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Wrench

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Everything posted by Wrench

  1. SET XV

    looks almost like a cross between a Gladiator and CR-42. VERY interesting!! wrench kevin stein
  2. The NKs didn't start deploying SAMS (SA-2/HQ-2-??) until after 1970. SA-3 slightly later, with a single SA-5 battery north of Keasong. Been at a korea mod on-and-off for almost 2 years; all the research has already been done. BTW, there WON'T be any SAMs on this map, as it designed for 1950s Korean War useage. But I already know where ALL the batteries go, and have an alternate targets ini for 1975 and later. worry not, my friend! You'll be able to relive Falcon 4 after release. wrench kevin stein
  3. It's been handled already in the KAW mod. Trust me, since I'm placing ALL the damn things.... (although, we're missing the M-19 dual-40 SPAAG) wrench kevin stein
  4. so THAT'S what bump-mapping looks like on NM!!! (stuck on XP/DX9) verrrrrryyyy nice!! wrench kevin stein
  5. be advised, that FE, even the original (and with the Expansion Pak) is a LOT more like SF/WoV/WoE/WoI at the 08 patch level. FE2 is like the original on steroids (and basically like the SF2 series) Meaning: all the availble WW2 aircraft are designed for much earlier patch levels (in particular, the 06 patch for SF/WoV/WoE). What does that exactly mean, you're asking? Well, their FlightModel (meaning the specifics in the data ini) are in need of a complete overhaul, as their handling charastics will be, to put it mildly, "a bit squiffy" at the the later patch levels -you'll encounter stalls without warning, spins, uncontrolled torque steer, General Oddness ™ and this is withOUT any input to the contols! The AI has great difficulty, is some cases, in simply taking off and keeping the plane in level flight (I should know ...) End result is 350+ aircraft NEED entirely new flight models. Along with that, you'll encounter some other oddities ... the FE terrain is 'small' compared to the WW2 terrains readily available; the airfields are probably a bit small for fighters, and most definately WAAAAAY to small for any bomber. The airfield 'setup' is also completly different, in how aircraft parking, taxing, takeoff and landings are handled between FE and SF/Wo*. Does the terrain look better than the other 3? Sure; when you're flying a plane with 100 kts max speed and at 5000 feet, it'll have to. (expecially the new, enhanced versions that have recently been released!) Not to detract from my brothers here in the WW1 Worlds, but there are PLENTY of WW2 mods availabe; many aircraft, LOTS of terrains, ground objects, ships, vehicles, and just about anything else you could want. As Derk stated above, ~80% of the WW2 aircraft are produced by the Dev A-Team, and you MUST register with them to be able to download the models. There are MANY skins and other mods availble for them. Another set is Wolf 257s WW2 Planes Pak, and ArmorDave's Japanese Planes Pak. AND there are many mods of those here at CA I should know .. I run the 3W PropHeads Forum here at CA, and about 90% of ALL WW2 mods have passed through my hands at one time or another. (again, this is NOT to detract from our FE Brethern ™ ). Take a look in there, ask any questions you wish; there's several stickies with info on the 3W WW2 Mod series; what to do, how to do it, what's available, and where to get it. happy landings! wrench kevin stein
  6. Ed, you want a WoE-stock style or an artwork style??? for the WoE-stock, I'll need the plane to take a screenshot of (that's the base). Artwork I've probably got something around, if not -- I'll find something! wrench kevin stein
  7. this is the direct ancestor of the Mc.202 and 205 Reggia Aeronautic fighters of WW2 nicely done! now, we just need a Supermaine S for competition!! wrench kevin stein
  8. CF-100

