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Everything posted by Wrench
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Is there a standardized WWII Nartion.ini file?
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
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 -
A Few Questions
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
About BULLETOBJECT.ini and MISSILEOBJECT.ini? (stock ini)
Wrench replied to AGOSTINO's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
A Few Questions
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
Mirage Factory Greek F-4E AUP by Sundowner
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
No mod (saved game) file in SF2V
Wrench replied to gottberg's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Covered in some detail in the SF2 Knowledge Base, too wrench kevin stein -
A Few Questions
Wrench replied to Geary's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
extract instant action ini from which ever cat in the /flight folder, edit aircraft types and map name. Nothing to it; do it all the time for wW2 installs. as to the canopy issue, delete the section that looks like this: [Canopy] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED Setting[1].Angle=30.0 Setting[1].DeployValue=15.0 Setting[1].RetractValue=10.0 MaxDeflection=30.0 MinDeflection=0.0 ControlRate=0.3 AnimationID=5 MinExtentPosition=1.8169,0.5474,-0.9940 MaxExtentPosition=-1.8544,-0.4772,0.0110 or convert it to a manual animation key (instructions are in the Knowledge Base) of the Main Menu screen, you'l see a "Options" button .. follow it and you should find the customazation feature to turn off labels wrench kevin stein -
Some ReconPod for A-4 (stock aircraft)?
Wrench replied to AGOSTINO's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
TK NEVER gave us recon pods since Day 1. Not for Scoorters, Rhinos, Zippers, or Fishbeds. I just edit the loadout ini, and stick an extra fuel tank there. However, the Orpheus pod IS available somewhere here on the site for the F-104G ... but I think it is BAF use only (and maybe CF) wrench kevin stein -
Mirage factory weapon pack for WOI didnot work
Wrench replied to bmd's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
PLEASE!!! Do Not Post Questions in the Knowledge Base; it 's for answers. Questions go here, in the regular forums Moved to the Proper Forum ---------------------------- Can you give us a little more information? Like, how did you install the weapons? Seperate /Objects/Weaposn folder? Are the attachement types correct in BOTH the aircrft's data ini and the weaponsdataini??? Are the correct TypeName= being used in the loadout ini??? Not enough information yet to give you an answer... wrench kevin stein -
Attention Wrench, The
Wrench replied to Julhelm's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
ya know, I think it looks better in B&W!! wrench kevin stein -
Streamlining the updating of RWR.lst files for any new aircrat/ SAM/ AAA radars you add to your game.
Wrench replied to dtmdragon's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You're missing NIKE and Rapiers, too. Those do need their individual data inis tweeked to add the frequency bands as well wrench kevin stein -
Fairey Swordfish
Wrench replied to ZO9's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
CV staion Judgment is already placed on the Tunisia WW2 map ... just awaiting the ships and aircraft for the Taranto raid... wrench kevin stein -
Iceland 2015 Terrain WIP
Wrench replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I never got volcanos working right ... when I tested the 'concepet', all I got was a nuke-line flash, a one big puff of smoke. I think it going to have to be attatched to an object -dosn'et have to be anything specifci, like an oildrum1, and a new 'volcano ash cloud' effect created. Can't think of any other way around it. wrench kevin stein -
How to add weapons to A.I Planes?
Wrench replied to Pilot94's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
actually, leave them as WP,SOVIET. Covers all bases. The first question to asked is, do you actually HAVE the weapons carried by said Flanker installed to your /Weapons folder?? Were they added to the WeaponsData.ini, the weapons editor run (thereby creating a new WeaponsData.dat file, that the game engine actually reads) If you don't, they ain't showing up wrench kevin stein -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Winter Patrol, 1952 wrench kevin stein -
Wings Over Russia
Wrench replied to jomni's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
yes, the "JetEngine2.wav" is missing from the sound folder. It's slightly higher pitched, more whiney sounding one You can always try the "MiGEngine.wav" from TMF Mig-21, or just he plane stock JetEngine wrench kevin stein -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Why, yes. Yes it is. Took me more time to find something with close-to-correct canopy framing, RWR and whatever else I needed, than edititating the avionics ini! wrench kevin stein -
About the new Korea Mod...
