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Wrench

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Everything posted by Wrench

  1. My condolences to the Polish people (I'm 1/4 myself; my paternal grandmother came from a village near Warsaw) wrench kevin stein
  2. actually it's not missing, it just never had one; looking into the LOD with a hex editor, shows that NEITHER a tga or bmp is associated with it (meaning, it ain't got no 'skin') In other words, who ever built it in MAX either applied a material (to sumulate the metal) or just plane forgotted! Haven't seen it myself ... guess I'll have to check it out wrench kevin stein
  3. WHERE did you get that data ini?? It is seriously f***ed-up; all the armor values are WAY off!! Safe to assume you're not using the corrected one that's in the IsraelME Targets upgrad pak...cause that one above sure ain't mine!! The callouts for weapons engagement (AIR_AND_GROUND) should NEVER be applied to the main gun. Only be applied to the co-ax in the commander's cupola. If you want to add the ranging or anti-infanty MGs, they'd be placed on the main gun mantlet and/or the front hull. (their RealLife ™ positions excape me at the moment ... if it was an M-48/M-60 I could tell ya) here's the CORRECT data in for the Mk.1, minus the coax MGs
  4. Basically, you can't. The physical mapping of the aircraft has been changed. If one is real good with PhotoShop or Gimp, and knows the 1stGen mapping you can try to adapt them. It's not easy, but doable Best solution: find an MF already done for the EAF for WoI, and use that. Or, find the MF templates and make one. Sorry, that's just how it is BTW, WoI comes stock 6 Mid-East camo skins; 3 EAF, 1 Syrian, 1 Iraqi, and 1 Algerian, just for the 21MF wrench kevin stein
  5. Is it safe to assume this is SF2:V?? If so, you might have to extract the VietnamSEA.ini, and change the year spread (now called AllowedDates) for the terrain, as all the NextGens now have that statement built into the TERRAIN, as opposed to the SingleMission.ini in SF/Wo*s as below (obviously, mine's already editated to MY taste...) wrench kevin stein (this is from the VnSEA targets enhancement package, hence the "NorthVietnam" terrain name)
  6. They're like my Malibu; come on automaticaly when it gets dark You can extract the cockpit.ini for any/all aircraft and adjust the "on time" ... this is for the F-100D_64 [CockpitSeat001] ModelName=f-100d_64_pit Position=0.0,4.09,0.81 ViewAngles=0.0,0.0,0.0 MaxYaw=170 MinYaw=-170 MaxPitch=90 MinPitchFront=-45 MinPitchRear=-35 LightRange=1.5 LightInnerConeAngle=65 LightOuterConeAngle=70 LightAngles=0.0,-30.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.25 <---this number NightLightColor=0.6,0.3,0.4 <--color Gunsight=GunsightFront 0.55 seems like a good number; been using that for years; that makes the come 'near dusk' (I think Moonjumper/Crusader discovered this a long long time ago) you can even change the color, but you need to convert whatever color wanted (red or green or whathaveyou) to the decimal equilvant of the RGB ... Deuces used to have a conversion app at his site; I'll check and see if the link is active. yes, it's still active: http://www.sfmods.com/rgbtool.html you need to know the RGB values of the color, plug them in and it'll covert to the "game entry" examples: PureRGB REd is 255,0,0 PureRGB Green is 0,255,0 (a kind of skickly almost Prestone coolant green!!!) PureRGB Blue is 0,0,255 and so on... converted Red is 0.9945,0,0 wrench kevin stein
  7. So it works now? I usually test terrains with 'standard' aircraft like Phantoms, Mig-21MF (My Favorite Fishbed) or planes of that nature, as they can use pretty much any 'size' airfield. I haven't looked over Gepard's targets ini to see if there's any Runway4 (the LARGE one, with the 2 crossing runways -- those are needed for bombers and other Big Birds) Maybe Michael can be talked into adding a couple, at least one for each side so the Badgers, Bears and B-52s (oh my!) and come out and play, too! wrench kevin stein
  8. Your welcome, and Thank you! You should see the other Michael Turners's I've got in my collection "Aircraft of the Royal Air Force Since 1918"...pretty sure I have them all Should redo the Hudson to this one.... wrench kevin stein
