Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,881
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by Wrench

  1. you mean an uncontrolled ROLL to the left. That's completly different than 'torque steer'!! I've never flown HARD, so I don't experience it. Maybe checking the values =and WHICH ones I haven't a clue!!!= for the wing's, ailerons, lift statements?? Check for extra spaces, negative values that should be positive (YMac?), etc EDIT-- left and right YMac valuse are the same; one should be positive, one negative. Check the PropHead Forum, 1stGen; I made a note about it in the "Tweeks and Tricks" section (meaning: I can't remember which is supposed to be which!) wrench kevin stein
  2. screenshot might help!! Please!!! is this the bug where the cockpit is BELOW the aircraft/pilot sightline and then JUMPS up into proper position after takeoff?? wrench kevin stein
  3. THAT would have been my next suggestion ... a ship=load of these old aircraft DON'T have the MaxDecalLod= statement, and it needs to be added. wrench kevin stein
  4. check the engine torque value...(ThrustPosition) Oddly, the left/right number IS set to 0.0, so it shouldn't "pull" ???? ??? Unless the left/right sides of the LOD are perfectly matched?? also, try these for RollingRadius: [TailGear] RollingRadius=0.17 [LeftMainGear] RollingRadius=0.55 [RightMainGear] RollingRadius=0.55 EVERY aircraft brought over to NextGens (and sometimes to 08 levels) needs them adjusted wrench kevin stein
  5. GREAT shot of the landing light positioning!!! (yah, you all know I love adding them!) wrench kevin stein
  6. welllll....if he DOES give us Iran/Irag, I guess I can stop work on revamping the old map, huh?? The IsraelME tileset would be very good for that terrain wrench kevin stein
  7. simple ini edits, and copy/paste can create the -25 variant (how do you think I created the F and M???) My FM that I created is, at best, a hack job. Mostly all I did was make 1 elevator and 2 rudders. wrench kevin stein
  8. my Spanish is VERY limited, but you covered the basics! The only thing missing is the renaming of the skin bitmap, and the hex editing of the LOD, and "saving as..." to create a new pilot . Let's say you've repainted the HGU-26AW (the plane white helmet) to how you like it. Now, it's important to SAVE that skin bmp with a unique name, that is a MAXIMUM 8 digits long (not counting the extension -> .bmp) For exampling, we'll call the pilot Wrench01 (note the length - 8 digits). The number MUST be exacly the same as the original skin's name length -this is VERY critical!!! If the name you choose has less than the exact number, you can fill the empty spots with 0 or the dash (-). That's why I used the 01, to fill the length. So, you have a newly repainted and renamed skin bmp, you've chosen a LOD to edit, and have an ini to edit. The ini is the easiset and simplest ... most pilots use 2 lods, as you can see below (again, the HGU-26AW) [LOD001] Filename=HGU26AW.lod Distance=40 [LOD002] Filename=HGU26AW_lod002.lod Distance=200 So, we edit the names of the lods we're going to use in the HGU-26AW.ini... [LOD001] Filename=Wrench01.lod Distance=40 [LOD002] Filename=Wrench01_lod002.lod Distance=200 Now, do a "save as..." on the ini to match the name: Wrench01.ini And now, that's taken care of. The fun part begins now ... the hex editing. I use XVI32; it's freeware and pretty easy to use. As the existing pilot lods are NOT in unicode, it works fine (it'll also open unicode lods,if you tell it to) So, with XVI32 installed, and it's properties set (ie: open LOD with this program), double click on the HGU-26AW.lod. You'll see something like the image below (but that's a later shot). Open the SEARCH tab, and FIND... you'll have a blank space, and type bmp into it. Make sure "Text String" is checked. Then, "OK". You'll find there are 3 instances of 'bmp' in BOTH lods (LOD and _lod002.lod) and you'll need to change all of them to match the NEW skin bmps name. After changing the all the bmp names, you'll have to "SAVE AS..." the lod, with your new name. And that's pretty much it. Getting your new pilot in game, is exactly as desriped by Sony above. You'll also find more information at my site .. follow the link below in my signature; there's 2 pages of pilot figures there. wrench kevin stein
  9. That IS Hysterical!!!! One of the funniest, most honest things I've ever read on any board, EVER!! Eric, I'll be glad to share my template, if you want to get the rivets/panel/fabric lines on rudder of the AeroNaval version. Just say the word! So, it's as simple as increasing the MaxSteeringAngle ????? I been fighting with that for 3 years!!! If that's all it needs, and many more aircraft have the same symptioms -- we can start moving the WW2 stuff over to SF2 now (given that every single aircraft, regardless of WHO made it, needs new FMs....but, it's a START!!) wrench kevin stein
  10. revamped for SF2, both skins (only 830 Suez shown here) ... just need to check with my KAW teammates (expecailly Dels) on an early release of the Skyraider cockpit. wrench kevin stein
  11. well, they WILL show up on the ramp, as game-generated statics. I'd think it'd be WAY cool to see more civie stuff, even if only parked. wrench kevin stein
  12. why not just repaint a pre-exsiting one? We've plenty of modern western pilot skins ... the hardest part is the internal hex editing of the PilotXXX.lod to rename the bmp to match your 'new' skin. I'd reccomend any of Old Diego's skins, as they're fairly large, and easy to work with. there's a tutorial I wrote a looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time ago on creating new pilots; it may have disappeared in one or another of the upgrades; if you need help, shout out. The hex editing, literally, only takes a few seconds wrench kevin stein
