Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,881
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by Wrench

  1. Moving Lights - NOTE: works in 08 Patch Levels and Above ONLY!!!! In other words, several aircraft have their running or ID light attached to surfaces that move. In most cases, this means the rudder (Spits and Hurricanes come right to mind) What you need to do is simply add a statement that tells the Game Engine ™, that the light CAN move, and what it's attached to. The data below is from the AT-6G "Mosquito" FAC, but the 2 statement lines are usable on any. So, all you need to do is add those 2 lines I highlighted, and know the node or mesh name. It seems like most everyone HAS agreed that a rudder is a rudder is a rudder...so that shouldn't pose any problem. If there is one, and the OUT file is available, simply consult that and the data ini for the node name. Wrench kevin stein
  2. Now's the time with I REALLLY wish I could work in MAX, and give us some nice, new WW2 carriers... Ok, another question....I've spent the last 36 hours literaly d/ling another 150-odd megs of books on the battles/vehicles/etc in the region that haven't really helped much (other than to increase the workload!!) - it turns out there should be an Axis airfield -forward base- at Maknassy, with is no problem to add; just have minimal 'stuff' there, as it only seemed to be used as a staging base. the question -- I can't find ANY references to Melita AB on Djerba Island!! (and seemingly nothing west of Castel Benito in Tripoli in Libya -which has been added), unless it's in Tunisia proper, and Sicily, etc. So, should I add it??? Historically, it seems the Luftwaffe moved west in response to TORCH, and flew most of their missions either from Tunisia or Sicily (and Pantellera) Also found a bunch of 'interesting' items that have been in the terrain folder since Day 1, that while listed in the targets ini, have NEVER been activated in the types ini. To wit, the censored photo below of a French Foreign Legion post, "somwhere in the desert". I left the name up, so you can test your knowledge. Based on Edwards original layout for Mareth (also now fully showing). It's a little large, so I doubt I can use it to guard Valletta Harbor (the crusader castle). wrench kevin stein ps: having spent SOOOOOOOOOOOOO much time on the versions of the Libya map, it almost feels like I really know the places!! And yes, Carthage is there, although I may have to retile Tunis to create the inland bay kinda thing. or not???
  3. I'd use Zur's, the Great and Powerfuls, Sabre shadow for the Gina. It's close enough in shape wrench kevin stein
  4. I moved this out of the KB and to someplace where (hopefully!!!) an answer will appear. -------------- I haven't added any to the SF2 series (which has some VERY cool ones, btw) , but have in previous versions. Don't the new pics just get dropped into the /PilotData folder? Then you can select a new on on the in-game menu. Least that's how it used to work wrench kevin stein
  5. Why go through all that TE hassel to remove the city building, when all one needs do is just rename the ***city.tods to x***city.tod, and edit the data ini to remove the "Solid & Alpha Texture lines"?? (actually, that that step ain't needed either...with the tod's removed the game engine sight, they'll disappear!) wrench kevin stein
  6. worth about, what? 19 cents American???!! I"ll take it!!! I'm too broke to say no to anything!!! wrench kevin stein
  7. have you tried using the black repainted HM bmps I uploaded a few weeks ago?? Seems to fix the problem with the water/land interface with 08 level effects and such wrench kevin stein
  8. Tailwheel steering angle.... Before, in the 06 and previous patch levels, the MaxSteeringAngle= had always been stated as a negative number; ie: MaxSteeringAngle=-45 in the post-08 and SF2 series, this number must be a positive ie; MaxSteeringAngle=45 So, easiest fix is to open the data ini for whichever aircraft you're 'adjusting', and simply delete the minus ( - ) sign. Now, in looking at several, some are ALREADY set as a positive number (can't remember which right now! -but I think AD's Japanese Planes Pak Zekes and Oscars, and mabye the Betty), and so won't need any changing. But, it only takes a moment to double check Wrench kevin stein
  9. sf2e thunder streak. needs some work, however....I'll start looking at correct serial and buzznumbers for some USAF birds. And getting the lights corrected (cause that tail light is WAAAAAy off!!) The canopy is very cool...with NK stars on it, it could be Casey Jone's MiG-15!!! wrench kevin stein
  10. With the terrain editor IS the only way to do it properly. So, you'll need to recreate the citlistlist.in, which although consuming an hour or so, is not hard at all. I've included the ones for the terrains I've done, so you can use those as a guides (look in Modern Darwnin, ASW, SoCal, Libya, etc) You'll see how it's done Just be VERY aware of airfield locations within 1 tile of a coast line -- you'll really want to make sure they're on the 2nd tile inland; even if flattening create a slight upwelling of the land ... it'll keep the water from humping up (which you'll then have to fix by exporting a heightbmp, repainting, and reimporting and possibly doing the "adjust sea level" mode in the TE. wrench kevin stein
