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Wrench

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Everything posted by Wrench

  1. A quickie fix to the data ini, this will help increase the 'response' of the AI wingmen to airborne threats. Open the data ini, and copy/paste the statement below DIRECTLY over the existing [DetectSystem] section: [DetectSystem] RadarName=AN/APS-4 RadarType=AIR_INTERCEPT RangeUnit=NM RadarAzimuthLimit=60 RadarElevationLimit=60 RadarSearchTime=2.0 RadarSearchRange=70 RadarSearchStrength=70 RadarTrackTime=5.0 RadarTrackRange=60 RadarTrackStrength=50 VisualBlindArc=5,6,7 VisualRestrictedArc=4L,8L,12L MaxVisibleDistance=6000.0 This will effectively make them a bit 'smarter' when looking for bogies with their radar enjoy! wrench kevin stein
  2. File Name: F6F-5N Hellcat Nightfigher File Submitter: Wrench File Submitted: 26 Mar 2008 File Category: Allied Fighters File Version: 1.00 Website: No Information F6F-5N Hellcat Nightfighter mod for SF/WoV/WoE - WW2 PTO Installs This is a modifcation of Razor/Geo's F6F-3 'Hellcat' into the -5N nighter version used by the US Navy and Marine Corps in the Pacific during 1943-45. I call this a 'representative' -5N, as it is based on the -3, and still has the rear cockpit windows, which would not be present on the later -5N 'represented' here. This is a semi-complete aircraft mod, including all the necessary parts, =excepting= the aircraft LOD, to recreate the -5N Nightfighters. You =WILL= have to copy the "F6F.LOD" from your original Hellcat's folder to this one. It's highly reccomened you have the original, plus any weapons it adds, in you PTO install. Included is the full cockpit, modified by Lexx_Luthor, from the F-86D for use in this aircraft, a skin representing VMFN-542 - complete with accurate Modex numbers and nose art (BuNums not included), all inis, damage tgas, and a NEW -only available in this mod- Hellcat Nightfighter Hangar & Loading Screens. The skin is brand new, from a template created by me, based off the original tri-color that came with the -3 Hellcat. Weapons stations have been added for the wing-mounted HVARs, as well as the usual bombs and drop tank. You're also be using the weapons editor to add the new wing-mounted radar pod, modified from something I don't remember at this point in time. This is designed ONLY for use with the Bunyap Weapons Pak, and NOT the TMF pak, as their's does not contain the WW2 weapons. It is also NOT designed to be used in a WW2 style install of WoI, as WoI handles propeller aircraft -completly- differently, and they don't fly properly. You've been warned.... I've included Geo' original readme, please give it a look over. == YOU MUST HAVE THE LATEST WEAPONS PAK INSTALLED TO GET THE WW2 WEAPONS!! == Please read the enclosed readme for more, detailed install instructions. Etc and so forth... you know the drill!! Wrench kevin stein Click here to download this file
  3. This is a quickie fix to the data ini, to increase the 'response' of the AI wingmen to radar contacts/airborne threats. Open the data ini, and copy paste the statment below DIRETCTLY over the existing statment for the [DetectSystem] [DetectSystem] RadarName=AN/APS-6 RadarType=AIR_INTERCEPT RangeUnit=NM RadarAzimuthLimit=60 RadarElevationLimit=60 RadarSearchTime=2.0 RadarSearchRange=70 RadarSearchStrength=70 RadarTrackTime=5.0 RadarTrackRange=60 RadarTrackStrength=50 VisualBlindArc=5,6,7 VisualRestrictedArc=12L MaxVisibleDistance=6000.0 this'll help the AI controled aircraft 'see' enemy aircraft with their radars a bit better wrench kevin stein
  4. Important Information on File Upload Policies and the Minimum Requirements Thereof: (a small edit, as the post that was originally linked here has mysteriously vanishing into the ether...) At the very minimum, the following is required for an upload here at CombatAce 1) A screenshot of the mod; not a photgraph of the RealLife ™ item, but an in-game shot, so people can see what it looks like. For terrains/terrain mods, a shot of your favorite aircaft flying over the terrain, hightlighting terrain features is a good one. 2) A quick, simple description, this is what shows in the Announcement Threads below, describing for WHICH 3W Game series; meaning if for ONLY SF/SFG/WoV/WoE/WoI, or Only SF2 Series, OR is usable in both; what the purpose of the mod (is it a "What If..", or a mod of an original aircraft or mod of another mod, etc) Generally, explain the purpose and intent of the Upload. 3) Inside the uploaded zip, a COMPLETE readme with full instructions on How To Install, if other parts are needed and where to get them; etc. There are several dozens of REALLY good, clear conscise readmes around that one can base theirs off of (I should know - I wrote most of them!) Also, list sources and if using someone else's as a base PLEASE make sure you have permission (as in for TMF Products). If the mod is of someone that has signed the Freeware Accords, PLEASE make sure you list their name, and Thank Them for their origianl work. It's the civilized way, doncha know! Thank you all for you kind attention to details; working together we can only create better mods, and a better 3rd Wire Community Wrench kevin stein
  5. No. It can be whatever color you want to paint the tga too (notice the oddity -- the Hellcat's skin map is a tga NOT a bmp) (and no, you can't change it to bmp by editing the LOD - I've already tried and it don't work) You'd need to create a complely new template for it, from scratch, as none exists. Redraw all the panel and rivet lines, etc,etc,etc and so forth. why brown? they were NEVER brown, even the Royal Navy FAA versions or AeroNaval, all US aircraft were either NS Blue/gray (early -3s) or tri-color blues or solid dark gloss blue (both -3/-5) (excepting some radio controled drone versions used as flying bombs in Korea) If planned to be used as a 'stand in' for something else, a Hellcat will ALWAYS look like a Hellcat. wrench kevin sten
  6. The Terrain Editor Thread

