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Everything posted by Wrench
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CTD on Some Maps with Certain Planes
Wrench replied to TheStig's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nope, sorry. Wrong. Like EJ stated it's airbase SIZE; it has nothing to do with how the physical model in constructed. This has been an ongoing issue since the 06 patch -- To state it simply: Large aircraft need large runways. There is only ONE large runway in the entire series -- Runway 4 (or airfield 4) However, that having been said, you CAN change this line: (shown is the B52D) [MissionData] NationName=USAF ServiceStartYear=1966 ServiceEndYear=1973 AircraftRole=BOMBER AircraftCapability=DAY_AND_NIGHT Availability=RARE Exported=FALSE PrimaryRoles=STRIKE,CAS SecondaryRoles=ANTI_SHIP NormalMissionRadius=1864 MaxMissionRadius=4214 Ceiling=18288 MinBaseSize=LARGE you can attempt to change to MinBaseSize=MEDIUM. But you may wind up trying to take you Buff or Bone off from Runway2, which is substantially shorter than Runway4, which is again shorter than Runways 1, 5, and 6, even though it's classed as a medium runway. But personally, in the case of the Himalya terrain, I seriouly doubt you'll be operating a Buff from a base that's at 10+ thousand feet above sea level Or, you can just do a simply copy/paste of a Runway4 set up over the exising medium runways on the Himalya terrain; which may cause other problems of the airbase NOT fitting within the required flattened zone for airfields. I direct you to the ever ignored Knowledge Base, for a post on this selfsame subject: http://forum.combatace.com/topic/12147-ctd-planes-in-single-missions/ although Dave's conclusion of using SMALL is slightly incorrect (as it should be MEDIUM), the gist is there wrench kevin stein -
A couple of questions about decals
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
the same way as you do any other ... make sure the image is square (128x128, 512x512, etc) and centered in image (directly in the middle I mean to say) Convert image bmp or jpg to 32bit tga with alpha channel. Done it, literaly, a few hundred times. No different than any other ... as seen on the several hundred full color nose arts I've done. A little more detail is required; like, are we speaking of text with different colored letters within the words??? Or images (ie: nose art?) or things like serial numbers? (hint: get familiar with the paint bucket or flood tool) TKs decal tutorial is in the downloads section, probably in the Utilites sub-section. Reccomended Required reading. Other than he states "4 decals max per mesh" -- rule of thumb that seems to work better, is "no more than 3 per mesh", as has been recently seen. one main thing to remember, is the alpha channel acts like a hold-out matte (if you're familiar with how motion picture special effects mattes work), blocking all but the parts you want to show, from showing. also having a really good image manipulation tool helps -PhotoShop is still be best, but GIMP comes fairly close (and it's free!!) wrench kevin stein -
Calling all Modders for a KAW Mod
Wrench replied to hgbn's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
version 3 is the full scale with Brain's tiles and your trees ... you know, the one I screwed up badly on!! I don't have the payware versions, just the original freewares. yesturday, I went back into one of 5 TE installs (I've split them for different terrains) and re-discovered that I do have a WoE tiled version. Unfortunately, there's a major glitch that I can't figure out....the texturelist is only 77 tiles long. I've tried renaming/copy-pasting the full WoE texturelise in, and no matter what I do, nothing after SC75B shows up!! I can add tiles (like the VietnmanG-AB1 and my G-AB3), so I guess that I'll be adding the others -78 thru 125 (the 2 AB tiles) by hand. Then the rebuilding of the tiles can begin, and the retiling -gonna be a nightmare!!! arrgh!!!. And then the retargeting...and movements and etc. I guess I'll get started on it when I finish WW2 Tunisia/Western Med in a few weeks. Unless, of course, somebody MUCH smarter than me wants to do it! but doing it that way WILL allow the full 4 seasons, which i really think is the way to go. Expecially since so much happened in the winter of 51/52 edit: didn't rebel ryder do a long-barreled Sherman? that could be used instaed of Geo's. Also, isn't there an M-26 Pershing out, maybe by RR?? I don't know if M3 halftracks were still being used during the Korean War (meaning: I haven't seen any pictures of them), so the standard USTruck could be used, as also the 'generic' Soviet vehicles. There's a couple of T-34s out - Pasko's (also with a snow camo) and I think RebelRyder did a version or 2. wrench kevin stein -
Terrain problems in SF2
Wrench replied to toonces's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Remember, too, the old Skypat Cat extractor don't work on SF2 sims ... you'll need Gerwins extractor. Works a charm on the new series; albeit extracting ALL files from the cat; but you'll probably find something after extraction you'll be needing anyway.... wrench kevin stein -
Anyone making an Korean War mod?
