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Wrench

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Everything posted by Wrench

  1. This thread will be stickied with those little tweeks and tricks (how original!! ) that help improve gameplay. They can be Flight Model adjustments, weapons configurations, cockpit/gunsight tweeks. What I'd like to see are not just things for the 08 TOS and NextGen series, but for 06 level installs as well. Of course, the poster need to make sure that this is stated in their post, if you please! Also, state if you flew in easy, normal or hard. This can make a HUGE difference, as most people fly on Normal, due to most of the aircraft being optimized for that state. Feel free to post the Fixes, but ONLY fixes; any discussion should be in a new thread, or in the main thread. Go for it Gentlemen (and Ladies!) wrench kevin stein
  2. Fix for Non-Borsighted Guns on Pasko's F4F-4 Wildcat (this came to me while working on the Midway Terrain Upgrade, as I found I couldn't hit much of anything, as the gun tracer streams weren't pointing AT the enemy! Guess I'd forgotten to update my PTO Wildcats, like I'd done for the MTO USN and FAA Martlets!) Also, for the F4F-3 mod I did some time ago..... What this 'tweek' will do is get all the gun pointed in the same direction Ok, open up the aircraft's data ini... our first example is for my -3 variant, and REPLACE the 4 MG statements with that shown below. Easiest way, is to simply copy/paste the new data DIRECTLY over the existing gun statements. Ammo counts are also corrected. F4F-3 -- F4F-4: And...if you haven't converted the canopy opening/closing from auto-speed to an animation key, replace the Canopy statement with this: [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=4.0 AnimationID=8 It uses Shift/0 to open and close it now. Wrench kevin stein
  3. Since everyone around here KNOWS of my love for sneaking "easter eggs" into things, DanW, I'd say DON"T correct the spelling, and maybe change the text to "For a Break, Press Here" wrench kevin stein
  4. Well, after almost 2 solid days fiddling with the tiles....gads!! This is the best I can do with the tgas...there's still some 'glitchs' with some corners not quite matching, but you all will just have to live with it. Repainted the lagoon/reefs a solid color, made some adjustments in the Alpha channels to 'harden' the land portions. Not the least bit fully happy with the tiles ... but it's a very slight improvement. (original set, with hardened alpha's ONLY will also be included). It's no real wonder WHY noone has done Pacific Atolls ... they're a f***ing nightmare!!! Here, we have one of Maj Parks' Wildcats taking a turn over the lagoon, with Sand Island in the background. (if you look carefully, you can see the desalinazation plant, now working, in the background below the wing) wrench kevin stein
  5. heres the newer 'corner tiles' for the lagoon (there's also still a small glicth on the atoll/sea50 right next to it at about 11 o'clock wrench kevin stein
  6. Thank, Michael!! I can REALLY feel for you on those atoll tiles ....they are an absolute NIGHTMARE to work with!! I also cheated, and created 'copies' -like Atoll4a kinda thing, and then repainted what I needed to TRY and get things to match up (getting corners to line up REALLY sucks!!!) The other thing is, to make the Islands as seperate LODs, an actual piece dropped down on top of the water, like I did with Pearl Harbor's Ford Island -- I had Geezer create the object, skin it and then placed it. As the upload will be the FULL terrain, the P40 skin will be included -- the one from Hawaii has the pre-war markings. wrench kevin stein
  7. the MBZ truck looks nice!! Some British lorries would be nice, too!! What suicidal is asking about, are 'general specs' of the vheicle; length, width, height, engine performance (HP/KWH), and 3-view drawing -- most can be found via Google searchs and etc (although, sometimes, GOOD 3-views are hard to come by) with those in hand, the 3d guys can start to build wrench kevin stein
  8. Wrench has left the building ... at the sound of the tone, please leave a message ...... BEEEEP
  9. Don't use those inis the rscsjsuso just posted ... those are for MontyCZs SPAD, and won't work for the stock 3W SF2V version. ------------------------------------------------------ did you also notice, that the elevators don't move?? check the AttachmentPosition= for the right side hardpoints (after extraction of the data ini, if not already done) There seems to be an extra 'space' in between the = sign and the numbers. Remove it, and see what happens Worth a try, anyway. Unless there's something wrong with the cluster dispensers??? The bombs/rocket pods also seem to be mounted a bit too high as well wrench kevin stein
  10. yarp, that seems to have done the trick. blame it on the volcano!! wrench kevin stein
  11. At first, I really didn't want to mess with creating/adding new tiles, but it turned into 'the only way to do it' kinda thing.... so, here's what we gots...( meaning: I added almost 8 new tiles!!) first shot, using the standard tiles, with some tweeking 2nd shot, more of a 'Blue Lagoon' (which is slightly closer to physical reality, and fixes some issues) While not fully 100% physicall correct, with the eastern inlet/outlet to the sea closed, it solves a problem while creating another, but smaller ecological one. Best I can do, guys. There's one tile I need to fix (the 75% corner on the left in the lagoon), so what'll happen, is this become a full terrain upload, that'll replace the pre-existing one. A few more final checks, some adjustments and in a couple of day, a revamped Midway. BTW, since CVs are invulnerable, what are you all's thoughts of turning them into _T object, like I did on the Marianas, Okinawa, NorthAfraica and Tunisia?? That way, you'll be tasked to 'strike the enemy carriers', and be able to sink them. Unfortunately, it removes them as operational carriers, but Gepard has given us the "invisible airfield" right there (Nagumo's Force, TF 16 & 17) for planes to fly from in single missions Thoughts?? Expecially from any campaign/mission builders... wrench kevin stein
  12. Thank YOU! N/P brother, it's what we do!! enjoy! wrench kevin stein
  13. Moved to a more approipate Forum. Please do NOT post questions in the Knowledge Base -- it's for Answers only -------------- Here's a link to the whole sub-forum in the KB on adding weapons. http://forum.combatace.com/forum/189-adding-weapons/ and the turorial on How To use the Wepons Editor (albeit a bit old, but quite usable) http://forum.combatace.com/topic/9323-adding-weapons-to-sfwovwoe-a-tutorial/ If you don't have a /Weapons folder (and you won't by default), you'll have to create one. Sub-folders for individual weapons ONLY works in post-08 patch SF/Wo*s, and in SF2. wrench kevin stein
  14. I noticed that too.... maybe reupload, as new file, and we'll see. (cause I WANT this one in my MTO install!!). Then, I can delete the other wrench kevin stein
  15. Actually, IIRC, the first Beagles went into service around 1948-ish. You're seeing the 1955 as that's when the EAF recieved their first ones, just before the Suez Crisis. If you're only using WoI, you're running into the 'self-limiting years' created by TK (as nothing obviously happened in and around Isreal from 1948 through 1967). Since it IS a 1st Gen game, you'll need to extract/edit a couple of files. This is posted in just about EVERY sub-forum in the SF/Wo* Knowledge Base: http://forum.combatace.com/topic/38609-adjusting-the-games-start-year/ that should fix the problem! EDIT: WoV and WoI are probably the worst of the series to base an 'all inclusive, all years' install around. They're designed to be exactly WHAT TK wanted ... focused on the action in SEA, when the US got heavily involved, and WoI for things from the 6 Day War and AFTER. Therefore, they should be more or less left as 'region specifci' installs, although WoI does need expanding to 1948 for the War of Inedpendence, Suez, 'Water Wars' (just before the 6DW), and then allowed to progress to Yom Kippur, 83, Lebannon, etc.. And even then, there's a lot of stuff missing, that fortunately, our 3rd Party Modders have filled in the blanks for the missing time frames. For an 'all inclusvie, all years install', WoE is the best bet. wrench kevin stein
  16. Not really ... look at the varying Sabre skins I've already done .... Actually, the hardest part would be the redraw the panel and rivet lines (if needed); everything else is EASY!! (also would reccomend upsizing each skin bmp/psd template to 1024x1024, as the original are only 512s. BTW, there should be a Paki AF skin around that don't have the yellow Korean War ID stripe ... FC didn't say a THING!! Nothing to see here ... move along wrench kevin stein
  17. Happy Birthday Charlielima

