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Wrench

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Everything posted by Wrench

  1. Yes, I do it ALL the time. what kinda question is that?? Use Gerwin's extractor, pull apart the Desert.cat, convert the tgas (sea/sea-land transitions) to bmp, use the ancient Desert/SF terrain editor, drop the TFD/HFD into it and go. btw, ALL the tiles on ALL the terrains between 1stGen and NextGEns are 100% identical. So it makes absolutely NO difference where the tiles come from. So you can use Skypat's extractor on the SF desert cat, and do the same thing (ie: extract all, and just toss out everything but the terrrain inis and tiles)BTW: double check the inis, to make sure they're in ANSI, not unicode, as the TE only reads ANSI. again, easily added via the Terrain Editor; mind you, there ARE some tiles blatently missing (farmriverend.tga, desertrivermouths, in both right, left and center but those are also readily available if one knows where to look) would require manipulation of the height field. IE: exporting the height field as bitmap, importing to Photoshop or Gimp, and 'adjusting the surrounding height' to raise or lower it slightly to creat wadis or other dry drainage features (btw- a 1 pixel brush WILL create a gully/canyon 3-5 km across -- and that's the smallest possible - look on Fighter Bowl terrain I did -- the river vally north of the Saknuseum Sea was create EXACTLY that way, and is HUGE!! Grand Canyon/Valles Marinaris size) You also have to be REAL careful with the Desert1 and Desert2 tiles ... as 99.9% of the airbases SIT on those tiles, hence, they're not having any vegatation. One could, however, create a 'clone' of the Desret1.bmp, and call it .... oh, let's see.... "DesertAB.bmp" (which means doing a 'save as...' for the original tile, so's you don't loose it), then add it to the texturelist ini, and hand place it under the various airbase; of course, you'd need the Desert_Cities.lst for that too ... iirc, it comes with the TE; if not, they're not too difficult to recreate. I take you haven't see the America SouthWest map (aka: ASW). "Plains" tiles are all over that map. yup, like Fubs said ... been there done that 1000million times (if fact I was just doing it yesturday). You'd use 'tree2', as that's the shorter one. All done in the TE (see screenie below -- black objects are buildings, white objects are trees) and yes, that's a new-build, custom tile. wrench kevin stein
  2. Happy Birthday Ravenclaw_007

    Happy Birthday!!! wrench kevin stein
  3. Why not just use the cockpit (providing you're doing a VERY late model type), cockpit ini and avionics ini from the HAF F-4E AUP I released a coupla years ago? It uses the F-15 HUD tgas, the EJ-Kai cockpit (more glass-like) and all sorts of stuff I can't remember now....(btw, it's for 1st Gens at 08 level) It's a whole aircraft pak, AND has Sundowner skins (don't know if those'll work in SF2 yet ... but I'm sure Ant has that well in hand, knowing his passion for Rhinos....). But transfering the cockpit/cockpit bits and the inis over should be a fairly simple job wrench kevin stein
  4. StationSpecificCode works in WoE/WoV/SF/SFG/WoI post-08 patch with no real problems. You DO have to add the lines to the aircraft's dataini (look at the stock Mig-23 -- it uses it) You can also do another trick for each/any particular station: NotAllowedWeapon= but you have to list EACH one you don't want to load (check out the Yak-25 Flashlight in my Yak Upgrade Pak) That'll prevent certain types from loading forever! Example, from the Flashlight: and OnlyAllowedWeapon= both work in 06/08; haven't tested in in SF2 yet, but I see no reason why it shouldn't work, as the basic core game engine is pretty much the same wrench kevin stein
  5. I take you have the complete listing for TF16/17s CAs and DDs??? If not, I do. BTW, we ARE missing the Sims Class DDs (in their proper from). I just renamed the destroyer as used in the US formations to 'Sims Class DD' ... it really isn't even close to the proper size/shape/armaments/etc. Also, IIRC, the CAs are incorrect -- have to re-look that one up. Probably Portland Class, as opposed to the Brooklyns (it's just a simple matter of not having enough ship types ....) (also, anyone notice that the IJN DDs are called "Akakaze Class DD"??? Bonus points to ID it's origination) wrench kevin stein
  6. Wellllll......don't most Hunters have "Sabrina" bulges!!! That is some SERIOUS detail!!! The wiring looms look almost real. The RWR trick looks vaguely familiar... wrench kevin stein
  7. Happy Birthday Major Lee

