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Wrench

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Everything posted by Wrench

  1. we don't have a 777, but a 707 exists with a Pan-Am skin. It could probably be reskinned for El Al wrench kevin stein
  2. No, just decals. Which for some reason now don't want to work...and this is in WoE! You getting the exploding wingmen too? The hangar and loading screens are my work, too. The tail codes I have (once I dial in the decals) are for Apollo Deadaleus Korelev (would also gets a Red Star wing decal, altough the nation is still USAF, as opposed to Russian Federation) Odessey Phoenix Prometheus The bird itself is a >Beta release, and need new meshes cut, and complete remapping. Only capun can do that. Mine does all sorts of odd tings ... exploding wingman, vibrating/jumping up and down, digging a wing on take off roll. Needs a LOT of work. But it's a sci-fi what ifer to the max, and probably very low priority. I have/had working pulse cannon for the Uda'jeet, but can't find that either! Hopefully, it didnt get totally lost in old comps crash. Also, it should have come with 6-8 J'ffa pilot skins ... each as a different System Lord's tatoo. wrench kevin stein
  3. File Name: Himalaya Terrain File Submitter: Wrench File Submitted: 01 August 2010 File Category: Full Terrains Himalaya Terrain Updates, For SF2 Series (& SF/Wo*, too!) I was unable to find the readme that came with Major Lee's original release, so this will have to suffice. This terrain was first released in 2004. Some modifications and the like for Major Lee's Himalaya terrain, updating tileing, targeting, movements and suchlike. Designed for use in a Full-4 Merged SF2 install. It should, however, work just fine in standard unmerged installs, and with some editating, in all 1stGen series as well. As stated above, this is the FULL terrain, with all internal objects needed. You simply need to unzip and install. Some new tiles have been added to make it look a bit more 'lived in', and several new target areas have been added (cause everyone needs someone to bomb...). All the inis have been updated, and a new Movements.ini created for CAS and Armed_Recon missions. This map also makes use of the LimitedNations and LimitedMissions statements for both sides, so you won't have any Anti-ship missions since the nearest ocean is like 1500+ miles to the south. You will also be extracting and editing the game's Nations.ini to add the new nation of Nepal. A new Nepalese ground unit is also supplied. This terrain mod, while designed for SF2 merged installs, is easily back-dated for use in all 1st Gen SF/SFG/Wo* game installs at the 08 Patch Level. You'll just need to change the shader statments; instructions are below. No editing is necessary for the ground objects; other than having the guns and weapons for the infantry unit. Also added are several new tiles, creating some cities, hills and mountains, rivers for the region, and filling in the Kathmandu valley with farms and fields. The northern, higher elevations (heading into Tibet and China), while having a city or 2, are still predominantly snow/rock fields. Some liberties have been taken with target placements, but they are named correctly, and more or less in their Real Life ™ locations. Give or take a few dozen kilometers, and several thousand meters in altitude. This terrain mod contains 2 of the highest altitude airbases in any mod ... fly accordingly! It is ALSO highly reccomended you READ this entire document through before installing this mod. Especially the Notes section. If you don't, you're SURE to run into problems. And then, we'll clown on you. Hard and mercilessly. Happy Landings! Wrench Kevin Stein Click here to download this file
  4. took the wrong screenie, but it shows an nice horizon line. but I CAN safely say that , yes the mountain tops ARE cut off by the clouds, don't stick through, BUT... you CAN run into the unexpected cumulo-granite layer. As I unfortunatly found out... to quote Duke Nukem "ooooohhh, that's gotta hurt!" wrench kevin stein
  5. dreaming of flight ... wrench kevin stein
  6. actually, I went back and tested with overcast and inclement ... the mountains DON'T stick through, and Zonnga airport disappears in the clouds!!!!, leaving the airport bulidings and plane 'suspended in mid air'!! It just never occured to me there'd be a glicth. Cloud top layer seems to end around 16000 feet (using the stock enviro stuff in SF2). I'll recheck Gya'gya too, and post some screenies later wrench kevin stein
  7. you know, I totally forgot to test it with full overcast! (inclement) weather!!! But, I"ll be the clouds 'peak out' from the mountains ... Thanks Ken, for the compliment! wrench kevin stein
