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Wrench

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Everything posted by Wrench

  1. More information is required for a proper diagnosis...not giving us anything to go on here. What game? (meaning 1st or 2nd gen) What operating system? Has compatability mode been set (for Skypat's Extractor) Meaning: if 1st gen, use either skypat's or Gerwins if 2nd gen, use ONLY gerwins how to use skypats: http://forum.combatace.com/topic/32706-using-skypats-cat-extraction-tool/ wrench kevin stein
  2. Not to detract from Zero's efforts, as I can really appriciate the amount of work going into this -hell, the research ALONE for the Pearl Harbor attack will make you crazy-, but you all know that I've already done most of this stuff, right??? Look here at CA and my site (as any mods for DAT aircraft will only be at my site); all the Pearl Harbor stuff -minus Hinch's new BBs (older versions are in the Hawaii map), all the aircraft for Nagumo's strike forces (both Pearl AND Midway), US forces -navy, marine, AAF, terrains, etc. I can also tell you that I've been working with Capun to finish the TBDs, so they'll be here, with 99.9% Historically Accurate ™ skins for Midway -right down to matching modex and BuNums and crew assignments for the 3 squadrons. Coral Sea skins for them are also in the works. (of course, we're missing the actual ships for LEX and SARA...) Actualy, I'm QUITE interested in how this will turn out -- by my guesstimations, something like 150-175 aircraft for all sides will be needed, gods alone know how many skins with squadron/sentai specific markings. As the guy that's probably done more WW2 mods than just about anyone, for all theatres, this is a MASSIVE undertaking. Personally, I'm DYING to see what up with the terrains -will they be new ones, mods/rebuilds of Edwards (all of which I've already redone)? With Deuces working those, I'm expecting to see something pretty damn awesome. (and even given the scaling issues in the game, that really f***ed me up with the Hawaii map...) And, as it looks like it's for 1st Gen games, I can only hope they'll be at 08 levels for the Vista/Win7 users. Be nice to have a moving sea for them; and updated FMs -the most important feature, imho. wrench kevin stein
  3. Just so people stop whining.... I'll let you in on a secret...I've been revisiting BOTH the original Korea/Korea Winter terrains -in fact, I've combined them into a 4 season variant for 08+ level games. Unfortunately, springsummerfall uses the same tile set, winter of course being the white tiles. Have all but 1 sea/land tile working properly (oddity in the alpha, methinks) The major problem comes from the BNSeries tiles themselves --they're pretty much crap. And, just to make life interesting, the s/s/f tiles object postioning (ie: city tiles) don't match the winter tiles AT ALL!!! So terrain object buildings don't wind up where you put them. (what the terrain REALLY needs is a to be completly redone, from a new DEM, using Stary's 4 season Germany tiles -- they're probably the closest to the actuall terrain as seen in Google Earth, and from friends/family I've had stationed over there) On the good side, the season switch to works perfectly. For the superdetailed fall/summer tile set that EricJ was refering too -with all Stary/Brain32s super cool tiles and trees; that's a 63% terrain (size wize), and was ~85% finished when I was told I had the wrong one. So, that one too is being worked on, to try and finish it. Unfortunatly, it will NOT work with the original terrain, due to tile naming conventions, so in essence, when I finally get finished with it, you'll have 2 terrains -one with them fugly BNtiles and the other with custom Korea tiles. so be paitent ... there's a LOT happening, both in-game and (unfortunatley) in my Real Life ™. And some new/revamped skins and airplanes (yes, the NKPAF IL-2M3,standing in for their RL™ IL-10s -as we ain't got one- will finally make it's appearence) If you all are real nice, maybe I'll post some screenies wrench kevin stein
