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Wrench

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Everything posted by Wrench

  1. That's because it USES the 21F-13 lod; the only one available. We looked at the other J/F-7s that was released a year or so ago, but the model is utter crap (horrible mapping and just awful), so chose to stick with the slightly innaccuate physical model. The pitot could be removed via data ini edits, but then we'd need a 3D guy to create a new one, and place it via the fake pilot method. Until someone builds a 100% accurate model .. you get what there is. BTW, there's a decal that covers that aft window you're missing. wrench kevin stein
  2. File Name: P-38F Lighting, 94th FS, MTO 42-43 File Submitter: Wrench File Submitted: 04 October 2009 File Category: P-38 P-38F Lightining, 94th Fighter Squadron; for SF/SFG/WoV/WoE MTO Installs This is a new skin for Wolf257's Lightinig, and my mod of it into the P-38F Lightning. It is desinged to replace the "Generic OD1943" skin for use in your MTO-themed WW2 game install. This skin is based off Wolf's original templates that came with his "WW2 Planes Pak", that I've made a few little enhancements too. New panel lines, weathering and some detail work to the interior sections have been added (look around, and you'll find them!) All new decals for serial and ID letters have been created, to represent aircraft from the 94th Fighter Squadron "Hat In The Ring", 1st Fighter Group as they appeared when in service in North Africa/MTO during late 1942 through late 1943. Hence, the use of the Operation Torch yellow-outlined fuselage star, and the plane star roundel on the wings. Research seems to indicate the yellow-outline was used by the 94th well into 1943, until replaced by the red-outlined star-and-bar, which only lasted a few months itself before being replaced by the blue-outlined star-and-bar. Then they moved up to later model Lightnings, in OD/Gray and then to Natural Metal finish. Serial numbers ARE accurate for F model Lightnings, but I was unable to match ID letters to serials, excepting for UN-Q; that one IS the correct serial. Consider the serials as "generic" for this usage. As always, it's reccomended you unzip this package to a temp folder or your desktop, or somewhere's else that's easy to find to gain access to the rest of this readme for full, detailed install instructions. Happy Landings! Wrench Kevin Stein Click here to download this file
  3. OOPPS!!! Just found a glitch in the pathways in the decals ini It reads now as: P-38F\OD\D\**decalname** when it should read: P-38F\94FS\D\**decalname** easisest and quickest way is to do 'replace...' in your text editor (notepad works just fine) replace ALL instances of 0D with 94FS.. don't know how this slipped by me, you all have my apologies! wrench kevin stein
  4. Empty/cleared zones around airfields???? wrench kevin stein
  5. Have you looked? Since 2005. Check howling1's MigPaks. btw, the updated version with 4 pylons hasnt been released yet. Part of the incompleted Indo-Pak Mod wrench kevin stein
  6. eraser: brother, don't I know THAT one!!! Forgot to mention, don't forget the check the IsrealME.cat to see if the Desert airfields inis, lods, bmps and tgas are there. Without them, it simply won't work. With reference to 1st Gen stuff, specificly to the Zipper pit, as it's readily availalbe...there' should be a need for it's inclusion. People can easily extract the bits and move them. In fact, I seem to recall creating a full "parts list" and posting it here somewheres. wrench kevin stein
  7. Probably not, as using the cat pointer to the IsraelME cat causes all sorts of intersting and undesirable results. However, IF ...and in 08 levels is what I've experimentated with, and a big IF, ALL the terrain tiles, tgas, bmps, hm_bmps and other terrain objects ARE present, there's a 50% chance it'll work. (btw, it never did before) Of course, the entire Desert_Types.ini would need rewriting to include ALL the new IsME terrai object types. Also, cross checking the 2 data ini, to make sure they're current in reference to shaders, HeightMapping, etc. Why don't you give it a try, and let us know what happens?? wrench kevin stein
  8. PLEASE do not post question/comments/statements in the Knowledge Base. It's for anwsers ONLY, all other go here in the General or Mods Forums thank you
  9. Condor's didn't use torpedoes, and the glide bombs (Fritz X or the Hencshel one) could only be mounted on the under-wing pylons (one each side), and PROBABLY very rarely. I'll have to double check my book.... I think you AttackmentType= is "CGR,RCG,EOGR" -- it's gotta be one of these!! (taken from Ju-188) wrench kevin stein
  10. Cool one Eric!!!!!! Yah man, that's "What If..." to the Max!!! wrench kevin stein
