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Everything posted by Wrench
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Getting ships into SF2
Wrench replied to pcpilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
From the KB, post patch 3 wrench kevin stein -
Getting ships into SF2
Wrench replied to pcpilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's next on my list to test....as soon as the Darwin (Modern) terrain is all tweeked out in WoE, all the bits are going over the SF2 for testing ------- I don't see WHY the ships aren't loading in game generated single missions...if the main ini is up-to-date (as per patch 3 levels, with the listings in it), all the necessary parts are present in the ship's folder (lods, data ini, main ini, skins), the gundata ini is updated with any add on guns, there should be no problem. They should be just like any other groundobject. the mission editors, as far as I know, look into the GO folder for it's listing; I don' think that's a valid test of them showing up. which ones in particular?? (as I've got several of Hinch's to test out) Any particular terrain? If so, are they called out in the types ini?? -like the docked ships in say, ASW or SoCal or Libya or..or..or.. wrench kevin stein -
SF2 NextGen series Gundata...
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Is it REALLY just as easy as I just experienced?? I moved the old 08 patch gundata, that has ALL the guns in it, from pre-WW2 to the present, and just ran the editor, pointed it to the new /Guns folder (wherein I'd just copied the old data ini and dat files), and it created all these folders with ALL the guns. Is THAT easy??? Or did I miss something??? Yes, I'm that paranoid .... when things go too easily that usually means something's not quite right... wrench kevin stein -
SF2 NextGen series Gundata...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'm going to "assume" (and you all KNOW what happens when you do that...), it would be the same as adding a new tank or airplane... Create new folder for gun or weapon Create main ini (newgun.ini) Create data ini for the gun (newgun_data.ini), drop all in newgun folder, and it should work open nextgen guneditor (anyone notice a new folder get created in your (well, XP in my case) MyDocs/ThirdWire/Strikefighters2/Utilites with the guneditor ini in it?? "add weapon" bit just like we used to do before, and that should be that... At least, that's MY read of how it gets done in NextGen series... wrench kevin stein -
OMG, MontyCZ is a STAR!
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
My Friends, my Fellow Simmers; this is just an example as to the KIND of people we have in this community. I mean, how many times since The Beginning of the 3rd Wire Series, has a modler gone back and revisited something that's over 7 years old, and bring it up to more Modern Standards??? Other than some TMF projects, still to be released, I can think of no one else. Monty, brother, you totally Rock!!! He's gone back and made some changes in his old A-1H Skyraider; splitting meshes and adding new mapping (meaning: things are mapped the same, just duplicated). Doing this dosen't change anything in the skins; us End Users just have to take less than 5 minutes to open some existing skin bmps, and "save as...", and viola!!! Every Single Skin using the old lods can be totally reused!!! So, in essence, NOTHING is lost, and more meshes are gained for more decals. (btw: Monty, the open canopy needs to be back about twice as far as it is now. TIA ) It's a win-win for EVERYONE!! When this upcoming VMA-331 skin is released, it'll be a COMPLETE, UPdated aircraft package. All the inis, lods, and various and sundry bits will be included. I've been spending hours repainting the Scooter B cockpit bmps to 'backdate' it for a more prop-job look, to say nothing of fiddling with the cockpit ini trying to reposition indicator needles to match the systems (btw: how the hell do I get the fuel gauge to match internal tankage??? or at least get close...) Now, if I can just figure out the pylon bits.... we have: MovingPylon= RotatingPyon= so, which one will make it so the bomb/RPs/Etc stay attached to the wing when it folds??? I've tried all the combination; true/false, false/true, true/true, and the weapons still don't move. It's not a killler, but it just bugs me Even if that isn't resolved, big deal!!! This is the best example of the caliber of folks we got building things for us. You can't ask for much more, ya know?? Wrench kevin stein -
Screenshot Thread
Wrench replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
CAPTORs??? wrench kevin stein -
Something new in Oz....