Wrench replied to WildAnimal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No Fresco's in that time frame. look in the Campaign's Forum ... hgbn is starting up a mod wrench kevin stein -
Calling all Modders for a KAW Mod
Wrench replied to hgbn's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I'll get you everything I have; and help out as much as I can (since I've already done up most of the aircraft and know where pretty much everything is/goes on the penninsula, and nearby China, Russia and Japan -well, at least the parts of Kyushu and Honshu that show on the map) mind you, all 3 versions of the terrain I have need work -- I've been able to blend Edwards old 'regular' and winter together to give you 2 seasons, but the tiles have no correlation to each other (meaning, targets don't sit where you put them from the one season to the other) version 2, based off the 63% map with Stary's tiles, is approx 80% completed, but it's only one season (fall it looks like) version3, the full scale (100%) --well, we all know the story on that one. What REALLY needs to be done, is create a completly new HFD & TFD, and use the GermanyCE tiles; that way you can have all 4 seasons with Stary's tile mod. That would be the best way to go. As to the ADs, NONE of them we have are fully correct -- there were lots of -2/-3 being used (with only 2 wing guns, but that's really a small matter). Also, the mapping on the stock one is different, so none of the skins I've done will work on it. (and the fact that maybe not everyone HAS SF2V) Also have to bug MPPD about Monty's Ver.7, with the fixed animations, cut meshes for wing pylons (as parked aircraft loose their outer wing panels!!! -unless another 3d Guy wishes to look at it. I have the MAX file, and a list of "requests for changes" wrench kevin stein -
P-47N-15 by Russo
Wrench replied to dsawan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
It's been over a year since Major Lee's site closed ... he had some REALLY cool stuff there. iirc, ML had done one or another of the 56th FG squadron Razorbacks (have to check my SWOTL install to be sure). I'll look at it, and maybe upload it (if that's ok with Ken -I know he pops in once in a while; or he can upload if he wants). I know the decals are 'out of order' (missing the 000 number, but that's a super easy fix wrench kevin stein -
RATS!!! How did I miss this!??? Well, better late than never! Happy Birthday Otto! Many happy returns of the day! wrench kevin stein
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Help wanted, can´t get Gepard SPAAG to work.
Wrench replied to olofohrstrom's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'll bet the problem is NOT in the data.inis at all, but in the main ini. open the gepard.ini, and if it don't look like this (especially noting the highligted section): it not gonna show up. if you open the 2S6.ini and mroland.ini, you'll see that statement is probably missing as well Knowledge Base links on the subject: http://forum.combatace.com/topic/11815-ground-objects-format-update-no-groundobjectdata-ini-anymore/ and at the bottom of this post: http://forum.combatace.com/topic/21870-the-mods-thread-a-listing-of-whats-available/page__view__findpost__p__113930 wrench kevin stein -
Some Various Questions
Wrench replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I haven't had any of those issues with the P-82, per se.... Unfortunatly, there's a LOT that needs adjusting in Wolf's Jugs (rolling radius, landing gear spring/damping -- driving me nuts as I've got one for Central America that bounces all over the runway!) that having been said, one thing I've found is you don't PUSH these older (06 and eariler) birds too hard in 08/SF2. They will stop flying for no apparent reason. No more yanking and banking to the limits of the envelope, or they'll depart like crazy! What is really needed is for all the FMs to be looked at by experts. (which we all know ain't happening anytime soon). A lot got changed in the 08/SF2 FMs in regards to how stalls are modeled ... some aircraft have the StallMoment= line that can be adjusted (by shear guesswork) to around 0.50; mind you I have NO idea what the values represent (and some don't even have this line!). Other things are like landing gear rolling radius .. they seem to all sink into the ground a bit more than usual, or are sitting levitated off the ground! Tail wheel steering, must be a positive number, etc, etc, etc. but definately check the stickies in the PH Forum ... I've been trying to post updates and things that help. wrench kevin stein -
Some Various Questions
