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Wrench

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Everything posted by Wrench

  1. File Name: PBY-5A Catalina, Generic USN, 1942-43 File Submitter: Wrench File Submitted: 21 Dec 2009 File Category: US Navy and USMC Consoladated PBY-5A, Generic USN 1942/43 Skin and Ini Tweeks Pak -For SF/WoV/WoE WW2 PTO Installs (and maybe SF2, too!) A reskin, redecaling and some ini mods for Veltro2K Catalina amphib/flying boat. The skin, made from pappychksix's EXCELLENT template (meaning: I didn't have to repaint anything!), represents the 'generic' style used by the US Navy from May 1942 to approx Sept 1943. That is to say, the standard non-specular blue over gray. New decals have been created for the US Star, now in all six positions, individal Modex, BuNums and the aircraft ID tag. ALL markings seen in the accompanying screenshot ARE decals! Several Ini edits, and a new avionics ini, tweek some weapons placements & loadouts, control movements, and to simulate the ASV radar that was standard on all new build -5As from approx July/August 42. Full details of the modifications/tweeks are elaborated in the "Notes" section below. A new WoE-style hangar screen is also included (something I failed to do for Veltro for the initial release! My apologies!). A new damage tga is also included. =IMPORTANT: You WILL need the WW2 Weapons Pak (or equlivant BunyPak of 06) to get the WW2 weapons, bombs and such. (but you should already have that, yes??) The WW2 Weapons Pak is available at CombatAce at the following URL: http://forum.combatace.com/index.php?autocom=downloads&showfile=8495 As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. It is VITALY important you read this document through FIRST before installing this mod, as you'll be backing up several of the inis. Good Hunting! Wrench Kevin Stein Click here to download this file
  2. Version

