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Wrench

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Everything posted by Wrench

  1. To be using sequential numbers, my friend, only sequential numbers. ie: 8, 9 wrench kevin stein
  2. There's some MAJOR differences in between the A and D models, as stated in Dave's readme for the ROCAF Rehab Version. The FM edits alone will make it unusable for the D model drones. -------- The reason the probe is now white, is you've removed the 'paint' by fiddling with the skin map. The right and proper way to remove it is use the "remove components trick' via data ini edits. What you need to know is the node or mesh name of the probe. One needs to extract the F-100D.LOD from the Objects.cat (Classic series games) or from which ever it's in in the NextGenners, and have a hex editor, and know how to use it. In this case, only to find the mesh name. Then, you take the hex editor, open the LOD and search for... "probe". This will turn up the name "refuel_probe" (without the quotes, of course). Then, you extract the data ini, if you haven't already --one can assume you're building the specalized QF-100 drone, and have already edited the various and sundry inis to create the stand alone type- ... Open the data ini, and in the ]AircraftData[ section, where the major Components are listed, add this, where *** is the next number in sequence Component[***]=Remove1 Component[***]=Remove2 Then, below that, add this statement, that'll REMOVE the probe from sight [Remove1] ParentComponentName=fuselage ModelNodeName=refuel_probe DestroyedNodeName=refuel_probe DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [Remove2] ParentComponentName=fuselage ModelNodeName=refuel_base DestroyedNodeName=refuel_base DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE save and close the QF-100D_DATA.INI Note: if you only want to remove the MAIN probe, just use the first statement. The 2nd statement will remove the mounting base that's under the wing. you're probe will now be gone. I've done this LOTS of time, and it works like a charm. Post a screenie when you're done, so all can see! Just wish I could remember WHO found this trick in the first place...Fubar? FastCargo? AD??? wrench kevin stein
  3. Good to hear you're still working on it! January? That's cool...at the rate I'm going with the Tunisia map, I hope to have the terrain with CV Station Judgement ready by then!! (actualy, the carrier station is already there; I may have to retile Taranto Harbor, but we'll see...) wrench kevin stein
  4. Aviation Movie Tirvia Time!

    Ok, lets start a little fun thread; find that obscure refercene in a motion picture, in can be about general, commerical or military aviation, and let's see who remembers what about what. I"ll start...and most importantly NO CHEATING!!! This means you can't use IMBD or other net movie sources. Just your brains and the DVD/BluRay or (shudder!) VHS The correct answerer should also post another question Have at it folks! -------------------------------------- In the John Wayne classic, "The High and The Mighty", WHAT is the mistake that puts the aircraft in jepordy, and WHO made it?? wrench kevin stein
  5. File Name: Ju-87R Stuka, 4/StG.2, North Africa File Submitter: Wrench File Submitted: 11 Nov 2009 File Category: Axis Bombers Junkers Ju-87R Stuka, for SF/SFG/WoV/WoE MTO Style Installs -06 Patch Level Installs ONLY This is a mod of Pasko's Ju-87B Stuka into the slightly later, long range version, the Ju-87R. The main difference is the 'duplication' of 2 of the under-wing hardpoints for the use of 2 300 ltr drop tanks. The 'stock' stations for the 4 small bombs are still intact for short-ranged use for CAS type mission. No other changes in the flight model or other data have been effected. A completly new skin, from home-made templates based off the original skins, represents 4/StG.2 in North Africa in the approximate 1941-43 time frame. The aircraft carries a MTO/Desert finish (see Notes below for more info.) All new decals are included for individual aircraft, however research has shown that some letters were NOT used on the call sign/ID, so there's only 23. No number list is included; this will force the Game Engine ™ to cycle back to the beginning of the number set, when the last number is reached, allowing all aircraft to have -something- on their fuselage. Data ini and loadout edits included all the lights being dialed in to their (more or less) proper positions, and the landing light now works. (see Notes below for just how). As stated above, 2 of the wing stations now carry drop tanks, but all are usable for bombs on shorter ranged missions. This is handled via the Loadout.ini. I took a 'SWAG' as to the STRIKE and Anti-Ship loadouts, and used the heavier 1000kg bomb. My research has been unable to determine if this is historically correct, but switching back to the 500kg is a simple text edit. A new WoE-style Hangar Screen is included, as are the damage tgas I did some years back. = IMPORTANT: This aircraft is designed for use in SF/SFG/WoV/WoE, at the 06 patch level -ONLY-, It has =NOT= been tested it in post 08 patch SF/SFG/WoV/WoE/WoI. It has also NOT been tested in the NextGen, SF2 series. You use it in these enviroments at your own risk. = =This mod is designed for use with the WW2 Weapons Pak by me, as it contains all the needed weapons . If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era bombs, torpedoes, guns, etc. They are NOT included in this package.= 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's reccomended you read it all the way through, so as to be familarized with the procedures, and whatever issues I've encountered. Happy Landings! Wrench Kevin Stein Click here to download this file
  6. Bet you didn't open the airbrakes ... been linked to that 'action' since Pasko released it in 2005. Albeit short in duration....no real way to make it last the entire lenght of the dive. wrench kevin stein
  7. No, not at all. The TE isn't needed or even necessary to add new TargetAreas. You just need the HUDDebug=TRUE turned on in the HUDData.ini, and either fly single missions and hope you get 'near' the region you want to add the Battery, or use one of my "Target Placement Missions", that's posted in the TE thread in the KB. You'll just need to edit the aircraft, map name, date and the general start location. The missions are 'start in the air' type, that put you right over the area in question. (this is a kind of stop-gap, until Swambast finishes the Target Placement tool) basic idea is here: http://forum.combatace.com/topic/44621-adding-objects-to-your-target-areas/ wrench kevin stein
  8. You should send that to Capun, over at the DAT site, since they don't/can't get here to CA. I'm sure it'll be appriciated!! wrench kevin stein
  9. This is from my Generic Library of Target Layouts. It's a double battery with 12 launchers, but it's easily edited to remove the other 6. Just don't forget to keep the EWR (Target018), and renumber. It uses the Generic Target Designations (SAMLauncher, SAMRadar, AAA) so some odd mixing may occur. I'd reccomend giving it a name like "Parani AD Site #-whatever-, with an ActiveYear=0, so the AAA units will always show, and maybe some tents near the center. Of course, you'll still need to locate them on the map (Position=) wrench kevin stein
  10. Somewhere around here, from a million years or so ago, I've got the targets ini tweeked with HAWK sites for Dhimar. Of course, the radars and launchers will need adding to the types ini. THey use the old ones by Pasko, so some editing will be needed for those from the TMF pak. As for Parani SAM sites, more accurate ones would need to be added to the targets ini, in "places of interest". The stock way of just dropping launchers and radars hap-hazardly in the cities and such has always bothered the daylights outta me. Do you need target layouts?? I'll go look for the HAWK locations, and get back to ya wrench kevin stein
  11. Happy Birthday Gunny!

