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Wrench

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Everything posted by Wrench

  1. if 'ranging' it's probably a similar set up to that as used on the Sabre's, only feeds information to the gunsight for the lead computations. Very low power set, with VERY limited range (maybe 1000 yards max??). ---------- If the folks mentioned are Freeware Signatories, just include their names for credit. btw, I think the aircraf was built by ArmorDave (if this is the really old one!), so don't forget to mention him! :yes: I'd clean up some of the unneeded stuff from ndiki's readme me, unless HIS aircraft is need to apply this mod to; if so, it should be stated. otherwise, looks ok to me! wrench kevin stein note to self -- get off ass and write the tutorial on "how to write a good readme, even though no one reads them"
  2. What it is physically, I don't have a clue!!! The math is so far above me.... But whatever it is, is seems to really help out these Early Birds in the 08 and above patch levels. In Wolf's Corsairs (and undoubtedly my mods for them, as I just reused his data ini), somewhere in EACH wing call out, there's this statememnt: StallMoment=0.05 btw, there's 4 of them in the F4Us, in each of the Wing/OuterWing sections of the data ini. Changing it to read StallMoment=-0.50 seems to do something!!!. My adivce is to add the new line, and comment out the old...like this //StallMoment=0.05 StallMoment=-0.50 that way, if it don't work, it's easy to restore. Has anyone tested this fix at on 06 level install??? Just curious to see if it changes anything there as well wrench kevin stein
  3. I want that huffer as a terrain object for my terrain projects!!! wrench kevin stein
  4. Nothing to it...and it almost has nothing to do with the terrain itself. You just need to create 'nationalized' versions for EACH aircraft for the countries involved. And skins and decals, and perhaps weapons (tho, that probably isn't necessary in post-08, as long as the Soviet weapons are "EXPORTED=TRUE") National markings are already part of the objects.cat, so just adjusting the various pointers in the inis is a no-brainer. Adding the nations to the terrains _nations.ini is also the matter of only a few minutes, although some editing of 'areas' may be needed, or at least double checked, as the region is split up in the various countries. Remember --and this is VERY important-- Location001 is ALWAYS Friendly! wrench kevin stein
  5. Unfortunately, I can't add the 'string'. And it uses a not-quite-right pit (even though it's the stock one that came with it from Pasko's own 163) And it makes a LOT of use of 'dummy components' for the elevators, although the drag-rudders DO work quite well! BUT...I did tweek the StallMoment= for the RAF Peregrine version of the post-war F-79 Manta (ok, basically, the same airplane, reskined for USAF, the reskinned AGAIN!! for RAF -and it looks like the Manta will be getting a small update, too...) Been flying it extensively in 08 WoE and SF2, and it really works SOOO much better. Although, I don't know if that trick will work in 06 level, but I'll be trying to test that today, as there's a small 'issue' on autopilot takeoffs (like climbing up to 10-30 meters, nosing down INTO the runway,and breaking off the gear!). I take you have Myhra's "CloseUp" book on the Ho-229? There are some of those flight chart graphs in it. wrench kevin stein
  6. Handley-Page Peregrine, 54 Squadron circa 1960 (coming soon) wrench kevin stein
  7. I have a very 'strange' range of aircraft I favor ... flying boats and flying wings top the list. Why??? I really don't know, except they are hellacool!!! wrench kevin stein
  8. I think I can arrange to have something for you today For those that have never seen a real one, up close and personal, and I can tell you it's like a football field with wings...I've been going to airshows all my life (missed the Golden Tatoo at Nellis by only 2 days ... what a show that would have been to see!!) anyway, at one at Long Beach, they had all the 'trash haulers' (and DEFINATLY no offense intended!) and folks were all over ALL of them ... but in the C-5 just towered over all. It's like walking into a stadium or cathedral ... it is SOOOO enoumous inside.... if you have a chance to see it, do it!! wrench kevin stein
  9. Photochops of the Past

    Those were great times!! Those little dudes REALLLYY rocked the house!! wrench kevin stein
  10. While not exactly "prop-head", this IS era approiate..... one of 2 NEW skins; the other is desert tan/green mottle for JG-27. This is one JG-1. BTW, it's for a 'production' version V3A (note the pylons and X-4s) wrench kevin stein
  11. None Hunter's never carried any radar of any type. I don't even think there was a gunsight-ranging unit, like the F-86 carried. All done with the Mark 1 Eyeball. go into the PropHead Modding Thread; on the 2nd to last page I posted some links to sites that house books on pdf. With a little serching, all your Hunter questions can be answered (if you got a big enough HD for the several terabytes of books you'll be d/ling!!! ) wrench kevin stein
  12. There's an updated one floating around loose here someplace....it's fully up-to-date as of 12/08; with several 'new' nations. Vichy France, AVG, etc. You SHOULD have in whichever one you've got, at least Nazi Germany, Imperial Japan, WWII Italy, WWII Soviet, WWII China. BTW, a quickie fix is change the DisplayName= for USAF to United States Army Air Force. Just looks more correct in the WW2 setting. Also, even though this shouldn't make a difference, the 'correct' terrain for the time frame. And proper groundobjects.? WoV is probably the WORST choice for WW2 simming out the whole 3W series; it's 'mission statement' dlls don't have the correct names or even types. It's the least flexible. WoE is the best one, as it supports carriers, and has all the 'correct' mission statments (CAP, FighterSweep, Armed Recon, SEAD, Strike, Recon, Anti-Ship, etc) as opposed to the funky way WoV does it. Seems to be limiting Enemy actions as well for some reason. wrench kevin stein
  13. Well, I installed it. haven't spent much time testing but I did notice an improvement....from 8-9 fps in the cockpit, now up to 13-15!!! External veiws running around 21-27 (on my Modern Darwin, cause it's got the GH mod in. Saw some really strange numbers on the HUDdebug... One time it read "125max" or something REALLY high I will say, even though I've gained almost nothing, it DOES look sharper, and I've not touched anything in the nVidia panel oh, system specs: XP SP2 3.46 cpu 1 gig ram 6800 Nvidia, 512mg ram (obviously, a 'larger' card would help out wrench kevin stein
  14. Yup, like zmatt said, that's stated in my readme. It may be an animation problem, but it's never been, or possibly can't be, fixed. Yes, we certainly need the correct R-series gunpod shapes. Been discussed at GREAT length..... wrench kevin stein
  15. Johh Finn, USN, CMOH

