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Wrench

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Everything posted by Wrench

  1. Page 4 of the Game's manual (that pdf file in the folder marked "Manual") gives a very quick overview of "how to" More detailed instructions start on Pg 31. Time to review it, methinks??? At least, it'll get you started on knowing how it works wrench kevin stein
  2. Rio 2016 !

    and aren't there better looking babes in Brazil, as compared to Chi-town??? wrench kevin stein
  3. Version

    104 downloads

    Grumman F4F-4 Wildcat, VF-41 'Operation Torch' Skin & Ini Pak for SF/SFG/WoV/WoE WW2: MTO Installs =Version 2.0 - will update and REPLACE the original from 2005= This package contains a new skin, and some minor data & cockpit ini mods for Pasko's F4F-4 "Wildcat". It is designed to TOTALLY replace the VF-41 version released several years ago. The skin represents VF-41 "Red Rippers" based aboard USS RANGER during Operation Torch, the Invasion of North Africa (well, actually, we all know it was Morocco and Tunisia, but why quibble???) This new skin, like the other Wildcat skins I've done recently, is from my home-grown template, with all redrawn panel, rivet and other details. It has been resized to 1024x, so has a bit more detail than the older 512 version. All new decals, of the correct font and size have been created for the Modex and BuNums. The BuNums ARE for -4 Wildcats, but I was unable to acertain WHICH exact numbers were used by VF-41 during Torch. So, consider them as 'generic'; accurate, but generic <grin> For those that haven't updated their MTO install's F4F-4, all the inis and sounds from the PTO Wildcat Upgrade are included; new data, cockpit and Main ini --so make sure you follow the instructions below!!! The cockpit ini makes use of a new WW2 N-3 gunsight tga. Like it's PTO brother, the canopy has been switched to an animation key (shift/0). The wingfold stays the same as originally issued; you use the bomb-bay control key (cntrl/O). As always, all the lights have been updated with accurate running, formation and landing lights. Also, the landing gear retraction sound is now the 'rachet' noise, as heard in the PTO upgrades. A new WoE-style 'carrier deck' hangar screen, JUST for this mod is included (as it uses the VF41 skin) 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. Good Hunting! Wrench Kevin Stein
  4. P-38F Lighting, 94th FS, MTO 42-43

