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Wrench

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Everything posted by Wrench

  1. Opps!!! I haven't tested too many prop jobs in 08 levels with ONLY the 0.50 statement; both "modern" Horten wings (F-79C & Peregrine, P/F-51D-30, F-82 Twin Mustang) seem to respond VERY well. I guess I should test the F-47N, and D's that I have for post-war, and Pasko's Yaks (3, 9, 9U, 9RD) and Buny's La-11s and see what happens as well. Like I said, I have NO understanding of the math behind it, so my typo seems to be doing something!! wrench kevin stein
  2. Thanks! That top cgi image would make a GREAT loading screen!! that 2nd to last one is the full scale radar model Nor-Grum built for the National Geographic show on the 229 -- it now resides in the San Deigo Air & Space Museum (great show too...and proved that yes, it has a reduced RCS with WW2 radars) wrench kevin stein
  3. Now THAT's what I'm talking about!!! Do you have one for Southern Italy, from Rome down to Taranto??? (there's some there, but the map REALLY needs tweeking....) BTW, Rome is juuuuuusssst inside the wall, so it won't get an airfield. Just a catherdal (standing in for Vatican City) Of course, my work load just trippled!! Since some are kinda close together (Trapani & Tripoli), I think they'll one have one each. I KNEW there was one a Catania!!! (all this geographical knowledge left over from the 3 Libya mods...oi!!!) Thanks man! Saved the day! wrench kevin stein
  4. where do you think those factories came from?!! ??? !!! if you talking about the nuke cooling towers, that's gepard, "borrowed" from the Isreal2 terrain. wrench kevin stein
  5. Get the "factory place" -- it's either here at CA and I know it's at my site. Has all the necessary objects and type's lising, and the target area layout is included, in the "Desert_Targets.ini" Just a simple "locate the area you want it to show in" copy/paste, then add to cities ini, and flatten in the TE (as the ground plattes are "FlatObject=TRUE" like a runway) wrench kevin stein
  6. 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
  7. 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???
  8. I'd use Zur's, the Great and Powerfuls, Sabre shadow for the Gina. It's close enough in shape wrench kevin stein
  9. 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
  10. 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
  11. worth about, what? 19 cents American???!! I"ll take it!!! I'm too broke to say no to anything!!! wrench kevin stein
  12. 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
  13. 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
  14. 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
  15. 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
  16. Now THAT shows creativity!!! wrench kevin stein
  17. 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
  18. 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
  19. 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
  20. 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
  21. "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
  22. 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
  23. 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
  24. 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
  25. 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
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