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Wrench

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Everything posted by Wrench

  1. ....and the FUN is just beginning!!! (insert Evil Laugh --> HERE <--- ) wrench kevin stein
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. Happy Birthday Aleks

    WOOT! Happy Birthday, man!!! Enjoy it!! wrench kevin stein
  10. I wonder if increasing the RollingRadius= to, maybe 0.46 might not raise them up a bit, too wrench kevin stein
  11. 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
  12. at least, we weren't discussing laminar-flow wings!! wrench kevin stein
  13. SET XV

    looks almost like a cross between a Gladiator and CR-42. VERY interesting!! wrench kevin stein
  14. 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
  15. 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
  16. so THAT'S what bump-mapping looks like on NM!!! (stuck on XP/DX9) verrrrrryyyy nice!! wrench kevin stein
  17. 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
  18. 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
  19. 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
  20. CF-100

    So, we're meaning the Avro Canuk, not something like in the screenie below?? j/k!! wrench kevin stein
  21. 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
  22. 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
  23. 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
  24. 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
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