    Version

    113 downloads

    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
  5. FC: sssssshhhhheeeeee ittttttt!!! Damn, that looks good!! Spinners:, hey, the original Karish would have been replaced loooooong ago. Why waste a good name, eh??? GREAT looking skin, btw!! wrench kevin stein
  6. Probably not, as Gaza is not a seperate nation, like Egypt or Iraq. However, you could concievly edit the targets and nations ini, adding Gaza to Egypt, but keeping the city name the same (changing the location number in the targets ini, so your mission brief would be "fly a fighter sweep over Gaza, Egypt", as would the debrief or medals page) Or createa a Palestinaian nation in the nations ini (which might mean creating a palestinain air force -- maybe with Piper Cubs or something...visions of Frank Sinatra dropping seltzer bottles just jumped into my head...) BUT...changing the national alignment WILL messup existing campaigns and other thingys, espeically for 67,73,83 wars, as Gaza is considered "Friendly" in the targets ini You should still be able place enemy rocket arty batteries, you just need the coordinates to drop the BM-14-16s onto, added to Gaza city. Hopefully, the game engine ™ will still see them as enemy, as stated in their data inis. You can place enemy targets in a friendly target zone*. You just have to be VERRRRRRYYYYY careful in weapons delivery!! *found that out accidently one time; supposedly friendly AAA was shooting at me!! (mind you, I'd forgotten to change the alignment of an army base, so here I am flying a Mig, and getting shot at by -supposidly- my own people. Very embarrasing, up to the point when I ate a MANPADS! It's worth experimentating with, at least wrench kevin stein
  7. Just leave the IsrealME_Nations.ini in the IsraelMe terrain folder. You should never re=pack a cat. Also, looking over the IME_Nations.ini, it's DEFINATELY an 08 and SF2 style, with 'limiting' statements: So, all it looks like you need to do, is add your new 'enemy' nations to the LimitedNationList. Don't forget to keep the numbers sequential! This 'newer style' makes things a bit eaiser! wrench kevin stein
  8. Attached is a zip with modified data inis for the following P-38 Lightnings from Wolf's WW2 Planes Pak, and 2 mods by me (F & M): P-38F P-38H P-38L P-38M I made some changes based on some 'tweeks' I used for the Black Widow's FM, and want you all the test them. Now, their probably NOT nearly as accurate as what Greg is doing (not by ANY stretch of the imagination!!!) Designed for 06 levels, I haven't modified the StallMoment= line, so if some of you want to adjust that, and test in 08 or SF2 level sims, that's what I'd like. I've fiddled with the elevator, added in BOTH rudders, and not much else. As expected, all the lighting is historically correct; the 20mm cannon has been changed to USE_PRIMARY_GUN, as the AI (in 06 levels anyway) never use their secondary guns. Instructions for installation: Unzip to a temp folder or your desktop, or somewhere safe that won't immeadeatly overwrite the existing, original data.inis... First and most important ... BACK UP YOUR ORIGINAL DATA INIs!!!!!. I did mine the super simple way, of opening them up and "save as..." ori-****_Data.ini; where *** is the aircraft name. Then, just drop the new ones into the approiate aircraft folder (after making sure you've backed up the originals). The, go fly. You'll find the aircraft is less suseptable to stalls in turns, although I'd reccomend keeping your speed up over 195 kts IAS - I found somewhere between 195-205 works best. You still won't (or shouldn't) be able to turn inside a Zeke (but...you can use those 'fake airbrakes' to help bring the nose around -like the dropping flaps trick). Personally, I feel it's a tad too responsive, but you'll stand a better chance against most of the IJA/IJN fighters. I didn't have time to test these in my ETO/MTO installs, so you all can have at go at the Luftwaffe and Regia Aeronatica on your own, and report back in the thread. Further tweeks and adjustments are MORE than welcome!!! If needed, I'll sticky this thread to keep the posts visible for all. Thanks people! And Good Flying! wrench kevin stein
  9. File Name: DH Mosquite NF.XII File Submitter: Wrench File Submitted: 03 Oct 2009 File Category: Allied Fighters DH Mosquito NF.XII - for SF/SFG/WoV/WoE WW2 ETO/MTO installs Patched to 06 Levels =ONLY=!!! - This is a mod of Pasko's Mosquito FB.VI into the dedicated Nightfighter version, the NF.12. This is a complete aircraft mod, with all the necessary parts to unzip, install and fly away. A new skin, based off the originals, from newly home-made, resized (to 1024x) templates represents aircraft from No.96 Squadron, RAF. New serial and 'call letter' decals have been created/provided for approx. 26 aircraft. The serials should be considered 'generic', as I was unable to ID any as used by 96 Squadron, but they ARE NF.12 serials. A new, WoE-style hangar screen is also included. The 'radar thimble nose' has been added via Fast Cargo's Patent Pending Fake Pilot method; weapons fit and mission statements have been adjusted accordingly. A new avionics ini is included to simulate the AI Mk.VIII radar (more below in the Notes section). A new 'slipper type' drop tank has been included, so warm up those weapons editors. = IMPORTANT: This aircraft is designed for use in SF/SFG/WoV/WoE, at the 06 patch level -ONLY-, It has =NOT= been tested 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 (excepting the new slipper tank) . If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era guns, bombs, torpedoes, etc. They are NOT included in this package.= Reminder: = 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 = 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... Good Hunting! Wrench Kevin Stein Click here to download this file
  10. DH Mosquite NF.XII