    129 downloads

    Consoladated PBY-5A, Generic USN 1942/43 Skin and Ini Tweeks Pak -For SF/WoV/WoE WW2 PTO Installs (and maybe SF2, too!) A reskin, redecaling and some ini mods for Veltro2K Catalina amphib/flying boat. The skin, made from pappychksix's EXCELLENT template (meaning: I didn't have to repaint anything!), represents the 'generic' style used by the US Navy from May 1942 to approx Sept 1943. That is to say, the standard non-specular blue over gray. New decals have been created for the US Star, now in all six positions, individal Modex, BuNums and the aircraft ID tag. ALL markings seen in the accompanying screenshot ARE decals! Several Ini edits, and a new avionics ini, tweek some weapons placements & loadouts, control movements, and to simulate the ASV radar that was standard on all new build -5As from approx July/August 42. Full details of the modifications/tweeks are elaborated in the "Notes" section below. A new WoE-style hangar screen is also included (something I failed to do for Veltro for the initial release! My apologies!). A new damage tga is also included. =IMPORTANT: You WILL need the WW2 Weapons Pak (or equlivant BunyPak of 06) to get the WW2 weapons, bombs and such. (but you should already have that, yes??) The WW2 Weapons Pak is available at CombatAce at the following URL: http://forum.combatace.com/index.php?autocom=downloads&showfile=8495 As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. It is VITALY important you read this document through FIRST before installing this mod, as you'll be backing up several of the inis. Good Hunting! Wrench Kevin Stein
  3. The Lancer hasn't been released because I haven't been able to fix the "bounce up-and-down, flip over and explode" problem. Oddly, the USAAF version don't do that. Can't remember if I finished off the I-152 and I-153, either!!! (one has a weird cockpit problem, where it's below the aircraft, and "jumps up" into place) I cheated on NK IL-2; I just took the stock Soviet skin and dropped the NK roundels over the top of them (via another layer), flattened and phhhffftt...done! So, can't really help for decals. What can be done, is you can create a 'partial' new template ... open the stock Soviet Green skin in Photoshop or Gimp or whathave you, 'create new layer' for each, and redraw the panel and rivet lines in the region JUST where the Red Star ™ is. The 'new layer' color match the skin, and paint OVER the star. The fade the opacity of the new panel and rivet layers to match the existing (helpful hint: if you duplicate the main skin layer, and invert it, you can see the lines/rivets easier) As for using those nice PLAAF decals TK supplied us, here's a hint on how I sometime figure out locations... Aircraft running lights, pilot and/or gunner positions. Since these are 'fixed' locations on the LOD, you can guestimate where new decals should appear (since we have the OUT for the IL-2, getting the mesh names is also easy) I use a 'rule of thumb' of basic human size ie: the average height of people is 1.5-1.7 meters (I round up to 2), and imagine people laying on the wing, or head-to-foot along a fueselage to place decals. Since most aircraft have a known size (wingspan, fues length), you can get fairly close. All in all, it's pretty much educated guesswork. Since most light are on wingtips, I just come 'in' on the left/right location approx 1 meter, and see if/where they show up. Then, you can dial in the location & size to suit. wrench kevin stein
  4. Looking for Nagumo...June, 1942 wrench kevin stein
  5. NOTE to my brother Moderators/Admins and our Members: I reopened this thread, and deleted all the comments. Please do NOT be offened that I did so. Greg asked a legitimate question; lets try and answer it. Logically, concisely (sp?), and if need be, with "out of the box" workarounds. ----------------------------- Going along the lines of what SayWhat said, how about simply 'hiding' the bombs/bombbay INSIDE the aircraft wing structure? If the general coordinates are known (oh, hell..we're going to make them up anyway!), I think it's theoritcaly possible to put them inside the wing, as a "fake" bomb bay --just another internal hardpoint without doors. We've all seen AI bombers laying their eggs with thier bays closed, so why not this??? Clarification: we've done this dozens of times with aircraft NOT having arrester hook or dive brakes or airbrakes; these components exist "virtually" as data ini entries only. (example: FJ-3M Fury has no hook, yet it lands on carriers; mods I've done to the SBD and A-36, adding dive brakes where nothing physical exists on the LOD itself) So why would a bomb bay be any different? It could be set up pretty much the same as the existing one, just in a different location. The only thing I don't know is, how many, how heavy a weapon is used. Let's just assume a single 1000 pounder...something along these lines, perhaps: (note: the numbers are just there as placeholder to examplify [RightWingBay1] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=INTERNAL AttachmentPosition=3.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000 AllowedWeaponClass=BOMB AttachmentType=UK,USAF,NATO NumWeapons=1 AttachmentPosition001=3.0,0.0,0.0 DiameterLimit=1.0 LengthLimit=1.5 BombBayAnimationID=8 BombBayOpenTime=1.5 BombBayCloseTime=1.5 of course, the SystemName= will have to be added to the Right/Left wing's statements, but that's a small matter. same for any other bays, just with different 'locations'. Keeping them in the same Group allows for all the dropped at once. It's worth experimentating with, at least! wrench kevin stein
  6. I assume you're using my upgraded DBS??? Shoot, brother, upload the modded inis; I'm sure there's a LOT of folks that'll want an SF2 DBS terrain for their installs!! (yes, I'm one of them!) Speaking of Frescos (sorry to change the subject), has anyone tested the 08 level mods I did for PF/PFU/PF(SP-16) in SF2? Used the fake pilot method to put Pasko's Izrumd nose/pylon set on, and it worked great on 1stGens. Just wondering... wrench kevin stein
  7. Why would you want to mix aircraft 60+ years apart, should be the first question...hence the reason for seperate WW2 installs. ----------------------------------------------------------------------------------- How about doing it the super easy way??? Leave your WW2 Tiffy AS Typhoon; folder, internal inis and all For the WW2 versions, iirc, should have this for you in-game name display: AircraftFullName=Typhoon Mk IB That's exactly what it is, so leave it alone for the NEW modern one, rename the folder to EF2K. Now, you'll need to rename the main ini also to EF2K (that's how the game works -- all names must match or the object/vehicle/terrain etc disappears) and, again iirc, your in game name should be: AircraftFullName=EF-2000 Typhoon Quite obviously two completly different names. Once the folder/main ini is renamed, you shouldn't have any problems. However, you WILL have to rename the folder pointers in the pathways in the decal inis for any skins that came with it or that you may add later. That's done with a super simple Find/Replace in notepad wrench kevin stein
  8. Every read "Warbirds" by Richard Herman?? There's a few scenes when the Iranian fleet is closing on Ras Assyana, the Phantoms are using BOTH their Sparrows and Sidewinders against the landing craft If you can lock 'em up or get within parameters to launch, hell yes shoot 'em!! wrench kevin stein
  9. Definately looks like it BELONGS on the DBS terrain! Looks all good to me! Great job on the skins so, this is a completly NEW model??? You guys might make me start playing SF2 again...they really good! wrench kevin stein
  10. The Terrain Editor Thread