    From this Sunday's LA Times: http://www.latimes.com/news/local/la-me-me...0,6009655.story just wanted to share that wrench kevin stein
  16. And yet another joins The Dark Side.... click the attachment .... hope this works wrench kevin stein
  17. Noninially, yes. They'd need to be built into the 3d model, and then only appear when loaded. But, as you can see below, using the 'fake pilot method', new and/or additional pylons can be added. In the case shown, the Paki F-7 (howling1s old mod for the 21F13) now with all 4 stations. wrench kevin stein
  18. or, more than likely a) I wrote the link wrong -happens all the time or b) I forgot the upload the damn thing!!! Which happens even MORE often!!! Just grab ANW-4S from here until I can get around to fixing it. as to Mitch's Factory Place, it's pretty straight forward to install. Just like anyother target area for any map. New entries need to be made in the _types and _targets inis. Follow the instructions in the "shipwreck" time (there's an illustrated word doc in there on how create/place targets). And don't forget to add the listing to the ***citieslist.ini, as they'll need to be flattened in the Terrain Editor 2.0000 as the X/Y axises (axi???) wrench kevin stein
  19. For those that don't know what he means by multiple lods of varying polygon count...the example below is for the stock BM-14 and for the stock E Phantom: distance, as always in 3W games, is in meters. As you get closer, the "detail' gets higher; converserly, as you get farther away, it gets less. This has the side effect of imporving frame rates, especially with large formations, and LOTS of effects (like the aforementioned flak bursts), as less has to be 'drawn' on-screen, freeing up CPU and GPU cycles (or so I'm told!!) wrench kevin stein
  20. No, nada, never. Once they're set and locked-in in MAX, they can't be changed. A node is a node is a node, unless it's your nose If one attempts this, one would learn quite quickly that it don't work by the multitude of CTDs one would experience. They are what they are, which makes Greg's work just that much more difficult. wrench kevin stein
  21. Nice boat...I have to say, 'that's Brilliant'!!!! --------- Terrains in the shop: Edwards' WW2 North africa, getting an Extreme Makeover Edwards' WW2 Tunisia, starting to get looked at. As of today, all the sea/land transition tiles have new alpha channels, so the water "works" wrench kevin stein
  22. Light pollution from the cites???? Moonglow??? Earthglow??? Zodical light??? wrench kevin stein
  23. ONLY 32 gigs??? shheesh...I have ONE WoE install that's bigger than that!!! Nope, not taking it fully. 'prolly never will. I DO like the integration.merge of the various titles; but like mppd, the decals crap in XP bugs the daylights out of me. There's no logical reason WHY the /d subfolder that's worked so well for so long had to be elliminated. Loading times are just as long, if not longer -I can sloooowwwly smoke a whole cigerate waiting for a mission to start, frame rates are LOWER than 08 WoE/WoI (like when I would be getting mid-20s, is now BELOW the teens, and sometimes less than 10). Mind you, I am running full max on everything, so I'm sure I could gain a bit by dailing back from "unlimited". Other than the avionics, AI, and other visual improvements, it gives me no advantage over my 06/08 level installs (ww2 stuff is 06). Being on XP....again, they WORK in XP, but really are designed for <choke> Vista and Winge7 Will/am I buying them? Hell yes!!! No matter what, gotta support TK!!! Even if I don't play them, he deserves the support, so he can make better games for us to enjoy in our Favorite Hobby ™ wrench kevin stein
  24. I think you're gonna want recheck you data, and make some edits..... 1) the groundobjectdata ini is NO longer used; the information is now carried INSIDE the main ini of EVERY GroundObject 2) you'll probaly want to edit this release announcement to refelect that -- a LOT of people are going to get VERY confused 3) You'll want to re-edit those main main inis, as the ]GroundObjectData[ statements are not aligned, and there's some rather "odd" characters in there and 4) hasn't this already been done??? The info on the post-SP4 adjustments has been in the KB for several years, in the "What Available Thread" I know I've included SEVERAL updated Infantry items in some of my terrain mods, and a LOT of these show up in the ODS mod So, if you please, go ahead and straighten that out, if you would. Thank you!!! wrench kevin stein
  25. Might help to know EXACTLY what type of weapon; bombs or HVARS??? The rockets will ripple no matter what. As for bombs.... Does the first section in your cockpit.ini look like this: if, so, addd a 1 in front of the 2. See if that changes anything. wrench kevin stein
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