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Wrench

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Everything posted by Wrench

  1. did you add the SystemName= to the right and left inner wings??? wrench kevin stein
  2. The avionics dlls don't support 'lock ground target', ala Falcon series. Never has, and most likely never will. TV or IIR (like mavs) is the only way to 'see' them on the scope. sorry, that's just how it is. wrench kevin stein
  3. or perhaps just your generic run-of-the-mill spatio-temporal distortion?? (yah, I watch/read too much sci-fi) At least it's not Cardiff, with that dimensional rift they had to contend with.... wrench kevin stein
  4. ok, has some screenies to post...but look at this thread and see why I can't... http://forum.combatace.com/index.php?showtopic=44704 weirdest goddam thing I've every frakking seen! The same runs and looks great, but can't take screenies! maybe i shuld back up the whole install, for safe keeping to the external, and patch C drive version to 08 and see what happens... This pisses me off to *&^%$#@ end!!! btw: the 498th SuperForts, T-Sqaure skin is already done ... that's the one I did (all 3 squadrons) wrench kevin stein
  5. I can put it in que, if you want. But don't expect anything before this time next year! Was also thinking of a WW2 conversion of it ... since the areas DID see some action (FAA against some French ships, irrc) wrench kevin stein
  6. I'm not leaving for a week yet!!! Okinawa is getting more and more involved, as I find all my previous mistakes....however, the 'partial' reforestation seems to be going ok .... I even made a new TOD for the G-AB1 that has some trees in the corners. Using bit and pieces from GH, with a new forest tga (also by either Stary or Brain32) added Kerama Retto, retiled Okinawa to grass and jungle, added the port tile to Naha and a few cities in Japan. Don't know what to do with the IJ bases in Korea (but'll prorbably spilt them into a new "region" -Occupied Korea. Unless you want to base B-29s there...there isn't any real space to add a Runway4 for them on the main islands ...although I could probaly squeeze it on to where Kadena is, since it's retiled and has a Runway1 on it now. Just twist the headings around until it fits within the cursed tiles. Can always fit 2 runway3 at Ie Shima, as is nearly historically correct. Gives another AAF fighter base.... Solomons in 98.6% ™ done; I'm just awating some new static aircraft for the IJN bases. Given up on the jungle/river/sea tiles, as I can't figure out HOW to get the jungle to fully cover it, and don't really want to bother Stary to make 3 entirely new TODs for them. And of course, Tunisia is about 50% as I need to retarget all the cities....that's the most time consuming, even with my new cheater missions I made to use. I"ll try to have some Ok screenies up later tonight. With the trees. wrench kevin stein
  7. Thank you comprnt!!!! (btw, he IS the master of single missions!!!) I TOTALLY suck at mission building in the 3W game (unlike what I was able to do in the past with FA). If you've seen my 1 or 2 measly efforts....you know why! wrench kevin stein
  8. Ok, that trees experiment didn't go very well....I'll make some more changes and see what I like with it....if I can just get the forests on the "jungle tiles", I'll be happy. Damn 'paddy' tiles are what's messing me up, and their transitions... I suppose some city/port tiles are wanted for the various and sundry cities scattered around the Home Islands?? They're easy enough to add; if you want targets on those it'll take a bit longer (as the cities themselves look like they could use some more serious tweeking....) Got the airfields retiled (ok, 4 G-AB1 are bit large, but it does keep stuff from growing in the middle of the runways!) I'll have to repositon just about all of them, and change the facing on some to keep the direction as clear of hills as possible. I have this week to work on things, and then after the 3rd of Aug, we're leaving for a week vacation to Lost Wages (Las Vegas for our non-US members ). So, I can contine with it when we get back the following weekend. Along with the Solomons V.3, Tunisia...and.....and.....and..... wrench kevin stein
  9. Totally agree. I'll pass that reccomendation on to the Admins wrench kevin stein
