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Everything posted by Wrench
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SF2V/E is there an easier/less complex way?
Wrench replied to warthog64's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
'bout flipping time!! maybe we'll get an updated Terrain Editor too.... wrench kevin stein -
SF2V/E is there an easier/less complex way?
Wrench replied to warthog64's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Short answer ... No. What I did with Gerwins cat pak extractor, is make a new folder for at the root of my C drive, C:/CatPakExtractor. I COPY the various cats there, extract them (which creates a new folder for each extracted pak), toss the cat copies out, then copy/paste the various inis I need to the various aircraft folders. That pretty much makes in NO different than the Classic Series , in the fact the the F-4E_67_data.ini will be going in the F-4E_67 aircraft folder. The aircraft will always reside in the (in my case for an XP users) C:\Documents and Settings\Kevin J. Stein\My Documents\ThirdWire\StrikeFighters2\Objects\Aircraft folder The major difference is NOW the core game files are NOT together, but placed up there. As to the compliant of " just takes way to long going back and forward as I install does cause me to make one or two misplaces/ mistakes. " You need to just watch what you're doing, pay a little closer attention, and unfortunatley, just simply get used to it. this is how things are now going to be with these NextGen series. wrench kevin stein -
Strange Problem with B-52 Stand-in cockpit
Wrench replied to TheStig's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It works JUST fine without the clipping mods....trust me. That's not longer needed with 08 patch levels, as it has the FE coding for the open cockpits The "ShowFromCockpit=" lines ONLY go in the _data ini, in the named components (nose, fueselage, tail, etc). This is from the (as yet unreleased) F-103 Thunderwarrior's cockpit ini: wrench kevin stein -
Strange Problem with B-52 Stand-in cockpit
Wrench replied to TheStig's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Do you have the Line OpenCockpit=TRUE in the cockpit ini???? won't work without it wrench kevin stein -
A-1H (J) Skyraider pit, based on SF2V F-8C one
Wrench replied to Stary's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Nicely done! But... you're clock dosen't say TIMEX j/k!!!! wrench kevin stein -
Anyone have this WW2 pilots?
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
attachment removed the last thing i need is more drama!!!! wrench kevin stein -
Black VietnamSEA HM bmps
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Black VietnamSEA HM bmps File Submitter: Wrench File Submitted: 17 Jun 2009 File Category: Terrains Black Repainted HM_bmps for VietnamSEA Based Terrains ONLY, for use in Post-08 Patch Levels For Add-On Terrains for SF/SFG/WoV/WoE/WoI and SF2/SF2:/SF2:E This "repair package" is for those people still having trouble/issues with items placed near the sea/land transitions, and for those terrains using the Desert tileset that have NOT been brought up to 08 patch levels. The problem manifests itself as 'partly sunken ships' in port, or GroundObjects and Building that seem to be below ground level when near the shoreline. You'll note the listing of the NextGen sims, albeit THEIR terrains need NO adjusting; this is for 3rd Party, Add-Ons to be used in all the aforementioned sims, that were originally designed for use in the Classic Series, and have been migrated over. This will also fix them for use in the Classic Series. This fix has been covered innumerable times in several hundred posts on the CombatAce message boards, and even has it's own thread in the dreaded Knowledge Base. What this fix does, is change the Height statements for those terrains built in the 06 patch level, and before, and will bring them up to date with the O8 Level for the Classic Series, and will work the same for the NextGen series. Some knowledge of use of Skypat's Cat Extractor Tool is needed, as you will probably be needing it to extract the terrain ***_data.ini from one of the Original 3 Terrains - Desert, VietnamSEA and GermanyCE, to make comparisons to for the terrain to be repaired. For the most part, the data in the Install Section below will have all the details necessary; but just be prepared. I'll try to keep the install/ repair procedures as easy as possible for the less experienced users. As always, unzip this pak to a temp folder or your desktop to gain access to the rest of this readme. It should be mentioned at this point, you're REALLY going to want to read the document all the way through before installing. This will aquiant you with the procedures and help you in the long run. Wrench Kevin Stein Click here to download this file -
Black VietnamSEA HM bmps
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
OPPS...this line should read: sorry about that folks! It's the same info as the Desert Pak, but I forgot to change the terrain's name. Just different HM bmps wrench kevin stein -
Anyone have this WW2 pilots?
