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Everything posted by Wrench
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WWII Aircraft in current SF1?
Wrench replied to harryleith's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Honest to gods truth...I'd give my left nut for 08 level FMs for our 300-odd WW2 birds. I don't care if their 1%, 10 or even 15% of real life. I just want ones that'll work in 08 and SF2. Now, in working on the KAW mod, we've discovered a 'new' bug on take offs ... a lot of the prop-job assume a WWAAAYYY to nose-high attitude, stall out, spin in and crash. Bobrock posted a fix to add or replace the AI section in the aircraft's data ini. I feel I'm not voilating our 'secret squirrel agreement' by posting THIS bit, so here's what you do: open the data ini for which ever aircraft, copy paste the section below somewhere, usually near the top above the ]AircraftData[ section. This most definately helps in SF2 with the latest patch (2/10???), and seems to work in 08's too, although I haven't spent much time there lately, being ass-deep in NK and CCF troops ...(which also explains my absence here) at the least, it's worth a try. wrench kevin stein -
Better terrain detail (more tree sprites...?)
Wrench replied to Helmut_AUT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
yes, you'd just remove the "seasonal changes dates listing thingies" at the bottom of the main ini (GermanyCE.ini) Don't forget, whichever tileset you choose, goes UP one level, into the main GermanyCE folder. Should work with no problemos!! Shouldn't have to edit the data ini, as all seasons use the same tile names. But I'd reccomend archiving the set, for a future time when more HD space might become available. wrench kevin stein -
Jug pilot position?
Wrench replied to warthog64's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Why don't you save your self some work, and just download one of mine that ALREADY has the seat and pilot positons fixed? To say nothing of updated gunsights and historically correct lighting? wrench kevin stein -
Version
1,101 downloads
MiG-17PF (SP-16) Fresco-D upgrade for SF/SG/ WoV/WoE/WoI and maybe SF2 & SF2-V UPDATED 4/21/09 This version is designed to completly REPLACE the mod I released some time ago..... This is an almost complete rebuild of Madcaddie's MiG-17PF (SP-16) 'Fresco-D' limited all-weather, radar equipped interceptor. This has been tweeked to use a modified UV-16 rocket pod as an air-to-air weapon, along with new-ish versions of the S-5 unguided rocket. This aircraft is also equiped with the RS-2U 'Alkali' beam-riding missile. This mod also makes ue of the 'station specific code' for the rocket pods, disallowing the use of other weapons as a saftey measure. Most of the data for this weapons tweek was worked out by Lexx_Luthor in a thread over at the 3rd Wire Message Boards, using some data I've discoverd in the past. (see "Notes" section below for more details). The Flight Model parameters themselves have been copied directly from the latest Fresco-C's, so they are the most current. There is also a completly new skin, created from a new template, made by me, based off the original 3rdW units. I've resized it up to 1024x1024, with completly redrawn rivet and panel lines. And, ONLY available in this mod, a new WoE-style Hangar Screen; the original 'artwork' type is also still included You =WILL= be using the weapons editor to add the new rockets and rocket pod, if you are adding this mod for the first time. However, there HAS been a slight change in the UV-16AA rocket pod. These changes are documented below, in the "Weapons Installation" section. == IT IS HIGHLY SUGGESTED YOU HAVE THE LATEST WEAPONS EDITOR == As always, it's reccomened you unzip this package to a temp folder, or your desktop, to gain access to the rest of this readme for the full, easy to follow install instructions. Or, in other words..... You WILL also be reading the enclosed readme, by order of the State Ministry of Instructions, which contains fully detailed, step by step procedures for installation. There is also a substantial section by Comrade "General Notes", that you will find interestering and explanitory. If not, the uranium mines of Siberia await.... Enjoy! Wrench kevin stein -
Better terrain detail (more tree sprites...?)