  9. They didn't have any Borts??? How odd! Well, the 'closest' match I can see from my font sets, would be the "RAF_PW_ATH" font from there. Or maybe the WW2 Luftwaffe numbers -they have 2; DIN 1541 Engschrift and DIN Schablonierschrift (sp?? - neither is perfect, just which is closest the Schabloniershcrif has numbers that are more stencil-like) wrench kevin stein
  10. ok.... I just got through editing some bits in the data ini, and testing it in SF2 (merged, withOUT SF2:I), and had no problems. this is my main ini: I added the weather statement, as that's used in 08 level 1stGEns, and SF2s. Also, for experimentation, used the desert cat pointer; it shouldn't make ANY difference, as all the tiles are included, so you should be able to use any of the 3 cats listed. Then, in the data ini, I edited the terrain effects statements to SF2 levels: [NormalTextureMaterial] //UseEffectShader=TRUE //EffectShaderName=TerrainEffect.fx EffectShaderName=terTerrainEffect.fx [WaterTextureMaterial] //UseEffectShader=TRUE //EffectShaderName=WaterEffect.fx EffectShaderName=terWaterEffect.fx [backgroundMaterial] //UseEffectShader=TRUE //EffectShaderName=FarTerrainEffect.fx EffectShaderName=terFarTerrainEffect.fx and don't forget these: [solidObjectTextureMaterial] EffectShaderName=terSolidObject.fx [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx There is no GermanyCE2 cat; it still has it's orignal WoE name, so it HAS to stay the same in the CatPointer statement try what I've posted, and let us know what happens. Best way would be to create a backup copy of the main and data inis (open, "SAVE AS..." ori-nameofini.ini, THEN edit the original copies. Just copy/paste the data I posted above. If that dosen't work, I'll zip up and post my 2 inis in this thread or via PM wrench kevin stein
  11. do you get an error message when it CTDs??? That's important to know, because it usually points to what is causing the failure wrench kevin stein
  12. For individual aircraft, you'll have to edit the aircraft's Loadout.ini. You'll also need the aircraft's data ini, to determine which station you want the canisters on. Something like this, for the F-100D_68 (note: the new stock data ini has MY old fix from 4-5 years ago, adding TER to the inner station for multiple bomb racks) [ATTACK] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank335_F100 Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank335_F100 Loadout[04].Quantity=1 Loadout[05].WeaponType=BLU-1_Finned Loadout[05].Quantity=3 Loadout[05].RackType=TER Loadout[06].WeaponType=BLU-1_Finned Loadout[06].Quantity=3 Loadout[06].RackType=TER of course, HERE we're showing a standard USAF/USN bomb ... it appears the Mk.77 is Navy only, so adjust aircraft use accordingly (ie: Skyraiders, Skyhawks, Phantom, etc) For some reason, I can't find my extracted inis for the A-1H/J ... but it would be similiar wench kevin stein
  13. ....and the FUN is just beginning!!! (insert Evil Laugh --> HERE <--- ) wrench kevin stein
  14. Well, considering the fact that the US Navy (and RN and RAN) had effectively blockaded the ENTIRE Korean Penninsula from almost Day 2 of the war, sort of precludes any major convoy routes for the Red Side (on a side note, it was the longest continous blockade in USN history, probaly since the American Civil War) Needless to say, yes, there ARE shipping routes for the Red Side to/from various ports, and several for the UN forces from Japan to Korean Ports. The ports themsleves, of course, are all dressed up. Both Koreas had very small naval forces at the time; mostly MTBs of some sort, SK also had a dozen or so minesweepers (several of which 'missed a couple' at Wonsan and were sunk due to sea mines.) The Chapeav-class CA would only be of use as eye candy sitting at Vladivostok Naval Base (which is NEUTRAL) and not considered functionally operational for this mod (remember KOREANWar -1950 to 1953. It's just a lucky thing that the original mod was designed withy 1950-2050 in mind. Lots of target areas have been scrapped to keep with the orignal KW time frame.) Another thing you won't be seeing are the 3 regiments of PLAAF MiG-9s that were in the region as well; or forward deployed PLAAF and VVS Beagles - and yes, they WERE there just in case Mac decieded to go into China. Not to worry, like I said, it's being handled by the 'best in the business'; there are some VERY interesting tricks pulled to make things work as they should, in regards to Theatre ROE wrench kevin stein