    Happy Birthday, Gunny!! Enjoy!!! wrench kevin stein
  12. Bumping this so folks know the NEW version is now available wrench kevin stein
  13. Aviation Movie Tirvia Time!

    An error in calculation, yes. But not wind. Think 6080 vs 5280 wrench kevin stein
  14. Aviation Movie Tirvia Time!

    Nobodys answering!!! Storm's the right track...and Fubar gave me the idea whilst talking on the phone the other day. C'mon people!!! Do you all need a hint?? wrench kevin stein
  15. I only do Squadron/Group levels (as in all of them), not individuals. However, it could be incorporated INTO a squadron level set. If you want, I'll give you my enhanced template set, and you have a go at it!! (hmm... did I ever upload them here??? I think I did... check the Downloads /Skin Templates section) wrench kevin stein
  16. So does my F-4E AUP HAF -with Sundowners superb skin- has a HUD. For GEn1 series games. Shouldn't take too much to convert it, if one knows what to look for wrench kevin stein
  17. Dude, that skin is already available. I did some time ago, and it's up a the DAT site. Along with ALL the corrected inis. (added bonus decal for WW2 usage included) If ya'll want it, I'll upload the package (minus the lod, as per rules) to my site. Sort of a 'thing' we have around here wrench kevin stein
  18. 2012

    For the "real" event, I plan of laughing my ass off, IF the Universe ends. I also plan on laughing my ass of if NOTHING happens, so I win either way. However, I AM looking forward to the movie; part of it was shot less than 500 yards from where I'm sitting at Santa Monica Airport (where, supposedly Our Heros ™ try to escape in a private plane). Of course, watching LA get 'the finger' is always fun. After all, we hardly have ANYTHING happen here, other than the occasional Giant Mutated Ants ™ from "THEM" and the odd misplaced tornados from "Day After Tommorrow".... wrench kevin stein
  19. That was mine, in the FABrit set. Excpet I think the SpEs were using bombs??? Flying RN F/A-32 ASTOVLs, iirc. Now, of course, we'd use the F-35 that's available. wrench kevin stein
  20. So as not to detract further from Veltro's Poetz thread, I'm opening this NEW thread and will transfer over some of the post from the original thread. wrench kevin stein
  21. Yup, just scrolled through the entire damn D&S book.... page 63 "Wing Details" PBYs didn't have flaps. Proably to prevent damage from water spray. I still haven't figured out the rudder issue yet...gotta be something in the data ini I'm just missing. wrench kevin stein
  22. Found it... I'd forgotten the FA mission set was still on my site! From the Brit01.mt: (dated 5/17/00!!!!) IIRC, basically the whole set follows the genral patter of the Battle of France, 1940, including anti-convoy intercepts, CAP of the evac beaches, etc wrench kevin stein
  23. Somebody's screenies of Oz Phantoms (both the E & what if J), got me rethinking my Darwin (Modern) map mod. So, I been spending the last week (litererly) major reworking of the target areas, EXTENSIVE retiling, adding bits and bobs from Green Hell ™. It'll work in SF2V with the tweeks outlined somewhere's else around here... But, back to the subject... it seems we're missing the Majestic Class CVs ... the Melborne has vanished from our downloads section. So, with a slight reworking/small repainting of Hinch's Bulwark (which iirc, the original mod was of) we have it back. Also, a surprise "What If..." carrier for the RAN, as it one of them WAS once offered by the USN to Australia. Our screenies are, HMAS Melborne, HMAS Australia (ex-USS Bunker Hill), and a re-flagged Daring for RAN usage. Note/Request to Hinch: where on the bmp is the bow section, so I can paint the hull numbers on? That'll allow recreation of all 3 (Voyager, Vendetta, and the other one...we'll just pretend Melborne didn't ram and sink it...) Unfrtunately, you STILL wont be able to field Phantoms off the Essex (too small of cats), but maybe someone will RAN-ize some Cruds??? oh, and that detail shot?? In all the time since Hinch released the Daring, I never noticed it before! Now, THAT'S cool stuff!!! Now, if I can just figure out how to activate the 4 5 inchers on the Oz (built into the lod) .... she'll be albe to (sorta) defend herself; well, shoot back at least! wrench kevin stein
  24. HMAS Melborne (and Sydney) is included in the terrain, along some surprises. D/L and see wrench kevin stein
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