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Wrench

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Everything posted by Wrench

  1. you can easily replace the 2ndy ADI with an RWR indicator ... I've done this for both the Hun and the Zipper about 18 months ago. you'll need the cockpit ini extracted, placed in the main aircraft folder. Not sure if you need the RWR.bmp in the cockpit fold, but as I come from the School of CYA ™, I usually stick it in ther too. If not extracted, you'll need to pull it from the (whichever) object cat is resides in. So...in the case below, we're adding the RWR display to the Hun's pit. We'll be using the F-4E_RWR.bmp...so have the nearby Open the cockpit.ini and scroll down to the end of the insturment listings... use the statements EXACTLY as shown: Instrument[038]=GunSelector Instrument[039]=RWR //Instrument[039]=ADI2_Roll //Instrument[040]=ADI2_Pitch continue scrolling down to the lising for the ADI2. Replace it with this statement: [RWR] Type=RWR NodeName=ADI2 Save and close the cockpit.ini (making sure it'sin the F-100D main folder) now, copy/paste the data below into a clean notepad sheet: "Save as..." F-100D_AVIONICS.INI, also making sure it's in the Hun's main folder. Then, open the F-100D.ini, and add the following lines: [AircraftData] --otherlines snipped for brevity-- AvionicsDLL=Avionics60.dll AvionicsDataFilename=F-100D_avionics.ini save and close the F-100D.ini For SF2 series, you'll need to generate a RWR.lst; I'd just extract the F-105s as the threats 'registering' would be the same. Rename it F-100D_RWR.LST, and drop it into the main folder, and shoud do ya It'll look something like this; couldn't find the Hun pit screenie, so this is from a Zipper wrench kevin stein yes, I AM a frakking genius!!!
  2. Southern California - Ver 2.0

