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Wrench

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Everything posted by Wrench

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. Also -- and VERY Important!! -- make sure you're using the RIGHT Terrain Editor ... the older one is for only the Desert based terrains, and the newer version is ONLY for WoV/WoE/WoI. wrench kevin stein
  7. While NOT absolutely critical for this upcoming terrain project, the 3 tiles shown below really need a version of the 'jungle' tga. Obviously, for a SoWesPac, or in fact ANY heavily jungle vegetated region! It's always seemed a bit strange to me that these sea/river/jungle tiles have never existed ... anyway, looking at some of the custom TODs I've done on the Desert tiles, am I correct in believing that IF one were to have to original ini for a tile, you can edit the TOD (to be created) by moving or removing the various 'trees' and other items in that function in the TE????? Or does one need the 'physical thingy' that the jungle tga attaches to?? As you can see, I'm not really up to speed with certain aspects of TOD creation (even after looking at Deuces tutorials) Any and all help is appreiciated! The tgas, bmps and hm_bmps have all been created (which is a nothing job!) and I'll happily send them out to whomever; they just need that Usual Suspect ™ impenetrable, fetid stinking jungle. Infested with 'insects of unbelivable size', vines, creepers, and snipers. Also, said jungles make superb camo for hiding buildings in :yes: TIA!!! wrench kevin stein
  8. NICE!!!! good work man! wrench kevin stein
  9. Beauty bro!!! you da MAN!!! wrench kevin stein
  10. You mean for the original SG-Riv tiles??? I've never actually seen TODs for these...have to look again! (i did create some new ones for use on Guadalcanal....) but if ONLY for grass, they'd lack the 'fill in' jungle for the rest of tile. You wouldn't happen to have the ini for the J1 tile I could 'borrow' do you??? Try my hand at moving the tree locations around..... TIA! wrench kevin stein
  11. Gepards Formosa map??? The only way to add 'ports' is with the TE, as it's a terrain tile. If it's Gepards, iirc, he used the GermanyCE tiles, and I don't remember which one of those is the port with the built-in docks and such. I know the VN-SEA one is SC50C; maybe the GermanyCE tiles use a similar naming convention. edit: yes, the port tile is 'GermanySC50C.tga' wrench kevin stein
  12. So, like any other 'new' tile, (like the various grassfield ones I've done), add the WoVTexturelist.ini, rename the 'j1.ini' with it's tree loction to match the new tiles, then open in the TE, remove/move/edit etc, the various 'tree' bits.?? I'll bug Stary too! wrench kevin stein
  13. One can always take the long way around, and create their. I've done this on a LOT of aircraft. Having gimp or photoshop, and being used to working in layers is a must. Create a new layer for the each of lines and rivets off the original skin bmp, then draw them in. Then another layer for the new paint job. Depending on the size (and how many skin bmps there are), it usually takes me about a day to redraw all the panel and rivet lines and such. It's not really hard, but it's time consuming (read: eye-crossing --staring at all them lines) hope that helps a little! wrench kevin stein
  14. Took me a while to remember the name for the 'video' of Gollum.... http://www.albinoblacksheep.com/flash/gollum wrench kevin stein
  15. I'll look around in my pdf books, and see what I can find. Good excuse to step back from Rabaul for a bit At simmerspaintshop, there's a template with all the JG/NJG unit markings. Easy to make a decal from! (done for the 109 and 190s) wrench kevin stein
  16. Here: basic info: http://forum.combatace.com/index.php?showtopic=11815 also, the bottom of this post: http://forum.combatace.com/index.php?showt...st&p=113930 and look at any of the stock GroundObjects; that'll give you the general idea wrench kevin stein
  17. Yup. I'm on it. -------------- ok, to start with, NOTHING in the Desert_Targets.ini is comparable to ANTHING on ANY other map. Hence the name "desert targets". The coordinates do not match nothing else. Now, originally these same area were used on the ancient DRV and/or SEA map (NOT VietnamSEA, as WoV was still 2 years in the future when these were released), and were custom placed. They CAN be use on any map (as I've shown countless times), but need to be hand placed in newly created target areas, upon which the entire terrain, in particular the HFD and TFD files need to be run through the Terrain Editor, and have those areas flattened For all intents and purposes, they're 'airfields' (ie: the ground_plattes are FlatObject=TRUE) So, if one wants to get real dirty, real fast, one can rebuild the ENTIRE VietnamSEA cities list from scratch (as there ain't one available) add/expand the VietnamSEA_Types and VietnamSEA_Targets inis thereby adding the new target areas -in regions to be determined by terrain features-, extract the HFD & TFD files from the VietnamSEA.cat, run the whole thing through the TE and flatten said target areas, then drop the new HFD & TFD, plus the expanded types and targets inis, along with all the various and sundry bits from the Factory Place INTO the VietnamSEA terrain folder, and now the US has some nice industrial targets to not bomb. Best, easiest solution: don't use the thing until one get familiar with target area and object placements, use of the TE for "Level AirField" and so forth. Harder solution: see above. wrench kevin stein
  18. Happy Birthday Nicky

