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Everything posted by Wrench
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QF-100D
Wrench replied to Delta6Actual's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
On, man that really sucks!!! And I've got the whole package ready to go with the stock silver skin; all zipped up (but with no readme). WEll, sheeeit...if someone whips out the orange/camo drone skin, I can release this. I just don't have time to recreate that version. Any takers??? Or I can just relase it "As Is" after doing up a readme, and someone can reskin at their leisure wrench kevin stein -
Question how to change an Airfield?
Wrench replied to Soulfreak's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
by a simple copy/paste of the relevant target area. Meaning: We'll leave Elk alone, as that's the Runway 4 and therefore the main NA Alliance 'Big Bomber Base' , but say you want to change Grizzly from Runway5 to whichever... everything below the linse above gets deleted. You need to keep these first 7 lines, as they 'locate' the target area, give it it's boundry region, operational years, location and most importantly, alignment. this stuff below, ie Target]001[ through Target]095[ in this case ----> get deleted. Then, you just copy/paste the lines from AirfieldDataFile= on down to the last numbered target listing -making sure you have ALL the lines for each numbered statement, including ActiveYear= for any airdefense units or whathaveyous, and ZING! A new airfield I do it ALL the time, there's nothing too it. wrench kevin stein -
question
Wrench replied to Darrin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Having carriers moored or berthed also STILL raises the issue of them being targetable, but not destroyable due to the flight deck collision mesh. One needs, therefore, to create a new GroundObject, a non-working CV (or a ***_T item as I called them on the Okniawa map; T for Target), and you can now target, attack, and destroy (albeit no CV has a damaged or destroyed model...sadly) but they DO look good at dockside!! wrench kevin stein -
another"forgotten" war
Wrench replied to eddieprophet's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Pretty much all the aircraft are already available here in our downloads section ... as I finished them off, I uploaded them. (although having some FM issues with the FAC F-47D and FAN F-47N). There's even some "what if" aircraft that'll be included for those nations that either almost got them or never had them. Just to have something to fly, other than helos (in the case of Panama) To wit: Mirage III for Panama (totally imaginary, with a nice backstory) MiG-21MF for Nicaragua (an almost real aircraft!!) Unfortunately, "other commitments" have greately delayed my work on the Central America map. But rest assured, as soon as I get caught up with these other projects, I'll be back targetizing it. (I know Flogger wants to fly from his own country!! Which is, unfortunatley, sorta squeezed in at the edge) It still in need of major working over, especially when I get to creating the 'front line' (ie: that red line you see on the Planning Maps views in game) want to have it follow as close as possible the Real World borders. Cities, airfields, lakes, rivers, etc, are being placed as close to their actual location as humanly possible (and Game Engine/Terrain Editor -don't get me started! <grin> allows) Image of the map, minus airfield, sorry, below. Suffice it to say, the 'major player' bases will there, along with 2 drug lord bases wrench kevin stein -
new TW TURKEY preview by TK
Wrench replied to Gr.Viper's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You can bet real money, it'll be NextGen only.... but it looks damn cool! wrench kevin stein -
Cockpit issues and other stuff
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
EF-4C problems in SF-2V
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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! -
EF-4C problems in SF-2V
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
EF-4C problems in SF-2V
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Destroyers for Burma Air War campaign
Wrench replied to Ice Man's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Cockpit issues and other stuff
Wrench replied to amariani's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
How to add onboard ECM to an aircraft?
Wrench replied to habahaba's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ah, no wrench kevin stein -
Can find SB2C and F4U-4
Wrench replied to Fatman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
Cockpit Fixes for SF2
Wrench replied to snapper 21's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
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 -
Problems copying a plane from WOI
Wrench replied to Stratos's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
An Idea: France vs UK
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
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 -
Re-Working Korean Terrains
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Ships Designation
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Re-Working Korean Terrains
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Is possible to add the periscope and blast deflectors?
Wrench replied to AGOSTINO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
Re-Working Korean Terrains
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
France vs. UK Campaign
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
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 -
An Idea: France vs UK
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
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 -
Re-Working Korean Terrains
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
How to add onboard ECM to an aircraft?
Wrench replied to habahaba's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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