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Umm..don't that come under "don't ask, don't tell?" what patch level, which airplane, WHICH game!!! And check the data in for double entries (oh, that sounds dirty!) You seem to be having all kinds of crazy s**t going on!! wrench kevin stein -
Version
215 downloads
Black Repainted HM_bmps for VietnamSEA Based Terrains ONLY, for use in Post-08 Patch Levels For Add-On Terrains for SF/SFG/WoV/WoE/WoI and SF2/SF2:/SF2:E This "repair package" is for those people still having trouble/issues with items placed near the sea/land transitions, and for those terrains using the Desert tileset that have NOT been brought up to 08 patch levels. The problem manifests itself as 'partly sunken ships' in port, or GroundObjects and Building that seem to be below ground level when near the shoreline. You'll note the listing of the NextGen sims, albeit THEIR terrains need NO adjusting; this is for 3rd Party, Add-Ons to be used in all the aforementioned sims, that were originally designed for use in the Classic Series, and have been migrated over. This will also fix them for use in the Classic Series. This fix has been covered innumerable times in several hundred posts on the CombatAce message boards, and even has it's own thread in the dreaded Knowledge Base. What this fix does, is change the Height statements for those terrains built in the 06 patch level, and before, and will bring them up to date with the O8 Level for the Classic Series, and will work the same for the NextGen series. Some knowledge of use of Skypat's Cat Extractor Tool is needed, as you will probably be needing it to extract the terrain ***_data.ini from one of the Original 3 Terrains - Desert, VietnamSEA and GermanyCE, to make comparisons to for the terrain to be repaired. For the most part, the data in the Install Section below will have all the details necessary; but just be prepared. I'll try to keep the install/ repair procedures as easy as possible for the less experienced users. As always, unzip this pak to a temp folder or your desktop to gain access to the rest of this readme. It should be mentioned at this point, you're REALLY going to want to read the document all the way through before installing. This will aquiant you with the procedures and help you in the long run. Wrench Kevin Stein -
Black Desert HM bmps
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Black Desert HM bmps File Submitter: Wrench File Submitted: 17 Jun 2009 File Category: Terrains Black Repainted HM_bmps for Desert Based Terrains ONLY, for use in Post-08 Patch Levels For Add-On Terrains for SF/SFG/WoV/WoE/WoI and SF2/SF2:/SF2:E This "repair package" is for those people still having trouble/issues with items placed near the sea/land transitions, and for those terrains using the Desert tileset that have NOT been brought up to 08 patch levels. The problem manifests itself as 'partly sunken ships' in port, or GroundObjects and Building that seem to be below ground level when near the shoreline. You'll note the listing of the NextGen sims, albeit THEIR terrains need NO adjusting; this is for 3rd Party, Add-Ons to be used in all the aforementioned sims, that were originally designed for use in the Classic Series, and have been migrated over. This will also fix them for use in the Classic Series. This fix has been covered innumerable times in several hundred posts on the CombatAce message boards, and even has it's own thread in the dreaded Knowledge Base. What this fix does, is change the Height statements for those terrains built in the 06 patch level, and before, and will bring them up to date with the O8 Level for the Classic Series, and will work the same for the NextGen series. Some knowledge of use of Skypat's Cat Extractor Tool is needed, as you will probably be needing it to extract the terrain ***_data.ini from one of the Original 3 Terrains - Desert, VietnamSEA and GermanyCE, to make comparisons to for the terrain to be repaired. For the most part, the data in the Install Section below will have all the details necessary; but just be prepared. I'll try to keep the install/ repair procedures as easy as possible for the less experienced users. As always, unzip this pak to a temp folder or your desktop to gain access to the rest of this readme. It should be mentioned at this point, you're REALLY going to want to read the document all the way through before installing. This will aquiant you with the procedures and help you in the long run. Wrench Kevin Stein Click here to download this file -
Version
128 downloads
