not, then probably Douglas Long Beach where the Globemasters (iirc) were built. Markings look correct for the early 60s wrench kevin stein
  18. without runway lines, just concrete... standard size wrench kevin stein
  19. so, those position numbers worked??? Have to check this in my SF2 Indo-Pak mod for the F-7P If the positions are different, can you post yours? wrench kevin stein
  20. The question comes up every now and than, and even though I wrote the tutorial, I can't ever find it meself!! So, here's linky to it: http://combatace.com/topic/19630-how-to-create-a-seperate-era-specific-install/ Enjoy! wrench kevin stein
  21. No missiles for Iran...

    or as we say in LA .... TFB!!! wrench kevin stein
  22. this is right out of th old decals ini (08 level), so you can see there's not /D subfolder refernced, the A.tga just sits with the skin bmps [Decal011] MeshName=Rear_Glass DecalLevel=0 DecalFacing=Right FilenameFormat=F-7P Skybolt/PAFSilver/A Position=0.50,1.0 Scale=2.0 DecalMaxLOD=3 [Decal012] MeshName=Rear_Glass DecalLevel=0 DecalFacing=Left FilenameFormat=F-7P Skybolt/PAFSilver/A Position=0.50,1.0 Scale=2.0 DecalMaxLOD=3 but what I can't remember is, if it worked or not!!! Might need some fiddling with the positions to get it on the window (or decal pathway) wrench kevin stein
  23. did you try getting the "A.tga" to work? It's a cheat, that uses a decal to cover the window. Sometimes it shows up, sometimes it dont' (having the very same problem on the Paki F-7s, too) wrench kevin stein
  24. Now THATs what I'm talking about!! but, reduce the size of the aircraft about 10-15%, move it right a little, and leave some extra space for the "blackboard". wrench kevin stein
  25. give that man a ceee-gar!! Yes indeed, courtesy of Monty for giving us the MAX files, and Bobrock for the 3d work Other than that, it's all identical -- so all skins and decals work with no problems Even did it to TK's Skyraider's from SF2V.... you can see the differences; the TACAN hump, beacon mount, extra antenna between the canopy & TACAN, exhaust flare 'hider' thingy forward of pit. Outer guns removed via ini edits (thank you unicode hex editors!!) wrench kevin stein
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