Wrench replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
We'll be sneaking out screenies every now and then, just to keep you interested... The terrain, alone, will blow away any other released to date. I can safely tell you that for geographic accuracy, it's in the 90+ percentile (meaning real things with real names in real positions; excepting 2 that come to mind right off .. and that's my fault. And the terrain engine's) wrench kevin stein -
Attention Wrench, The
Wrench replied to Julhelm's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
"...from thousands of miles beyond you planet. After 8 days and nights of meterological convulsions, we will land in the capaital of the United States. People of Earth, Attention! People of Earth, Attention!" Hell yes I can use that!! Mabye not right away in Korea, (well...maybe some places in Japan for the more modern scenairos...) but definatley in India/Pak and Central America! thank J! wrench kevin stein edit: we even hav V-2s on the launch platforms .... I CAN replicate Skyhook! -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
don't I wish....months away, at best Needs complete tareting, all the movements, expecially the 'front lines' that shold follow the country borders . Still working on Korea ...oy!!! Fiddling with Central America when I start going ssorc eyed with Korea (and of course, there's still Indo-Pak waiting in the wings) These planes will be out eary next week, however. The FAN Fishbed gets the new style roundels ... I messed up on those! wrench kevin stein -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I'm just surprised nobody's ID the countries, yet!! That cockpit is a mix-match of all sorts of things! The best thing is, there's NO cockpt folder ... everything is pulled directly from the cats .. and works perfectly! Sometimes, I even surprse myself! wrench kevin stein -
Weapon shadows
Wrench replied to ArturR's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
a lot them in gunny's pak are missing a few lines (either that, or me running the SF2WepEd changed something) Make sure the weapo's lods are called out in the main ini, and add the shadow lines This is from the JM-117/GSC-1 I jsut released with the Misti F1 [WeaponData] ObjectFullName=JM-117 w/EO Kit ObjectDataFile=JM117-GCS1_data.INI [LOD001] Filename=BOLT117.LOD Distance=100 [LOD002] Filename=BOLT117-001.LOD Distance=250 [LOD003] Filename=BOLT117-002.lod Distance=500 [shadow] CastShadow=TRUE ShadowCastDist=1200 MaxVisibleDistance=400 works as advertised! wrench kevin stein -
SF2 Screenshot Thread
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
some interestering ideas, updated.... shot 1: what 3 has to contend with shot 2: upgraded cockpit ala 1990 shot 3: what said cockpit goes with both, nearly ready wrench kevin stein -
bombsights& gunsights
Wrench replied to deanklef's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
this came to me on the verge of sleep last night... What people forget to do, is think outside the box. I assume you have a cockpit, with a gunsight tga associated with it??? How about increasing the MaxDepression, so it's at apporx 45 deg angle to the ground when selecting AG weapons? -example ONLY-!!! [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 GunsightName=A-7D_sight.tga LeadComputing=FALSE MaxDepression=260 <---this here line DefaultDepression=50 YOu'll need to increase the number substantially .. 600+ It'll take a LOT of back and forth experimentating to get the angle right, and will only be usable with the NoCockpit view. Then, you'll have to do the math in your head as to WHEN to release (or find the appropriate bomb release tables off the Net) Don't forget, there can be a substantial time interval from release to impact (example: when the Enloa Gay dropped it's 'Gadget', it some nearly 40-odd seconds to fall to it's detonation altitude of 1500 feet). Angles amd release distances (in real life, at any rate) would change with speed and altitude. IIRC, Lexx_Luthor had posted something like this over at TKs site, in teh "Strategic Cockpits Thread" wrench kevin stein -
Well, times are pretty bad in The Empire right now, what with rampant unemployment, dark matter leaking from spacial-temporal rifts, unrest in the Outer Rim Territorties, etc and so forth. Not unexpected! wrench kevin stein