  4. Yup, done that too!! Unfortunatly, I can't remember HOW I did it...it was something with the aircraft LOD itself on an A-4. Might have been in-between patch 3 or 4 ...???? Something changed in the lod, irrc. You still got the pilot/seat figures, and the drop tanks, other ordanance, but no physical aircraft Hmmm...makes this one wonder if you couldn't substitute FastCargo's FakePilot for an aircraft Lod.....hhmmmmm wrench kevin stein
  5. Disremember exactly, but try EOGR,EOGB,CGR Can't hurt! wrench kevin stein
  6. I'm trying to remember if there's an updated lod for it...but can't! The listings for 'which LOD does which' is in the Metor_F8.INI, it should look like this: If those are ok, try these values for the landing gear: Obviously, make a backup copy of the data ini FIRST before dropping in these values Oh, and if you want to switch the Canopy to a manual animation key (Shift/0), use these for the canopy statement, and pilot/cockpit statements in the data ini:
  7. what's even more fun, is inducing it on PURPOSE, just for s**ts and grins....drives End User's nuts trying to figure it out (see below) wrench kevin stein
  8. Super Idea!!! The tree-mod REALLY dresses up the place. I was actually looking at it, for a possible WW2 scenario; I'll be your map dosen't have this 'target area'!!!! Everyone knows my love of Easter Eggs... If you want to add this small upgrade, I'll be glad to pass on the bits and target location. (although I didn't do the "no fishing for ceolocanth" sign I found on google earth...) wrench kevin stein
  9. File Name: Pasko's Yak-3RD File Submitter: Wrench File Submitted: 14 Dec 2009 File Category: Soviet Union/Russian Aircraft Yak-3RD pak -includes upgrades for 08 Patch Level and SF2 Sims Fulfilling a request to make the aircraft available again, as the links at Pasko's Mostly MiGs and Etc seem to have disappeared. Some ini mods are: moving the cockpit up slightly to hide some gaps; A Soviet WW2-style PB1 gunsight tga (from Pappa Romeo's EAW sight pack) VERY small FM tweeks for 08+ level games (btw, a few more tweeks are necessary hint-hint to our FM guys); Canopy is now operational via an animiation key (Shift/0) A new WoE-style Hangar screen (didn't have one before) The "CRSPRP.wav" in-line engine sound -- has a nice V-12 buzz (used on many WW2 mods) Damage tgas for that 'shot full of holes' look Included are a second data and loadout ini, for an "operational" interceptor version, in the "What If..." worlds, with the additon of 2 nose 12.7 machine guns, ala the standard Yak-3. An 'operational' Loadout ini, with the additon of drop tanks is included. Instructions for swapping them out are below in the "To Install" section. Sort of an experiment I performed. I've also included a 2nd skin for the 'operational' variant, which is a basically the gray/blue skin from the Yak-3. Be advised of some small mapping issues, as this skin really wasn't designed for this LOD. Pasko's original readme is also included Note: for the 'operational' variant, I've used as much stock weapons as possible; even the guns are pure 3W stock. However, the drop tanks used are the 75 gallon Mustang ones; so you might need one or another of the various Weapons Pak available to get them. They are NOT included. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI (mostly 08 Level WoE). Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however. As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. Of course, the usual 'Notes and Ramblings' section With thanks to Pasko for creating this interestering little aircraft! Wrench kevin stein NOTE: I didn't assign a NATO codename to the aircraft for several reasons: 1) Couldn't really think of one; even with those assigned to other experimental birds that didn't go into production, or Lend-Lease aircraft that went out-of-serivce rather quickly after WW2, and 2) The ones I'd thought of, while being rather descriptive (what with that rocket engine in the tail and all) probably wouldn't get used, even in 'impolite' company (well for a couple I came up with, at any rate). If you want to know what they were, just ask! End users are encourged to come up with one, and let everyone know. Click here to download this file