    Version

    427 downloads

    DH Mosquito NF.XII - for SF/SFG/WoV/WoE WW2 ETO/MTO installs Patched to 06 Levels =ONLY=!!! - This is a mod of Pasko's Mosquito FB.VI into the dedicated Nightfighter version, the NF.12. This is a complete aircraft mod, with all the necessary parts to unzip, install and fly away. A new skin, based off the originals, from newly home-made, resized (to 1024x) templates represents aircraft from No.96 Squadron, RAF. New serial and 'call letter' decals have been created/provided for approx. 26 aircraft. The serials should be considered 'generic', as I was unable to ID any as used by 96 Squadron, but they ARE NF.12 serials. A new, WoE-style hangar screen is also included. The 'radar thimble nose' has been added via Fast Cargo's Patent Pending Fake Pilot method; weapons fit and mission statements have been adjusted accordingly. A new avionics ini is included to simulate the AI Mk.VIII radar (more below in the Notes section). A new 'slipper type' drop tank has been included, so warm up those weapons editors. = IMPORTANT: This aircraft is designed for use in SF/SFG/WoV/WoE, at the 06 patch level -ONLY-, It has =NOT= been tested 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 (excepting the new slipper tank) . If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era guns, bombs, torpedoes, etc. They are NOT included in this package.= Reminder: = 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 = 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... Good Hunting! Wrench Kevin Stein
  11. Hmmm...with a little work, that Prop Gloster might be turned into a Bloch 155??? Nice Seafangs! Are/is that the one from some years back? I have a vague memory of something like that .... (age, doncha know!) wrench kevin stein
  12. They're not dive brakes! They're "dive recovery flaps" !!! (yah, I got one wrong! Everyone please take note!!! ) For the F, I"d just comment out the relevant sections, or remove the reference callouts in the wing sections. True, only the very late model H/J could use that 'christmas tree' launcher, although I have photos of H's with Mustang-style HVAR rails under the wing. wrench kevin stein
  13. In Munich (no, really! that's where he lives!) Agreed, it's a good for a Lighting, but not quite right for Black Widow. As far as I know, Daniel has left the community (at least, as of a year ago.) Sad, he was our BEST cockpit maker! wrench kevin stein
  14. So..... anyone have anything to report yet??? It's been a while. I know it's a little too good, but it's a marked improvement over the originals wrench kevin stein
  15. Agreed, that's the BESTest SIMPLEST, most accurate explination of how the Game Engine ™ works I've ever seen, too. Also, assuming this is for WoI's IsraelME, you'll probably need to extract the terrain's IsrealME_Nations.ini, and make the same changes there, as it MUST match the game's main Nations.ini wrench kevin stein
  16. I'd venture a guess the TE dosen't like the SF2 NextGen files. While, oddly, the TOS terrains seem to have no problem working the SF2 (if one extracts all the bits from the SF2 Desert cat, they're all STILL in ANSI, btw -the lods I can't comment on, cause I haven't looked at them, but I suspect they're also old school) Again, the crying need for a updated/better TE rears its ugly head!! To say nothing of a couple dozen extra transition tiles. desert1 and desert2 tiles have no associated TODs, as they're just supposed to be, well, empty desert! You'd normally find TOD (and tress and the buildings) on the transition tiles (desert/farm, farm/mountain, city/farm, city/mountain, sea/city, sea/desert, sea/mountain) and the "main" tiles (city, farm, mountain) Sea, obvously has nothing. Unless you want to build Atlantis or Mu I see you found the palm trees (stock terobject_tree in the desert cat) wrench kevin stein
