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Wrench

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Everything posted by Wrench

  1. check that you have the proper _airfield.ini's in EACH of the terrain folders; many use the desert airfields, and some of the SF2 terrians DON'T have them in their cats any more. They're easy enough to pull from another terrain (I try to include them in all mine, with some increased parking chances), or from another terrain cat. They ARE the same between 08 1stGens and SF2. check the data inis for proper shader callouts; some 1stGen terrains require the REMOVAL of the Noise statements (gets rid of the land/water bleeds -except on DBS for reason) when/if it crashes, are they any error messages? wrench kevin stein
  2. another one for HrntFxr....the tail decal can be reused when(ever) we get F-20s!! (unfortunately the model has some serious flaws..they didn't show in 1stGens, but they do now) wrench kevin stein edit: I'm gonna have to move the name aft ... it looks warped around the intakes
  3. I just need A stadium ... the one from GermanayCE has some serious clipping issues at ground level, and is mighto too large (it's an Olympic Games Complex) ... (besides StLo needs one anyway, for Real Life ™ -Busch Staduim???. Here's where not being a sports fan bites me in the butt...) wrench kevin stein
  4. well, then open your eyes! We can't see anything!!! wrench kevin stein
  5. First thing I noticed, when making this skin/aircraft mod (ok, it's all 3W skins, my decals). I found it 'waaay back a ways, when looking in the weapondata.ini for something else. It's called "2IR_F105" TK did a nice job on upgrading it. Pretty sure the thing might be bump mapped too; I know the "AI Only" F-84F is. wrench kevin stein
  6. this one's for HrntFxr.... wrench kevin stein
  7. File Name: F-84F Thunderstreak Skin & Inis Upgrade Pak File Submitter: Wrench File Submitted: 18 October 2010 File Category: F-84 F-84F "Thunderstreak" Skin and Inis Update Pak -- For FULL-4 Merged SF2 (Prefered) and/or SF2:E =ONLY!!!= This ini and skin pak will update your stock F-84F Thunderstreak to a player-flyable aircraft (if you havn't done so already), and adds a new skin representing the 170th TFS, 183rd TFW, Illinois ANG, circa 1961 when the unit was Federalized during the Berlin Crisis. Also, an update to the stock "USAFSilver1" skin, adding serial and buzz number decals, and repositioning the TAC tail badge. Consider this a 'generic' USAF skin, NOT representing any particular unit. Just 'dressing up' the old girl a little for the dance... New, updated inis have been included; main, data, loadout and avionics, along with a loadout tga and NEW hangar screen. A radar-ranging gunsight has been added (APG-30), and all the lights have been corrected and expanded, adding the landing/taxi light and formation/ID lights on the vertical stab. The canopy has been activated via a manual animation control keystroke; use shift/0 to open and close. Other upgrades included "splitting" the inboard stations into 2 groups, allowing for the historic use the Mk.7 nuclear weapon on the left side, and the drop tank on the right. This loadout is NOT set in the loadout ini (standard bombs are), but is available for player selection from the loadout screen when in game. The Mk.7 weapons ARE included, courtesy of one lindr2's weapons paks. They've been converted for SF2 usage. Nuke effects are NOT included. The cockpit is from Zur's F-86s, with my K-14 gunsight. As always, =READ= the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs, to make it a LOT easier to install. Of course, there's the usual 'Notes" section for explanations, ramblings, and other odd things. Happy Landings! Wrench Kevin Stein Click here to download this file
  8. on page 60, third one down, entitled "Curse you Judy Garland" Object by FastCargo wrench kevin stein
  9. WOOOT!!!! One of my Phav Phantom skins, too! wrench kevin stein
  10. I just wish I'd 'upsized them' more, and gotten the rivet lines in. And was better at doing fabric-covered control surfaces wrench kevin stein
  11. actually, it's the entire LOD that need replacing. If you have 1stGens, you can use that one. or, modify the data ini from teh SF2 version, make some adjustments in teh skin (ie: probably repaint it!! nuts) Honestly, on mine in SF2 (which gave me the same issue, btw), I just imported the 08 level LODs. Until Ant releases one for SF2 (hint... ) wrench kevin stein
  12. falcon: look in the SF2 screenshots thread for a shot by me. The terrain was actually started for "something completly different" (in more ways than you can possibly imagine!!!), but the 'full version' is being worked on. It just so happened to pretty much fit in with the 2nd half of the 1st book, and the 2nd book. Now, if I can figure out the US East coast from Maine to the Carolinas.....to include the NEZ and Mid-Aks..... first look at planning map: (which really looks like crap, as the SFMap generator don't like the tileset being used, so I had to do EVERYTHING by hand) Ya, the F-20 is DEFINATELY needed! wrench kevin stein edit-- nuts! it seems Des Moines is missing! have to fix that....
  13. for those of you that don't know, in the SF1 downloads section is a GermanyCE targets/types ini mod, placing the various HAWK batteries for the NATO forces. Look for 'Air Defense Mod' or words to that effect. Easily adaptable to SF2:E Mr. N. Bell is author; based on his extensive personal knowledge of the subject Good to see you back, Nick!! wrench kevin stein
  14. good enough for me, brother!!! I see this thread was edited, as some posts seem to be missing. Yah, as long as the lomac dude gives permissions, it all good! wrench kevin stein
  15. actually, the Tigershark would fit in quite nicely with the terrain project I'm working on right this very minuite.... ...for those that might know (or remember), think "The Wingman" and the Football City Air Force. 'nuff said wrench kevin stein
  16. two words: copyright violation unless said skins ARE produced by a third party, and permission is granted in writing by said party; ain't gonna happen wrench kevin stein
  17. that's how it works right now, hence the only thing you see is main ini (A-10A.ini), and the empty skin folder, with just the textureset ini The main ini (A-10A.ini) tell the engine what to look for. It already 'knows' that if something is NOT in the game's folders, to look in the cats Since the cats are stored "off site", renaming the aircrft folder removes it from the game engines radar (so to speak). Try it and see. wrench kevin stein
  18. you can always just rename the folder, and it'll disappear off the aircraft list example: zA-10 that way, it's easily 'brought out of mothballs', without having to extract the cats. wrench kevin stein
  19. Version

