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Wrench

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Everything posted by Wrench

  1. compare the hardpoint data below, from my AU-1, with yours. Pay particular attention to the AttachmentPosition= lines. this is also the corrected loadout, albeit for a US Marine version circa 1951: You can switch to standard HVARs if you haven't got the HVAR2 versions another thing to do, is remove the Airbrakes sound statement, as the wingfold is keyed to the airbrakes switch. Sounds kinda funny with that sound. ------ see this thread in the Original Series KB, on how to use Skypat's Cat Extractor. http://forum.combatace.com/topic/32706-using-skypats-cat-extraction-tool/ Since you're needing to extract bit from original series; for either original or SF2 series, Gerwin's works really well, but extracts the ENTIRE cat. If pulling bits from the original series cats, to use in NextGens, Skypats works best as you can pull JUST the file you want. wrench kevin stein
  2. jammer pod should be in the leftfront sparrow bay, only 2 aft sparrows loaded; sometimes front right, and no winders did you check that thread?? I've got all the stations split and the loads are correct, although all the pics only show 4 CBUs on the centerline; having that 5th one will help clutzes like me that can't hit things even WITH a cluster bomb!!!. I can scan out pics from the SSP book or see if I have it on pdf (which would be sooooo much easier to pull jpgs from....) if you need them. Albeit, based off the 08 WoE lods, of course! with SF2 you get those nice rwr and things...can't wait to try this puppy out! wrench kevin stein edit: what about makine the ER142 a pilot seat, and use the "fake pilot" treatment?? Also, be carefull with YAP stuff!
  3. Now THAT's a thought!!! Extract the 08 level lods, rename them to "EF-4C.LOD" and which ever follows for the lower detailed ones, edit the main ini and should fix it (well, lod wise -- you'll still have to remove the ER-142 as per my fix) There's also corrected loadout for the F-4G WW in there too...(with and WITHOUT 'winders as is historical) wrench kevin stein
  4. The ER-142's never quite worked since like forever!!! Check the KB, in my "Bunyap WepPak Fixes Thread", there's a section on it, with pretty accurate loadouts, taken directly form the SSP "Wild Weasel" book -had some great pictures of operational loads if i did the right, it should link staright to the relevant post: http://forum.combatace.com/topic/18346-how-to-edit-loadouts-for-weapons-packs- if not, it's on page 5 wrench kevin stein
  5. Actually, they're aren't any. We're "repurposing" KM destroyers to stand in for the Akakazi (let's see who catchs THAT reference) You'll have to download several PTO terrains to get the ship, and some upgraded inis. Gepard's Midway terrain has a 'JapDestroyer', and my Solomons V.3, Central Pacific, and Okinawa terrain mods should have the updates. wrench kevin stein
  6. Really?? They're working for me!!! (see below) The answer to your SF2 cockpit question can be found in the SF2 Knowledge Base; the fix will require having one or more of the Original Series games, and extract the necessary cockpit bmps or tgas wrench kevin stein
  7. That would be me Now, if we could just get the -5NL finished, but that's unlikely due to Bpao's recent passing. wrench kevin stein
  8. With Skypats Cat Extractor Tool, located in the Utilities/Tools in the SF/etc downloads section. to answer the next question "How Do I Use It??", see here: http://forum.combatace.com/topic/32706-using-skypats-cat-extraction-tool/ REMEMBER: this tool ONLY works on First Generation Sims (which you MUST have to extract the needed bist from). Gerwin's Extractor works on ALL them, 1st Gen and NextGens. wrench kevin stein
  9. And there's something wrong with using Mirage Factory's version???? (btw: there's the original and a later, much nicer one) Sure saves a LOT of extraction time. And yes, it sounds like you missed some files. Double check the avioinics.ini, and see what radar texture it calls for, and the cockpit ini for which gunsight tga. They're ALWAYS listed. wrench kevinstein
  10. Mabye the airfields are too small??? Lots of Runway3, which tend to be a bit small for jets. Normally, that is. I know swapping up to Runway 1,2,5,6 would mean major retiling and other work. Also, I wonder if the old "shouldn't list an airfield as the first target bug" has reared it's head again. Don't know if you all remember, but SF before patch 3 (maybe???) you couldn't have an airbase as the first target area; planes would blow up on the ruway or crash or other oddites. OTH, in my 06 level WW2 install, there dosn't seem to be any problem with the BoB map (in fact, it one my favorites!!) wrench kevin stein
