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Wrench

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Everything posted by Wrench

  1. it should be here in the patches section. first thing needed to know is, what patch level are you on right now?? look in the lower right corner of the main screen, and it'll have a date. Compare that with the date of the patch. wrench kevinstein
  2. File Name: Formosa Upgrade 2: Airfields Fixes & Other Small Tweeks File Submitter: Wrench File Submitted: 16 July 2010 File Category: Full Terrains Formosa Terrain Update -- Parked Aircraft Fixes (and some other stuff) Yet more updating of the Formosa terrain, that adds game-generated parked aircraft to Gepard's NATO/WarPac style airbases that are used. Also included are some modified inis that create the LimitedNations (from my recently released pack), some additons to the _Types ini, some targeting tweeks, a 'generic' PLAN Destroyer, modified GermanyCE airbase inis, with increaed parking chances, and a few other little things here and there. You'll have to fly around to find them. Designed for use with Stary's new terrain tiles, you should have his upgrade installed before adding this one. Although there is very little possibility of conflicts (as this was built with his new stuff in my terrain), it never hurts to be safe, huh?? Speaking of ground objects, you'll find as mentioned, a stand-in PLAN destroyer, inis for Grinch's Fletcher with a new UserList (these were in the Libya 3.75 upgrade, but some folks may not have installed them), AND... a working Silkworm launcher and Styx missile. While designed for SF2 usage, all the inis are in ANSI, and can easily be used on 1st Gen SF/Wo* versions. However, the Styx missils IS set up for SF2 only. Those knowledgable with weapons editing can easily down-convert to 08 1st Gen levels. As always, READ the enclosed document for full install instructions. Good Hunting! Wrench Kevin Stein Click here to download this file
  3. my pleasure, Carlo! It's a nasty fun terrain, expeicaly when the SAMs start showing up! for the other question, you just need to look further in on the terrain downloads. EVERYTHING is there, for those that seek, shall find. Obviously, if some terrain mod is NOT in the SF2 downloads, it'll be found in SF/Wo* section. Then, one just needs a few tweeks, fully documented in ALL my readmes, to convert to SF2. Or consult our handy dandy Knowledge Base; wherein resides a nice tutorial on converting terrains for SF2 usage. wrench kevin stein
  4. Okay folks, this 'double cockpit' issue keeps coming up, so here's some info to help you solve your own problems. For folks who are having problems with cockpits not being in the proper position, the default is to match the entry in the data.ini: with the position in the cockpit.ini: That should in theory make your eye point from the cockpit match what the eyepoint of the pilot model, which of course should allow you to see what the pilot sees. However, TK has reduced the NearClipDistance parameter in the FLIGHTENGINE.INI in the latest patch, causing some odd issues with external aircraft parts showing that shouldn't. Lets talk a little about how all these parameters relate to each other. All Component entries in an aircraft's data.ini have this parameter: This is exactly what it sounds like...the mesh name and any SystemName in the Component entry will be visible from the cockpit view. In the FLIGHTENGINE.INI file there will be a parameter called NearClipDistance. This parameter is in meters, and tells the that within the cockpit view, anything with the distance is not to be drawn except for the cockpit LOD. Also, under normal conditions, the cockpit LOD will overdraw everything in the cockpit view (aircraft, weapon and pilot LODs). One more parameter that is sometimes relevant is the OpenCockpit parameter located in the cockpit.ini file. If this is set to TRUE, the NearClipDistance parameter will NOT be applied to that aircraft and the cockpit LOD will no longer overdraw everything. Anything with ShowFromCockpit=TRUE in the data.ini will be drawn and visible from the cockpit...even stuff that could be inside the cockpit. I use this to advantage in the F-111s, allowing you to have a WSO sitting next to you. However, all the models I have built have anticipated such a development. Note in the this OUT file: Note that the WindscreenFrame, CanopyFrame, and Cockpit are separate meshes, all the meshes normally closest to the pilot...and the ones that usually cause the visual issues. So, for this aircraft, I've put the following in the data.ini: then Note what happens...basically I've told the sim that in cockpit view, I don't want to see the Cockpit mesh (plus any submeshes) in the external model. You can do this for every mesh that you don't want to see from the cockpit view. This is the preferred method I use, to preserve the actual view from the cockpit as much as possible while avoiding clipping problems. Give that a shot for any model that you are having issues with. You may have to do some searching in the model's OUT file to determine what to hide. One additional note. If your aircraft CGPosition parameter (located in the data.ini) is anything other than 0,0,0, the method I described above will not quite work. The cockpit position will be offset by the numbers in the CGPosition parameter. The way to prevent this from happening is inserting this line into the data.ini just below the CGPostion parameter (located in the [AircraftData] section): What this does is remove the offset CGPosition and the position you set the cockpit at will be its true position reference the LOD model's zero point. In simple terms, if you always set this parameter as TRUE, the cockpit will always be put at the position you set in the cockpit.ini file. I find having this line in all my models doesn't affect anything for aircraft whose CGPosition is 0,0,0 , while fixing those aircraft who's CGPosition is something other than that. FC =========== Wrench Note: if the aircraft does NOT have the OUT supplied (which happens a lot of times), you can find the mesh name with any of the may freeware HexEditors available. All you need to know is the approximate mesh name and use the HexEditors search function to "Find" and confirm the name W
  5. Happy Birthday, Jimbib!

