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Everything posted by Wrench
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Speech files
Wrench replied to Rambler 1-1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
speechsystem.ini??? don't know which cat it's in, though wrench kevin stein -
F-12 key Action view and other items of interest
Wrench replied to Dogzero1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
and with that, I think it's time to close this one down wrench kevin stein -
WW2 WIPS
Wrench replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
WOOT! Marauder!! wrench kevinstein -
X-31 update
Wrench replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
"Got enough missiles there, Butch?" --- sorry, couldn't resist! man, I AM liking that!! reminds me of the gloirous heydays of Fighters Anthology!! Looking Good Dels!! wrench kevin stein -
Help with Skin(s)
Wrench replied to wretched's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
another small "cheat", is if there are less than 18 (TK minimum number of serial/modex/whatever) decals, simply rename the numbers.lst to xnumbers.lst. The game will then 'recycle' the numbers. Most of the time wrench kevin stein -
SUEZ 2 Revisited
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
ah, no. An Iran/Iraq map already exists. that's a completely seperate map, with no correlations between the Isrealo-centric maps. Meaning: if someone WANTED the entire middle east, from the Med shores of Isreal to the eastern mountains of Iran/Afghanistan (and points between), a totally new terrain would need to be built. the i/i map IS back in the TE for a total rebuild, but not expect ANYTHING before next year. Too many projects, too little time, and too few people actually doing things. wrench kevin stein -
SUEZ 2 Revisited
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
you can also download the black HM bmps I created right after the issue appeared with the 08 1st GEn patchs. what these do, is "fool" the game engine into thinking it's a hard surface. Also, as Gepard instructed, change the HMS number to 1. wrench kevin stein -
What model is this?
Wrench replied to Uhu's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
looks like someone didn't update their 17PFU Izrumd nose to use the 'fake pilot' seating arrangment. The one you're using is either set to a) a gunpod, as originally issues in 2005 or b) set as an ECM pod. d/l the 17PFU upgrade pak from our handy dandy downloads section, and follow the detailed instructions I wrote, and all will be well wrench kevin stein -
Gravity 9.81
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ah....no wrench kevin stein -
F2H-2 Banshee (Korean Air War Mod) problem!
Wrench replied to Kulbit80's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
again, we refer you to FC's post above ... none of the DAT members post here anymore. wrench kevin stein -
Happy Birthday Ed!!! Have a GREAT day!! wrench kevinstein
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F2H-2 Banshee (Korean Air War Mod) problem!
Wrench replied to Kulbit80's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
neither are designed for use with the 08-level 1st Gen sims and most definately NOT with the SF2 series. To say nothing of that original terrain (to many flaws to even list, and it's from 05, don't even have water effects) for those folks spending time on a Korean War mod, and not paying attention to whats going on all around, I'd tell you to stop wasting your time ... a whole NEW set up is being built for KAW. Some of the best people in The Community are on it. Be paitent, and be ready to be stunned. In several months, of course wrench kevin stein -
Barbed Wire(s) dot bmp Missing?
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
yes, the bmp files for the 3 barbed wires sets are missing..... that's because they're tgas wrench kevin stein -
real money says the control key swapping is due to an older version of the aircraftobject.ini residing in the /Objects folder. There's thread in the KB on just that very subject. Delete it, and I"ll be the keys come back to 'normal' as to the 'crash', well, without an error message, or WHICH aircraft and WHICH terrain it's happening on, can't help the quote Dr. Asimov: "There is as yet insuffiecnt data for a meaningful response" wrench kevin stein
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WW2 Tunisia/Western Med Update Pak
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
could you be a little less vague with "progarm bugs out"??? A little better defination, please you do know that this is a WW2 terrain only, right?? It ain't designed for jets. And that even in the 'what if...' world of SWOTL, there's only my MTO 262 and 229 skins readily available. there's plenty of MEDIUM airbases available on the Axis side for the 2 jets to fly from ... they should ONLY be set to MinBaseSize=MEDIUM in their data ini (something I forgot on the 229 update mod); given their long spool=up times and relativly low power/throttle response. I just tested BOTH the 262 and 229, and had no issues (excepting the expected odd behavior of the Horten, which needs a FM update for 06 levels). Didn't test the 162, as it weren't used in MTO (even in SWOTL what ifs) wrench kevin stein -
Version
1,587 downloads