    Version

    2,061 downloads

    Southern California Terrain Ver.2 for SF/WoV/WoE -and possibly FE, WoI and SF2 This terrain mod is designed to COMPLETLY replace the version I released in 2008; however, you will probably need some of the Ground Objects included in that pak. This semi-fictional terrain represents the Southern California region, along with parts of Nevada, Northern California, Arizona, Baja Mexico and various and sundry parts in between. I use the term 'semi-fictional', as for the most part, the cities and airfields are relatively close to their real life locations, but some fictional target areas have been added for playability. As close as I can, I've tried to match the actual positions of cities, air bases, etc, and used their actual names. Considering that I live in Los Angeles, and have been to a LOT of the places depicted.... This is a very heavily populated map, a heavily defended map, with all kinds of eye candy, plus LOTS of "Easter Eggs". A repainted version of airfield 3 (the dirt strip) is also included; ala Fubar's version, it's been paved over. I've designed this to be used in the alternative world of the "Global Sedition" vs the "North American Alliance". It is, however, usable in any era from 1940-2040, with minor changes in the targets and types inis. It is based on USAFMTL's SCal map from his Top Gun mod from several looong years ago. This package contain just about everything you'll need, from new inis, HFD & TFD, tiles -including a whole bunch of new ones, and their associated TODs- LOTS of new fixed terrain objects (destroyed buildings of all flavors). It has been -almost- completly rebuilt, with the creation of briefing, movement, a completely NEW targets and types ins, and upgrading the data ini to the latest standards. Water effects are active, so Vista users take note...more information for you is below in the Install Instructions. See "Notes for Vista Users", below, if you're using an unpatched version(s) of the games. It is reccomended (read: REQUIRED) that you have Pasko's SAMs and Vehicles Pak installed in your GroundObject folder; either or both the Desert or Euro skinned vehicles, plus any additional vehicles such as Kesselbrut's ZIL truck pak, Infantry paks, Moonjumper's fix for the BM-14-16 (adds working Kytusha rockets) and any other SAMS or AAA, vehicles or whatever strikes your fancy. With such an 'open ended' time frame for use, any and all GroundObjects should be available for use. It has been tested in SF, WoE and WoV. It should work in FE & WoI with the correct cat pointer -- this has NOT been tested, however. It should also work in SF2, as long as you adjust the cat pointer lines in the main ini. As to be expected, there's a pretty detaile readme enclosed -- so read it first after unzipping and before installing. Vital instructions, and so forth and so on inside that'll make things a bit easier for you. Happy Landings! Wrench kevin stein
  3. XP's sp3 caused all kinds of issues with all sorts of things, including (at least for me) the editiors. After I'd patched xp to 3, and found the problems, restored back to just before. Really frustrating. the gun editor should have an exe date of 11/05 -- and it works with the 08 patch. The Weapons Editor, howver -and you probably know this- don't. So, make sure you have the WoI-style weapons editor. I guess it IS a sp3 issue..odd wrench kevin stein
  4. SWEEET!!!! Always wonder what that line did .... Otto, that belongs in the KB, man!!! You still reign as the Avioincs King!! wrench kevin stein
  5. WOOT!!! Always loved that opening vid. Also always wondered what exactly the Red pilots were saying ... any of our Russian speakers care to give a translation?? nice progress on the Globemaster, Ed!! wrench kevin stein
  6. For stock (like the F-15/16) extract the tgas from objects cat, repaint the RGB layer in PS or Gimp with which ever color is more visible, maybe yellow or orange. You can use the flood or paint bucket tool, as the Alpha channel will act as a hold-out matte. DO NOT TOUCH THE ALPHA LAYER!!! for aftermarket HUD tgas, since they should be residing in the /cockpit folder already, same applies wrench kevin stein
  7. if we're talking WW2 aircraft, fer instance Mustangs and Jugs, they're built into the model itself For the J/L Lightnigs, there's the christmas tree rack For Sabres, Skyraiders, Panthers, also using built-in stubs wrench kevin stein
  8. now, we just need the Megafortress.... wrench kevin stein
  9. none damage lods can only be created in MAX wrench kevin stein
  10. not just there, but EVERY statement in the data ini that pertains to anything flight releated. In short, a complete rebuild of the FM/data ini wrench kevin stein
  11. isn't there a piece of coding in one of the dlls that controls this?? The AI has NEVER used the curesed 2ndary guns since Day 1 that I remember (which is why I've switched all them over to PRIMARY, even if the ballistics are different, on birds like the P-38, Zekes, 109, 190s, Mig15, etc) just another thing that's never gotten fixed, I guess....sorta like AIR_ASSAULT and the ASW statements... wrench kevin stein
  12. Well, since it's only AI controlled, they 'spawn' on their own. in Real Life ™, air-launched from a mother ship (ala C-130s in SEA), or rail/trailer launched with a rocket booster, just like a SAM. recovery was even easier ... it's inertial nav system brought it to a 'general recovery area', it deployed a parachute and floated gently to the ground for pickup; either vehicle (AAA Tow Truck <grin>) or helo. the one we have in game is SUPER super old...like from 2004 or 05. Was only designed for use on The Range terrain ... but there was a slight problem; with an enemy airfield to spawn from, they never appeared. However, in user-built missions, they could be forced to appear for gunnry/missle practice. with reference to FCs post, it actually DOES have landing gear defined in the data ini ... I'll bet real money theres an issue with rolling radi, and probalby even the world center ™ in the LOD. We've seen the 'sunken aircraft' issue with other, older aircraft (iirc, one of the early F-15 mods), that can probably only be fixed in MAX. Why anyone would want to waste time trying to 'fly' it is well beyond my capabilities to understand; with so many other 'realy flyables' around. It don't carry nothing but fuel... wrench kevin stein
  13. Sharing of memberware files is an ABOSLUTE No-No. They're in the same category as Payware. If files are shared between members and non-members, and the DAT discovers this, said member will be , well ...dis-membered. Something that is NOT done. Ever. Don't ask again and with that, this is closed and locked. wrench kevin stein
  14. You can try this one as well: http://missile.index.ne.jp/en/ covers stargetic ballistic, battlefield s-s and air-to-air wrench kevin stein
  15. carrier stations? shoot, that ain't nothing. all you need are the coordinates on the map (you can find them using the WoV Sqmd - works really well for that). Then, you just add the new target area to the targets ini. The only choices you really need to make are a) including escort ships in BG b) facing (heading) of the CVBG. below are 2 example carrier stations: without anything; the game and/or campaign engine will populate with a CV: [TargetArea***] Name=CV Station Avalon Position= Radius=6000 ActiveYear=0 Location=1 Alignment=FRIENDLY CarrierStation=TRUE with other ships (obviously, from one of my WW2 terrains) [TargetArea054] Name=Task Force 38.1 Position=516518,578891 Radius=5000 ActiveYear=0 Location=1 Alignment=FRIENDLY CarrierStation=TRUE Target[001].Type=Benham Target[001].Offset=750,750 Target[001].Heading=0 Target[002].Type=Benham Target[002].Offset=750,-750 Target[002].Heading=0 Target[003].Type=Benham Target[003].Offset=-750,750 Target[003].Heading=0 Target[004].Type=Benham Target[004].Offset=-750,-750 Target[004].Heading=0 Target[005].Type=CVL_T Target[005].Offset=450,-450 Target[005].Heading=0 Target[006].Type=Fletcher Target[006].Offset=0,-1000 Target[006].Heading=0 Target[007].Type=Fletcher Target[007].Offset=0,1000 Target[007].Heading=0 Target[008].Type=CVL_T Target[008].Offset=-450,450 Target[008].Heading=0 Target[009].Type=CV-9_T Target[009].Offset=-550,-550 Target[009].Heading=0 Target[010].Type=CV-9_T Target[010].Offset=550,550 Target[010].Heading=0 change/swap/remove ships as necessary to fit the era. as far as I know, the game engine generate the CV at the 0,0 point of the target area the major problem I see with WoE, is there ain't that much ocean that's usable (see screenie below) I've highlighted the only available 'sea room' that you've got. Kinda puts the CVBG at even more risk to land-based enemy A/C then the middle of the Atlantic. The dark border around the map represent the impenterable Wall that surround all maps, 80km in from the edge. Terra Incognita. good luck! wrench kevin stein
  16. none available. see my response in the AU-1/F4U-7 thread in the general forums ... "you'll have to make them yourself. It's not hard, just time consuming" wrench kevin stein
  17. Upload Quota Reached..