  10. Agreed. I'll pass that reccomendation on to the Admins. (on further review of this upload, the cockpit included isn't even the NEW version I redid of Ordway's Early Mig Pits ... it's the old one with the "Meteor" pit mod of the A-4Bs. Somebodys just not paying attention to progress. Or this is "someone" screwing around with people. You know, the usual trolls & trouble makers) wrench kevin stein
  11. I know, just a real fast and diry reskin of DATs Ass-Ender . I LOVE the shape of J7W aircraft....it's just soooo cool!! It was used in a couple anime I used watch (an almost perfect 'clone' is launching from a carrier in "Wings of Honimise' at the beginning of the film - some good dogfight sequences with it too, in that one) Wish Geo would finish his, and give us a real one, not a hack job done by me! Mabye the jet version too??? Baltika: ran the Okinawa terrain trhough the TE, retiled (I hope!!) all the airfields to G-AB1. I'll have to recheck the locations and possibly recenter on the 'new' 4 tile airbase. Also want to go through the targets ini, and remove all the Liberty ships from the Japanese convoys (cause they wouldn't have them!!!) and replce with the generic one, now set to "Maru" I also want to 'experiment' with some forest TODs I have from the uncompleted Korea rebuild (think more like Europe). Those might look pretty good around the Home Islands and such. wrench kevin stein
  12. What readme??? There's no instructions worth anything in there Could you EXPLAIN exactly WHAT your trying to do here??? What is this mod supposed to accomplish??? Why would anyone want to replace their higher-rez skins with these really old lo rez versions??? Those are no better than the 05 verisons found in the original SF. Give us an understanding here as to what you're trying to do, please. Otherwise....???? You're leaving a lot of folks a bit on the confused side. wrench kevin stein
  13. 20 minutes of work....it needs more detail, cause my t psd didn't have any layers -since all the other skins are Natural Metal ™, so I'll have to make new layers for the rivets/panel lines, general wear and tear. I think I can reuse some Zeke decals on this for 332 Kokutai J7W (standin) Allied Code name: Vic wrench kevin stein
  14. Wasn't Geo working on the J7W about 2-3 years back???? As a stop-gap, you can always use my P-38M. EDIT: I may have to change the Forts/mg pits/costal defense installastions to those newer ones I made that WORK!! and shoot back at you! Let me know, Baltika! wrench kevin stein
  15. I don't have the max file for the "bulge", just the lod & skin bmp. But I'll supply what I can, if you need it! (inis, etc) oh, and don't I KNOW about having to go over something umpteey gazillon times... oi!!! wrench kevin stein
  16. Needs trees. and retiling to use the clear AB tiles for the airfields. Expecially in Japan. wonder what I can find for Naha Castle....... (ok, Okinawas IS missing it's hills, but no biggie!) wrench kevin stein
  17. This came to me, literally, like a bolt from the blue; one of those every-so-rare flashes of inspiration that happens to all of us from time to time. Now, normally, what I'd been doing to populate the cities, airbases, army camps, port facilities, etc, is "Create Single Mission" and keep clicking on it till I got to the region, either as my base or "Objective" to fly over. Not only is that EXTREAMLY time consuming, but it's annoying as hell to keep clicking back and forth till you get what you want. Until the Swambast Target Translator is finished testing, and it looks REAL good people!, this should help out just a bit. If one looks at the various shapes and locations in cities (expecially those with port facilities), one discovers QUITE quickly that there is no realy way to do a cheezy "copy/paste" of a basic city layout; these usually don't fit the tile pattern, are off by sometime hundreds or thousands of meters, and just plane looks bad. What does that mean? Basically, EVERY target area NEEDS a custom layout of both GroundObjects and TerrainObjects (vehicles, ships, AAA, and those buildings either imported or stock in the terrain cat files). It's Very Rare that one will find 2 cities exactly alike in how they're tiled, allowing the 'copy/paste' of exiting target areas. So, to that end I created 2 missions; they are EXACTLY the same, but one for each side, Red and