EAF MiG-17PF Fresco-D for WoI This is an almost complete rebuild of Madcaddie's MiG-17PF 'Fresco-D' limited all-weather, radar equipped interceptor, as used by the Egyptian (and by inference, the Syrian Air Force) during the late 1950s, through the late 1970s. The Flight Model parameters themselves have been copied directly from the latest Fresco-C's (WoI), so they are the most current. This aircraft is NOT equiped with missiles or rocket paks, it's a simple guns-only radar equipped version as used by the EAF. Included is an 'interception procedures.txt', that gives you instructions on how to read the radar scope, as it's very short ranged. 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. Also included is a revamped "M17PF.bmp" for the nose radar bubble, also resized and repainted, that matches as close as possible, the camo pattern of the fuselage. I've even given you my 'Early Russian Pilot' - PilotER, to use. This is a COMPLETE package, including a modified version of Paladrain's 21MF cockpit, 'downgraded' for use in this aircraft. All inis, skin bmps, cockpit bits, and a new WoI style hangar screen are included. It is designed to be used ONLY in WoI, with the Mirage Factory Weapons Pak. (although it CAN be used in WoI with the bunyap pak) You =WILL= be using the weapons editor to add the 'radar nose bubble'. ==YOU MUST HAVE THE WOI WEAPONS EDITOR== PLEASE read the enclosed readme for more, detailed install istructions Happy Landings!! Wrench Kevin Stein -
Where to start
Wrench replied to TSgtT's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
to quote the Trolly Boy from 'Hot Fuzz', "Yarrp" :yes: it should alse be mentioned, that the 06 patch level is as high as you want to go, due to 350+ aircraft needed completly new flight models (and there are some even at 06 levels that are "iffy") wrench kevin stein -
WIP SF2 F14
Wrench replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'll bet real money that it's for the next title, NOT for the SF2 series. (even though the terrain in the background kinda looks like israelme) I'd be very happy to eat my words, but don't expect to be doing so wrench kevin stein -
FM Gurus
Wrench replied to UnknownPilot's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
maybe a screenie would help us ID said "canoe"??? although I suspect it's the LD wrench kevin stein -
Not anymore!!! wrench kevin stein
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Making ground objects from terrain folders
Wrench replied to quack74's topic in Thirdwire - First Eagles 1&2
Sorry folks....I don't get over here very often (TS, you shoulda let me know there was a question!!!) Anyway, what you're trying to do is convert a terrain object into a ground object. In particular, you're speaking of the parked statics that iirc, Capun did. They are best left alone, for what they are ... eye candy and something to strafe. Now, the game WILL generate it's own parked static aircraft, so there's no real need for these even to exist. These were created before one of the patches/expansion pak that allowed the in-game generation. You're also consusing GroundObjects with TerrainObjects. TerrainObjects ONLY exist inside the terrain cat, or, like these aftermarket parked statics, in the terrain folder itself. GroundObjects are added, as you've figured out, via edits of the _targets and _types ini. An example of a ground objects being used, are the various trucks seen on the airfields. An example of terrrain objects are the hangars, tents, oil drums, etc. Anything that is NOT an aircraft, ship or vehicle found in the GO folder. This would include the aforemetioned 3rd Party parked aircraft; terrain objects. I haven't looked at the airfield inis for FE, well, ever, but if it uses similiar statements as SF/Wo* and SF2 series, said airfield inis will have parking slots assigned. Now, if one wants to ADD more parked aircraft, you'll have to plot the positions using the HUDData.ini DisplayDebug set to TRUE, and note the offsets. All in all, I believe it's simply something NOT worth messing with. Leave them as terrain objects, and be done. Take it from the Terrain Targets Guy! as to building missions, I never figured out how to use either of the mission builders. I just wouldn't worry about it. The game should generate the stock parked planes on it's own (well, at least in SF/Wo* sometimes!). If the airfield inis are like the other, there should be parkingchance= percentage. Up that to 90-99 and see what happens. wrench kevin stein -
Where to start
Wrench replied to TSgtT's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
I stand corrected, thanks Greg!! one can assume they work as well for us cowards that fly on normal??? (I like my "here's the enemy pointer" ) wrench kevin stein -
Where to start
Wrench replied to TSgtT's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
even better than using the Alt/D switch, is simply edit the HUDData.ini. Extract from flightdata.cat, leave in /Flight folder and edit as follows: (just ingore the DisplayDebug=TRUE, that only used for terrrain targting) try those edits, and see how they work. Be advised, that if you're EVER use one of the radar-equipped nightfighers, you will have NO display in the cockpit, so it's vitaly important that the radar display is left intact. As we don't have any pits with scopes (since most were handled by the GIB anyway...) HARD flight model is NOT reccomended, as there are no WW2 aircraft taht I'm aware of that make use of it. All DAT birds are optimized for NORMAL, and using hard will cause 'issues' Most, if not all info needed on setting up is the the SF (1st Gen) Knowledge Base. wrench kevin stein -
Is there any interested in this?
Wrench replied to Soulfreak's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I thought the Ekco just 'hung there' on the pylon ... are you saying it has a clear nose, and the dish is animated??? Now, THAT would be cool!! wrench kevin stein -
Happy Birthday Sandesh!!! wrench kevin stein