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Wrench

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Everything posted by Wrench

  1. Off to (death) rattle some Bad Guys ™ cages... wrench kevin stein
  2. mmmmm....turkey....stuffed with Mk82s!!!! mmmmmm...... wrench kevin stein
  3. looks like copyrighted material, what with the guys' watermark/name emblazoned across it. Are these 'free' photos, or what? Might want to double check such things before posting, just as a "by the way" kind of thing... Nice artwork, though wrench kevin stein
  4. a Skytrain from the 21st TCS departs Kunsan, carrying badly needed Samsung DVD players.... wrench kevin stein
  5. I just thought this was an "interesting" shot ... see if you can see what's different... wrench kevin stein
  6. that, and writing the readme, is all that's holding back the release of SF2 modded the F-89 Scorpion Pak. All of them that I've updatd or created new variants of ... C, D, H, J (early) and J (late) some subtle changes; canopies activated on those airframes that can use it via animation key (D lod only), new SF2-style hangar screens, other small adjustments .. and get this... It uses the STOCK F-4B sf2 pit, with NO internal cocpit folder!!! TK must have changed something in the internal coding, cause even with the cockpit ini extractd, renamed to 'Scorpion_Cockpit.ini', pilot positons adjusted -- everything shows up in the correct place, and works! So, if anyone has that working effect .... I'd like to include it with the package. wrench kevin stein
  7. oppys .. looks like I never wrote the link on my site for the update; just use the one here. It's better wrench kevin stein
  8. here's something else you didn't find: http://combatace.com/files/file/8001-yak-cockpit-pak-2/ in 1stGen cockpit upgrades wrench kevin stein
  9. lighting upgrade on that was don in 2006 by yours truely .. been available on my site since then. No data in airbrake. Pasko did the original aircraft; that info's not shown in your link. here's the lights, just add the SystemNames to the various components [LeftPositionLight] SystemType=LIGHT Position=-5.7,-4.60,-0.25 LightSrcOffset=-0.04,0.00,0.00 Color=0.98,0.25,0.25 Brightness=0.03 LightSrcRange=0.5 CanFlash=FALSE [RightPositionLight] SystemType=LIGHT Position=5.7,-4.60,-0.25 LightSrcOffset=0.04,0.00,0.00 Color=0.25,0.98,0.25 Brightness=0.03 LightSrcRange=0.5 CanFlash=FALSE [TailLight] SystemType=LIGHT Position=0.0,-10.00,0.35 LightSrcOffset=0.00,0.00,0.20 Color=0.88,0.88,0.88 Brightness=0.04 LightSrcRange=0.5 CanFlash=FALSE [RedTailLight] SystemType=LIGHT Position=0.0,-9.90,0.10 LightSrcOffset=0.00,0.00,0.20 Color=0.98,0.25,0.25 Brightness=0.04 LightSrcRange=0.5 CanFlash=FALSE [landinglight] SystemType=LIGHT Color=0.88,0.88,0.88 Brightness=0.10 Position=-0.0000,3.00,-0.80 LightSrcOffset=2.6046,49.0560,3.50 LightSrcRange=150 LightRange=45.0 CanFlash=FALSE LightNodeName=LandingLight IsLandingLight=TRUE wrench kevin stein
  10. what sea tile are you using? wrench kevin stein
  11. do you have the sound file asked for by the aircrft's data ini?? If not, no sound wrench kevin stein
  12. it works on terrains, but just not as well. We've had issues with the TOD objects (mostly buildings) appearing as black, untextured squares and such It could be a 'great leap forward' in terrain tiling, as a 200 meg tile download (I'm NOT kidding!), drops to around 35 megs; just some issues to be worked out. Seems to work pretty good for aircraft skins, though wrench kevin stein
  13. have you tried changing them to a stock afterburner effect, to see if it's working? I'd reccomend the Eagles open the data ini, scroll down to the Engine section, and use this: EagleAfterburnerEmitter wrench kevin stein
  14. don't forget to edit the avionics ini to use TEWS symbology; and if you make the A-6A flyable, it'll use vector took me all of 30 minutes to get both in .. btw, there are no drop tanks stock for it; you'll have to import the 300 gallon units from WoV/WoE or Gunny's pak (and edit the gray centerline tank from ODS to use the SF2 stlying). Even though the node is called out in the data ini, thre's no node in the actual LOD (I check with my handy-dandy hex editor) wrench kevin stein
  15. partial reskining, and redecaling of TKs A-1H. New lights, working canopy (can't get the weapons to follow the pylons when folding...drat it all!). You all know HOW I hate to waste good decals.... can't release it just as yet, because of screenine #2. Another new item, for another mod. wrench kevin stein
  16. The mod is designed for a 'stand alone' 1950-1953 install; with aircraft, ships, ground objects specific to that timeframe. H Sabres are outside the timeframe we're shooting for. But, we are working for 6-8 completly new or completly rebuilt aircraft, and several new cockpits. Plus ships, vehicles (read: tanks) and several other surprises. OTH, after release, there'll be an update for the targets ini, for those wishing to continue flying from 1955-whenever, for use in standard, merged installs. I already have the 'modern' targets plotted and just need to add them. You can find screenies in the Screenshots Thread (the most recent is my Corsair zapping the trucks to rap songs) wrench kevin stein