    from one prop=head to another! Have a very SPAD Birthday!!! wrench kevin stein
  18. Ahhh...it ain't all that. I'm just angry I couldn't add "The Foosa" to that cursed Island.... BUT... you will be amazed by the new water (thanks to Fubar) btw, there's 2 easter eggs.... wrench kevin stein
  19. Sinbad: ANY map made for SF/Wo* can be used in FE or FE2 ... you just need one of the Original 3 ™ Terrains in FE for the catpointer line reacharound. I had SPADs dueling Fokkers over Cairo at one time... (btw, one wonders how my WW2 Palestine map would convert over for FE; probably have to extract/place the FE airfields or just use the stockish ones from SF/Wo* -- that is if you all don't mind paved runways. And even that's easily fixed with a simple edit, swapping out the paved runways for the dirt version -and there's even dirt painted versions of the larger runways, too. I should know, I made them!!) wrench kevin stein
  20. Did you set the hat switch controls in the /Controls menu? btw, post -08 patch and SF2 for some reason will only give a 'snap to view' in those directions; before that, you could pan around (and still can with the mouse) Main Screen/Options/Controls/Customize is how you get to it (covered in the game's manual -the pdf in the folder called /Manual) wrench kevin stein
  21. Just had a thought ... now, all I need to do is talk Veltro2K into a parked static PBY ... a couple would look VERY nice bobbing about their mooring bouys in the lagoon and/or parked on the conviently provided seaplane ramp. (just above the tail) wrench kevin stein
  22. Not likely. Static require complet rebuilds of their LODs. Gears don't go up, cause there ain't no animations assigned to model. BTW, other than inis and skins, ONLY the DAT can modify their models (as per the Standing Policy ™ ). Perhaps you might want to ask Capun, over at the DAT forums?? wrench kevin stein
  23. Don't feel bad Piecemeal, I've done it too!!! wrench kevin stein
  24. Happy birthday Silverbolt.

    Well, then I guess I'll just jump in eary too!!! Happy Birthday Dude!! wrench kevin stein
  25. Or us WW2 guys ... here's from the Mustang [ManifoldPressure] Type=MANIFOLD_PRESSURE NodeName=MAP_Needle ItemNumber=1 MovementType=ROTATION_Z Set[01].Position=80.0 Set[01].Value=0.0 Set[02].Position=359.0 Set[02].Value=1.0 wrench kevin stein
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