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Wrench

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Everything posted by Wrench

  1. and.... you can 'tailor' the individual AI in EACH aircraft's data ini ... look at some of the MiGs data ini, vs the US one. (the 15bis in particular) Specificy calledout Dogfight AIs they can be added to anything ... add it to some gun-armed Phantoms or Cruds, experiment,and let us know wrench kevin stein
  2. Happy Birthday to LloydNB!

    Have a great one, man!! wrench kevin stein
  3. First off, YOU need to get straight on which terrain you're talking about... you start off asking abouthe 'Desert Targets 2.5", which is neither Gepards or mine. Now, you're talking about Isreal2 ... so, make up your mind!!! Things you need to do first ... start small and easy. Campaigns can be nightmares for even seasoned modders. Start with skins/decals or small aircraft mods. Build up from there. learn how to read a terrain's targets and types ini (as per the misplaced mosque) And most importantly, start reading our ever handy, ever ignored Knowledge Base. Begin at the beginning, and read it all the way through. It contains pretty much most of the answers to the questions you've been posting in your various thread. Now, they may not be exactly in the right places, but they're usually around there somewhere wrench kevin stein
  4. Yup, just like the 'virtual' arrestor hooks on several aircraft that don't have the actual, physical node existing on the LOD (FJ-3M Fury comes right to mind) wrench kevin stein
  5. ObjectData005.cat does NOT exist ... it hasn't since the very beginning. You don't NEED the aircraft lods in the aircraft's folder. The main ini will take care if, doing the ever famous cat-reach-around and pull them from whereever they're hiding. The SF2E Mirage IIIC is in 009 The SF2I Mirage IIICJ (aka Shahak and Shahak_71) are in are in 012 Your main ini should look just like the stock SF2E's MirIIIC: How do you think we got all the different Hunters to work in the Suez Update??? wrench kevin stein
  6. Isn't this covered in the KB???? It should be.... wrench kevin stein
  7. works exactly the same between 1st and NextGen sims. BTW, things like the Chapparel and it's equlivant Sov/WarPac are classed as MOBILE_AAA. This assures them showing up to play. OTH, TK has the stock SA-8 classed as "MOBILE_SAM" HOWEVER.... there are internal coding glitches with specifically-called out SAMs, EWR and SAMRadars (in particular the NIKE and HAWKs) Meaning: they go 'stealth' on your TEWs; not showing up in Search or Track modes. OR you have emply launchers, with no missiles having been fired, or other strangneses. Hence, for HAWK and Rapier batteries, it's best to use the generic SAMLauncher, SAMRadar and EWR tags in the targets ini even if specific units are called out in the _types.ini. This is what I did on the recent Libya update; used only genric tags for the NATO AD batteries (since there's no NIKE batteries in Tunisia!) and.. the game engine STILL screws up with the mix-and-match locating of varous radars. It's quite possible to find a NIKE TTR tower in the middle of a HAWK or Rapier battery. Even though the various types are networked together; it even still happens, although rarer, with Soviet/WarPac SAM batteries having different SAM and EWR radars than should be associated with each other (example: SA-3 battery with SA-5 radar) and lets not even go there with the Firecans .. they sometimes showup as vehicles in CAS mission (yup, had it happen to me the other day, while testing the Misti F-1) wrench kevin stein
  8. TK made no provisions for NATO/Western Air Defense units, excepting for those roled as "STATIC_AA" or "MOBILE_AA". Hence, the tagging of Stinger Sites, Chapparrell, Blowpipes as "Static_AAA" and "Mobile_AAA" for the Chap. NATO NIKE and HAWK bases (and by inference, british Rapier and Bloodhounds) MUST be located and placed via edits of the Targets and Types inis. Soviet/WarPac Mobile SAMs and Mobile AAA will also be automaticlly placed at/with those targe regions listed as "AAA" in the targets ini, based upon their defined GroundObjectRole= (ie: Mobile_SAM or Mobile_AAA) wrench kevin stein
  9. THAT is some detailed pit!!! Loooking good man!! wrench kevin stein
  10. lloyd: got the new lod from cocas; i've got to check it, and then pass it along to you. don't think any mapping has changed, just the new FastProp node as much as we need skinners, we REALLLY need FM people, to start getting these aircraft up to SF2 standards (or at least all to 08s!!) wrench kevin stein
  11. Also, this line has been added to just about ALL data inis; in the [AircraftData] section CockpitCGOffset=TRUE helps recenter the pit. Some adjustments in the cockpit.ini for pit placement may still be required. wrench kevin stein
  12. just another Sabre... wrench kevin stein
  13. falcon...you may be right!! (amazing what one can do with mulitple layers. just wish the screencap was better!) wrench kevin stein