  10. For those wanting to tone down the insane roll rates, you can try these values in the ControlSurfaces callout section in the data ini.. REMINDER: back up the data ini first!!!! Do this by opening in your text editor of cherce, and "save as..." xYak-3RD_DATA.INI. Makes for easy restoration Then, back to the 'original', just copy/paste the statements below DIRECTLY over the Right/Left Aileron statements. test fly. While not perfect, it will reduce it to something a little less insane! As with all other 06 and earlier aircraft, there ARE many other things that need tweekifications to fully bring it to 08/SF2 levels [LeftAileron] SystemType=CONTROL_SURFACE InputName=ROLL_CONTROL MaxDeflection=16.0 MinDeflection=-15.0 CDdc=0.0190 Cldc=0.0457 Cndc=-0.000 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.079,0.096,0.113,0.340,0.568,0.712,0.856,1.000,0.856,0.712,0.568,0.340,0.113,0.096,0.079 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.916,1.764,1.611,1.458,1.305,1.153,1.000,0.847,1.000,1.153,1.305,1.458,1.611,1.764,1.916 ControlRate=1.0 MaxControlSpeed=129.62 ModelNodeName=LeftAileron [RightAileron] SystemType=CONTROL_SURFACE InputName=ROLL_CONTROL MaxDeflection=16.0 MinDeflection=-15.0 CDdc=0.0190 Cldc=0.0457 Cndc=-0.000 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.079,0.096,0.113,0.340,0.568,0.712,0.856,1.000,0.856,0.712,0.568,0.340,0.113,0.096,0.079 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=1.916,1.764,1.611,1.458,1.305,1.153,1.000,0.847,1.000,1.153,1.305,1.458,1.611,1.764,1.916 ControlRate=1.0 MaxControlSpeed=129.62 ModelNodeName=RightAileron happy landings! wrench kevin stein
  11. That's very odd, as the G-AB1 and J-AB1 are stock tiles; they're listed in my textureset.ini There should be 104 tiles listed As to them not showing up ingame, did you add the tile listings to the VietnamSEA_DATA.INI?? They MUST be there so the game knows to load them BTW, they also MUST be in the exact order as the textureset listing (keep the samenumber!!!) these are the entries, change the *** the the next number in sequence [Texture0***] Filename=vietnamJ-AB1.BMP HasWater=0 Color=0.283307,0.347271,0.248208 SolidObjectTexture= AlphaObjectTexture=terobject_trees1.TGA [Texture***] Filename=vietnamG-AB1.BMP HasWater=0 Color=0.343641,0.393257,0.288157 SolidObjectTexture= AlphaObjectTexture=terobject_trees1.TGA wrench kevin stein
  12. It almost looks like the "too many decals on one mesh problem" Look at the decals ini for that skin, and see if (I'm guessing tailfin or tail) has too many callouts for decals on it. is it a stock skin or aftermarket? wrench kevin stein
  13. Kulbirt: that's the America NorthWest (ANW) 4-Seasons version, available in the Downloads/Terrains section here. Tiles by some VERY talanted people (but not me! <grin>) wrench kevin stein
  14. Have you looked in the "Prop Heads" Forum? In the "Tweeks and Tricks and Adjustments" sticky???? 3 & 9 have a post about them To answer the rest of the question (where it pertains to 08+ level games), yes; why yes I do Mig-15 (VVS/NKPAF/EAF) Vampire (whomever) and a couple others I can't remember. Don't expect anything right away Names I came up with... FireButt Flamer (my favorite! goes right along with Fagot for Mig-15) Farter (somebody got that one already) wrench kevin stein
  15. Version

    319 downloads

    Yak-3RD pak -includes upgrades for 08 Patch Level and SF2 Sims Fulfilling a request to make the aircraft available again, as the links at Pasko's Mostly MiGs and Etc seem to have disappeared. Some ini mods are: moving the cockpit up slightly to hide some gaps; A Soviet WW2-style PB1 gunsight tga (from Pappa Romeo's EAW sight pack) VERY small FM tweeks for 08+ level games (btw, a few more tweeks are necessary hint-hint to our FM guys); Canopy is now operational via an animiation key (Shift/0) A new WoE-style Hangar screen (didn't have one before) The "CRSPRP.wav" in-line engine sound -- has a nice V-12 buzz (used on many WW2 mods) Damage tgas for that 'shot full of holes' look Included are a second data and loadout ini, for an "operational" interceptor version, in the "What If..." worlds, with the additon of 2 nose 12.7 machine guns, ala the standard Yak-3. An 'operational' Loadout ini, with the additon of drop tanks is included. Instructions for swapping them out are below in the "To Install" section. Sort of an experiment I performed. I've also included a 2nd skin for the 'operational' variant, which is a basically the gray/blue skin from the Yak-3. Be advised of some small mapping issues, as this skin really wasn't designed for this LOD. Pasko's original readme is also included Note: for the 'operational' variant, I've used as much stock weapons as possible; even the guns are pure 3W stock. However, the drop tanks used are the 75 gallon Mustang ones; so you might need one or another of the various Weapons Pak available to get them. They are NOT included. