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Wrench

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Everything posted by Wrench

  1. the terrain's types ini. You won't get it to work on MEDIUM strips ... there's been a glicht FOREVER with the thing, and it REQUIRES the large airbase. Otherwise, CTDs will follow. Here's how they break down (after all, I am THE terrain & targets guru...) Runway 1 - medium (3 squadrons) Runway 2 - medium (1 squadron) Runway 3 - small (1 squadron) Runway 4 - LARGE (6 squadrons) Runway 5 - medium (3 squadrons) Runway 6 - medium (3 squadrons) So, if you're using a terrain withOUT Runway 4s placed on it, you can't use the Foxbat. VietnamSEA has no R4 for the Red Side, rendering that particular terrain unusable for it, and any bomber larger than Beagles. Here's a partial list of terrains with (and without) runway 4s on them, on the red side: Desert - ok GermanyCE - ok VietnamSEA - not ok IsraelME - ok SoCal - ok ASW - ok ANW - ok DBS - ok AE (madagacsar) - not ok Libya - ok Canary Islands - not ok Darwin (modern) - not ok BOB 1970 - not ok Himalaya - not ok Desert Storm - ok Formosa - ok (but not usable, with new limited nations statement) Fighter Bowl (aka "The Bowl" ) - ok Kamchatka - ok that should give you some idea. wrench kevin stein
  2. They're stock items ... the Fresco-C has been since Day 1. The Fresco-D now comes with SF2E wrench kevin stein EDIT: correcting variant name. Fresco-A is the plane-jane -17 (non afterburning). Taht was added in WoV/SF2:V There are SEVERAL 17 variants available in the d/l section : PF/PF sp-16/PFU. and they ALL work, with some VERY small tweeking. Albeit, the 19PF in now stock, and the add on is not longer necessary, expect for cockpit, and various inis needed W
  3. Here's a link to the WHOLE sections on weapons in the KB: http://combatace.com/forum/189-adding-weapons/ wrench kevin stein
  4. This should probably go in the video's thread, but I feel this is a better place. And a better "subject matter" video. Those of us here in the US, and especially in my age group (50 and older), will probably remember this little "spot" that used to usually be played at the end of the broadcast day. Sometimes, it was just used as a filler. Back in the 1960s, when most TV was still being transmitted in black and white.... Our friends in Europe and Asia might not have ever seen this before. I can't remember the code for embedding the vid, so here's the direct link Still chokes me up, 45+ years later. Enjoy! wrench kevin stein
  5. With any luck (oh! that word!), they'll stay the same. If not, it's a simple matter to re-extract from the various and sundry objects cats. Most likely, they get expanded, what with the blending of the cats. As with data inis, that might be a good idea, as sometimes TK sneaks in small changes to the flight modeling. As we all know, 99.9% of the loadouts are incorrect anyway (ALL the MiGs for sure!)...but keeping the corrected loadout inis safe is a good idea (of course, you'll have to fiddle the Rhinos, to re-split the Sparrow stations so the jammer loads in one; group 4, and 3 sparrows into group 5) what I've done, is just toss out my extracted cats, and reextrat the new ones. Of course, having the HD space helps too! wrench kevin stein note to self ... restart the "Loadout Fixes Thread" in the SF2 KB.
  6. I found something I'd nearly forgotten about.....

    don't know who the speaker is, but it's not Mr. Heston. FC, I remember seeing the T-38 one a few times too! wrench kevin stein
  7. Yes. All are replaced/combined with newer ones All catfiles are updated. Yes, all will be overwritten and might need reextraction to cross-check what you want to 'see' in each terrain. Any you'll loose any flyable AI aircraft, as their main ini is overwritten. So, if you want to keep the MiGs and Su's and AI Hunters flyable, create a copy of the main ini (ie: "save as", for example, xHunter4.ini or xMiG-17F.ini, etc) That issue is coverd in the KB, to, under "Patching Made Easy" or something like that and they MUST be installed in order ... meaning, SF2 SF2V SF2E SF2I SF2I Exp.1 wrench kevin stein
  8. if you're flying the Red Side, WoI has NO shipping routes for the Arabs. This could also explain the fault wrench kevin stein
  9. gun jams came happen. part of the new coding. "short, controlled bursts" and hope for the best wrench kevin stein
  10. File Name: Formosa Terrain, Limited Nations Tweek File Submitter: Wrench File Submitted: 11 July 2010 File Category: Full Terrains Formosa Terrain, Limited nations Fix This little tweek for Gepard's Formosa terrain will add the LimitedNations usage, cutting down on the chance of any unwanted visitors to the playground showing up. This mod consists of the Formosa.ini and Formosa_Nations.ini. Nothing anywhere else is changes; it only creates a 'fixed' number of countries that are allowed here. This tweek, while designed for SF2 series, will also work in SF/Wo* 1st Gens at the 08 patch level, if you've back-converted this terrain to work in 08s. As always, it's suggested you read this little readme. It's acutally quite short and pretty easy to follow. For a change. No screenie included. Good Hunting! Wrench Kevin Stein Click here to download this file
  11. Version