  14. The SF2I-xp may have screwed up something. Without actually seeing the folder and their contents, it's really hard to say. You're going to see something here that only a very few people have seen... This is the nations in from the KAW mod; a historically acccurate list. [Theater] TheaterName=Korea Location001=ROK Location002=DPRK Location003=PRC Location004=Soviet Union Location005=Japan Location006=Sea of Japan Location007=Yellow Sea [LimitedNationList] FriendlyNation001=USAF FriendlyNation002=USN FriendlyNation003=USMC FriendlyNation004=SKorea FriendlyNation005=Australia FriendlyNation006=AustralianNavy FriendlyNation007=Japan FriendlyNation008=RoyalNavy EnemyNation001=NKorea EnemyNation002=Soviet EnemyNation003=China Obviously, you're locations will be different (as will the targets.ini, as I've added a few trick), but that's the general idea. Japan is only in there, because the new terrain has LOTS of stuff in Japan, and is designed for more than just the 50-53 Korean War era -- after all, all our JASDF aircraft need more than Baltika's Kamchatcha to play in!. You may need the GermanyCE or Desert terrain for use of the cat pointer reach-around; IsraelME is VERY unforgiving when used for something other than a terrain using the IME tiles and types set. KAW is being built off a full-4 merged, with the pointers to GermanyCE.cat. If you don't have SF2E, you can always copy up the 08 GermanyCE terrain folder to your mods folders' /Terrains folder. (yes, they do work .. not as well, but they work!) You should also be running your korea from a SEPERATE mods folder, from a renamed exe. (if you only have SF2I, copy it up one level of the folder tree, rename it "Korea.exe" -without the quotes-doh!-, drop it back down into the main folder where the sf2i exe is, and run the korea.exe. Then, you can dump all the unneeded stuff, or leave it alone. Stock items (almost always) all have user lists, and if there's no SAMs on the terrain, you needn't worry about them. I even have a new shortcut icon, if you want it! Then, move the relevant aircraft, ships, and other ground objects into you new Korea mods folder. With the limited nations statements above, it'll keep unwanted bullies from bothering you (hopefully), and (hopefully) bring the correct players into play. wrench kevin stein
  15. Moved to the correct Fourm PLEASE do not post quesitons in the Knowledge Base!! Thanks! wrench kevin stein
  16. look at the bright side ... Spinners has all those nice RAF squadron decals, that may just be crying for a home on that Lightning!! wrench kevin stein
  17. the old EAW Euro by Edward? That barely works in 08 -- has all kinds of issues. I wouldn't even bother trying to get it working in SF2. Could use a complete and total rebuild, from the HFD up, and retiled to 4 seasoned GermanyCE. Now that it's been mentioned, it DOES look like 4-Seasoned ANW, out near North Fork and the oil fields.. why would I get mad? I finished that conversion aaagggeees ago. Although, I had experimentated with adding rivers and a large bay (but am way to busy -and far too lazy-) to make all the seasoned transitions for water. To say nothing of Height Field issues ...South Bend is a bit on the high side (altitude wise), from sea level still, all in all, one of my favorite terrains. wrench kevin stein
  18. damnit! I know I saw Rodan around here somewheres.... wrench kevin stein
  19. Cool. I'll be around!! btw, rereading my post above, it sound to me a bit 'short'. If it came off that way, I apologize. wrench kevin stein
  20. File Name: 3rd Wire Parking Enforcement Vehicle File Submitter: Wrench File Submitted: 17 July 2010 File Category: Ground Objects Mods 3rd Wire Productions, Parking Enforcement Vehicle = For SF/WoV/WoE/WoI and all SF2 games = This is a modification of RussoUK's VW 'Follow Me' van into a, well, "ticket tagger". What started out as a joke in the SF2 forums, about not having enough parked aircraft; someone had made a comment about "maybe they'd been towed away for illeagly parking", grew into this little mod. It still uses the basic yellow/black checkerboard skin, with the addition of 'identifer placards' on the roof, front, back and sides of the vehicle. Yes, the front ID Placard IS supposed to reversed, just as one sees on other Emergency Vehicles. The vehicle's nationality has been set to "GENERIC", so it can be used by both sides. It's GroundObjectRole has also been set to TRANSPORT, which will allow it to show up on ARMED_RECON missions. If this is unwanted, I'd reccomend changing it to RECON, in the data ini. Fairly simple install instruction are included; with data for Terrain builders as well, on how to include them scattered around maps as sort of an 'Easter Egg'. Have fun with it!! And remember the 3W Parking Enforcement Bureau's Mottos: "Move It, Or Lose It" and, BTW, the fines associated with the ticket and towing are EXPENSIVE!!! They go up with the size of the aircraft towed. Plus storage.... Enjoy! Wrench Kevin Stein Click here to download this file
  21. yes, there IS no landing gear on those Zippers. What you're seeing IS the Impound Yard. Those Zippers are up on block; milk crates, concrete blocks, jackstands, etc. Or, I guess the local gangs stole the tires!! wrench kevin stein (actually, it's distance LOD issue on the F-104C lods)
  22. More weapons testing ... a 'pretty damn close' version of the JM117 w/EO or IIR guidence. closest shape I can find (let alone a picture of the real thing!) Soon, I hope, for sf2 release. wrench kevin stein
  23. I was gonna say, it sure isn't Korea!! Mabye Indo-Pak?? I haven't worked on it for while, and had pretty much forgotten what it looked like!! If so, that might be the region around Islamabad. Mabye??? (whiney voice)...I don't remember!!! I really must finish that, after Korea wrench
  24. Version

    591 downloads

    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
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