Blue. What this will do is place YOU, the player, pretty much at the X/Y coordinate of the center of whatever target area you choose to fly over. What you do the change them, I'll elaborate on as we go. First thing you'll need is the HUDData.ini extracted from the FlightData.cat. You'll need this so you can get the Offset= that is displayed (this is also covered in the Word Doc that's included in my Shipwreck terrain object, available here in our downloads section) Open the HUDData.ini and look for this, the very first section: [Debug] DisplayDebug=FALSE What I do, is add a second line, that states TRUE, commented out until ready for use.... [Debug] DisplayDebug=FALSE //DisplayDebug=TRUE This way, you can switch back and forth by commenting or uncommenting a statement. You can also just switch FALSE to TRUE, and just use the HUDDataToggle keystroke to turn it off and on in game. Ok, with the modified HD.ini in you /Flight folder, you'll need the user created mission to fly over a particular target area... The one below taken from my PTO WW2 install; I've give you specific instructions on How To Change For Any Other Time Period and Map following. Copy the text below into a blanck notepad (or your text editor of choice), and save as... "Targets Locator GoodGuy.msn" (without the quotation marks) into your /Mission folder for your Game Install of Choice, Now, copy/paste it again into a blank notepad sheet, and save as "Targets Locator BadGuys.msn", again without the quotes. Welll adjust the 'sides' in minute... Like I said before, it dosen't matter when or where, as that is changeable in the various sections. Ok, in you're "BadGuys.msn", you'll see the line in the aircraft description that says FRIENDLY. AKA, the Aligngment= line Alignment=FRIENDLY As you'l probably be flying one of the MiGs, you MUST change that to read ENEMY, as all "Red Air" aircraft are classed as Enemy Aircraft ™. If you don't, it may CTD or cause other unwanted consequences. So, it becomes.... Alignment=ENEMY ---- On To Targeting.... So, fer instance, you want to add targets to the GermanyCE map, some ships at Bremerhavan for example. Since that's a NATO (or "GoodGuy") side all you need to change is the map, date and aircraft -REMEMBER!- the aircraft is listed twice, and you'll need to change both!! This holds true for BOTH Good and Bad Guy versions. Like this: Now the REALLY important Bits!!! On, now the super critical statement; the Position= line. These first 2 sets of 6-digit numbers are X/Y coordinates position of whatever target area you're going to populate. The last set of numbers is you altitude (probably in meters) On any Home-Built or Stock or any terrain, you'll have coordinates found in the terrain's ***_Targets.ini. If you don't have the targets ini in the terrain folder in question, you'll need to extract it from that terrain cat, using the Cat Extractor Tools. So, opening the GermanyCE_Targets.ini, do a "find" for Bermerhaven. You'll see it's TargetArea023, btw. You'll also be able to see the formating of HOW targets are placed. Let's talk about that for minute or 3, as a lot of folks don't know or understand it. I'll break down the important lines So, since we now know where Bermerhaven IS, we can adjust the start postion of our aircraft to match... [TargetArea023] Name=Bremerhaven Position=365715.06,730556.00 <-- It dosen't have to match perfectly, you only need the 6 digits each, not the decimal fractions So.... When you start the mission, you'll be flying over the 'center' of town. BUT...... you'll still need to know where to place those docked ships or warhouses or whatever. This is where the HudDebug comes in, as shown in the example from the shipwreck instructions... You can see I've boxed the offset coordinates. Now the actual hard part is you STILL have to write these offsets down on a sheet of Real Paper ™ so you can transfer them to the targets ini. When populating an empty city, or rebuilding one, you can expect to be listing dozens and dozens of items, expecially for a WW2 style map that dosen't have SAM batteries that are they're own particular target areas (which is the easiest and bestest way to do them, btw). Then, you just choose the heading; ALL port tiles will be facing a cardinal point (North=0, East=90, South=180 or West=270). You can guestimate it, and always change it