  11. Now THAT shows creativity!!! wrench kevin stein
  12. For what patch level is this???? 06?? 08?? SF2??? Don't forget most the ww2 players are STILL at the 06 patch level, due to the FM restrictions. A LOT of the 08 terrain tweeks don't work in 06 level games. Well, I'll grab it anyway, and see how many of the 40 odd target areas for the 2.5 version have to moved, or what needs adjusting with the jungle. I think you just may have saved Deuces some work!!! He been re-treeing it for me since Feb/March!! --------------- EDIT: I didn't realize SoWesPac island jungles were SOOOO full with karst rocks...and there were SO many cities with 4-5 story buildings....instead of thatched huts and the like. Especially on the Canal. Unlike all the photos in all the books I've been collecting for the last 30-odd years or so (and relatives who were there...) It DOES look better, but those TODs need major overhauls to make it look more correct for the region and era. The ONLY major European-style city would be Rabaul; all the others would have 'native structrues' and the occasional colonial buildings; which would normally be single-story types. not to sound to detracting/deragatory/or just plane mean (which is NOT the case!), cause its a great effort (and one I've been working on since last summer), but it's just nooot quite right. wrench kevin stein
  13. Did you add the 'carrier station' to the targets.ini??? Did you add the ship listings to the types ini??? without the target area, expecially, the game don't know where to put them wrench kevin stein
  14. ok, grabbed the F-104C, dropped it into SF2, extracted the old 06 level shadow lod for the 104G (as it dont seem to be in 08 level WoE's object cat no more....), edited the ini, and here's the results. btw, this aircraft NEEDS some other tweeks as well, in the landing gear, as the nose continuiously bobs up and down on the ground (probaly needs the jounce and rebound adjusted on those KYB shocks... ) Also discovered that with the ENB stuff installed, screenshots are now appearing in the /Flight folder!!! as bmps....more strange crap to deal with!!! (like the fact that when I changed the 'type' of image in the options.ini to bmp, photoshop wouldn't open them ''unable to parse file type''.) ok, first shot on the ground; shadow for the wingtip tanks needs distance extending. 2nd shot just off the runway, where you'd normally see the 'tractorbeam'. And it aint there! So, yes, it works. And for those that want to try it, i've attached the shd in the zip wrench kevin stein
  15. I don't see why it wouldn't....several 'reallly old' models seem to have working shadows with the old lods. Only take me a few minuets to find out, won't it??? as Ive got Ajundair's 104A all set up in the IndoPak mod... let me test and i'll get back to you wrench kevin stein
  16. "The StallMoment Line " tweek.... Remember; this ONLY works in 08 Patch Level TOS series sims, and SF2 NextGens open the data ini of the aircraft in question; in our example below we're using Wolf's P-47D-20 Razorback. All other aircraft are pretty similiar, you'll just have to locate each statment. Scroll down until you find the callouts for the various wing statements; some have them in all four of the wing sections, some only have them in 2 sections. (wolf tends to use them in all 4, DAT aircraft only on the ***OuterWing sections) You'll see this line near the bottom of each wing callout: StallMoment=0.05 what I do is just add the NEW statement, and comment out the old; which makes for easy restoration if something else happens: //StallMoment=0.05 StallMoment=-0.50 do this for ALL of them. Test fly and see if there's any improvement Wrench kevin stein
  17. Easiest is to just return it to the old style shadow statments, left as ShowShadow=FALSE the other, -now, mind you I haven't personally tried this- if you have SF or WoE or one of the early games, extract the shd file for the stock F-104G from the objects cat, drop it into Ajundars' Zipper folders, change back to TRUE, and see if the 'tractorbeam' line disappears. if it don't work, you've only wasted a couple of minutes wrench kevinstein
  18. Remove the IRM statement from Stations 1 & 2; glitch on my part that I didn't catch on final testing. One man can only do so much... AND.... if one looks VERY closley at the 4 weapons staions, you'll see they are actually 2 duplicated station sets, set ONLY to take certain types of weapons. This is a TMF trick they use on most of their stuff; some stations are in EXACTLY the same place, but can ONLY load certain types of weapons for certain types of missions (look at all their Mirages for an example) That's what loadout inis are for .... specifying WHAT kind of weapon goes on WHICH station. Trust me, loadouts is my thang!! (look at the KB for references!) nice switch on the gun!! I'll fix my perosnal one too! wrench kevin stein
  19. File deleted PM sent to uploader explaining what needs to be done This is a Dev A-Team aircraft, uploaded COMPLETE, with files included that violate DAT policies. C'mon people...lets try NOT to create another issue???? wrench kevin stein