  15. The highlighted lines ARE the positions for the info boxes in a stock set up [infoDisplay] //BackgroundImage=TextBackground.tga BottomLeftPosition=0.01,0.985 BottomRightPosition=0.99,0.985 DisplayWidth=0.20 VerticalBorder=0.0015 all that needs figuring out, is WHERE the locations would be, on screen, for another position. one could try 0.01,0.1285 for the left side ("BadGuy Display"), and see if it stacks on top of left one (without overlapping). First number is left to right, second number is up and down. Experiment with the 'vertical hold' until it sit properly. the commented out BackgroundImage (//BackgroundImage=) will remove the 'fuzzybox' behind ALL text displays. THAT fix has been around since 2004 (by your's truely) why would anyone use EasyAvionics? That's for little girls!!! wrench kevin stein
  16. simple drag and drop, making sure the catpointer line is correct. And, yes, you'll have clipping (water appearing THROUGH mountains and all sorts of little oddities, shimmering trees at times, etc). This is basically because the terrain engine, for BOTH series needs a drastic overhaul, and the fact the we haven't gotten any kind of upgrade for the Terrain Editor since 2006 or so. However, you'll need to make some changes in the terrain's data ini to take advantage of the new shader effects (for us cripples on XP or full capable Vista/Winge7 DX10ers); even so, on my XP DX9 machine you must use the new terrain shader effect lines, or you'll not have ANY terrain effects (like moving water) I was gonna write this up for the KB, but haven't had a chance to; guess I"ll have to MAKE the time.... for now, here's some instructions, from an upcoming terrain upgrade by myself and Piecemeal ... wrench kevin stein
  17. German or RAF?? (looks more like luftwaffe style to me ...) Have you tried simmerspaintshop.com??? they've got a LOT of fonts for decal creation wrench kevin stein
  18. allen, did you try this: [LOD001] Filename=Defiant.lod Distance=8000 and comment out the other callouts? I guess you say the lodaing screen, Michael Turner's Daffy NF.1! wrench kevin stein
  19. ooopys edit: in NextGEn series, there's an "AllowedDates" statement in EACH terrain's main ini (ie: IsrealME.ini) You'll have to extract it --which is a bitch, as you'll get stuck with ALL 80gazillion other files you don't need (but can easliy just toss out) keep the inis (data, targets, types), and you may have to create a /Terrains/IsrealME subfolder in your mods folder (up in the SavedGames/---/ThirdWire/SF2I) and drop the ini in there. For Isreal, you'e statements would be something like this: [AllowedDates] StartDate=11/1/1947 EndDate=4/5/2057 the end date is kind of a joke -- my 100th birthday. Can't remember the exact date for the formation of the State of Isreal, but I know the Partition went into effect in November, 47, with the War for Independence starting in May,48 wrench kevin stein
  20. That ain't hard... http://forum.combatace.com/topic/12103-basic-ini-editing-mission-data/ you'll need Gerwin's Cat Unpacker (since you're using SF2:I), extract the data ini for the aircraft in question (no, sorry, I don't know which cat they're in...), drop them INTO the aircrafts in question MAIN folder, and edit away. You may also want to extend the Game's Operational years; you'll find that info ALL OVER the KB, and I posted it damn near everywhere I could think of. wrench kevin stein
  21. Happy Birthday Aleks

    WOOT! Happy Birthday, man!!! Enjoy it!! wrench kevin stein
  22. I wonder if increasing the RollingRadius= to, maybe 0.46 might not raise them up a bit, too wrench kevin stein
  23. extract the relevant skin bmps and tgas create NEW skin subfolder for you A-10C (name however you like) Edit textureset.ini to match squadron, names or whathaveyou drop skin bmps/tgas into NEW skin folder copy/paste decals ini from original skin into new skin folder. Rename/edit pathways to match new aircraft folder name. open main ini (A-10C.ini), remove ALL callouts for any skins. save, close, test in-game. Skin should now appear had to go through this when I created a PLAFF IL-28. For some reason (iirc, TOS did the same) you MUST have the relevant skin bits IN the aircraft folder, as it now looking for a new aircraft that the GameEngine ™ wasn't designed for, even when using stock aircraft LODs Odd, however, that cockpit and avionics will work just fine, but as they'll be caling 'stock items' from the cats... wrench kevin stein
  24. at least, we weren't discussing laminar-flow wings!! wrench kevin stein
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