    So, we're meaning the Avro Canuk, not something like in the screenie below?? j/k!! wrench kevin stein
  9. glad you're out and about again. rest up, get your strength back, and THEN focus on 'game hobby' stuff. we've waited this long "2 more weeks" won't matter a bit wrench kevin stein
  10. you ain't just whistling Dixie, brother. But, for the most part, it's a simple drag/drop. Now, you'll still need to use the new ter***Effects.fx line in the data ini, but it's a super simple fix. BUT...that's only on those terrains that already HAVE the shader lines as used on 06 levels. 08 Levels have a few more lines that are needed, plus adjustments in the HeightField statments. SF2 is pretty much 08, with the new FX statements. Easiest thing to do, is have the main 3 terrain data inis extracted from the SF2 terrain cats; Desert, VietnamSEA and GermanyCE, and compare them to the terrain in question. (you don't even need to create the terrain folders in your install .. just have them somewhere's handy -- the extraction folder works just fine, after deleting all the other unnecessary crap. Just keep the inis) Simple rule of thumb that I use is: if it's using Desert tile naming conventions, use the desert data ini if it's using VietnamSEA tile naming conventions, use the VNSEA data ini if it's using GermanyCE ... well, you get the idea. as there's only one terrain at present that uses the IsrealME tiles (Gepards Afghanistan), you'll have to use thsoe from SF2:I. what that really means, is you cross-check and match ALL the statements at the top 'half' of the data ini ... you needn't worry about the tile listings; those should be ok (excepting maybe the HeightMapScale=). Add or edit lines as necessary. Look over the DBS_Data.ini I just uploaded, and read the readme ... it should be pretty well explained in there. wrench kevin stein
  11. File Name: DBS Water Fix File Submitter: Wrench File Submitted: 05 Apr 2010 File Category: Environmental Mods DBS Water Upgrade/Update for SF/Wo* (08+) and SF2 This is a little package contains newly rebuilt sea and sea/land transition tiles for Major Lee's "Bering Straits" terrain, and is designed for use on the enhanced targets upgrade I released Nov, 2008. It can be used on either the original OR the upgrade. If you don't have the upgrade, it's available at the following URL: http://forum.combatace.com/files/file/7684-bering-straits-terrain-targets-upgrade/ What this package is, are all the 'waterish' tiles rebuilt with new alpha channels, thereby allowing for more water action to be visible (even with all that cursed ice!!). A new waternormal bmp is also included, for enhanced wave action. It has been tested in all 1st Gen Sims (SF/WoV/WoE/ at 10/08 patch levels) and SF2 (merged, 2/10 patch, withOUT SF2:I).. But, as I'm on XP, I can't take advantage of the DX10 shaders.... As always, READ the enclosed readme FIRST for full, detailed instructions for BOTH 1st and NextGen sims game installs. It reccomened you read this document through before installing to either SF/Wo* or SF2 series, to make sure you know what's to be done, and how to do it. Consider this as my birthday present to all of YOU!! Good Hunting! Wrench Kevin Stein ps: the screenie above was taken in SF2, with me piloting that CF-104 (easily made flyable), so I know it do work in NextGens!! I'd like feedback from our Vista/Win7 DX10 users, with screenies if possible, so I can see it looks OK there, as well. TIA! W Click here to download this file
  12. well, it was the B-1B thread below that got me to thinking .... so, after about 2 hours to fix the tgas, another couple to test, and here ya go! now, if nobody minds, I really need to get back to Korea.... enjoy! wrench kevin stein
  13. in the cockpit.ini, PilotPosition=, the last set of numbers is heights (xx,yy,zz) x=left/right of center y=fore/aft of center z=up/down from center adjust in SMALL increments (like 0.10 per test) Units are meters wrench kevin stein
  14. actually, it a max of 3 decals per mesh wrench kevin stein
  15. DBS Water Fix