  13. at Geo's website, http://www.geos-aircraft.com/ you'll probably want to pick up the rest of the WW2 items you'll be needing, from there too. I thought I'd put his URL in all my WW2 terrain mods readmes ...???? Mayhap, I'd forgotten it on 1 or 2... wrench kevin stein
  14. is it just my perverted old mind, or did Lexx's explaniation sound just a little dirty???? "reduce your emission rate". note self ... cut down on p0rn!! wrench kevin stein
  15. where are you putting them?? EDIT: this link might help a little (I hopes!!) http://combatace.com/topic/44026-converting-older-planes-to-work-in-sf2-a-basic-guide-by-migbuster/ wrench kevin stein
  16. for the Son-9s, Ed?? or ??? or just 'generic' EWRs?? I like it though!! wrench kevin stein
  17. well, I don't know much about MAX, so can't answer the 'walking' thing, but it would use the 'vheicle dust emmitter', like tanks or trucks. thinking about surface-to-surface reflex rockets for the Gerwalk tank-Vals, maybe a laser guided (ala TOW), with a low percentage hit probability (50%???) I do remember seeing some kind of MLRS used in some sequecnes, early and late in the series. One could even make Z battlecruisers as carriers, cargo ships, etc, and place them in/on the terrains like they landed there. Lot's of possibilities!! wrench kevin stein
  18. Actually, we DON'T have enough of "proper" EW-Radars for the SAMs we have; we're missing Long Track for one, and a bunch of others that are associated (ie: newtworked) with various Search/Track/etc SAM radars. Pity the game can't/dosen't handle the 'hand-off' from long range search to tracking to targeting to etc. wrench kevin stein
  19. next on the list is Russo's Lightning Mk.6 ... although I may have to do a 'nationalized' Saudi version, cause of the above-wing Matra pods. Still need to figure out a underwing pylon for the Saudi variant... wrench kevin stein
  20. 1) extract ALL data inis for ALL ground objects from the Objects.cat, place in EACH of their respecive GroundObject folder; 2) removed whatever effect is called for in the DestroyedEffect= line (ie: after the = sign, leave it blank) example: from Zil-157 truck... [GroundObjectData] DamagedModel= DestroyedModel=Truck_destroyed.LOD DestroyedEffect= <--note removed effect callout EmptyMass=8900.00 Component[001]=Chassis Component[002]=Turret 3) extract all _Types.inis from ALL terrains, leave in EACH terrain folder; for add on Terrains, they'll be in the terrain folder already 4) find all callouts for ground vehicles in _Types inis, erase the DestroyedEffect= called for, and ALL effects called for in SecondaryEffect=; conversley, you can can change SecondaryEffect= to 0 (zero) Example: the generic AAA callout in all _Types.ini: [TargetType059] Name=AAA FullName=AAA TargetType=AAA UseGroundObject=TRUE ActiveYear=0 TargetValue=50 RepairRate=3.22 StartDetectChance=50 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion <--remove or change SecondaryEffect=VehicleFireEffect <--remove SecondaryChance=100 <-- set to 0 that should make for a nice, clean, higher-frame rate mission, albeit a bit boring without all the nice burning Bad Guy ™ targets. wrench kevin stein
  21. be carefuel with it in SF2 ... it has the 'bounce up and down, spin around and explode syndrome', to say nothing of needed the expected adjustments to the rolling radi (I know this, since the VS-23 skinned one is alreayd in the KAW mod, at least for personal use). Other small tweeks are needed, along with a revamped FM So, I guess I don't need to finish off this one, from Dec 08... wrench kevin stein
  22. what about using the battlepods as TANKS, instead of the semi-aircraft mode? More Zentradi fighters would be needed, of couse; like those Mirya flew. hmm....another Valkyre could be modeled ONLY in Gerwalk, and used as a TANK, or even in battleoid mode; although how the arms would be animated to point/shoot the cannon would be difficult. 'Over the Shoulder' missiles for the Gerwalk/Batteloid tank variant should be too hard. Buth they probably wouldn't be player-"flyable". So, maybe to versions of the Pod; one as a tank the other as a fighter??? now THAT's thinking outside the box!! wrench kevin stein
  23. BUT... dosen't that replace the EWRadars at SAM sites, where you'd have a Barlock or a Spoonrest associated with the SAM radars? Or did you double up on the EWRs at SAM sites? The game engine is still kinda "stupid" when it comes to that (to say nothing of having radars 'go stealth' on the RWRs occasionally, when hand placed -- another bit of coding that could use some tweeking) Which is way I always placed them seperatly, usually nearby their associated AAA batteries. And yes, it's a major PIA!!! I feel the pain, brother! so, where exactly IS the s-60??? in the expansion pak? wrench kevin stein
  24. Wait .. are you speaking of the Short Range Attack Missile, as carried by B-52, B-1 and B-2? Red Side ™ definatly wouldn't have them! There IS no code for a weapons "SARM" (semi-active-radar-missile) It's SAHM (semi-active-homing-missile); it's a stock coding label for 3W games. Or, as you speaking of Soviet/WarPak A-A missile like the Apex, Acrid, Alamo, etc??? for floggers, the -7A and -7B are stock missiles, AA-10s have to be added (like for Flankers and Flucrums). Could you be a little more specific, as to WHICH aircraft is not loading it's missiles? It might help narrow down if something is missing, mis-labled, or missed-up wrench kevin stein
  25. actually, the only REAL differences in the file structure are 1) where it's placed - mydocs for xp or savedgames for vista/7, 2) the required usage of a seperate /Objects/Decals folder with the aircraft names, 3) some sub-folder naming conventions (ie: Terrains as opposed to Terrain) I find it's pretty much the same as 08, with those additons wrench kevin stein
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..