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Wrench

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Everything posted by Wrench

  1. don't forget there's 2 different LODs for Wolf's Mustang ... v2 and v3. V3, the newer/better one has slightly different mapping, so some skin issues may present themselves (mostly around the prop blade and landing gear, and the exhaust stack not being mapped to anything -which was fixed by your's truely via a decal) There's also another, even olde version still avialable here, thats completly different again (mapping is more like CFS/IL2), and most assuredly NOT compatable wrench kevin stein
  2. File Name: WW2 Tunisia/Western Med Update Pak File Submitter: Wrench File Submitted: 18 January 2010 File Category: Terrains Tunisia Terrain & Targets Upgrade For SF/WoV/WoE WW2 MTO mods This started out as a simple targets upgrade, and turned into a major rework of Edward's Tunisia Terrain for WW2. As you can expect, the targets have been greatly 'enhanced', with many additions, and most areas have been retiled for ease of targetization. The visuals (ie: the eye candy) has been enhanced by these revamped target areas. This will allow single mission and campaign builders more latitude in their creation of missions and campaigns. It also has the side effect of enhancing in-game generated single mission play, too! This is a COMPLETE terrain, designed to REPLACE the original verison in it's entirety. It is also NOT compatable with any other terrain retiling or TOD mods to the original terrain that are presently available. All necessary parts are included; tiles, inis, LOTS of new terrain items, with the excpetion for some 'permission-only' GroundObject items. All new planning maps are also included. Also, there are at LEAST 3 Easter Eggs on the map. There are also several brand new tiles, and their associated TODs (new city ports and some other interestering items). There ARE some historical flaws (and probably physical geographic ones as well!!); they are fully detailed in the "Notes & Explinations" section below. You may also experience extended or longer than usual loading times; this is normal due to the shear number of terrain objects on this map. The data ini has been upgraded to the semi-latest standards (ie: 2006 patch level). Water effects are active, so Vista users beware...more information for you is below in the Install Instructions. See "Notes for Vista Users". NOTE: this is NOT designed for the post-08 patch or SF2 "NextGen" series. The terrain's data ini does NOT have the new Height Data included!!! (however, that is easily added if you're familiar with the varous terrain data inis, and how to 'update' them). = MAKE SURE YOU HAVE THE WW2 WEAPONS PAK !! = = MAKE SURE YOU HAVE THE LATEST, WW2 NATIONS INI IN YOUR FLIGHT FOLDER = = MAKE SURE YOU HAVE THE LATEST WW2 FORMATIONS INI IN YOUR FLIGHT FOLDER = = MAKE SURE YOU HAVE GEO'S WW2 GROUND OBJECTS PAKS!! MOST IMPORTANT!!! = It has been tested in 06 Patch Level WoE (my WW2 install of choice), using the cat pointer line to all the Origianl 3 ™ Terrain Cats (Desert, GermanyCE and VietnamSEA). As most of the new terrain objects and tiles are residing directly in the terrain folder, you should have no problems. (see the CombatAce Knowledge Base for the tutorial on using the cat pointer line). It has NOT, however, been tested in post-08 SF/SFG/WoV/WoE/WoI or any of the SF2 'NextGen' series; it is NOT designed for useage in those type of game installs. If you choose to do so, expect NO support from me -- you're on your own. Although, it should work pretty well in most case. Some data ini adjustments will probably be required for the additional effects. Consult the SF2 Knowledge Base at CombatAce for more information on "how to.." As always, it's reccomended you unzip this to a temp folder somewhere's thats easy to find. This will give you access to the rest of the readme for full, detailed install instructions and the Usual Notes and Other Ramblings... Follow these instructions herein =EXACTLY= and you should have no problems. It's =HIGHLY= reccomended you read this document completly through before installing this mod. Good Hunting! Wrench Kevin Stein Click here to download this file
  3. Dave, check your PMs. I think you'll be pleasently surprised wrench kevin stein
  4. just tried starting one of the 1st Gens on this here new machine, and I got the error message about missing the dx9 dll. Now, this is DX10 card and all, and runs the NextGens fine; but I still need to work in some of the TOS versions for various and sundry projects So, the question is: can I safely reinstall the DX9 bits for 1stGEns and have no worries???? wrench kevin stein
  5. sweeeeeeett!!! thanks FC! wrench kevin stein
  6. it's also missing the 300ltr slipper tanks; and for some reason, I can' get the old ones from Pasko's Mig-15 to line up at all. Almost like the x/y/z positoning is "off" somehow (which DO happen on old parts in SF2 sometimes) Using the old stand-by Mig17 400s, gives the same result. Positiing is WAAYYY to far forward, and way to far 'in' to the cockpit still fiddling with it,however, as I'm stubborn. BTW, anyone figue out the animation number for the canopy? (not the keystrok, the actualy animation for the LOD)???? wrench kevin stein
  7. Misaligned hit boxes, perhaps??? wrench kevin stein
  8. The universe itself is expanding..... .....and Leon is getting larger. sorry, couldn't resist!! wrench kevin stein
  9. Safe to assume you're speaking abou the Suez Expansion Pak for SF2I??? therefore, I'm going to move this thread to the proper set of forum; the new and improved SF2 Series Forumsf hang on a bit, and away weeeeee goooooo!!!! wrench kevin stein
  10. Use my mod of Kess's pit ... you'll find in in SF 1stGen download, look for "Venom Upgrade Pak". That's what I got right now in SF2I (stand alone). Also works for the Vampire (canopy framing is like 95% match), that one's also available in my "What If..." ww2 Vamp F.3 bonus points to ID the person in the picture in the pit Venoms be looking gooooooodddd!!!!! wrench kevin stein edit: if not mine, maybe even the Hunter pit for the Venom; but iirc, you have to have all the cockpit bits IN a /cockpit folder. I'll test that tonight; extract Hunter pit ini, adjust position, and see if it shows up to play. If not, extraction of all Hunter pit bits or use the modded Kesselbrut pit.
  11. THAT takes all of 2 seconds .... but as with all AI-only designed aircraft, it needs FM work to be more 'usable'. But it IS cool to have, even it it ain't perfect It's missing the centerline droptank, however. Probaly could adapt the 75 gallon 'stang tank (conviently provided by TK), but it might be missing the attachment arms. Haven't check as of yet Now, if I could just figure out the animaiton numbers for the canopies... and convert them to manual keystrokes.... wrench kevin stein
  12. Now THAT is good news!!! The Venom needed some TLC for some time!!! (also means I can scrap the templates I was making .. save me some work!!) good thing abou the Seahawks, is you might be able to point them to the Hunter's pit (unless the pit needs extracting, as was the case in 1stGens ... have to check that) wrench kevin stein
  13. only because I want (well, NEED) to flatten Akrotiri for use, and see if I can sneak in RAF Phaphos as well. Tiles have already been placed for most of the larger cities on Cyprus. That bit is EASY!!! wrench kevin stein
  14. Was there an error message with the CTD (that M$ popup that says "clik here for more details", or words to that effect? btw, now that I got the new machine, I can hopefully get to fixing the G55's pit placement ... but gimme a few days to learn this new box wrench kevin stein
  15. I coulda sworn!!! I'd put the new statement in!!! Sorry!! thank, krfrge for the quick fix! wrench kevin stein
  16. looks like TK hasen't responeded with the Isrealme_Citylist.ini, so it looks like I have to recreate from scratch. adds a few days time to the terrain. BTW, Dave, do you want me to 'trick' the AI with my airfield tweek ala KAW?? That means a new _types.ini, too for the 'new' items wrench kevin stein
  17. Don't remember if we've even discussed a dedicated, new build -15bis pit for KAW. I guess it would all depend on the cockpit builder's other commitments/workload wrench kevin stein
  18. Happy Birthday Zur