    437 downloads

    Formosa Terrain, Limited nations Fix This little tweek for Gepard's Formosa terrain will add the LimitedNations usage, cutting down on the chance of any unwanted visitors to the playground showing up. This mod consists of the Formosa.ini and Formosa_Nations.ini. Nothing anywhere else is changes; it only creates a 'fixed' number of countries that are allowed here. This tweek, while designed for SF2 series, will also work in SF/Wo* 1st Gens at the 08 patch level, if you've back-converted this terrain to work in 08s. As always, it's suggested you read this little readme. It's acutally quite short and pretty easy to follow. For a change. No screenie included. Good Hunting! Wrench Kevin Stein
  12. I can state, with 100% certainty, that the issue with the border is in the campaign data ini, not my terrain mods. Swapping out the border statements from a freshly extracted IME movment ini, dropping them into the campaign ini, removed the extra lines... However, it did NOT remove the soviet AAA units from Paphos and Akrotiri, even though these were reditd to just plain AAA. Even added cyprus to the FrienndlyNations list (which I'm going to remove as Cyprus don't exist in te nations.ini.) In single missions, when flying from either, Blue AAAs show up. In campaign mode, Reds show up. So, something is glitchy there. In the meantime, until it' gets fixed, I'd suggest replacing the AAA units at the 2 Cyrpiot airbases with oildrum1. They won't shoot you full of holes! And are easily changed back, whence the problem is found and fixed. wrench kevin stein
  13. thanks ace! I fixed the rudder stripes; I'd borrowed them from my WW2 I-16 Rata skin, and they were too light. Also "liberated" the 104G serial numbers from 06 WoE, so those are wrong too it looks like. that site link is perfect! Thank you JJava!!! The Jug looks good, too! Now, if I just had the time to make the serial number decals .... i'm like 3+ weeks behind on korea... but I'll try to find some time. We need a good ROC Zipper for Gepard's terrain and Stary's tiles (btw, I've got a fix for the terrain too, using the limited nations statment. had to dothat, as I'd gotten jumped by PLAAF Hunter FGA9s .. and that just ain't right!!! Also have a fix for the shadow issue on Ajundair's A Zipper as well) wrench kevin stein
  14. I keep getting Red AAA units shotting the crap otta me!! When I built those parts of the terrrin, that never happened. the 'front line' statements are messed up ... I can't seem to get a screenie, but as you move the map back and forth, one of the red border lines moves with you. the movement ini's front line statements need rewriting, probbly back to the orignal positioning of Isreal's pre-67 borders. There's 45 lines, and only 41 are called to being used. Also, the Canberra units need their missions adjusted ... in teh campaign data ini, they get tasked with CAP. Rather odd for a bomber, that has no offensive or defensive armament!! wrench kevin stein
  15. what have we been saying for these years??!!!??? And yes, even I have been guilty of it wrench kevin stein
  16. and also to prevent E/A from showing up on CAP mission the friendlies would be assigned to, if they weren't classed neutral. As it stands, they have a 0 value target 'place holding' the cites, just so's they exist as other than a named area. Akrotiri and Paphos are most definately classed as FRIENDLY... [TargetArea233] Name=Akrotiri Airbase Position=300000,866000 Location=13 ActiveDate=1/1/1930 //InActiveDate=1/1/1999 Alignment=FRIENDLY AirfieldDataFile=desert_airfield4.ini NumSquadrons=10 [TargetArea236] Name=Paphos Airbase Position=256000,884000 Location=13 Alignment=FRIENDLY ActiveDate=1/1/1935 //InactiveDate=1/1/1999 AirfieldDataFile=desert_airfield6.ini NumSquadrons=10 one could also try replacing the AAAn targets listing with oildrum1. Of course, that completly removes any Air Defense units from these bases, but they ARE out of range of anything/everything the EAF would have, excpeting their Beagles. But n series items also prevents enemy strike missions from being tasked to those target areas. wrench kevin stein EDIT: actually, do the AAAn replacement first ... the game engine ™ may not quite know what to do with those. Test and let me know (as thats' use in Korea too, and if it's a glich, HAS to be fixed)