    one can always go into "My Profile" look for the 'manage attachments' button, open that section and delete all the old attachments. wrench kevin stein
  18. Yes, bpao's "hiding component trick". documented in several other threads, and used on LOTS of aircraft. One just need to LOOK at the data ini, and understand the statements. Not hard at all. wrench kevin stein
  19. and more are coming; just not for general release. They'll be included in the KAW mod. Watch for teaster screenies coming to a thread near you! wrench kevin stein
  20. some of the DAT gunners textures are either part of the skin bmps, or a seperate bmp. look in the skin folder for the affected aircraft (as the gunner figure itself is oftimes built into the aircraft lod) if the data ini calls for a specific pilot/gunner figure, see Fub's post above. AND the SF2 KB wrench kevin stein
  21. No. One would need to create them from scratch, based off the original skin bmps. Not hard to do; just time consuming wrench kevin stein
  22. the old extractor is for 1st GEns only. Get Gerwins (diremember the url, but it's in the downloads section here under Tools/Utilities), it works on both TOS and NextGen versions wrench kevin stein
  23. mostly due to the FM issues (and lack of updates from aircraft manufactures), 06 level. BUT.... 08 level FM seem to work pretty well, even if some parts arnt fully implemented in 06 level games wrench kevin stein
  24. wouldn't this have been better off posted in the M$/FS forums, as it's for that series? nothing from them can be used for 3W games wrench kevin stein
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