later. The above pic shows what a populated port/dockyard/navy yard, whatever looks like. Remember too --that in the stock terrain types inis, the ships are usually NOT listed (the stock CargoShip and Tanker may be in post-08 level terrain cats but NO aftermarket/3rd Party ships will be, and any you wish to have MUST be added to it, otherwise they simply won't exist. And that's the subject for another post, "Adding to Terrain Types", for another time. I hope this helps our budding Terrain Engineers some; it sure made my Targetization Life ™ a bit eaiser! Questions? Comments? Addendums? Post in the Mods and Skinning Forum, and we'll address them! Wrench kevin stein
  18. docked carriers

  19. target placement

  20. Ok, I tested the Halibag and Sterling. The Sterling started off the mission ok....took a frame rate hit because of SOMETHING, but the mission stated and I took off normally. Went and tested the Halifax.....took a loong time to load; sat a 90% for a while (which is usually groundobjects loading, iirc) Mission started with the cockpit view ... then SLAM!!!! right to the desktop, no error messages no nothing! Really damn strange stuff!! I looked at all the inis, and really don't see anything that jumps right out at me....and the Sterling started it's mission on a Medium runway (and rechecking the targets ini shows more than enough to work right, so I take back what i said above.) Here's a mission I edited... you're flying a Mustang near a formation of 18 Hallifaxs. Now, since your flying the fighter, it should load. See if anything weird happens copy/paste into a blank notepad sheet, and save as "Halifax Formation.msn" it's actually the old "large bomber formation" test mission by Charles from aaaaaaggggeees ago, so originally designed for the Desert map. Just ingore the 'landing ' instructions. I didn't edit much by the aircraft types and which map to use wrench kevin stein
  21. sshhh...it's a secret pilot seat Yah, on the finalized version, it IS much further back. I rechecked it, and these are 'early' versions of the pod mounting. Ghostrider provided some very good photos that I used to reposition the bulge, and correct my 'too many bombs' loadout. IAF version usually only carred 2 per wing. Yes, it's a seperate piece. Still intereted? wrench kevinstein
  22. in english, por favor! (and that's about the limit of my spanish! not counting dirty words! ) Complete repaint of the BNseries tiles, I take it??? If so YEAH!!! wrench kevin stein
  23. How about giving a short description of what the purpose of this pak might be??? For what game is it? SF/Wo* origninal series? SF2 series??? What does this the 'pak' do??? What is the intent of this pak??? Also, why are the stock very-lo rez skin bmps included??? Considering the 08 Patch and SF2 uses a MUCH larger more detailed skin map. More information is REQUIRED on ALL uploads. And a readme that actually describes a little better what's to be accompllished and how to do it. thank you wrench kevin stein
  24. You mean like this: or this? (this one has the position corrected, irrc) Why yes, yes I do. In fact, I have the whole airplace, made for the Indo-Pak mod. Guns moved to simulate those placed in the pack, so the bombay no longer functions. Bombs/60# only on the wings, as the bomb bay has been 'removed' for gunpak usage. Also needs the new cockpit, but that aint' nothing! wrench kevin stein EDIT: nope, these are early shots ... I've moved the pack to a more 'correct' location. but you get the general idea
  25. ok, when it crashes, is there an error message? You know, the little M$ popup box that says "click here to see what the error report contains"??? I know some problems on the EAW WW2 Euro is not enough Medium airbases (Runway 1, 5,6) But aren't there some Runway 4s? The Large airbase?? do they work OK or at all in the stock maps?? If so, then it's something releated to the terrain itself. I had a problem with the G-55 on the North Afirca/Tunisia maps ... but can't remember what I did to fix it!! Check the tailwheel steering angle --this may not be related, but make sure it's at a negative number. Probably wouldn't cause a CTD, but it'll keep it from the 'bouncy jiggly dance of death' I'll have to check mine and see if it happens to be me, too. wrench kevin stein
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