Wrench replied to Helmut_AUT's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Easiest and simplest answer: how about just using ONE season from Stary's pak???? you'll just need the TODs for their placement, and tgas for the proper season's trees wrench kevin stein -
POLE CAT
Wrench replied to Darrin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
try not to use all caps, that read as shouting and is considered VERY rude wrench kevin stein -
Turely, a very nice gentleman. He used to bring his cars to me for their Inspcetions, when I was running the Smog Test-ONly center. Great sense of humor, just a 'real person'. When he first came in, I had just played 'Airplane' the day before (I had a DVD/TV/Sound system in the waiting room). My next-door shop neighbor, Joe, kept repeating quotes from the movie. Mr. Graves just laughed and said "I'm NEVER gonna live that movie down. But I'm glad you all enjoyed it" wrench kevin stein
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Concerning pilot position
Wrench replied to viperBAT32's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Actually, it's SeatModelName= otherwise nothing shows wrench kevin stein -
Harrier GR.3
Wrench replied to New Guy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
maybe it's because it's an 06 FM being used in an 08 level game? That'll cause "issues" right off the bat wrench kevin stein -
[Fictional] Vought F-8EJ Crusader (JASDF)
Wrench replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Love the skins!!! This'll give Gojira and Rodan something to think about!!! my only comment is, perhaps changing the misison statement to DAY_AND_NIGHT, giving it all-weather capability wrench kevin stein -
This Terrain Is A Mess!
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Methinks it more a compatibility issue of the HFD. Don't forget, that terrain is soooo old (how old is it???), it didn't even have water effects for the sea tiles (btw, have you fixed that too? From the screenies, they don't look active) Have you done a "adjust sea level" in the TE??? If I had the texturelist.ini, and the tiles converted, I could fix it fairly easily, if I wasn't up to my ass in NorthKoreans and CCF troops.... PM Baltika, he was doing some work on late last year (as I'd sent him some new target areas and objects -I mean, sheez, LemurLand HAS to be there!!) wrench kevin stein -
F-14D STRIKE
Wrench replied to ignacioc91's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Actually, DS is made for WoE.... you can bring the terrain into SF2 with about 30 seconds of editing, and that mostly for the shader effects wrench kevin stein -
SA-43 Hammerhead
Wrench replied to WingZero's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Yup, Zur started one 3-4 years ago. And that's a far as it got. wrench kevin stein -
SF2 have serious potential for pure Orbit sim!
Wrench replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
as stated above, the maps are square, and the 80km Wall that surround the n/e/s/w borders ALSO extend 80km upwards. of course, you could probably fly a FOBS profile, but why??? Plenty of good space sims around wrench kevin stein -
how to close canopy
Wrench replied to cooler's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
For those confused on the subject, here's a new tutorial on "How To Convert From Auto Speed to Animation Key Controled" http://forum.combatace.com/topic/53913-canopy-operations/page__pid__394722__st__0entry394722 wrench kevin stein -
For 1st Gen SF/WoV/WoE/WoI and 2nd Gen SF2 series -- As this subject seem to come up almost on a daily basis, and noone seems to be getting it quite right, here's a little guideline for converting opening canopies from the "automatic speed" to using the wonderful animation keys TK's provided for us.... First off, it MUST be mentioned that not EVERY aircraft will have operabale canopies. Secondly, finding the correct Animation ID number is a real hit or miss proposition. For that that are known (as listed in the auto-speed sections of their data inis), it's fairly simple. For many of the stock aircraft, you'll have to plug in the number, and try it in-game, as many times as necessary to find the right one. Lets look at the original version, automatic speed control. What this did, was allow the canopy to open or close based on aircraft speed on the ground. This was used mostly in pre-05 patch levels of SF/Wo*. With the 06 patch, TK gave use the ability to assign keystrokes for animations; things like wingfolder or canopies and other stuff. Unfortunately, with the advent of the 08 Patch for 1st Gens, and in ALL the 2nd Gen SF2s, the auto-speed control either works backwards or "oddly". So, the easiest was it to simply convert it to an animation key. So, here's a standard 'auto-speed' canopy statement looks like: The Deploy and RetractValue numbers equate to KMPH on the ground Now, the good thing is, that converting to manual animation, is you don't need to add the SystemName= entry into the Nose or Fuselage sections of the data ini, as it already exists. However, it should be mentioned, that if you're doing one that dosen't, you WILL need to add it. It would look like this, from one of the stock Phantoms: It should also be noted, that on multi-place aircraft like the Phantom, only one SystemName= entry is required. You will, however, have to call out the front and rear frames lower down in the //Pilot section. More on that later. Ok, so here's what the maunal animation statement looks like: You can see, there's a whole lot less to it. You can also see, that the AnimationID= line uses the same number. This ID number is set in 3dMAX when the model (or LOD) is being built, and cannot be changed after the LOD is exported for our use. You can, however assign a different keystroke for it; more on that later. One can also adjust the AnimationTime= if you want a faster or slow movement. Now, lets looke at the pilot section, where the 3d mesh name for the canopy is defined. Again, this is from one of the stock Phantoms (F-4E to be exact):
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Libya planning map mistakes
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
yes, it's called Notepad, and it comes stock with all computers. WHICH Libya terrain, as there's 3 versions -- v.3Final being the latest The Sidra mission pak may use a different version, as v3 was drastically reworked wrench kevin stein edit: opps... you said Planning Maps. Welll..... you can change the name in the targets ini with notepad, but for planning maps you have to generate complete new ones, and then use photoshop to add the names. That's what I did. Unfortunately, I no longer have the PSDs I used to create them off the SFMap generated 'base' maps. w -
Korat Airbase Add-on
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
sounds like the stock WoV targets's location is a bit off, AND... the region will probably need re-flattening via the TE. (after expaning the target area in the WoVCities.ini) What Gunny means about the psitions being reversed, is if you place a truck at offset 234,567, regardless of the what the debug says, it'll wind up (presumably) at -234,-567. Not to familiar with AD's Korat, but all the stock airfields are based of a pure North/South orientation, with the offsets calculated from that wrench kevin stein -
Anyone in the mood of making an English Electric Lightning cockpit.