    Yes, the texturelist is sycned to the data ini, which MUST have the tiles in the exact same sequence as the texturelist another thought came to me....you're attempting this in NextGen seies...the TE only works for 1st Gen. Check the coding of any/all inis (and the bmps, if necessary -although I don't think there's a "coding" for image files) you've imported. Meaning: are they ANSI or Unicode? If Unicode, convert back to ANSI and see what happens. I've never had a problem getting a terrain to open, all things being equal. wrench kevin stein
  11. I was asked, too! Since it seems I'm the Head Prop Head (strange, I've never really considered myself a Leading Figure ™ in the Community; just One Of The Boys) I haven't decieded on what to do ... since I know my skins are a bit lacking (never have quite got weathering right), but my decals; expecially for the USN/USMC and the PH/Midway IJNAF aircraft are in the 95%+ percent grouping for accuracy. wrench kevin stein
  12. How about posting the fix, so others can have it??? wrench kevin stein
  13. I've been VERY busy, trying to complete some mods that have been languishing for several years ... what with running back and forth to the hospital checking on my mother (she's getting better, thank you to all who've inquired! Bless you all!!), it's been very difficult to remain focused. Did this mostly to keep my mind occupied, and to try and shovel these out the door before Year's End. Then, I can get back to concentrating of terrains! So... here's what new: We have, a reskin/ini mods of the DAT IL-2 to a 'stand-in' for the NKPAF IL-10 (as we don't have the IL-10 .. this WILL have to suffice until such time as there is) The E-49C AEW/AWAC tagged for the 552 ACW. It would be flying in the "What If..." worlds at the same time as their EC-121s Finally, the Boeing PB-1W Navy Fortress, also another AEW aircraft, marked for VW-1 during the Korean War when deployed to Japan and Points Closer to The Front. The Wing-AWAC and Shtomo, as per DAT rules do NOT have the aircraft LODs in their package; you MUST have the original B-49 and IL-2 to copy them from However, special permission was graned to include the special LOD I'd had Capun create 2+ years ago for the PB-1W, so it's a complete aircraft. Actualy, the other 2, with the exception of the LOD ARE also complete in all other respects (cockpit, and the rest) Now available at my site. Link in the image, and also down below in signature Happy Landings! wrench kevin stein
  14. To repeat ... it's NOT an IL-10; it's just the standard or garden variety IL-2 with an NK star glued on it standing in for the IL-10, until we get a real one. I wish it was an IL-10, be more historically accurate! But like I said in the readme, at least it give the NKs SOMETHING else to use (even if not quite right) Capun is going to post them on the DAT site, with the LODs added back, so the 'full' version will be availabe in very near future wrench kevin stein
  15. I seem to recall releasing a couple of 19P/PM variants last year, or early this year for the 1st Gen series. Can't find the damn links, though. I know they're here somewhere (doncha hate it when a Moderator can't find his OWN mods!!) Gepard also has one out, based on the SF2E 19P as for avionics, check in the 17PFU paks -- they should be in the d/l section I like the pylons!! wrench kevin stein edit: found the farmer-e, the farmer-b is right below it. maybe you can use some of the avionics data? http://forum.combatace.com/index.php?app=downloads&showfile=5071
  16. The Terrain Editor Thread

    You said you can view the Height Field...so that means it's seeing the HFD Did you load the WoV texture list??? Without doing that, it dosen't know WHAT textures to load (and I totally agree with you ... there be some steps missing. The TE is also one of the worst pieces of s**t software I've ever seen ... it's not intuative in any way, shape or form) The tiling map, if you will, is stored in the TFD file; so when you save you'll see 'newly' creatd TFD and HFD files. You can see that they're 'new', if you have file extensions/date modified columns turned on in Windoze Explorer. Which is HIGLY reccomended... (make sure you back up the original VietnamSEA.TFD and HFDs before dropping the new ones into the game's terrain folder!!!! The good thing with stock terrains, is they'll still exist, albeit in unmodded form, in the terrain cat) wrench kevin stein
  17. Uhmmm...Ed's not talking about the games themselves...but the 3rd model unwarpping program, that's used to create the lined or unlined maps from the MAX files, that are then used to create skin templates. Shouldn't have anything to do with DX. But I'm not a 3d guy ... wish I was! Ed, pm fastcargo or one of the other 3d guys (the GMG group, etc) or hopefully one of them will see this and respond I remember somebody else has a problem with an unwrapping program in Winge7 (btw, I'm jealous of your new multi-tb hard drives! hard drive envy? there's a new one!! ) wrench kevin stein
  18. Version