Wrench replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In the WW2 Euro, the "nazi HQ" building is a "terrain object", residing in the terrain folder. You can easily make it un-targable, by editing the _Types.INI, and give it a target value of 0 (zero) Or, if you're like me, and still want to lay eggs on it , you can just rename it (please note, the destroyed effects/model have been tweekified): [TargetType031] Name=rowhouse FullName=Communist Party HQ ModelName=rowhouse.LOD TargetType=COMMAND_BUILDING ActiveYear=0 TargetValue=500 UseGroundObject=FALSE DamagePoint=50.0 ArmorValue=100000.0 ArmorType=1 RepairRate=0.255 StartDetectChance=100 StartIdentifiedChance=100 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=barrack1_destroyed SecondaryEffect=LargeOilFire SecondaryChance=100 while still remaing active, gives a more 'correct for the era' target As to the cat pointer, use the GermanyCE, even though the objects (warehouses, barracks, city buildings, etc) are pretty generic and usually in all the cat. I'd also do this to the main ini; I do this on ALL my terrains, expecially terrain mods I release. Just add these lines over any existing cat pointers: //CatFile=..\Desert\Desert.cat CatFile=..\GermanyCE\GermanyCE.cat //CatFile=..\VietnamSEA\VietnamSEA.cat You really DON'T want to use the IsrealME.cat for anything BUT terrains that are built using the IME tiles and/or naming conventions -they're completly different from all the others (which, in turn, are yet again different from each other). IME also has an expanded 'terrain objects' listing, with 7-10 new city buildings and an very nice arab-looking palace. As to the fin rwr box issue, I'll bet the box is mapped on a different skin bmp than the tail. Use the 'panel finder' bmp we have --should be in the D/L section -it'll replace a single skin bmp (do them one at at time, renaming the orignal skin to xF4****.bmp), and it's color/number coded so you can figure out what goes where. It's a GREAT tool! My guess is, you'll find it on the fueselage bmp (but I'm just guessing) as to removing the V-SEA terrain, just don't fly on it! Removing it's not good; at some point you'll be needing either it's tiles or it's cat for something. (I know for CERTAIN there are terrains that use the V-SEA cat, but don't have the VietnamSEA*** tiles included. wrench kevin stein -
Pilot Survivability in WOE/WOI/WOV...is there a way to change it?
Wrench replied to Looxgood's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Unfortunatly, all the Unobtanium was used in building "Virgil", the deep-earth exploratory ship. So, we're stuck with Impevium --- Yes, you can upgrade the armor in ANY part of the aircraft....fer instance, the statement below is for one of the fuel tanks in a P-47: [FuselageFuelCell1] SystemType=FUEL_TANK FuelTankID=1 MaxFuelAmount=704.89 SelfHealing=TRUE FireSuppression=TRUE MinExtentPosition=-0.5,1.0,-0.5 MaxExtentPosition=0.5,3.0,0.5 HasArmor=TRUE ArmorMaterial=STEEL Armor[REAR].Thickness=6 Armor .Thickness=6 Armor .Thickness=6 Armor[TOP].Thickness=6 Armor[bOTTOM].Thickness=6 the armor types are: Wood Glass (look at the stock Mig-17) Aliminium Steel Titanium (ala A-10) wrench kevin stein -
How do to enlarge in cockpit mouse's tenderness?
Wrench replied to adampolska7's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
from the main screen, there should be a button "Options", from there go to controls, and there should be a 'mouse sensitivity' slider. Play with that, and see what happens wrench kevin stein -
Pilot Survivability in WOE/WOI/WOV...is there a way to change it?
Wrench replied to Looxgood's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ArmorType=Impervium wrench kevin stein -
Rafale B skin EC1-7
Wrench replied to rafale ace's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Utterly missing the point ... NONE of the site guidelines were maintained with this upload. It's for the original poster to fix. Not anybody else. wrench kevin stein -
Chaff and flares missing
Wrench replied to ludo.m54's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
NF.4 is NOT compatable with the Dec.09 patch for NextGen sims. Use June 09 ONLY wrench kevin stein -
Tree problems
Wrench replied to FalconC45's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
move the runway??? It's definately misplaced also looks like it's not centered in the 'AB' type clear-zone tiles, so repositioning it would be a start. Maybe even a retile of the airfield zone, if needed. what terrain? wrench kevin stein -
Rafale B skin EC1-7
Wrench replied to rafale ace's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Where's the required screenshot and readme for install instructions??? (with important things like, how to install, where to get the airplane, etc) see the sticky at the VERY top of this forum? ... follow the link inside for what are the MINIMUM requirements for uploads. http://forum.combatace.com/topic/51162-a-reminder-before-you-upload-a-mod/ If not repaired within 24 hours, this file will be disapproved until it's fixed. If not fixed....well.... wrench kevin stein -
For those with 3ds Max 9...
