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Wrench

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Everything posted by Wrench

  1. Or, even simplier ... use the terrain in a post-08 patch level game, and the parked aircraft should be automatically generated via the various airfiled inis wrench kevin stein
  2. To my knowledge, Ant never did one. They'll be several released when (and don't ASK when) the Indo-Pak mod is released. For both AD's hunter and the stock WoE version wrench kevin stein
  3. Normally, there'd be an error message associated with the CTD; you know, that little M$ box that pops up with "Such and Such has experienced a problem and needs to close. Click here (with a hyperlink) to see what this message contains." It'll be something like "aircraftformation.dll" or "aircraftobject.dll" or something like that. Basically, all the ww2 terrains, that have not gone through one of my upgrades will have this, as all the airbases are set WRONG. The Number of squadrons on Runway3 should be 1 max, not the 4 or more usually used. That's one of the reasons that I've been rebuilding them ... adding several runway1, 5 or 6 to for each side. Also, the ww2 formations ini has several faults, in particular for Imperial Japan, that will overcrowd the SMALL (Runway3) airbaes. I've addressed this not only by the terrain rebuilds, but in the readmes for the terrains, with an amended for Imperial Japan I quote: You should also find that in my upgrades for a lot of the IJAAF/IJN, the MinAirbaseSize= should already be fixed wrench kevin stein ps: don't forget on ALL aircraft moved up to SF2, and even the 08 patch for Classic Series, check the steering angles on the the tail or nose gears!!! They must be positive numbers!! And even then, you'll get "odd things" happening.
  4. I've also started "taking a look" at the North Africa and Tunisia maps. They could really use some help, in the targetization realm....fixing airfields, adding 'stuff to blow up' ; the usual. don't expect nothing soon; there's still a lot to do (an of course, the expected Unavaliable Items ™ will need substutiting ) What I do NOT plan on doing is any retiling ... even though Alex and Benghazi could use some real city-port tiles (the one from WoV with the built in piers). just letting you all know; wrench kevin stein
  5. That would mean I'd have to take, and is some cases, re-take all the ASE certification tests for the "Master Double-Gear" patch. I been out from under the hood so long....take me forever to get up to speed with the OBD II electronics, ABS, A/C -what with all the recycling and non-CFC refrigerants and gods all know what!! To say nothing of the brakes, suspension, engine ....don't even want to think about!!! wrench kevin stein
  6. Also, with the OpenCockpit line postioning is beyond critical....off by 1 or 2 cm, and you see nothing, even on those with framing visible internally. One way to check IF framing exists, is use the F12 free camera, and 'back down' the fuselage a meter or two. If the framing shows, you're pit's not positioned right. I know this very well, from dialing in the 103's pit wrench kevin stein
  7. Well, after downloading the Warbird Tech for the C-141 (all 335 megs of jpgs, reinverting 50% of them as they were scanned upsidedown but nicely done in 300dpi) and assemling it into a pdf....which weighs in at a hefty 331mgs!!!!.... Most A were converted to B, which a goodly number were converted to C with the all-glass pit (Hanoi Taxi among them) Skinning the B shoudn't be too hard .... mind you, I don't think I can do the Euro Lizard, but the AMC Proud Gray shouldn't be too hard. I shold have lo-viz markings I can make decals from around here somewheres... If you like Ed, I'll give it a try! Also lets me re-dial in the lights for the extended fues. wrench kevin stein
  8. reduce the rotor diameter to 8.0 or less wrench kevin stein
  9. Like the guys said above, it's caused by the lod itself. To be exact, it's caused by an open mesh in the polygons that create the lod, and usually occurs at the mating surfaces (think of a plastic model, where you glue the fues half together, and don't use Green Stuff ™ to fill in the gaps before painting -- boy does THAT take me back!) That russo's emil??? Maybe we can 'convice him - with at nice dram or 2 - to give it a look at in MAX? But easiest way, as stated in the PropHead forum, is to simply paint the national markings on. There should be enough 'slots' on the fues mesh (4 decals max) for the Stab markings/numbers/ squadron badge wrench kevin stein
  10. Which version of Libya??? There are 3 you know...updates of updates to updates to Ultimate Final. There's shouldn't be ANY stray trees on the runways; with the possible excpetion of Trapani-Briggi on the far west end of Sicily. That one DOES run a little close to the farm tiles, and needed some odd juxtapositioning. I should know ... I built it some shots of the offending airfiled in Libya would still be of help wrench kevin stein
  11. That's how I did the Pearl Harbor stuff....whilst working on the terrain, I was doing up the planes at the same time. As the planes got finished, they got uploaded. wrench kevin stein
  12. Went a LOT faster than I thought/expected... Was able to adapt my exisiting template. The only thing 'off' is there's some missing panel lines I didn't re-draw on the aft cockpit hump (and you got to get REALLLLLY close to see they're not there...) Easily removed the Naxos antenna via data ini edits, and reused the decals from the single-seater (saved a bit of time, even though there may have only been half a dozen of these produced in Real Life™ ) just needs some tweeking of the lights, a new WoE-style hangar screen, and readme. Loadout wise, for CAS/Armed Recon it's set up for R4Ms. I'll try to see if I can get the RS-82s in their place. wrench kevin stein
  13. For those that may still be interested, it's now available at my site. READ THE ENCLOSED README FOR IMPORTANT INFORMATION -- you'll still need the lod from DATs Me-262B and other stuff It's on this page, 1/3 the way down http://wrench1smog.com/wrench19.html wrench kevin stein
  14. It might help knowing WHICH terrain has the issue, so the terrain builder can take a look at it, and see what's up the TOD for the tile. And some screenies might help, too wrench kevin stein
  15. 'bout flipping time!! maybe we'll get an updated Terrain Editor too.... wrench kevin stein
  16. 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
  17. 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
  18. Do you have the Line OpenCockpit=TRUE in the cockpit ini???? won't work without it wrench kevin stein
  19. Nicely done! But... you're clock dosen't say TIMEX j/k!!!! wrench kevin stein
  20. Daves

    Like Leonard Nimoy.... I am not dave
  21. attachment removed the last thing i need is more drama!!!! wrench kevin stein
  22. 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
  23. 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
  24. 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
  25. Black VietnamSEA HM bmps

    Version

    217 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
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