    Happy Birthday Dude!!! wrench kevin stein
  6. needed: multilayered templates for TK 'stang needed: correct or semi-correct shape for tip tanks needed: time to figure out exact placement; using them via the 'fake pilot' method would be the best then, you just need to add the new fuel tanks to the data ini, with correct weights and such. Figure out how it' effects the flight model, and off you go wrench kevin stein
  7. Still waiting on a 3d guy to do Big G ... wrench kevin stein
  8. don't know about the campaign, but I've been working on and off on the terrain for ~2 years. Don't expect anything before the date listed above wrench kevin stein
  9. adjust rolling radius, spring factor and damping factor wrench kevin stein
  10. now, THAT'S what I call expansion!!! wrench kevin stein
  11. Happy Birthday 76.IAP-Blackbird

    Happy Birthday Martin!!! Don't drink too much!!! wrench kevin stein
  12. Happy Birthday Spinners!

    WOOT!!! from one What If Master to another!!! Have a great day! wrench kevin stein
  13. ok after fiddling and fiddling, i finally got them working. Is there a way to 'decrease' the rate of descent? Meaning, I want them to "hang" in the air until they either burn out, or to descend very slowly, replicating the chute. Here's the weaponsdata: which line do I modify? Duration or the drag coefficents? TIA! wrench kevin stein
  14. that terrain is also in serious need to updated to 08 (minimum) standards. It's already 2/3rd retiled, adding the main rivers in Iraq, cities tiling straightened out on some, new coastline near Teheran; unfortunatly, nothing yet has been done on re-targetization. Expected re-release date: 12/21/12 btw, campaigns made for 06 and earlier do NOT work correctly in 08 level games. Not without SUBSTANTIAL rebuilding We went allllll over that after the 08 patch came out. wrench kevin stein
  15. Yes, deflection shooting (ie: leading the target) has always been available. If you're good and/or smart enough, you can calculate the lead in your head. Just like skeet shooting. wrench kevin stein
  16. Yes, many surprises, including a giant flying, fire-breathing radiation mutated turtle. wrench kevin stein
  17. been busy with my books web site

    "We've cracked the code! It's a cookbook!!!!" wrench kevin stein
  18. you mean a 'guidence-challenged bomb'??? I upped the subsonic to 0.48, and that works great! They hang there nicely, and drift slowly down. 5-7000 feet is the best for duration and illumination. Screenie later wrench kevin stein
  19. Unlike WW1 aircraft, where you could reach out and operate the charging handle, anything (call it WW2) and up you can't. Once they're jammed; they're jammed. B & C Mustangs had a real problem with that, due to mounthing the MGs at an angle (as opposed the D, where they were mounted straight) Post-WW2, 50s, 60s, etc, revolver-type cannon (Cruds, Scooters, etc) WILL jam. Rotarys (Vulcan) don't usually. There in no 'unjam' command in 1stGen SF/Wo* or SF2. A quick look at you /Controls/Customize will confirm that. Try short, controlled bursts, as every pilot was taught to do. (and marines hunting Aliens ) wrench kevin stein
  20. how true, considering everybody and their brother-in-law flew Skytrains at one time or another!!! On the upside, TK's control surface fabric looks MUCH better than mine!! Never could quite get the hang of it! wrench kevin stein
  21. bwild: in our ever present SF2 Knowledge Base, this thred might be of some interest http://combatace.com/topic/57393-flyable-f-104s-for-sf2/ wrench kevin stein
  22. )(*&^%$#@@!!!! And I just finished DOING that damn NM skin for the Skytrain, too!!! Well, at least I can reuse the decals ini!!! and it's still missing the de-icer boots wrench kevin stein
  23. tank 300_A4???? Maybe even?? (using Dr. Zoidberg's voice) A bit slimmer wrench kevin stein
  24. shoooot, we been waiting for the Bucc since 2005....I can wait a bit longer! wrench kevin stein
  25. yes, the folded wings. there's an oddity with the static prop node, but that's a non-issue. I've just never seen parked aircraft with folded wings before!!! It's kinda trippy!!! wrench kevin stein
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