    WOOT!!! Have a great birthday Nicki!!! Hoist one for me too!! wrench kevin stein
  19. looks like 3 complete target areas are MAJORLY misplaced. (airfield and 2 'factory centers' or ??? complexes) 1) you'll need the HUDDATA.ini extracted, and set Debug= to TRUE 2) fly mission over the region, and look at the x/y cooridinates -the first line in the debug set (all that white text blocking your view) 3) cross-check location (x/y) with targets ini, and see where it's supposed to be. alternatively, using the WoVSqmd, open the planningmap1, and find the location. other things needing to know, WHAT terrain is it (stock, 3rd party, etc) very little info to go on with that one screenie, and no other data wrench kevin stein
  20. As promised, here's some screenies from Solomons Islands, Version 3.0 .... completely retiled using stock WoV tiles, and GH tods (except for cities) A LOT more historically accurate target placement, and several 'repurposed' terrain objects (ok, reskinned P-40s - so there's both RAAF and USAAF - and a edited P38J to create an OD P-38F static) Shot 1: Rabaul and the reshaped Simpson Harbor (unfortunately, the eastern volcanic peak is missing, sorry!) Shot 2: Henderson field (under attack! no surprise, huh?), with Tenaru and Lunga rivers Shot 3: new target area at the to of New Britian, Kavang & the IJN naval base Obviously, these new cities will need populating, but I'm working on that too. This is actually going faster than the Tunisia upgrade, as most of the targets have alrady been over-populated, so only about 5-6 need rebuilding. When??? don't know, but near-term future. Wrench kevin stein
  21. moved to proper forum... PLEASE do NOT post in the Knowledge Base ... it's for answers, not questions. Those go here, in the general for mods forums to use the weapons editor..this handy tutorial http://forum.combatace.com/index.php?showtopic=9323 If JUST installing a weapons pak, there should be a read me included. Follow the instruiction therein. If weapons are NOT showing up on the loadout screen/aircraft, that's another matter entirely. More data is required to solve your issue wrench kevin stein
  22. if you think THAT's cool... wait until you see Version 3 of the Solomons .... took edwards terrain, ran it through the WoV/WoE/WoI TE, COMPLETLY retiled with WoV tiles --just about ALL laid by hand-- (unfortunately, due to size differences between the BN series and Vietnam*** tiles, 80% of my 90% completed targets ini will need rebuilding, but mostly for the 'little' target areas. Makes full use of GH, has rivers, correct terrain and ground objects -now that we have Grinch's Fletcher....2 operational IJN seaplane bases (Shortland Island and Raketa Bay) hope to have some screenies up tommorrow wrench kevin stein
  23. None Not implemented However, there's an old mod around here somewhere's that 'creates' the bombadier's view -- it DOES however, sort of mess with the standard views. Bombers are best left as AI flights. wrench kevin stein
  24. If anyone is interested.... whilst searching for books for 'another project', and came across the original 'Pilot's Notes' pamphlet on pdf. While unfortunately, not having much on FM data (other than the expected 'do not exceed these speeds when *doing whatever*), it makes for a VERY interesting read! Great pics of the cockpit layout too... So, if anybody want's it, let me know, and upload it and post a link wrench kevin stein
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