    WOOT WOOT!!! Have a great day Ken!!! wrench kevin stein
  8. Sure, you'd just need individual OBJECTS for each and every ship, add each and every one to the types ini, then add each and every one to their locations in the ship formations. OTC did/does something similiar for the USN blockade destroyers, and Soviet freighters. wrench kevin stein
  9. DRA_IRM maybe??? I know that'll mount 2 'winders don't recall a dual AHM rack, but I remember creating a dual ARM rack for the F-105G using the BRU-57, but that was like 5 years ago... wrench kevin stein
  10. PLEASE ALWAYS try to state WHICH version of the game(s) your talking about, in the first sentence if possible. It'll help narrow down the answer. Instead of having it at the end of the post, making it a bit more confusing. Have you checked the SF2 Knowledge Base? Some kind person addressed this very same problem just over a week ago (as there were like 2 or 3 threads on the subject in 3 day period..), and thoughtfully posted a tutorial on HOW to adjust start/end years for SF2 series games..... http://forum.combatace.com/topic/55030-adjusting-beginning-ending-years-for-sf2-series-terrains/ and it's not the 3/10 patch that's causing it (although it's screwed up s**tloads of other things..) ... it's how NextGens work now. wrench kevin stein
  11. Baby, that is SOME detailing!!! NICE!! wrench kevin stein
  12. No, all the Thud's used in Nam had the bombbay filled with a fuel tank. In fact, NONE of the 3rd Party Thuds (in particular AD's D/F/G) have the bombbay. It's an internal fool tank ...if you extract BOTH data inis for the stock 105s (this is SF2V), you'll their's are fool tanks too and no, you can't convert it to a working bay, as there's no doors cut in the fueselage meshes and no animations. wrench kevin stein
  13. The typo definatly exists ... I just checked mine. Don't know if it was there before or was "Wrench Induced". You must have been using it in an 08 patched version, cause it never manifested for me. Oh, well, happens sometimes! Wouldn't it be easier, than tossing out an ENTIRE install, to simply EXTRACT the needed airfiled inis, and drop them into the Okinawa terrain folder? Probably be a LOT less work, but if you are on an 08 level, rebuilding a new one at 06 would most likely wind up as best wrench kevin stein
  14. Nice to see the surprise Spits .... EAF should have Mk.V trops, IDF had both standard and LF model Mk.IXs. I just wonder if the EAF Meteor and Spits will have the correct serial numbers, as opposed to just reusing the stock ArabNum decals. (btw, accruate decals for both already exists ....) wrench kevin stein
  15. Let you in on a little secret ... so far -now, I havent tested ALL the new aircraft (well, 3 of them), but ONE important Navy Jet and it's pit works just fine in Gen1 series (discoverd this recently, while cross testing it due to a strange 'freeze' in SF2KAW). Dels AD pit also works just fine in in Gen1 The terrain itself, and all the ground objects work just fine, thank you. In fact, the terrain ONLY needs commenting of 5 lines in the data ini to work with NO issues (since all the tiles are Gen1) So for those of us still working with Gen1s, you'll only miss out on 1 or 2 airplanes. IF two of these don't work correctly in, say WoE at 08 level, there STILL exists perfectly usable alternates made for Gen1. And even if this new 'important Navy jets' DIDN'T wrok in Gen1, it's a VERY simnple matter to use pre-existing skins for, and just reuse the decals created for it (albeit, on a later version of said jet), but easily re-done by folks that can 'think outside the box' wrench kevin stein
  16. WHICH versions of the terrains??? Original versions, perhaps? ... since I've never gotten around to the Phillipines, and DEFINATLY would have caught that on the Okinawa Upgrade pak. Also REMEMBER to ONLY use 06 level airfield inis (you'll note that in MY upgrades for the WW2 terrain, that's stated in the readme, and the 6 airfiled inis are supplied....most of the time) wrench kevinstein
  17. I would SOOOOO love to do that .... Warbirds is one of my all time favorite books!! Ther's the Amiens prison facilty on the WW2 map I could 'borrow'.... placing Rats As$ would be the hardest part ... airfields don't like being within 1 tile of the coast (causes water humping, but with Brain's and Baltika's 'height field' tuts, might be workable! Don't know if Turkey is there or is usable, due to "The Wall" for FoE ... but we got ALL the planes for both! hmmm....now you got me thinking ... use 2 river/sea ends for the small beach area between the mainland and the island,with the bridge over it, as described .... sea/desert 25/75s......hmm.... and I have an approximate idea as to 'where' on the Saudi coast it might go... runway1/5/6 are approx 1 tile in lenght....hmmmmmm.......some experimentation is in order, me thinks!!! (and be a hell of a lot better than flying the same 75 miles, like the ATF/FA versions... on the isreal/egypt map!!) wrench kevin stein
  18. How about going an even easier route, and REMOVE the limited nations statement, completely? And remove those limited missions statement, too. (although, you'll have to rebuild the VietnamSEA movements ini to add new shipping routes) They're utter useless for anything other than the Vietnam War of the 60s & 70s. Your 'VietnamSEA.ini' should look something like this, for WW2: wrench kevin stein
  19. it's the Langoliers!!!!! RUN FOR YOUR LIVES!! wrench kevin stein
  20. ....and here, I thought he was talking about mother-in-laws.... wrench kevin stein
  21. Oh, I LIKE those!!!! wrench kevin stein
  22. File Name: Republic P-47D-25 Thunderbolt, 1 GAC, Força Aérea Brasileira, Italy 1944 File Submitter: Wrench File Submitted: 25 Apr 2010 File Category: P-47 Republic P-47D-25 Thunderbolt, 1 GAC, Força Aérea Brasileira, Italy 1944 = for SF/SFG/WoV/WoE WW2: MTO Installs = For Wolf257s "BubbleTop Jug", this skin and decal set represents the FAB squadron as seen when attached to the USAAF 350th FG, 12th Air Force in Italy during WW2. The skin accuratly represents the colors and marking of 1oGAVCA, with correct Flight call letter/numbers, and with the excpeting of 5 or 6 serial numbers, the acutal aircraft as flown by them at the time. The only departure from pure historicality, is that the Squadon Command and Squadron Executive Officer flew aircraft left in their natural metal finsh, which is here shown in the OD/Gray. Sorry about that, folks! So, historical ratting drops to about 94-95%, due to that fact, and the 'missing' serial numbers. Rest assured, however, the serial shown are for the proper sub-variant of the Jug. As always, it's reccomended you unzip this package to a temp folder or your desktop, or somewhere's else that's easy to find to gain access to the rest of this readme for full, detailed install instructions. As this is simply a add-on skin/decal set, you shouldn't have any problem installing it. Good Hunting! Wrench Kevin Stein Click here to download this file
  23. Version