  8. Happy Birthday Soulfreak!

    WOOT!!! WOOT!!!! Happy Birthday Carlo!!! wrench kevin stein
  9. Uda'jeets don't carry missiles ... have you NOT watched the movies and TV series??? They only have the particle beam cannon. About 3+ years ago, I dailed in all the weapons for the Mongoose, completely re-decaled it for ALL the Prometheus class ships' squadrons, and even added "period" sci-fi nose art. I even asked Capun to recut the lod into several new meshes, so the decals would show up properly, with a complete report on other minor flaws. It hasnt happened yet! Both the Uda'jeet and Mongoose have SG themed screens ... don't know where everything is ... maybe on the old HD off the blown up comp. Have to look for them. There is no template, cause there's only one skin map. wrench kevin stein
  10. What does the gunsight statement look like in your _cockpit.ini??? If it dosen't look like this: [GunsightFront] HasGunsight=TRUE GunsightMilSize=60 GunsightName=RAFMk2_GUNSIGHT.tga LeadComputing=FALSE MaxDepression=0 DefaultDepression=0 you won't have a sight as to the rudder and other control surfaces, if their meshes weren't cut from the parent meshes and animated, they won't move wrench kevin stein
  11. I like that even better! The pit1 DO have uses! wrench kevin stein
  12. it's a game issue caused by the pit1 lods. There's no fix for it, this side of TK. There are other shadow issues with terrain objects as well, but that's the most noticable Best advice: go through the targets ini, line by line, and replace the pit1 with something innocuis (sp?), like oildrum1 wrench kevin stein
  13. Start Here: http://combatace.com/forum/99-thirdwire-woewoiwovsf-1-knowledge-base/ wrench kevin stein
  14. And what's keeping YOU from doing the ini dance??? It's just text..extra plyons can be added via the FakePilot method. Cockpit avionics can be easily tweeked, using pointers to all-stock items. wrench kevin stein
  15. That's pretty interesting, as the stock WoV/SF2V sampans aren't Ground Objects ... they're Terrain Objects. They shouldn't show up in A-S mission at all, only as 'parked at the dock'. Unless, of course, they've been modified in some fashion to make them usable GOs (I've done it, so I know it's possible), or they're YAPs. A little more info might be of some use here... wrench kevin stein
  16. 90% of those aircraft are missing. We're talking about the age of biplanes, with the beginnings of the transitions to monoplanes The USN had fascinating color schemes (chrome yellow wings, NM or doped silver fueselage, fues band, tail surfaces, cowl rings), all done for certain reasons, and all color keyed to: a) ship the air group was attached to b) flight within the squadron c) aircraft position within each flight (all based on a 3-plane section, hence squadrons with a 15 or 18 base allotment) The info is readily available, you just have to look for it. My suggestions would be several Squadron/Signal books on the period. If one can find the 1940 movie "Dive Bomber" with Errol Flynn, it's worth watching cause its in Technicolor -very rare for the time. BF2Cs were, iirc, only deployed to only one squadron, and quickly removed from service due to wing failures (the export Hawk III did great in China, however!) The Army, too had some interesting ideas about color. (blue fuselages???) wrench kevin stein
  17. did you try this???? AvionicsDLL=Avionics70.dll I'm gonna hazard a guess at no... (btw, that's covered in the ever so handy, ever so ignored Knowledge Base. 1stGens need to use avi70 for HUDs. Changes in SF2s coding will allow for some usage with avi60) wrench kevin stein
  18. They can ask about it here, too ... It has some serious problems. The aircraft explodes on the runway; is unflyable in 08+ levels (needs a completely NEW FM -flys OK in 06, if you can get your wingmates airbore) ... been screwing around with it for nearly 3 years; I don't know what's wrong with it, and can't fix it. So, no release until it meets my standards. wrench kevin stein
  19. did you check the box in you hexeditor that says "open unicode", or words to that effect and dds format skins take up even less space wrench kevin stein
  20. I've got no realy problems with my WW2 installs in Win7 Ultimate 64 ... just make sure you do NOT install to any /Progarms or ProgramFilex (x86) folders, but to the root of C: C:/Wings Over Europe_SWOTL (for my ETO install) as for the CTDs on mission exit, it's due to the terrain shaders, and shouldbe covered in both the regular Knowledge Base, in the WW2 KB above. Basically, you need to turn them off. Open the terrain's data ini (we'll use the WW2_Euro for the example ... which is very old and even I can't fix what's wrong with it, effects/height field-wise for 08 and SF2-and even in 06 levels...) scroll down and look for lines like this, there should be 3 callouts like this: [NormalTextureMaterial] UseEffectShader=TRUE <---this is the issue EffectShaderName=TerrainEffect.fx change all UseEffectShader= to FALSE. That'll stop the mission exit CTDs. If we ever get 08 FM, we can turn them back on As for weapons, there's a specaility WW2, 06 level weapons pak in the downloads section. wrench kevin stein