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, as long as still got your Bulwark/Albion's to fiddle with....we can 'get it close enough for gaming purposes' thanks Hinch!! wrench kevin stein -
TuAF f-16 Block30 lantirn pod problem
Wrench replied to tlay's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You can still load the laser designator to the centerline, but then you loose you external jammer pod When the LDs are loaded as a weapon, and the aircraft's avionics ini is set for it's use (iirc, the TV part is enabled --and yes, it'll even work WITHOUT it stated in the avionics ini), it should work as "normal" A few years back we did the "built-in designator" trick for some F-4Js, to simulate the hand-held that was available in the ?? early to mid 1970s ?????. If you look at Zur's Talon, it too dosen't need an add-on pod; it's built into the aircraft's data ini; just like an internal jammer or CM station wrench kevin stein -
SF2 NextGen series Gundata...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Since the 08 patch, I LOVE the seperate folders for the weapons ... it makes for a MUCH cleaner install, without having to wait for the screen to refresh for all the gazillion skin bmps (for some reason, this LCD monitor seems a bit slow, or as I more likely suspect, "other internal issues") and the one before that, gave us the seperat GroundObject folder; each is a step up The pilots bits, thats pretty cool too. Its just the decals thing that reallly bugs me..... Of course, when I get SF2E next week...I'll have to back it up or have to do it all again wrench kevin stein -
TuAF f-16 Block30 lantirn pod problem
Wrench replied to tlay's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The ones on the Mud Hen aren't really 'pods', they're part of the physical model (lod). The data you posted allows the fake pods to work like there's something attached to the aircraft. The only way to add them to the Viper, would be: 1) attaching something via the fake pilot method, as there are NO more slots left for WeaponsGroups, and using the data ini edits as on the Mud Hen, add the EO systems. Or, 2) Wait for a new phyiscal model of the 16C Blk (whatever), that has the chin pods built in, and a new, multi-MFD pit. Them's the alternatives. wrench kevin stein -
A-4G Skins SF2 & SFV2
Wrench replied to James Fox's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
No Sweat, brother!! I'm just an a-hole that way. I likes pictures :yes: With the impending re-release of the Modern Darwin terrain ... you might want to release some SEATO stuff!!! wrench kevin stein -
Something new in Oz....
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Unfortunately, Melborne's gone to the breakers ... It's been removed from here, and isnt at the DAT site anymore either. Gramps' page seems to also have vanished. Last time I saw the Melborne, it was docked with an American nuke boat tied up to it (ok, movie buffs ... what's the reference from??) Also, I want to keep to 'freeware' items only; which is why I've also removed the references to Liberty Ships, Osas and some others from the targets ini (easily added back in by those that have it ... they'll still be listed in the Types ini) If you can find the Aussie Darings, that'd be great! If not, I can always change the BluEnsign back to WhtEnsign!! (doncha love hex editors??? :yes: ) I should mention that this is being tested in post-08 patch WoE, which like WoV, HAS the SCB-125 Essexs (Essexi??), the SumnerFRAMs (and the unused on this terrain CV-63s) in the Object Cat. SF/SFG users, well, you're screwed, unless you can import about 30 files, not counting the CV decals (which ain't being used) SF2V (and by inference, SF2/SF2:E merged installs) shouldn't have any problems, as it's referencing lods and skin bits in the various cats. I'll be testing that later, when the terrain is finished. Importing my gundata SF2 NextGen has been an issue that I've still to figure out... wrench kevin stein -
A-4G Skins SF2 & SFV2
Wrench replied to James Fox's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Some screenies? Maybe???? if these be Oz Scooters (of which a nationalized version would HAVE to made), I may have something for them to land on quite soon ... both 'semi-real'* and "What If..."** wrench kevin stein *=mode of Hinch's Bulwark to Melborne/Sidney **=take a guess!!! -
WOE 1964
Wrench replied to paulopanz's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
The PF is now STOCK in SF2:E I plan on getting my copy (hopefully!!!) next week, and working a little magic on it, and re-create the 17PFU, using the existing bits --ie, the pylon set will hopefully work without the nose bubble**!!, and the cockpit already existing from my 17PF/PF-SP16, which should work with minimal fuss wrench kevin stein ***damn! I hadn't thought about that ... the nose bubble/pylons are ONE peice!!! Crap!!! We'll need a just pylons sets for the 17PFU -
OMG, MontyCZ is a STAR!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just waiting for finalized lods; I've released the "cockpit" already for the SF2V SPAD, and also older versions of Monty's. It'll be released with the VMA-331 skin seen in the other thread wrench kevin stein -
A-G Radar Fix?