  11. Forgot to mention.... You'll probably want to move the various control towers OUT of the middle of the field -they've been placed WRONG since Day 1 in SFP:1. No airfield designer in their right mind puts the tower right next to the active runway. Just look at Real Life ™ airports....it's always off to one side or the other Assuming the 3W North/South Standard Headings ™ For runway 1,5,6 use this offset: For runway 2 use this offset: For runway 3 use this offset: NOTE: if the runway headings are anything OTHER than 0 (ie: pure North), they'll need to be rotated BACK to north, the tower's offset adjusted, then rotated BACK to the original positions. It's really important to take notice of which way they're facing, or the tower will wind up in all sorts of odd places. I haven't replotted runway 4, as it's fairly OK in its existing position on the infeld between the 2 crossing runways wrench kevin stein
  12. I think there's still a max limit of 4 "Cargo_Ship" classed vessels (ie: GroundObjectRole=) for in-game generated A-S mission. The other ship classes are: PATROL_BOAT WARSHIP that's it! So, DD,CA, CL, DDG, CV (all types), BB etc are all "WARSHIP", in both their data inis and the terrain types ini The stock P-4, or the Osas and MTB/PTs would be classified as "PATROL_BOAT" example, from the Pearl Harbor/Hawaii WW2 map: The terrain types ini entry is mostly I believe, for Campaign usage, meaning the GOT would need adding to any campaign ini dealing with strike or anti-ship missions (mostly STRIKE) As Crusader stated, CVs are another matter entirely, but that is easily 'gotten around' by creating a "***_T" ground object, like I did for the Okinawa/Japan WW2 map. You create a 'new' targetable carrier, edit the data ini to remove the flight deck statements, and now it's not only attackable, but sinkable. You just can't land on it, hence the "standard", operational carriers get a target value of 0. wrench kevin stein
  13. The games run fine from an external; before I zipped them up for storage (9-12 full installs), I moved a few over and tested. Seem to have slightly longer loading times, but I didn't notice any differences during actual play. You SERIOUSLY gotta love USB externals...even if only used for backups & storage. Another major advantage is the 'plug and play' ... you can take it and hook to another machine. Heck, I think FastCargo is even using a memory stick (albeit a large one) with his laptop when he travels. I saw a 250gig at NewEgg for about 100 bucks; that's the size of my INTERNAL!!! Basically, what you'd do is the same as my instructions for creating an "Era Specific Install"; except FIRST you'd copy/paste the ENTIRE original WoE, the reccomended version, if talking TOS games, over to the external (lets call it the E Drive, that's what mine is) Now the only major thing to be aware of is the MAJOR differences in how the older flight models are handled with the 08 patch vs the 06 patch. This is expecially true for a Korean Era, with it's mulitude of prop-planes,and many early jets, that aren't or haven't been data ini tweeked for 08 levels. Meaning: prop fly really squiffy (pun intended!) if you push them like most people do. One could do an fresh install of WoE TO the external (as long as there's at least one on your main HD, all the games need is one registry entry), patch to 06 (if you don't mind the FM oddities), and THEN remove all the non-era specifc items as per the ESI instructions, install the various and sundry aircraft, ground objects, terrains and whatnot. Create a new shortcut on you desktop, or in your desktop "Games" folder -that's what I do as I like a clean desktop- and off ya go! I've even got a "KAW"* shortcut icon that I made (might even be in my Desktop Icons pak here at CA someplace; I know it's at my site), so you know which one you're clicking! wrench kevin stein *=Korean Air War
  14. You sure can remove it from the cockpit; one just needs to know how to read the cockpit's OUT (if supplied or the cockpit lod with a hex editor) file, and how to move the offending mesh/node out of sight. See the discussion on the QF-100D for details however....it may leave a gaping hole in the canopy as to the blast deflectors, only by rebuilding the LOD in MAX. Some thing are just better left alone, doncha think??? Or as we say in California, "don't sweat the small s**t" wrench kevin stein
  15. WHAT!!!!????? We have a bathroom here??? ..... walks off mumbling to self....jeezzz I'm on the frakking STAFF here and nobody tells me nothing.... ---- Reference librarian huh? Well, that's pretty much what Dave brought ME on staff for, to 'try and keep KB up to date'. (albeit I'm falling down on the job a bit...) I feel your pain brother!!! wrench kevin stein