  17. there's at least 2 or 3 maps for FE, in the FE downloads section. I think Gepards 'fire fighting' map is designed for FE, but can't remember exactly. Getting to mission builder to work ????? ???? btw, all the stock maps work in FE too, and 99.9% of the addons; you just need the Original 3 Terrains (Desert, GermanyCE, VietnamSEA) in the FE /Terrain folder. Of course, there's the 'range issue', as most of those are substantially larger in area than FE's map; aircraft may run out of fuel. wrench kevin stein
  18. Stary's 4 Season GermanyCE. But seasonal changes ONLY work at 08 patch and above. Of course, one would use the stock tiles in the TE for placement, so a finished product (albeit just the one season) is not too terribly difficult. Massively time consuming, but doable (if one has no outside life! ) Then, the targets ini has to be completely rebuilt; we all know how long that takes! I do gotta say, having retiled several terrains from the old BN series to either GrmanyCE or VietamSEA, it's a real PIA -since all pre-existing data inis, texture lists have to be tossed (retiling the Solomons to VNSEA was a nightmare!, but the results were worth it, IMO.) wrench kevin stein
  19. ok, first off, a point of order...when someone asks for a link, you post the URL... like this: http://combatace.com/files/file/2524-tornado-ecrgr1a-pack/ keeps folks from having to stumble around trying to sift through all the other stuff. Now, as to the aircrft and decals TK specifies that a minimum of 18 level 2 decals (ID numbers, serials, etc) need to be used. This only has 8; and it uses a numbers.lst. With less than 18, even with a numbers list, is it EXTREAMLY possible to 'run off the end'. Did you look on the loadout screen, and see if individual numbers were being called out? What happens, if it's on the last number, NONE of them show. Other than an old, outdated bunypak-style loadout ini (and the data ini needs the proper fuel tank names there, too), I had no problems just dropping everything in, and having numbers show up (see screenie below -- which I assume are the numbers at the top of the fin), with no editing of the decals ini whatsoever. Needs a lot of little tweeks to the lights and stuff...maybe in 6 or 8 months when I can find the time.... My suggestion: rename the numbers.lst to xnumbers.lst, and see what happens. Or do whatever wrench kevin stein
  20. topic moved to correct forum ---------------------------- stock menu screens, or 3rd party ones? wrench kevin stein
  21. DATs redoing (at least skins, and hopefully the LOD too) for the Belenhime Mk.1 for their upcoming MTO/North Africa mod. Don't think the Mk.IV is included, though. I'm actually quite interested in what they're doing with the terrain (that I've already rebuilt, and is available here). At the very least, FMs are said to have been updated to 08 standard wrench kevin stein
  22. a couple of years back, I'd started retargeting the old Euro WW2 ... but its fallen by the wayside due to all the other terrai projects, and the fact the map itself is pretty messed up. (last time I worked on, checking the targets ini, was 10/09) The tiles are pretty bad (and the winter and summer sets are completly mis-matched -- things are NOT in the same places between the 2), and there's a lot of height field problems, terrain effect issues and such. Don't know when I'll get back to it. I'm having a 'crisis of faith' with my WW2 stuff, mostly due to having to go to Win7 on the new machine (I've put nearly 5 years into all the WW2 rebuilds, only to have to turn off all the terrain effects, so the damn game don't crash at the 06 level. Going to 08 fixes the terrains, but the aircraft FMs go to s**t!) But if a Terrain Guru ™ wants to take it on, I'll be glad to pass what I've done, and a complete Terrain Editor ONLY for WW2 EAW, to whomever wants to try. What it REALLY needs it to be completely retiled, using the latest GermanyCE 4 seaons set (which, unfortunatly will only work in 08/SF2), but failing that, at least to the standard GermanyCE tiles set for spring/summer/fall -- the stock tiles will work 'good enough' for that It's partly retiled, with "new" imported Airbase (AB) tiles for lots of places, but it lack proper transitions from city to airbase or farm to airbase, etc. wrench kevin stein
  23. flying firefighters

    I'm surprised Canadair hasn't shown up in this thread ... iirc, he flys CL-215s wrench kevin stein
  24. I like big trucks, and I cannot lie my rockets just make them die! You other brothers can't deny When the bombs are hung, then they get flung, them trucks are gonna get sprung wrench kevin stein
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