Wrench replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
we've seen that 'white spot' on several of the older models, when used in SF2. It's probably a defect in the LOD itself. It can only be fixed in MAX, by the original modeler wrench kevin stein -
Version
1,287 downloads
Canary Islands Terrain -for SF/WoV/WoE/WoI and maybe SF2 & FE? This is a small map mod that was sent to me, partly started, by Crusader (IIRC) . I went ahead and targetized it, did some minor retiling (including creating a new "DesertAB1" tile for use under the runways), and generally did what I could to finish it off. This is a VERY small map, I'd guess in the 250x250 km range, so there is a distinct possiblity of running into The Wall. Hopefully, I've gotten all the movement routes well within. If there is, or anyone knows of a way to expand it.....do let me know and I'll targetize the other islands.... The data ini makes use of all the latest 'goodies' added by the 9/08 & 10/08 patches as to effects rendering. Included are new targets, types, movements inis and tiles. Everything is included to make install as easy as possible. Even the GroundObjects used are ALL stock types, so nothing new has been added. One thing, however, there are NO SAM sites on either side. Given the small size of the map, one could find himself under fire from wheels up to whereever you're going! Several new flags have been added; the Spanish flag and for the 'enemy' side, I just reused the "Global Sedition" banner. However, 2 new ones have been added for the Bad Guys ... consider them the 'Easter Eggs' for this terrain. This has been tested in WoE (my main Laboratory of choice..) As it was originally built for SF, there should be no problems . WoV should also be no problem. It -should- work in WoI and First Eagles, but you'll still need one of the Original 3 Terrains for the terrain cat reachback. This, however, has =NOT= been tested. You use it in these games (WoI & FE) at your own risk. For SF2 users ... don't know what you to tell ya...you're on your own! Vista users should also have no problem with terrain effects, as the latest round of patching has apparently cleared up that problem. If, however, you've not patched your game install, I've left the "Notes for Vista Users" section intact, with instructions on commenting or editing the shaders sections. Happy Landings! Wrench kevin stein (this is one time I think the readme is bigger than the upload itself....) PLEASE read this entire ReadMe all the way through before installing; there are some issues I've encountered that need some explaining, and this will give you a better understanding of what I've trying to accomplish. -
Large Formations
Wrench replied to Gocad's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
wouldn't you edit the Formations.ini???? For the WW2 mods, we have VERY large formations for bombers. I can't remember exactly where it is (meaning: which catageory in the D/L sections), but some of the data off the WW2 formations mod could be adapted for use, possibly. wrench kevin stein -
F-101A/C templates?
Wrench replied to Julhelm's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I forsee an RAF or desert camo once Spinners gets his hand on it!! and it'll look COOL, too! wrench kevin stein -
F-4N and SF2E
Wrench replied to DarthRevan's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
For the N, just use the stock B cockpit of your chocie (irrc, there's 2), and the S use the Js. Much quicker and easier. wrench kevin stein -
F-4N and SF2E
Wrench replied to DarthRevan's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yes, you NEED to have the original LODs extracted from 1st Gen sims placed in the F-4Ns main folder. IIRC, this is true for the 2 F-4S (s and s-late) as well wrench kevin stein