  16. Looks cool!!! Love this terrain!!! I'm not really a campaign guy; meaning I don't know the tricks of editing THOSE files, but for a more "WoE-ish" usage, wouldn't using pre-existing addons be better? Would eliminate the "don't have WoI/SF2:I" problem for certain aircraft. Ajundair's Mystre IV (might need some 08/SF2 upgrading to the data ini; although hasn't that been done already?) ErikGens SMBD -there's boatloads of AdA skins for it! TMFs Mirage IIIC Veltro's Vatour -although would need more AdA skins, I'm sure Ajundair's EE Canberra B1/B2*, comes with an RAF skin, might need some data in upgrading for 08/SF2 (b2 has Suez stripes, but the B1 has standard RAF scheme ... since they're mapped the same, just replace the offending skin bmps from the b1) one could even expand the RAF/FAA aircraft to Venoms, Vixens (the FAW1 fits), Scimitars, SeaHawks FGA.6 (just ending service in 1960), Javelins, even some rickety Vampires!! Just missing RAF Meteor NF14s Just some thoughts....LOTS of VERY cool posibilities here!! wrench kevin stein
  17. Don't forget Royal Navy Fleet Air Arm!! Enemys would be Germany Belgium Netherlands Luxemburg (sp?) could be 'occupied territory' if you follow the FABrit missions (ie: overun by CETO forces. one of the mission was a Dunkirque-style evacuation from the Continent). One could have the mainland fully occupied, with "Free ***" (countryname) forces operating out the England. just some idears ... wrench kevin stein
  18. Somebody hasn't looked at this thread in the Knowledge Base ... http://forum.combatace.com/topic/21870-the-mods-thread-a-listing-of-whats-available/ Albeit a few months behind recent releases, still might be a worthwhile read! ---------- I just wish Zur would cut the mesh for canopy and activate it on his Sabres ... I'd like to see it open on the early versions. Those A's need more serial/BuzzNumber decals ... have for years!! Hell, they've only got 15, when 18 is minuimum required by the Game Engine ™. Simple fix: rename the numberslist.ini to xnumberlist.ini, and they'll cycle back through Also, some still are missing the ***000.tga; any decal that's still named FNum and SNum needs to be rename with the 000 added, otherwise it throws ALL the following numbers off. wrench kevin stein
  19. For those unable (or sometimes unwilling) to look for it ... here's the bit on the Klu Zipper, with the instructions on adding internal ECM http://forum.combatace.com/topic/19469-how-to-create-a-country-specific-aircraft/ Figuring out how to do it is pretty basic if one knows "copy/paste" wrench kevin stein
  20. Get AdAware, do a deep scan Get CCleaner, do a deep & full scan Get AusLogics Disk defrag, run it a couple of times Get a real good AV -there are some good free ones, and I"m sure someone will give us a list, and do SEVERAL sweeps. I can still package up the cockpit and all the inis (data, loadout, etc), including the modded silver skin/decals ini (stripped down to just the serial numbers) and send it to you if you want wrench kevin stein
  21. Actually turned out to be 28 items!!!! Although 3 had to be 'turned back on', due to a major gap at the bottom of the windshield frame. Is this what you're looking for D6A??? This open some REAL posibilities for repurposing the Hun's pit for single-engined, non radar equipped, non-missile carrying jets from the late 40s through the 60s ... with some easy repainting, the ini editings done....yes indeed!!! I titled 1st shot "Ghost Plane" ... look ma, NO pilot!! wrench kevin stein edit: I'd considered repainting the center sight seciton, and adding the lettering "Delco 8-Track" (as it kinda looks like one), but am pretty sure hardly anyone would get the joke
  22. Might help to know exactly WHICH aircraft you'r talking about. Why not just pick a Navy or Marine version of the aircrft??? They're all the same, loadout-wise. With some exceptions for really peculiar weapons Have you LOOKED at the loadout screen? You'll see those little drop-down buttons, you can change you aircraft/squadron/skin, etc from there. wrench kevin stein
  23. See above, particulary the 2nd line. For enemy aircraft to appear, they have to have someplace to come from. The Ranges (both Red and Blue), ain't got no enemy airfields Of course, there's always my "Empty Desert" terrain ... it has one airfield ONLY for each side. wrench kevin stein
  24. Removing the gunsight pipper is just a simple text edit in the F-100D_Cockpit.ini. Look for this line: HasGunsight=TRUE and change it FALSE. Bingo! no pipper! Removing the gunsight itself is gonna require the aforementioned hex editor, to find the correct node names in the cockpit LOD, and then edit the cockpit ini to "move" them out of sight (actaully dropping them to infinity). Originaly pioneered by ArmorDave, and greatly expanded upon by Lexx_Luthor. wrench kevin stein EDIT: well, there's about 14-15 items that will need IDing and moving...give me a few days,and I can have a full new, drone cockpit ini for you. BTW, I'd leave the seat IN, as they are still hooman-controlable, and the dude needs to sit someplace!! LOL!!!
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