  21. actully, you take the original 3W Nations ini, and add the WW2 nations to it... But you also need the WW2 formations ini, as several of the Axis nations use specific layout. That should be in the SF/Wo* downloads section somewhere ... but I diremember exactly where the nations to add are, where *** is the next number in sequence [Nation***] Name=Japanese Empire DisplayName=Imperial Japanese Air Force Alignment=ENEMY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesJapanese.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2GerFighter Formation.Attack=WW2GerAttack Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsJPN.ini MedalTextFile=MedalsJPN.str [Nation***] Name=Nazi Germany DisplayName=Luftwaffe Alignment=ENEMY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesGerman.lst RankList=RanksGAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2GerFighter Formation.Attack=WW2GerAttack Formation.Bomber=WW2GerBomber Formation.Transport=WW2GerBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=GOOD GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsNG.ini MedalTextFile=MedalsNG.str [Nation***] Name=WWII Soviet DisplayName=Soviet Air Force Alignment=FRIENDLY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesRussian.lst RankList=RanksRussian.lst CallsignList=CallsignsUS.lst Formation.Fighter=SovietFighter Formation.Attack=SovietFighter Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=SovietTank Formation.MobileAD=SovietAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsSov.ini MedalTextFile=MedalsSov.str [Nation***] Name=WWII Italy DisplayName=Regia Aeronautica Alignment=ENEMY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesItalian.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2AxisFighter Formation.Attack=WW2AxisFighter Formation.Bomber=WW2AxisBomber Formation.Transport=AxisBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsItal.ini MedalTextFile=MedalsItal.str [Nation***] Name=Vichy France DisplayName=Vichy French Armee De L'Air Alignment=Enemy PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesFrench.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2AxisFighter Formation.Attack=WW2AxisFighter Formation.Bomber=WW2AxisBomber Formation.Transport=AxisBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsFr.ini MedalTextFile=MedalsFr.str [Nation***] Name=WWII_China DisplayName=Chinese Air Force Alignment=FRIENDLY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesChineseWG.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsROC.ini MedalTextFile=MedalsROC.str [Nation***] Name=AVG DisplayName=American Volenteer Group Alignment=FRIENDLY PlayerFlyable=TRUE Mercenary=FALSE PilotNameList=NamesUS.lst RankList=RanksUSAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=WW2USFighter Formation.Attack=WW2USMedBomber Formation.Bomber=WW2USBomber Formation.Transport=WW2USMedBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.cat Medals=MedalsROC.ini MedalTextFile=MedalsROC.str you'll also want to change the DisplayName for USAF to United States Army Air Force and remember ... 06 patch levels are STILL reccomended .. as all flight models will be f***ed with 08 and SF2. Unless said FM have been rebuilt for 08 and SF2 (only one mod that I'm aware of .. DAT's WoR) Also, ALL terrains will need some editating for shaders/effects if used in Vista/Win7 based installs --expecially in SF2 wrench kevin stein
  22. and will be for sf2 only to "lower" the aircraft, you need to decrease the RollingRadius on the landing gears ... [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=3.0 AnimationID=1 DragArea=0.25 HideGearNode=TRUE ModelNodeName=Gear_F InsideNodeName= ShockNodeName=GearShock_F ShockAnimationID=3 ShockStroke=0.4 SpringFactor=2.0 DampingFactor=3.0 WheelNodeName=Tire_F RotationAxis=x-Axis ReverseModelOrientation=FALSE RollingRadius=0.337 <---this line, decrease in increments of 0.10 and test CastoringWheel=TRUE CastoringNodeName=GearShock_F Steerable=TRUE MaxSteeringSpeed=35.15 Locking=FALSE MaxSteeringAngle=35.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=110 MaxLoadFactor=5.0 CompressGearOnRetraction=TRUE do that for all 3 landing gears, looking at them in game. Having a working shadow really helps to determine height too. wrench kevin stein
  23. and don't forget to watch out for the old man, walking his water buffalo, with the flint-lock rifle. (movie reference) wrench kevin stein
  24. for use with animation key, shift/0. Just drop over the existing statement [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=4.0 AnimationID=6 I converted mine a long time ago (but no longer use this aircraft, what with TKs in SF2:I suez expansion, and new one under construction for SF2: KAW wrench kevin stein
  25. Are you using a full-4 merged install??? If not, try this: [LOD001] Filename=F-4E_AUP.lod Distance=8000 //[LOD002] //Filename=F-4E_72_lod2.lod //Distance=250 //[LOD003] //Filename=F-4E_72_lod3.lod //Distance=500 //[LOD004] //Filename=F-4E_72_lod4.lod //Distance=1000 //[LOD005] //Filename=F-4E_72_lod5.lod //Distance=10000 wrench kevin stein
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