    Version

    402 downloads

    DBS Water Upgrade/Update for SF/Wo* (08+) and SF2 This is a little package contains newly rebuilt sea and sea/land transition tiles for Major Lee's "Bering Straits" terrain, and is designed for use on the enhanced targets upgrade I released Nov, 2008. It can be used on either the original OR the upgrade. If you don't have the upgrade, it's available at the following URL: http://forum.combatace.com/files/file/7684-bering-straits-terrain-targets-upgrade/ What this package is, are all the 'waterish' tiles rebuilt with new alpha channels, thereby allowing for more water action to be visible (even with all that cursed ice!!). A new waternormal bmp is also included, for enhanced wave action. It has been tested in all 1st Gen Sims (SF/WoV/WoE/ at 10/08 patch levels) and SF2 (merged, 2/10 patch, withOUT SF2:I).. But, as I'm on XP, I can't take advantage of the DX10 shaders.... As always, READ the enclosed readme FIRST for full, detailed instructions for BOTH 1st and NextGen sims game installs. It reccomened you read this document through before installing to either SF/Wo* or SF2 series, to make sure you know what's to be done, and how to do it. Consider this as my birthday present to all of YOU!! Good Hunting! Wrench Kevin Stein ps: the screenie above was taken in SF2, with me piloting that CF-104 (easily made flyable), so I know it do work in NextGens!! I'd like feedback from our Vista/Win7 DX10 users, with screenies if possible, so I can see it looks OK there, as well. TIA! W
  16. one could possibly adapt the Dev A=Team Battle as a stand in Fulmar (of course, there's obvious differences) are you lookin in particular for WW2, post-war, or 60s on up FAA birds? wrench kevin stein
  17. Actually, goes in the AircraftData section; below from a Mustang.... ]AircraftData[ DestroyedModel=P51DDest.LOD DestroyedEffect=VehicleFireEffect EmptyMass=3610.2 EmptyInertia=6076.00,8329.00,13068.00 ReferenceArea=21.9 ReferenceSpan=11.27 CGPosition=0.00,0.00,0.00 OnGroundPitchAngle=11.0 Component[001]=Fuselage the number is degrees. DETERMINING the number is the hard part ... one would need a real good 3-view, or engineering drawings (or finding a Real Life ™ parked Fishbed, and using a protractor and plumb-bob to read actual degrees) On a side note, is it just me that seems to be the only one noticing that TKs got all the rolling radius numbers a bit on the small side? Just look at any aircraft (in particular, look at any Phantom). Wheels are half buried in the ground. wrench kevin stein
  18. or just delete the one in the /Flight folder, and re-extract a new one. best advice: don't f*** with it. Leave it "as is". Given one can fly aircraft from both sides with very little modifications, it matters not whose side it's on wrench kevin stein
  19. The best thing to do, when a cockpit is needed but not available from one game or one series to another, is to included within the readme, WHAT is required, where to get it, and how to extract, move into and activate said cockpit. Meaning; if the End User dosen't have the SF2 cockpit needed, BUT owns one WoE, with the Hunter FGA9 pit, incude a list of what to extract (btw, this is covered in the KB, in one of my Weapons Fixes Threads, pertains to 1stGen WoI, but the procedure is exactly the same), and how to install it. Or, locate a substitute cockpit that perhaps isn't quite right, but IS availabe either from the main game or a freeware to download. I know for a fact, there's a modded 'single-jet' pit available in our downloads section for use (look for Vampire F.3 for WW2 or the Venom upgrade pack). Or what we did in the past in WoI, is simply use the F-100D pit; you can included the cockpit ini with corrected pilot positions, so it more or less sits in the right place. But yes, including 3W lods is kinda frowned upon. wrench kevin stein
  20. thanks, fortunatley we only felt it here in LA (damdest thing too, I'd just parked my car, and it started rocking sideways, like a heavy wind was pushing it ... but there wasn't a breeze!) I haven't looked a Formosa in like forever and may not even have the most current one, so try the HF adjustments first. Since it uses the GermanyCE tileset...I don't think I made any black HM bmps for it (just desert and VietnamSEA) this is the other line I mentioned: HeightMapScale=10.000000 it's on all tiles that have water reduce it to this: HeightMapScale=2.000000 or you might have objects (buildings and vheicles and trees) sunk into the ground wrench kevin stein
  21. OMG........It's

    thanks guys! This is almost as great an honor as when Bagdahad Bob named me "Infidel of the Month"!!! wrench kevin stein
  22. water shimmering? from the KB: http://forum.combatace.com/topic/32500-shimmering-water-fix-for-sept-08-patch/ Be advised, some terrains may NOT be fixed by this. They'll require much more intensive editing, and in some cases (depending on the terrain; ie: build date, and IF updated), entirely new alpha channels for the sea and sea/land transition tiles. Also, the use of the 'black painted hm bmps', and editing of the Height line for sea sea/land transitions may also be required. Some may also requie a new 'waternormal.bmp' (although that mostly exists to give the waves some reality). It might help to know exactly WHICH terrain ... as I've done major 'work' on just about all the 3rd Party ones... wrench kevin stein
  23. OT The New Doctor any good or not your thoughts...

    We've haven't gotten the new Dr yet here (on cable, BBC America), but I for one am looking forward to it. Also want to know when Primevel is coming back ... they left us hanging on the last episode! wrench kevin stein
  24. That's why we have an SF2 Knowledge Base: http://forum.combatace.com/topic/43234-how-to-make-a-sf2-aircraftweapon-useable-in-gen-1-thirdwire-sims/ happy landings!! wrench kevin stein
  25. 06 patch levels canNOT have folderized weapons ... it won't see them. That only became available with WoI and 08 patch level SF/WoV/WoE the various and sundry weapons "bits" have to be left floating loose in the /Objects/Weapons folder. wrench kevin stein
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