  17. grap the exe; I use the SF2.exe, move it up one level to the /Third Wire folder. Rename to whatever you want it to be. Move it back DOWN into the SF2 folder, with the other exes. Create a shortcut to the renamed exe, change icon to match 'era' or 'region', if you want double clik the exe; and it'll start the game. Set up options, controls, etc. Select single mission, start single mission with anything; you can fly it or just exit out from there. Go the Saved Games folded (if vista/7), add any needed folders (effects, flight, weapons, pilots, guns, sounds terrains, etc) Delete any and all unwanted items from Aircart and GroundObjects folders. Add era specific or region specific items (if it's that type of install) -guns, weaposn, effects, etc. You can also create new menu screens that are install specific (reccomended), using the Menu Screen pak I uploaded that's pretty much it, really. Other than finding the bits that fit what you wanted. btw, after each patch that TK gives us, you'll need to recrate the exe, based off the newly patched version. What I do, so as not to lose the mods folder, is simply rename it. Say, for instance, it's KAW. I just rename the KAW mods folder to xKAW. Do the exe rename thingy, run the game, which recreates the other folder. Delete it, then rename the xKAW back to KAW. This allows keeping the mods folder intact, and loosing nothing. Kinda cool! OTH, in the main SF2 installs, any inis you've pull to tweek may disappear, just like they did in SF/Wo*. So to prevent having to remake all the migs flyable again, I 'save as' a copy of each main ini (ie: MiG-21MF.ini) as xMiG-21MF.ini with all the added lines for cockpits, hangarscreens, avionics, etc. wrench kevin stein
  18. quick and dirty new skin; needs individual A/C numbers... ROC F-104Gs Patroling the Straits (Gepard's Taiwan w/Stary's tiles) wrench kevin stein
  19. You're preaching to the choir, brother!! Know how many frakking bridges are in Korea??? (that is, before the Air Force, Navy and Marines got to them....) And I have to place them ALL, and all the "interesting bits" in the cities that Dave loves to bomb (on the bright side, the Reds DO get to zap the Hyundai and Samsung factories...) Don't forget, there's a 'long suspension bridge' that Gepard did several years ago, it don't quite meet the ground, but if you're VERY lucky, you can butt the ends into hillsides. It's called "bridge01"; it's in my SoCal map, and maybe in Gepard's Suez or Israel2 maps. Don't remember if there's a bmp or tga associated with it,but a quick look inside the lod with a hex editor (search, find bmp) will tell. A little secret that TK told me ... you can flatten individual areas, by simply creating a NEW city list, with just that one city well, listed! That's how I added to airbases on cyprus for the Suez Expansion Upgrade. Try the smallest area possible, maybe 1000 x 1000. Like this: Also, try to get the center span at the 0,0 point like I did above, then it easier to plot the spans at the river bank. bridges are frakking nightmare.... wrench kevin stein
  20. 80's tv programming

    hulu maybe??? wrench kevin stein
  21. FINALLY .. after 7 frakking years!! It's finaly working!!! About bloody time!!! DOn't forget, there's the Suez addon coming for WoI, so maybe it'll be incorporated in there??? wrench kevin stein
  22. del's c-130J maybe??? wrench kevin stein
  23. Now, all we need is the TGA red-striped skin!!! wrench kevin stein
  24. They should just drop right in, as they're based off the skin names. Just drop the tgas into the main A-1H folder. If you really want to, you can use the newer lod for the USAF version, and just follow the instructions I wrote on copying the skins and renaming. I've already tested that with the USAF skins, and it works exactly the same as the Navy skins (or RN too). Some editing of the Navy data ini, when placed in the USAF version will be needed, as the service dates are different. What I did, was create a A-1H_USAF (ie: nationalized version), thereby keeping the Navy and USAF/VNAF versions seperate. Simple ini and folder renames, but you'll have to edit the decals ini to reflect the new folder name on the 'land based' versions. Pretty easy job, all in all wrench kevin stein
  25. Off to lay some hurt on the Commies... (sharp eyes may notice a difference....) wrench kevin stein
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