    Probably ANSI vs Unicode. Don't forget, the TE really dosen't even work with 08 level games -- it ain't be updated since 4/2006 for WoV/WoE/WoI version. The SF Desert TE is even older. It's missing most if not all the 'newer' stuff for terrain shaders and the like. All that has to be added later to the _DATA.INI by the builder. Also, the fact that all the 4 stock terrains (not counting the 2 in FE) are all identical, with only new effects added. But, like I said above, I haven't had any problems getting older terrains working in SF2 NextGens, other than making a few simple ini edits to bring the fx up to speed. TK's promised us a new one, but I for one, sure ain't holding my breath. btw, those are SUPERB icons for the TE, and right on the money! wrench kevin stein
  7. I think a better description of the mod itself, as opposed to the squadron history or the uniform description would be better (that would be better off inside the readme, in a 'Notes' section); also a screenshot of the aircraft in-game, so folks can acutally SEE what they're getting. A statement as to WHICH D-Jug this is -Razorback or Bubble top? (I mean, =I= know which were used, but others might not) Lack of read me with install instructions included in the pack, the aforementioned screenshot -- these are pretty much REQUIRED items now (see the "Before You Upload a Mod" thread in every 3W forum here CA. Required reading) Also wondering if Wolf257 has revoked his request that aircraft LODs NOT be included with full aircraft mods? If so, that's news to me!! other items: wrong engine sound -- R2800s don't sound anything like V-12 Merlins; I've heard them both in Real Life ™, and can attest to it. Exported should be FALSE (for a fully nationalized aircraft, such as this). The name of the folder, main ini and "AircraftFullName=" in the main ini should reflect this. Use of a numbers.lst when less than 18 aircraft exist (minimum required for proper decal showing is 18) Damage TGAs are all wrong for this aircraft -- the ones included herein are for a Kittyhawk .. they ain't gonna work on this for several reasons; there's only ONE skin bmp, not 10 - the damage tgas are based off that single map. D-tga names MUST match exactly the aircraft skin bmp name. D-tgas for the Jug are to be found in either my NM skin or a damge tga pack I did a few years back; feel free to use them. just some suggestions...from The Head Prop Head wrench kevin stein
  8. It's because the probe ONLY exists on the aircraft lod, NOT in the cockpit lod; unlike the Intruder -it has the probe built in to it's cockpit lod. Have you tried the OpenCockpit=TRUE line in the cockpit ini?? It might make the probe visible due to the FE coding used. However, it WILL cause other problems in the cockpit itself (most likely with the internal framing of the external model (LOD) showing through the G cockpit that's being used). Be an interesting experiment, though Other than that, it's a 'just have to live with it' kinda thing wrench kevin stein
  9. Capun's got a Beta Curtiss F8C that might be used as a stand in for the Corsair (isn't it odd that Vought kept reusing the name??) You might be able to reskin the Nate, and shoehorn a 2nd pilot figure in for the Ida; won't be too terrible close, and other ini edits will be required. The Val is just too large, and has the wrong wing shapes. not to many fixed gear aircraft around to use...to say nothing of 30s era biplanes wrench kevin stein
  10. also fixed in the aforementioned upgrade pak. Mind you,you'll need the HAWK launchers and the 2 associated radars. What I don't remember, is if I used the old Pasko versions or the newer ones from the TMF WoI weapons pak. If I used the older ones, you'll need to edit/add the TMF versions to the types and targets ini (to say nothing of the new and various HAWK missiles themselves to the weapons data) IIRC, the Arab nations get some upgrading too, as I recall placeing the One and Only SA-5 site they had outside Damascus. wrench kevin stein
  11. Shouldn't be a problem. I've usually used just the 0, but I know 359 works, so 360 should too! What I've seen in targets placements, the Game Engine™ dosen't seem to care how the heading is stated ... I've seen or used 1, 2 and 3 digit headings with no issues (even seen them as minus heading ie: -090, which to me would be 270 ?? ) The only thing I don't think can be used is the z numbers -for vertical displacement; or at least I've never seen it working! (like on the original ww2 maps, the amtower always seemed to have 3 placements -70,100,10 or something equally odd) wrench kevin stein
  12. either from Geo's site or 'hidden' within the WW2 EAW Euro terrain (which means you'll need to assemble the pieces into a folder for placement in your /GroundObjects folder. that's what I had to do with mine -all the ground objects are just dumped into the terrain folder and sort of floating loose in there -will all need reassembly, and editating of the types ini to UseGroundObject=TRUE for said objects) also check Gepard's Battle of Britian terrain wrench kevin stein
  13. CAF I-16-10: http://forum.combatace.com/index.php?app=downloads&showfile=5449 wrench kevin stein
  14. It's the map. There are no STOCK Shipping Routes for the Red Side to attack (meaning: no Isreali routes). They're all for the Arab nations use, to be attacked by the IDF. However, that's been solved by my IsrealME upgrade pack of 3/08... you'll find it in the downloads section, proably under "Terrains" (btw: NOT designed for SF2:I, and completly unknown results if installed to NextGen sims) wrench kevin stein
  15. 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
  16. 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
  17. 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
  18. Looking for Nagumo...June, 1942 wrench kevin stein
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
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