    Happy Birthday to The Great and Powerful !!!! wrench kevin stein
  19. We lose another air warrior

    . wrench
  20. Yep, completely different mapping. HOWEVER.... any and all decals from any other F-51Ds will work just fine. You just need to dail in their placements. Wonder how my nose arts will look on this one, what with the bump mapping and all.....???? wrench kevin stein
  21. Thanks Stary!! I used my "cheaters" method to get them alinged, by painting a stripe along the outer edge. Interesting to note, when properly placed, they from a + at the center. Don't know if it'ss be visible in the screenie, but with the lines, it form a square swastika. Gotta tell ya, that's one of my MUCH better idea for TE tiling; have done that for several other tiles that are difficult to see the corner/edges, too. I put the city in for Phaphos, and the AB tiles just in case, also Larkana and Nicosia Just for show. Interesting to note, that Google shows a salt lake where I have Akrotiri!! wrench kevin stein
  22. WHICH terrain?? It sorta helps to know that...cause there's a few 3rd party ones that DON'T have them A-S missions are defined in the terrains's movement.ini. I know that the GermanyCE only has 5 shipping routes defined, so ???? wrench kevin stein
  23. since i don't have stary's new terrain installed (or more accuratly, anywhere to install it too), can you open the terrain folder, and open the ISGREENAB.bmp, and post a screenie of it? That way, I can see what it lookes like. It should also be used under Meggido AB and Ramat David, according their placements in the TE Also, are any new tiles added? Meaning, is the last tile listing in the data ini #165, isCity2Mountain50 (as per the texturelist.ini) that'll be a BIG help!! wrench kevin stein
  24. Well, I hear it's pretty that of year.... Posted the request, let's see if TK posts it. In the meantime, if you don't want to delete Akrotiri, change the Alignment to NEUTRAL, and it'll be ignored. of course, thinking futher along, past Muskateer/Kadesh....I CAN pull a trick as used on the Korea terrain and leave the airport fully operational for ALL years. It just won't be 'targetable' for strike missions, but still usable for Friendly Ops. (although, the occasioinal EAF recon mission may appear) wrench kevin stein
  25. Waiting on the arrival of my new rig to get back to work on the terrian. It's gonna be greater than great, it'll be amazing! In fact, it'll be amazingly amazing!!! (to misquote Zaphod Bebblebrox) wrench kevin stein
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