  17. Just a quickie reset of Gepard's Suez map... which'll give Veltro's D520 another place to operate from (along with several other Vichy aircraft, and of course RA and LW gruppe) Now, I'm quite sure that some of these RAF stations aren't "real"; in fact I've removed quite a few of the airfields in Egypt, and changed the start dates for others (bir tamahada is 1945, fer instance) RAF Helwan is actually on the wrong side of the Nile, but I couldn't move as I don't have the correct textureset and cities inis (and really don't want to bother Gepard to see if he still has them), so can we live with a little geographical/historical innaccuracy? Not doing a whole lot of 'retargetization', but it's getting a small enhancement. Still working on the movements ini (trying to figure out GA routes against Damascus and Amman). As this is a Gepard Map ™, I'm reusing some of his items from the BoB terrain -so expect to see RDF and Freya stations. Just for grins, doncha know! Anyone has any info on proper RAF stations (other than having me move them, as I can't reflatten), please pass it on! BTW, did you know that author Roald Dahl was the first allied flyer to land at Ramat David? Well, it wasn't actually an airbase yet ... just a cleared field! Mafrag and Amman were both RAF stations, built in the 1930s! The things you find when googling stuff!! wrench kevin stein
  18. See my post above (ie: post #2 in this thread). Meaning: not without rebuilding each and every TOD or a quick and dirty way, which unfortunatly removes them all.... open the data in for whichever is the offending terrain, and remove the highlighted section: That'll leave the building, but remove all the trees. I think of course, you'd need to know EXACTLY which is/are the offending tiles...which you really can't do without running the terrain through the terrain editor (but it can be done by guess and by golly) ever thought of swapping out terobject_trees.tgas??? There's several around (pine, palm, generic decidious, etc) wrench kevin stein
  19. Just in case no one says it Otto, Thank You for uploading them!! wrench kevin stein
  20. I should have the screens for you in a couple of hours ... just have to finish "modifying" the box arts, then install them, and shoot them too you. Decals arn't too hard ... just need the production numbers, and the font like what Heck used on the Hawk 75. UVMaps are always a plus (lined if possible -- helps in cheating to create the panel lines! Yeah, I'm THAT lazy!! <grin>) I have the colors in my PS pallete, left over from the ADA DB-7 and Hawk 75, I'm sure I could figure out the patterns from the profiles I'e got. Or, I'll be happy to pass the PDFs on to whomever might need them Just ask! wrench kevin stein ps: from that screenie, I'd say the rolling radius on the tailwheel is too high!
  21. Forgot to mention, the German army FINALLY gets a little arty support. (well, they DO work! mod of Geo 88 Flak 36 into 88 Pak 43) wrench kevin stein
  22. Could also be used in First EAgles as well for operations against Ottoman forces (sorry PB!), with some smaller modifications (ie: removeal of the large airbases, and replacing them all with Runway3) Some renaming, of course, and editing of the nations and targets ini would be needed to backdate it even further I've even given some consideration of 'assembling' all the stuff in the terrain folder into it's own cat file, like the DAT did with WoTimor. This could convievebly replace the cat pointer line, and allow for usage in ALL the 3W series sims. As pretty much EVERYTHING in a terrain cat is availalbe in all other terrin cats, excepting for FE. That would eliminate that issue. Although I'm a bit unclear on the 'rights' to do so (everything from the desert cat would need to be packed into the Palestine.cat -builidng lods, bmps, tgas, etc. Tiles aren't an issue; they've been "out" for a very long time) But for the most part, for WW2 players, using the cat pointer line takes care of it all. FE players can do the same thing -- all aftermarket terrains work in FE, as long as you have one of the Original Three ™ terrains in the FE terrain folder. --- The Norway map could be made usable, but it far, far tooooo small. A new map would actually be better, with Northern UK, North Sea and Norway, then trying to adapt the preexisting one wrench kevin stein
  23. Mustangs don't need bling .... they ARE bling!!! wrench kevin stein
  24. The interdictor version that's available here, is not accurate. The 'fixed' mod version, with the gunpod on/in the bombay hasn't been released yet... please note, in the screenie below, it too far forward. That's been fixed, as has the loadouts (too many bombs - at least for Indian versions) wrench kevin stein
  25. merged (cause I kinda sorts messed up the Original Thread! Sorry!) Remember, instead of starting NEW threads, just post in here, and when folks see the new post, they'll answer.
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