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI (mostly 08 Level WoE). Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however. As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. Of course, the usual 'Notes and Ramblings' section With thanks to Pasko for creating this interestering little aircraft! Wrench kevin stein NOTE: I didn't assign a NATO codename to the aircraft for several reasons: 1) Couldn't really think of one; even with those assigned to other experimental birds that didn't go into production, or Lend-Lease aircraft that went out-of-serivce rather quickly after WW2, and 2) The ones I'd thought of, while being rather descriptive (what with that rocket engine in the tail and all) probably wouldn't get used, even in 'impolite' company (well for a couple I came up with, at any rate). If you want to know what they were, just ask! End users are encourged to come up with one, and let everyone know.
  16. Give me a day or so to get clear of some serious family business (mother in hospital), and I'll upload the full pak; including Kesselbuts cockpit, soviet gunsight, along with a (mostly) 08+ updated data ini. Just can't get the damn canopy to open...it's identical to all the rest of Pasko's Yak, but the AnimationID= key assignement just ain't working on this! wrench kevin stein
  17. "BUUUUZZZZZZ" Nope, sorry, wrong answer. SF internal screen layouts are COMPLETLY different from WoE. You'd need the briefingscreen.ini from SF/SFG placed in the /Menu folder for it to work, as that really old campaign is made FOR only SF. Of course, that'll COMPLETELY hose all the stock WoE briefing screens .... so, it's up to you wrench kevin stein
  18. File Name: F9F Panther, VF-781, Korea File Submitter: Wrench File Submitted: 13 Dec 2009 File Category: F2H/F9F/F3H Skins F9F-2/2B/5 Panther, VF-781, Korean War Era skin 12/11/09 =For SF/SFG/WoV/WoE and probably for SF2 series sims This package is a complete redecaling for Marcfighter's F9F Panther skin, representing VF-781 during the Korean War. For Historical Correctness ™, a 'new' aircraft should be created, but there are some fairly major physical & other differences between the F9F-2/2B and the F9F-5 that we have. We'll just pretend they got the -5s a little early, or pretend these are -2Bs, as all the BuNums/ID tage decals I've created ARE for -2/2Bs. Mmmkay? The original Marcfighters skin bmps ARE included -so full credit MUST be given to him on this-, with all new decals for 24 aircraft (this MAY not be historically correct, but photographic evidence exists showing #121 in flight over Korea). The new decal are the Modex, BuNum/ID tag, and the Air Wing letter. I reused one or two of Marcello's original decals. Chalk it up to laziness... As always, unzip this archive to a temp folder or your desktop, or somewhere else that's easy to find, to gain access to the rest of this readme, for full, simple-to-follow (for once!) instructions. With special thanks (you can't say it enough!) for Marcello for creating this skin in 2004!! Good Hunting! Wrench kevin stein Click here to download this file
  19. Version

    131 downloads

    F9F-2/2B/5 Panther, VF-781, Korean War Era skin 12/11/09 =For SF/SFG/WoV/WoE and probably for SF2 series sims This package is a complete redecaling for Marcfighter's F9F Panther skin, representing VF-781 during the Korean War. For Historical Correctness ™, a 'new' aircraft should be created, but there are some fairly major physical & other differences between the F9F-2/2B and the F9F-5 that we have. We'll just pretend they got the -5s a little early, or pretend these are -2Bs, as all the BuNums/ID tage decals I've created ARE for -2/2Bs. Mmmkay? The original Marcfighters skin bmps ARE included -so full credit MUST be given to him on this-, with all new decals for 24 aircraft (this MAY not be historically correct, but photographic evidence exists showing #121 in flight over Korea). The new decal are the Modex, BuNum/ID tag, and the Air Wing letter. I reused one or two of Marcello's original decals. Chalk it up to laziness... As always, unzip this archive to a temp folder or your desktop, or somewhere else that's easy to find, to gain access to the rest of this readme, for full, simple-to-follow (for once!) instructions. With special thanks (you can't say it enough!) for Marcello for creating this skin in 2004!! Good Hunting! Wrench kevin stein