Wrench replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Looks like we're finally getting the Arrow!!! woot!! wrench kevin stein -
Version
190 downloads
MiG-19 Farmer 1024 Skin template: These are new templates, based off and resized from the original little itty bity ones as originally issued by 3rd Wire. I call these "semi-HiRez, as they are now resized to 1024x1024 This set is designed to allow you to create new skins, either natural metal or camoflague types. I've redrawn, as best I can, all the panel, rivet lines, inspection plates, etc. Some of the rivet placement is a 'best guess', as the original size of the bmp was ONLY 256x256, and are badly blurred. The base skin color is a 10-15% gray, which when adjusted for in the textureset ini, will look like semi-polished natural metal. Please see the enclosed readme for more information, and other interesting tid-bits. Happy Skinning! Wrench kevin stein -
SBD-3, VS-41 'Operation Torch' Ver.2
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: SBD-3, VS-41 'Operation Torch' Ver.2 File Submitter: Wrench File Submitted: 06 Aug 2005 File Updated: 26 Dec 2009 File Category: US Navy and USMC SBD-3 Dauntless, VS-41 "Operation Torch" Skin and Ini Pak for SF/SFG/WoV/WoE MTO Installs (06 Level ONLY) Version 2 This skin represents aircraft from VS-41 "Tophatters" as seen aboard USS RANGER during Operation Torch, the Invasion of North Africa. This is a complete and utter replacement/revamp of a skin I released 2005; it has been completely redone using my enhanced template, repainted in the proper Non-Specular blue/gray, and has all new decals of the proper font re-created. All new Modex/Plane-in-Group numbers for 18 aircraft, 'generic' BuNums and aircraft type name decals have also been made. I say 'generic', as they ARE SBD-3 BuNums, but could find no information on the aircraft assigned VS-41 during Torch. A new 'carrier deck' hangar screen, more specific for TORCH, is also included. Included is a modified data ini, with a 1942 start year, for use in a MTO =ONLY= style install. More info is below in the 'To Install' section. -= NOTE: You MUST have the WW2 Weapons Pak from CombatAce to get the WW2 weapons and guns and such =- -== This aircraft has been tested in SF/WoV/WoE 06-patch levels (actually 06 WoE) of the aformentioned sims. It has NOT, however been testing in the SF2 Series. But it if works in 08, it works there, too.. There still are some 'issues' with prop-plane flight models, but there has been a MARKED improvement!! You use it in these Post Patch/SF2 Environments at YOUR own risk ==- As always, it's reccomended you unzip this package to a temp folder or your desktop, or somewhere's else that's easy to find to gain access to the rest of this readme for full, detailed install instructions. It's also required that you actually READ the enclosed readme.... Good Hunting! Wrench Kevin Stein Click here to download this file -
SBD-3, VS-41 'Operation Torch' Ver.2
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Just to let you all know, this is the NEW version, a total replacement for the 2005 version. Follow the instructions in the enclosed readme, etc, etc, etc (and toss the old skin/decal set in the trash) wrench kevinstein -
P-47N-15 by Russo
Wrench replied to dsawan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
http://wrench1smog.com/wrench19.html (ie: the post-war/Korean Era, etc Page) in the USN/USAF/Other Friendlies, Korean War Era. (the hint was "Korean War What If.. F-47N" Russo released the template back in 05 and it's here at CA -- has some fantactic layers in it. Decal positions shouldn't be too hard to plot (as it's already been done with the USAF and the unreleased FAN -- btw, Ns were NOT used by RAF, Razorbacks and early bubbletops* (with and without the dorsal fillet) same for post-war AMI, just before they got their T-jets.) FF, iirc, only got D-25 through D-40ish .. no N's that I'm aware of (although I'd have to check to be certain) Don't confuse latemodel Ds with the dorsal fillet with the N -- completly different aircraft! (well, sorta) BTW, Wolf's bubbltop is a pre-40, withOUT the fillet (although many eariler bubbletops were retrofitted in the field) what I haven't been able to find, is if compressability flaps were installed on the N, as they were on the D-30 up. Would could assume so... wrench kevin stein *=Thunderbolt MK.1 -Razorback Thunderblot Mk.2 -bubbletop only used in CBI -
P-47N-15 by Russo
Wrench replied to dsawan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
A "What If..." Korean War version has been available on my site for several years ... ya gotta love that air freshener.... wrench kevinstein -
Mods for Russ's P-47N
Wrench replied to eskltn's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I 'think' the pilot was done by Charles, but disremember exactly. Woldn't the NationName= actually be USAF (even though the RAF had variants of the D series)?? You forgot the rest of the navigation/running/formation lights (seen on this mod: http://wrench1smog.com/aircraft/korean_jug.zip ) A better explaination of the 'supercharger' should be in the readme ... especially as to WHY 2 afterburners have been used. Are they supposed to similate water injection??? Or exhaust flames from the stacks? Not enough supplied data in readme me....explinations as to whats/whys/hows go a long way Wouldn't this statment have been better for the canopy: [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 AnimationTime=3.0 AnimationID=1 standardizes the canopy animation key (shift/0) as used by 3W and others just curious.... wrench kevin stein