Black Repainted HM_bmps for Desert Based Terrains ONLY, for use in Post-08 Patch Levels For Add-On Terrains for SF/SFG/WoV/WoE/WoI and SF2/SF2:/SF2:E This "repair package" is for those people still having trouble/issues with items placed near the sea/land transitions, and for those terrains using the Desert tileset that have NOT been brought up to 08 patch levels. The problem manifests itself as 'partly sunken ships' in port, or GroundObjects and Building that seem to be below ground level when near the shoreline. You'll note the listing of the NextGen sims, albeit THEIR terrains need NO adjusting; this is for 3rd Party, Add-Ons to be used in all the aforementioned sims, that were originally designed for use in the Classic Series, and have been migrated over. This will also fix them for use in the Classic Series. This fix has been covered innumerable times in several hundred posts on the CombatAce message boards, and even has it's own thread in the dreaded Knowledge Base. What this fix does, is change the Height statements for those terrains built in the 06 patch level, and before, and will bring them up to date with the O8 Level for the Classic Series, and will work the same for the NextGen series. Some knowledge of use of Skypat's Cat Extractor Tool is needed, as you will probably be needing it to extract the terrain ***_data.ini from one of the Original 3 Terrains - Desert, VietnamSEA and GermanyCE, to make comparisons to for the terrain to be repaired. For the most part, the data in the Install Section below will have all the details necessary; but just be prepared. I'll try to keep the install/ repair procedures as easy as possible for the less experienced users. As always, unzip this pak to a temp folder or your desktop to gain access to the rest of this readme. It should be mentioned at this point, you're REALLY going to want to read the document all the way through before installing. This will aquiant you with the procedures and help you in the long run. Wrench Kevin Stein -
SF2E also does WW2
Wrench replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Have you tried the LavEngine.wav??? It shouldn't make ANY difference what you use, as long as it's in the /Sounds folder. And the listing is correct (other than missing the "Name" from "GearSound=", which in on a LOT of mods. I just add it back. It defaluts to the stock sound, without the extra word =which I think it uses anyway!) Unless 08levels want entries in the SoundsList.ini??? My old WoI 08 WW2 install never had that problem....they all worked! As to the altimeter, sound like a cockpt ini glitch on one of the needles. wrench kevin stein -
ship add on install question
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yep, the Dreaded Pre-08 HeightMap issue. Covered about a milliion time in several thousand posts; should be listed in the "Things You Need to Update Thread" (location of which escapes me now) 2 things to do: 1) make sure the terrains data in reads as such for each tile that's a 'sea/land' transistion (a super easy way to check is to extrat the data ini from the cat file from EACH of the Original 3 (desert, vietnamsea, germanyce) can compare the statements you'll see 2 new/or adjusted statements at the top: (btw, this is from the ASW terrain, that uses the Desert data [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 and further down, in the tile callout; [Texture002] Filename=sea2desert25.TGA HasWater=1 HeightMap=sea2desert25_hm.BMP <--this line which HMbmp in the cat to use HeightMapScale=2.000000 <--this line set height Color=0.505483,0.471180,0.410264 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA MipMapLevels=6 So, the HeightMapScale needs to be adjusted DOWN to approx 2.000 meters, effectivly raising the GROUND level up. 2) make the adjustments show, and use newly extracted/repainted HM_bmps, placed DIRECTLY into the terrain folder in question. You'll find them in a LOT of my recent map mods/upgrades, especially those that were for 06 patch level and earlier. The HMs need to be repainted solid BLACK, as this will give a hard surface for the land/sea transition. I've already done this, and should have complete sets here someplace. I can upload them for those that want. wrench kevin stein -
Prop-Head Modding and 3d Discussion
Wrench replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
matt, I think it's bacause you're flying against the Luftwaffe in the SoWesPac.... Sorry, couldn't resist!! I've never seen that 'tearing' before, only on Gepards beta germany (duetchland -sp??) You have any view mods, or sky mods or other 'visual enhancments' installed??? Since you mention the shaders are off, I take it you're running in Vista?? What type of video card? ATI or Nvivida? (ati's have always had 'issues') ------- I'll check the D/L section, I know the Me-163, Yak-9/9U, Uhu, Yak25/28. I think the Yak-3RD, Yak-3 (i know for a fact) are not....I'll make a list and do so sometime this week. If not directly from his site, from my archives. wrench kevin stein -
Anyone have this WW2 pilots?
