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Wrench

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Everything posted by Wrench

  1. The turrets rotate and the guns elevate, what more do you need??? (other than less people with MANPADS out to kill you!!!) wrench kevin stein
  2. If I'd have known you were doing this, I'd have given you my 1024 templates, that I created for the El Salvadoran version. btw, did you catch the mapping issue on the lower right aileron??? Good looking skins! Still requires a little tweeking (FM wise) for 08+ levels, but flys just fine!! wrench kevin stein
  3. I'm absolutely stunned and shocked with disbelief of this news. A sad, sad thing. My heart, thoughts and prayers go out to Olivier's family, friends. You will be sorely missed, friend, sorely missed. Wrench Kevin Stein
  4. Hence the need to actually READ the readmes (and to have modders actually WRITE detailed readmes). Now, in my case, with my terrain mods, there's a WHOLE section in the readme devoted to .... Can't be stated any clearer than that. wrench kevin stein
  5. Could you elaborate the question/statement a bit more??? It's sort of unclear as to what you wish to accomplish. Updating the old versions is quite easy -- just look to Indian MiGs I did (updated to 08 standards via the data ini edits you mention). One just needs to compare, and know what bits to copy/paste However, with the changes in the physical models; TKs updated the lods and skin themselves -and possibly even the mapping, though I haven't compared ALL of them to TOS skins - it would be a job of work. As to is it wise, in light that each and every patch screws up pre-existing units? ....well, that's up the end users. What you'll probably find, upon extraction of the 'new' data inis, is they're aren't specific for SF2:I, but an update across the board for all the stock 3W MiGs; that's how his patches work (speaking of fully merged installs of all 4 games). Extraction and comparison --line by line-- is the only way to tell. wrench kevin stein
  6. 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
  7. 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
  8. 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
  9. Empty/cleared zones around airfields???? wrench kevin stein
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. Cool one Eric!!!!!! Yah man, that's "What If..." to the Max!!! wrench kevin stein
  16. 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
  17. Nice!! what scale? approx wingspan? wrench kevin stein
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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