  20. It (the campaign) probably won't work in 08/SF2 level sims either ... since it dates from ~2004/5ish. EVERYTHING in it will need massive updating wrench kevin stein
  21. You use them as artillery. You know, big(ish) guns that shoot in the general direction of the Bad Guys ™??? They get added just like any other GroundObject, making sure you have the gun in the GunData.ini. Otherwise, nothing happens (although a CTD may occur). Then, they get placed on the terrain via edits of the terrain's _targets.ini; to locate them at various firebases/ or army camps/border outposts, etcetcetc, in the direction you with them to face (based upon the 0,0 point of said base) and added to the terrains _types.ini, so's that they actually show for up work. Campaign wise, couldn't tell ya. Assuming they're placed at a basecamp of some kind, and using the "TargetType=Artillery" in the types ini. One can always try "ARMY_BASE", as that's a valid type for campaign usage (as is NAVAL_BASE) The terrains' _Movement.ini will also need editing, to add a Ground_Attack route nearby, so the enemy AFVs will be heading in it's general direction (and friendly AFVs heading out to intercept/engage) There's around a half-dozen terrains with working arty support/firebase/whateveryouwanttocallthem; I'd look in there to see how they're set up as guidlines wrench kevin stein
  22. A trip to the Knowledge Base is worth a thousand steps.... http://forum.combatace.com/topic/12210-getting-the-weapon-editors-to-work-in-winxp/ and http://forum.combatace.com/topic/9323-adding-weapons-to-sfwovwoe-a-tutorial/ wrench kevin stein
  23. Using Photoshop, I having had any problem going up or down in size. At least with decals!!! Image --> resize --> input number, remember to use whole, square units (ie: 128x128, 256x256, etc). ALL images in the 3W game are "square" Not exactly sure how it works, but maybe it see the "whole" image, including the alpha, and changes accordinly. how big or small are you going? wrench kevin stein
  24. Yes you can. BUT... you'd need to create 'split' or duplicate stations at the pre-existing location of the bomb bay, adding the new SystemName=, plus the bombbay callout statements, and adjust the loadout ini accordingly. The best example would probably be the B-29. It has 2 physical bays on the model, but data ini 'splits' them into 3 internal units So, for example the Wimpy wold be something like this: The hard part would be the bay fuel tank; I know the B-17 "Tokyo Tanks" were mounted on the bomb rack, but replaced any weapons as they were only used for ferry flights (watch the movie "Air Force", when the 'Mary Ann' get to Clark, they're releasing the straps that hold them in, and lowering the tanks out) The fuel tank would have to either exist 'vitrually' as a fake weapon; meaning no lod attached to it, existing in the weaponsdata ini, just loaded via loadout ini edits. If added via normal data ini edits, they'd be "there" all the time as another aux or main tank. somethng like this in the loadout ini: the 'weapon' could be something like this (pardon the glitches in it, this 'off the cuff', so to speak) [WeaponData***] TypeName=FakeTank FullName=300 gal BombBay Tank ModelName=NoLod Mass=870.000000 Diameter=0.700000 Length=3.600000 AttachmentType= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=800.000000 Asymmetrical=FALSE Just ran into a similiar problem on the "production" B-49A; had to increas the bomb loads to something usefull, while still staying within the existing, physical bays, so I just cheated and just added 'new' stations with the same attachment positions as the original 4, doubling the number of weapons carried. Of course, had to up the max weight.. Hope that helps! btw, good to see you around again, Greg!! wrench kevin stein
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