    304 downloads

    F-84F "Thunderstreak" Skin and Inis Update Pak -- For FULL-4 Merged SF2 (Prefered) and/or SF2:E =ONLY!!!= This ini and skin pak will update your stock F-84F Thunderstreak to a player-flyable aircraft (if you havn't done so already), and adds a new skin representing the 170th TFS, 183rd TFW, Illinois ANG, circa 1961 when the unit was Federalized during the Berlin Crisis. Also, an update to the stock "USAFSilver1" skin, adding serial and buzz number decals, and repositioning the TAC tail badge. Consider this a 'generic' USAF skin, NOT representing any particular unit. Just 'dressing up' the old girl a little for the dance... New, updated inis have been included; main, data, loadout and avionics, along with a loadout tga and NEW hangar screen. A radar-ranging gunsight has been added (APG-30), and all the lights have been corrected and expanded, adding the landing/taxi light and formation/ID lights on the vertical stab. The canopy has been activated via a manual animation control keystroke; use shift/0 to open and close. Other upgrades included "splitting" the inboard stations into 2 groups, allowing for the historic use the Mk.7 nuclear weapon on the left side, and the drop tank on the right. This loadout is NOT set in the loadout ini (standard bombs are), but is available for player selection from the loadout screen when in game. The Mk.7 weapons ARE included, courtesy of one lindr2's weapons paks. They've been converted for SF2 usage. Nuke effects are NOT included. The cockpit is from Zur's F-86s, with my K-14 gunsight. As always, =READ= the enclosed readme for full, detailed instructions. This package has been broken down into the various folders that SF2 needs, to make it a LOT easier to install. Of course, there's the usual 'Notes" section for explanations, ramblings, and other odd things. Happy Landings! Wrench Kevin Stein
  20. out for some serious cow-tipping!!! wrench kevin stein
  21. more targets is NICE!!!! wrench kevin stein
  22. [LevelBombAI] ReleaseAlt=9144.0<--- ReleaseCount=24 ReleaseInterval=0.1 wrench kevin stein
  23. Curse you, Judy Garland!!! wrench kevin stein
  24. Yes, just as Florian said. ASSUMING the standard 0/180 heading for runways 1,2,3,5,6 (4 has it's own weirdness, and requires a much larger 'cleared' tile zone) And even if you rotate the runway to a different heading, the GameEngine ™, will still use the orignal parameters. BUT ... do not add anything new to the base after rotating. You MUST add the items first, while still in its original n/s orientation, then adjust the facing to the heading desired All the distnaces are in meters. In all things adding an airfield is just a simple matter of copy/paste off one or another of the terrains (again, assuming the use of a desert_airfield*.ini) However....if it's in a NEW position, you'll need the TE to flatten its location. And that's a whole 'nuther story... wrench kevin stein
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