  11. Yet another seemingly off-topic post by everyone's favorite moderator: russo, they be 'classic' as seen by people, or more like this (damn, wish I could figure out how to embed the video) http://www.youtube.com/watch?v=Y8RfzkhqBLY wrench kevin stein
  12. Nice!! what scale? approx wingspan? wrench kevin stein
  13. Use the AvroCar, with my "lighting mod" hehehehehehehehehehheee "If everything is ready on the Dark Side of the Moon, play the 5 tones..." wrench kevin stein
  14. Go download the "shipwreck" object from the D/L section (iirc, it's under object mods). There's a illustrated tutorial in the zip on how to place targets. wrench kevin stein
  15. without seeing the relevant weapons station sections of the data ini, and the loadout ini, I have no idea. From first look, I'd say the the innermost pylon is missing on the aircraft's LOD -- that HAS to be part of the physical model. there's definately a screw up on one of the inis somewheres wrench kevin stein
  16. Well...as I've gotten the loadouts pretty much dialed in, and halfway through decaling it...I guess I should finish it off. I guess I could hang a couple of LGBs on it as well ... However, it will still have the 'A' single MFD cockpit (by TMF), which I'll have to get permission to include from Bpao. Markings and serials will be kinda fictional, but as they'll be decals, easily changed to create other squadrons. Considering it's age, it don't fly to bad in 08 levels. Now, coverting to SF2...well, I've got some helpers in mind (they just don't know it yet!) wrench kevin stein
  17. OFF TOPIC Reply to EricJ (sorry Baltika!) Been there, done that, got the airplanes! sorry for the off topic. we now resume our normal terrain discussion. thank you wrench kevin stein
  18. Would have been my next question .. is that SFO/ or Oakland airport operational. Great job! You're reiterated MY biggest complaint about the 3W terrains - there ain't enough frakking transition tiles!! Driving me nuts with Tunisia map. US occupied US? Hmm....could also be CSA forces, in Turtledove's alternate universe (can you image MiGs with the Confederate Stars and Bars!!???) I'd be happy to look at it, if only to fly over Uncle Benny's house (unfortunatly, he's been gone for 30+ years...) hmm...we could also bomb the Mammoth Mountain Ski resort!!! Take that Yuppies!!! wrench kevin stein
  19. Yup, like raven said, it's controled via the various airfield inis. You just need to look at the targets ini (search for "runway"), and a couple lines up it'll say which data ini it uses (this is from the 'regular, green Norway) so, you can either extract the newest 08 level inis for all the desert airfields, drop them in and go. If the inis ARE already present in the terrain folder, and they're the older, 06 level WITHOUT the parking slots, you can delete them, as all the 08 and above terrain cats have them built in as stock. EDIT: Looking at my 'green norway', airfield inis, they're ALL 06 level, so you can just overwrite the existing with newly extracted, or dump them. Then, you're parked plane will return wrench kevin stein
  20. So....in light of the new information... should I continue with this, or wait it out? Is TMF working on a later C/D model, with proper dual MFD cockpit?? Right now, it's using their A pit, with the single display. Tried testing it in SF2 last night, and the f***ing game froze....have to figure out why, after getting it to work in 08 WoE first. I know somebody made the Orpheus pod, it should be in d/l section someplace (as Gunny said) Just an experiment, really. wrench kevin stein
  21. I was going to say that it looked like the runway orientation was off 90 degs, but someone answered that. Or it's the wrong Runway for that airbase. Interesting to note the building didn't change their offset orientatin; usually when yo rotate an airbase (change the runway heading, all the stuff around it rotates with it.) hgbn raises a good point ... we need a "taxi-through" fast food resturant placed next to the runways!!! wrench kevin stein
  22. Well, Kulbrit, I can honestly say there probably isn't much difference ... although Raz's is a superb model, with a fantastic cockipt -- that's nearly 100% correct -and is very much worth the price of admission, and it ain't that expensive. If you've seen my WW2 or Korean Era skyraiders, or the 'prop-pit' mod I rleased earlier this year, you'll see that the pit used (and I think this is mentioned in the readme) is just a heavily modded/repainted/edtied version of the stock A-4C. Is it accurate? Nope, at least not to MY standards. Does it work reasonably well? Damn right it does! to see the differences in the cockpits, one only needs to fly the 2 versions of aircraft, then compare pictures of pit, which are easily found by a quick Google search of "Skyraider cockpit pics". You'll see mine, while rather generic in nature, dosen't even come close to the actual positioning of the gauges, switchs, radios, and radar screen (when the aircraft was equipped -- most late model AD-6/7 had the scope removed) and on Raz's, the wings don't disappear when it appears as a in-game generated parked aircraft. wrench kevin stein