  20. File Name: F-79C Manta Update Pak File Submitter: Wrench File Submitted: 4 Jul 2009 File Category: Fictional Aircraft, Experimental and UAV's Northrop/Horton F-79C "Manta" Update Pak for SF/WoV/WoE/WoI (post-08 patch) & SF2/SF2:V/SF2:E Just a small little update for the F-79C Manta, which adds the weapons pylons, a 'smaller' pilot figure, some flight model tweeks to the data ini, and a new loadout ini. Also included, although I have NO idea if this is important or even necessary, is a 'USERLIST.INI' for use in SF2NextGen series sims. Again this is NOT the complete aircraft, just some inis and bits. The complete aircraft mod is available here: http://forum.combatace.com/index.php?autoc...p;showfile=8526 Basically, all this does is replace the original inis with a more 'reactive' flight model, adds the new pylons as a 'fake pilot seat', just like on the RAF Peregrine, but you one get 2 pylons on this bird. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It has also been extensively tested in the SF2 series. This bird acutally handles quite well in 08 level games, and just good in SF2 NextGens. = As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. have fun! Wrench kevin stein Click here to download this file
  21. Version

    289 downloads

    Northrop/Horton F-79C "Manta" Update Pak for SF/WoV/WoE/WoI (post-08 patch) & SF2/SF2:V/SF2:E Just a small little update for the F-79C Manta, which adds the weapons pylons, a 'smaller' pilot figure, some flight model tweeks to the data ini, and a new loadout ini. Also included, although I have NO idea if this is important or even necessary, is a 'USERLIST.INI' for use in SF2NextGen series sims. Again this is NOT the complete aircraft, just some inis and bits. The complete aircraft mod is available here: http://forum.combatace.com/index.php?autoc...p;showfile=8526 Basically, all this does is replace the original inis with a more 'reactive' flight model, adds the new pylons as a 'fake pilot seat', just like on the RAF Peregrine, but you one get 2 pylons on this bird. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It has also been extensively tested in the SF2 series. This bird acutally handles quite well in 08 level games, and just good in SF2 NextGens. = As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. have fun! Wrench kevin stein
  22. The only way that can happen is if YOU are loading something by hand on the loadout screeen. Don't Do That!!! LEAVE THAT STUFF ALONE!!!! The data and loadout inis is designed with the best possible fit for each type of weapon, for each mission tasking. btw, this screenie should have been posted in the announcment release/support thread wrench kevin stein
  23. Dude, what ARE you doing?? You can ONLY load 2 Kramers --- look at the loadout ini!!!! Are we even talking about the same airplane??? The Peregrine has 4 pylons, the Ho-229 only has 2.... look at MY screenies ... I just took them... 2 X-4s, 2 drop tanks 2 SC-250 without screenies of what YOU'RE seeing, I can only guess as to the 'problem"!!! wrench kevin stein
  24. File Name: North Africa (Western Desert) ver.2 File Submitter: Wrench File Submitted: 3 Jul 2009 File Category: Terrains North Africa Terrain Upgrade For SF/WoV/WoE WW2 MTO mods This started out as a simple targets upgrade, and turned into a major rework of Edward's "North Africa" or Western Desert Terrain for WW2. As you can expect, the targets have been greatly 'enhanced', with some additions, some areas have been retiled for ease of targetization. The visuals (ie: the eye candy) has been enhanced by these revamped target areas. This will allow single mission and campain builders more latitude in their creation of missions and campaigns. It also has the side effect of enhancing in-game generated single mission play, too! This is a COMPLETE terrain, designed to REPLACE the original verison in it's entirety. All necessary parts are included; tiles, inis, LOTS of new terrain items, with the excpetion for some 'permission-only' GroundObject items. 2 re-done planning maps (1 & 2) are also included. Also, there are at LEAST 3 Easter Eggs on the map. There ARE some historical flaws (and probably physical geographic ones as well!!), which as most of you know gauls the daylights out of me; they are fully detailed in the "Notes & Explinations" section below. 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 included!!! (however, that is 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 GEO'S 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. 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. Happy Landings!! Wrench kevin stein Click here to download this file
  25. Other than the targets on Crete and Greece (and the addition of Port Said, Ismalia and Suez), the target area locations aren't really aren't too different. Well, the addition of a supply base at Benghazi, another at Alex, and 2 behind-the-lines army camps (one a Cairo, the other Behghazi) that is. There's also a 'defensive line' west of El Alemain and a major easter egg near what i think might be the Qutarra Depression; southwest of El Alemain wrench kevin stein
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..