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Is this it maybe? don't know WHO made it, however see attached wrench kevin stein -
SF2E also does WW2
Wrench replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
"the onboard computer automatically handles mixtures, prop pitch and turbocharger boost/wastegate control" I know, smart ass answer. The real one is there IS no way; the Game Engine dosen't support it like IL2 or CFS/FS did (or does). I'm sure it'd require new coding that TK will never add, as this REALLY is a jet sim we're forcing to fly props. And it does a DAMN good job too!!! As to what PCPilot is saying, sounds like a glitch in the hit boxes/collision points??? I thought those were all set in MAX?? PCPilot: can you post the section from the data ini that has the /Sounds pointers?? I haven't looked at the Zeke's new data ini, so just to make sure everything is still there. Also "Intercept" mission will give you a 'Scramble" type as well -- "Get airborne immeadetly and intercept aircraft approaching your airfield" -- REAL common on the WW2 installs I've found. So, test with CAP or RECON Sounds like the "Driving Miss Daisy Disease" has resurfaced again ...try a different map, New Guenia or Solomons or Burma, and see if it does it. I had ALL kinds of issues with DAT aircraft (in particular a CAF P-43 that the AI would never take off with, 06 level -which is why it never got releaed) Usually has something to do with the landing gear spring/shock factor AND the tailwheel steering -- in 08 levels, make sure the MaxSteeringAngle= is a positive number. Meaning instead of MaxSteeringAngle=-45 it reads MaxSteeringAngle=45 wrench kevin stein -
Prop-Head Modding and 3d Discussion
Wrench replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
It'll be my pleausre! Ain't not problem for me. Actually I WANT to see your skin ... hopefully the panel and rivet line's and general wear and tear will be better than mine!!! (the base skin is the same as used on the P-400) in regards to the "differences of opinion".... I reserve the right to NOT disclose my feeling on a public forum. The "CYA Rules" apply, something left over from my days in the shops fixing cars. You ALWAYS lived by CYA.... East Front, West Front, all around the Front (sorry, couldn't resist!) I want to see the BEST WW2 Mods of TK works that's possible. And I didn't mean to come off in my last post as a haughty, self-center, self-righteous jerk-weed. Re-reading it, that's the impression I get from MY own writing. So, apologies to all. wrench kevin stein -
Prop-Head Modding and 3d Discussion
Wrench replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
I started that P-39 like a year ago, and set it aside as we'd no terrain for it to play on. All this talk of Eastern front got me motivated to finish it off. There IS room for more than one skin set, ya know!! as to other airplanes.... There's Pakso's Yak-3, at his site (still --grab it while the site is still up. Or I can always upload it here) http://home.earthlink.net/~pasko_patak/planes.html And his Yak-9 here at CA (ww2 aircraft/allied fighters) I-16 is in Wolf's Planes pak, with an update kit my me (albeit Chinese usage, but easily adapted) What we we lack are the others as freeware; Mig-3, Lagg-5/7, Stromovick, Pe-2 and all the Luftwaffe bombers. You new guys don't know this, but just looking at the shear amount of WW2 mods -by me- should say something. I pretty much carried the whole PropHead WW2 modding by myself for over 2 years or longer. And not ALL of them are here at CA; there's s**tloads over a my site, for mods of DAT products. The only others that are major contributiors are AllenJB with skins/ini mods and Baltka with campaign creation, the original maps by fng2k & Edward -dating from 2005!!!, and the most recent for ETO would be Gepard's BoB terrain from 2007. I don't know what else to say. But I do know the 3rdWire WW2 setups wrench kevin stein -
Missing WOx/SF1 Cockpit Textures
Wrench replied to MiG Master's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Depending on your financial situation, I think it'd be a worthwhile investment to spend the money and get WoE. At the very least, you'd gain access to the missing bmps/tgas you'd need, and at most, have another game to play. Or just used for 'spares' It IS the most flexible of the series, for various reasons too many to list. Just my feelings, of course. Supporting TK is always a good thing. wrench kevin stein -
Prop-Head Modding and 3d Discussion
Wrench replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Sort of a comglobmeration of several pics, including the painting you posted. The profile in Osprey's Airacrobra aces, shows the white outined star in all 6 positions, looking like they just overpainted the USAAF star on the upper left/lower right wings, and fueselage. Serial stencling looked like stock AAF too, which is what I used. I really don't know a whole lot about the Eastern front, either Luftwaffe OR VVS markings ... most of my ww2 has been for the west, or PTO/CBI (personal stake -- my father was in the Pacific, so...) I know there's some SERIOUS experten around for the East, so, I'll let them do most of their thing. wrench kevin stein -
Starlifter
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'll get some close up to you as soon as I can! and many thanks Ed!! wrench kevin stein -
Prop-Head Modding and 3d Discussion
Wrench replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
This looks a little better...had to do a new skin. The decals still need some size adjustments, but it's nearing completion. And yes, those ARE real P-39N serial numbers (just don't know which goes with whom, excepting for #45) wrench kevinstein -
Jug's Lost
Wrench replied to Jug's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
When I say the thread title, I thought somebody's boobs had fallen off!!! I feel for you Jug, I was the same way getting started!!! It's gets easier (ha! so they say! ) wrench kevin stein