  23. File Name: WW2 Palestine File Submitter: Wrench File Submitted: 10 October 2009 File Category: Terrains WW2 Palestine Terrain For SF/WoV/WoE WW2 MTO Installs -06 Patch Levels ONLY!- This is a modification of Gepard's "Suez" terrain, backdated for use in WW2 with the approximate timeframe of 1940-1946. Not a great deal of "enhancements" have been added, but you can expect the "usual suspects". Plus one 'generic' Easter Egg (one of the target areas, albiet slightly misplaced - bonus points for IDing its origination) This is a COMPLETE terrain with all items necessary to unzip, install and fly over. All tiles and TODs are included, as well as several new-to-this-terrain Terrain Objects (buildings and the like) The targets, nations, briefing, movements and types inis have all been greatly expanded to reflect the timeframe. Place names have been adjusted to WW2 levels (where known and discoverable). All 3 levels are Planning Maps have also been newly created, just for this terrain mod. The data ini has been upgraded to the semi-latest standards (ie: 2006 patch level). Water effects are active, so Vista users beware...more information for you is below in the Install Instructions. See "Notes for Vista Users". NOTE: this is NOT designed for the post-08 patch or SF2 "NextGen" series. The terrain's data ini does NOT have the new Height Data nor the background shader sections!!! (however, these are easily added if you're familiar with the varous terrain data inis, and how to 'update' them). = MAKE SURE YOU HAVE THE WW2 WEAPONS PAK !! = = MAKE SURE YOU HAVE THE LATEST, WW2 NATIONS INI IN YOUR FLIGHT FOLDER = = MAKE SURE YOU HAVE THE LATEST WW2 FORMATIONS INI IN YOUR FLIGHT FOLDER = = MAKE SURE YOU HAVE THE NECESSARY WW2 GROUND OBJECTS PAKS!! MOST IMPORTANT!!! = It has been tested in SF, WoV and WoE, using their cats pointed to in the main ini. As most of the new objects will be residing directly in the terrain folder, you should have no problems. (see the CombatAce Knowledge Base for the tutorial on using the cat pointer line). It has NOT, however, been tested in post 08 SF/WoV/WoE/WoI or any of the SF2 'NextGen' series; it is NOT designed for useage in those type of game installs. If you choose to do so, expect NO support from me -- you're on your own. Although, it should work pretty well, in any case. Some data ini adjustments will probably be required for the additional effects. Although, for more "modern" times, I'd reccomend Isreal2 + the targets enhancement pak. As always, it's reccomended you unzip this to a temp folder somewhere's thats easy to find. This will give you access to the rest of the readme for full, detailed install instructions and the Usual Notes and Other Ramblings... Follow these instructions herein =EXACTLY= and you should have no problems. It's HIGHLY reccomended you read this document completly through before installing this mod. There is VITAL information herein about several items not included with this package. Good Hunting! Wrench Kevin Stein Click here to download this file
  24. I'd thought about that, too. In fact, I have the 'generic' USAF skin --the really old one! Like this version, I'd DEFINATELY reccomend "nationalizing" the aircraft. That is to say, create "A-1H_USAF" (that what I did) and a A-1H_VNAF version. In essence, you'd have 3 different Skyraiders (all using the same LODs and inis, just edited to be dedicated to each service assigned). Of course, when all the skins get converted, I'm sure it'll take up some HD space!! ---- on another note, no takes from our 3D Community to fix up the few issues remaining? With the MAX files (which I have, thanks and blessings on MontyCZ, one could convcievbly re-create the AD-5/A-1E by making some new meshes and such like. Remapping, of course, would be a must for the fuselage/body. Wings would probably stay the same thanks again to Monty for re-looking at this; I hope you all enjoy it! wrench kevin stein
  25. Ok, about an hour's worth of work...... F-16DJ WW VI, WoE, 08 PL, TMF 16A cockpit. Mind you, I don't have templates for this (well, the B/D templates for the "spine" thingy)Of course, it goes without saying all new decals will be needed. Anybody have templates for this old bird???? Does anyone know if the LANTIRN/HTS pod is mapped to anything, or if not, what's the mesh name --looked in the OUT, but couldn't figure it out (yes, pun intented). Personally, I'd choose AGM-65s over the CBUs, cause I'm a coward when it comes to killing AAA ... I want to stay out of range of them nasty pointed fanged ZSUs... If this goes to SF2 (which I'd like), gonna need LOTS of help with the RWR stuff, as I'm more than a bit behind the curve. wrench kevin stein
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