    64 downloads

    Republic P-47D-25 Thunderbolt, 1 GAC, Força Aérea Brasileira, Italy 1944 = for SF/SFG/WoV/WoE WW2: MTO Installs = For Wolf257s "BubbleTop Jug", this skin and decal set represents the FAB squadron as seen when attached to the USAAF 350th FG, 12th Air Force in Italy during WW2. The skin accuratly represents the colors and marking of 1oGAVCA, with correct Flight call letter/numbers, and with the excpeting of 5 or 6 serial numbers, the acutal aircraft as flown by them at the time. The only departure from pure historicality, is that the Squadon Command and Squadron Executive Officer flew aircraft left in their natural metal finsh, which is here shown in the OD/Gray. Sorry about that, folks! So, historical ratting drops to about 94-95%, due to that fact, and the 'missing' serial numbers. Rest assured, however, the serial shown are for the proper sub-variant of the Jug. As always, it's reccomended you unzip this package to a temp folder or your desktop, or somewhere's else that's easy to find to gain access to the rest of this readme for full, detailed install instructions. As this is simply a add-on skin/decal set, you shouldn't have any problem installing it. Good Hunting! Wrench Kevin Stein
  24. What I'd do, is back up the Objects (aircraft, any ground objects, etc) DELETE the new mods folder, DELETE the new renaname exe, and start over. Something DEFINATELY went wrong... the addons should always show up in Single Missions as long as they fall withing the years specified by the terrain's ini -as that's been changed from 1st Gens- and are not mission type limited Also,when doing the new one, DON'T use SF2:I, use the SF2:E exe ... MUCH more flexibility there. so... copy/paste the sf2e.exe out somplace... then Rename to SOMETHING better than "whatever_you_like", as that was used ONLY as an example! If its for an era-specifc or region specific type install, NAME it match the install type (depending on what it 'goal' is), just like we used to do with the 1stGen WW2 installs ... call it WW2PTO for example or SF2 MidEast Wars -if that's what you're going for. For example, for the upcoming KAW, the exe got renamed to KAW -- AND I cheated on mine; I created a KAW folder, copied all the 'core' files, renamed the sf2e.exe, and ran it. Basically, the Old 1stGen way, so there's 2 complete SF2 installs. Long way around, as I don't trust how this new system. Yet. Don't forget to CREATE a NEW shortcut for the new exe ... that HAS to be done! wrench kevin stein
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