    1,036 downloads

    MiG-17PFU Fresco-E upgrade Ver.2 for SF/SFG/WoV/WoE/WoI and maybe SF2/SF2-V Version 2.5ish Upgrade 4/20/09 This is a simple upgrade that will bring this aircraft to the latest patch standards (08 Level) This is ALL the other mods complied into a complete package, all inclusive, and is designed to TOTALLY replace any earlier upgrades.. The changes implimented herein are mostly in the switching of the Izumrud nose bubble to a 'pilot seat', ala FastCargo's trick. This will allow it to show on aircraft parked on the line. Included is Mago/Paladrain's cockpit from the PFM. While not a perfect match, it's the 'bestest closest fit', and works REALLY nicely!! The avionics ini has been updated to include an audio-only RWR; not sure of what type, probably some kind of a Serina, but it does work. The cockpit ini has also been modified to use the original style radar and radar display that Pasko created. No other changes have been made to it. So the instructions given in the original 'readme' still apply for target aquisition, tracking and firing. The is the 'Interception Procedures.txt' included in the main folder. You'll also find an updated data ini to 08 standards The data ini also has had the gun aim angles adjusted to fire almost perfectly through the center of the sight. Given the lack of ammo in Red Air, this ought to be a big help. You'll also find working landing lights for those pesky night intercepts....you never know when the Political Officer will wander across the runway, drunk as a skunk. This'll allow you to see him and swerve to miss (or not) It is designed for use with any/all weapons paks, or none. I've incuded the Alkali A & B missiles from the 06 Bunyap Pak; still in their RS-2US and RS-2U naming conventions, in the 'seperate folder' format now usable in all post patch games. For those with SF2 and SF2:V, the weapons data ini for each missile is included in each of the folders. As I don't have these games, you all'll have to figure out the numbering on your own. But, with TKs release of the SF2 weapons editor, this should pose no major problem As always, it's reccomened you unzip this package to a temp folder, or your desktop, to gain access to the rest of this readme for the full, easy to follow install instructions. Good Hunting! Wrench kevin stein
  19. This is the line to be concerned with: LightOn=0.25 Just like the cockpit ini, the larger the number the "sooner" they come on; 0.55 is a good number, turns them on before dusk. You can even set it to 1.00, and they'll be on ALL the time. Adjust that number in ALL the LightSet callouts Be advised that Runway3 does NOT have any lighting in a stock install. But if you look in some of my WW2 terrains, you'll find a modded version with runway end lights (albeit needing some corrections) and taxi lights. wrench kevin stein
  20. Capun's got some prone gunners, as used on the Judy (?), the TBF/TBM and maybe some others. I don't think anyone has made a waist gunner yet. New 'gunner figure' lods/bmps would need a 3d guy to create them, then placed via data ini edits. What I don't know, is if you'd need 2 models - for right and left, or just a facing statement in the data ini. Alternativly, and I've seen this too, the gunner model is physically built into the aircraft lod (methinks FE does this, or some addons for FE/SF series do this as well -- the DATs TBD's rear gunner is a seperate mesh, iirc, mapped seperatly from the aircraft) This also allows him to move the flex gun/turret movements So, in essence, new figures need creation wrench kevin stein
  21. The Terrain Editor Thread

    the minium I've been able to flatten is 1-2 km in radius, and even then there's no garuntee (sp?) it'll be exactly where you want it. And it WILL screw up any surrounding hills, etc. So be EXTREAMLY carefull in FSB placements ... sometimes, after flattening you'll find it in a hole or on top a mesa. As to placement, you'll go to View/Texture tile, and us the 'place single tile' tool -- it looks like a pencil I take it you haven't read Gepard's terrain creation tutorials? If not, give them a look over. you'll need to use maxium zoom, 3200 -- and it ain't NEARLY enough, use costom 1-tile cleared zones, as anything else (G-AB1 and J-AB1 when used properly, in their 4 tile setup) are FAR to large. You'll find just such a tile in the Okinawa map; it also works real good to place Runway3 airbases on (iirc, its VietnamG-AB3, and has an associated TOD) You'll also need the COMPLETE citylist for VietnamSEA WITH ALL the additional target areas that were added from that pak. If one dosen't exist, you'll have to recreate it. Follow the format of the original listings my advice: get VERY familiar with all the functions in the TE first, before messing with anything new. Make Backup Copies of EVERYTHING Before and After Every Save - there's no 'undo' function. You make a mistake, you're screwed. But, if you've got the backups, you can CYA. and good luck ... you'll be needing it! wrench kevin stein
  22. Are the decals showing up?? I"m gonna venture a guess (not have SF2I), that perhaps the mapping of the LODs for SF2I might be different from WoI's. I know a lot of the lods for SF2/E/V had some changes. If the mapping is the same, perhaps the install of the skinpak went wonky ... check for double nested folders (a very common problem) Meaning: the folder are inside another folder, when they should be UP one level, with the stock skins folder someting like: /MiG-21MF/SovietSilver/SovietSilver when it should be only once just guessing, mind you! wrench kevin stein EDIT: forgot the ask, is there a textureset.ini for the new skins in the new skin folders?
  23. I thought it was going to be a 'modern' map! That last shot sure looks like Taranto! The tree-lined desert road looks excellent! wrench kevin stein
  24. Monitor?? very cool....be nice to see that wandering up and down the Mekong! wrench kevin stein
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