Wrench replied to AGOSTINO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Charlie14: I LIKE your idea!!! Sombody, I think it was CA_Stary, had one entitled "the_funniest_joke_ever.txt" FC: I'm adding that line to ALL my new readmes!!! "when the gods whisper to you, you should listen"...... wrench kevin stein -
A-G Radar Fix?
Wrench replied to AGOSTINO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No, it does not. MISP is configured for A-A only (and probably says so in it's read me) wrench kevn stein -
Ju-87G-1 Stuka
Wrench replied to thebeast0449's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This was discuused a few weeks ago, in another thread (about 109, IIRC) You need to make 2 sets for the codes, one right, one left and adjust the decals ini accordingly. That's how I did it on some of mine So, your decals would be (mind you, the names are just used for example porposies...) FNum000R FNum001R FNum002R etc... FNum000L FNum001L FNum002L etc.... minimmun 18 EACH required (as per the Game Engine). wrench kevin stein -
A decal on the nose gear traps (MiG-19)
Wrench replied to Cliff7600's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just make sure you release that skin for all to enjoy!! wrench kevin stein -
A decal on the nose gear traps (MiG-19)
Wrench replied to Cliff7600's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This is one of the reasons for the existence of hex editors Nosegear_Door_Right Nosegear_Door_Left wrench kevin stein -
Skyraider Cockpit Mod
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Skyraider Cockpit Mod File Submitter: Wrench File Submitted: 5 Jun 2009 File Category: Prop and Helo Cockpits "Stand In" Prop Cockpit Mod for MontyCZ's A-1H and 3rd Wire's A-1H/A-1J Skyraiders For SF/SFG/WoV/WoE/WoI and SF2/SF2:V/SF2:E This mod is a semi-complete overhaul of the stock A-4B Skyhawk cockpit into a 'passable' stand-in prop-style pit for use on Monty's Skyraiders and the new Skyraiders in SF2:V. I say "passable", as opposed to the more true "fiddled-with-to-within-an-inch-of-its-life, not-even-close-to-reality". This mod uses ALL stock items, found in just about all versions, and includes EVERYTHING needed to get your AI SPADs in SF2:V up and flyable. All bmps, inis, and the cockpit lod are included. Most of the gauges have been repainted and reletter for a more "piston engined" look. As stated earlier, it's really designed for use with MontyCZ's A-1, but it's still in the Hangar for it's overhaul, hence, I'm releasing this mod before the aircraft it was made for. Rest assured it'll be included in the new version. This package has been tested in all the Classic Series -hereinafter known as "TOS", and also in SF2:V -hereinafter to be known as "NextGen" versions of the sim. It works pretty damn good in both, allowing for the innaccuracies in the general layout and so forth. A new avionics ini is included for an audio-only RWR. While not too helpfull, it'll allow you some 'heads-up' time to look around for that radar or radar-controlled AAA or SAM that's about to get you. DISCLAIMER: this cockpit layout ain't even close to Real Life . I already know this, but it works, the instruments read pretty close to 'normal', and it's free. As always, unzip the package to a temp folder, or your desktop, to gain access to the rest of this readme for the full install instructions. It's reccomended you DO so, and read this through before installing; it'll help you understand what we're going to do a bit more. Happy Landings!!! Wrench Kevin Stein ps: I forgot to list this in the readme; Crash Testing by NDiki thanks Nigel!!! pps: look for the easter egg on the clock! Click here to download this file -
Skyraider Cockpit Mod
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Well, if you want to use it in early Scooters (A & B), I can easily undo the redo for the prop gages, and re-turn them back to jet readouts. (I also MAY have forgotten to re-move the ***_gauge.psd templates from the upload...) I think the pit's just a bit too clean, but I figure the Navy/MC maintainers would be a bit more meticulious, what with all the salt water corrosion and etc to always fight .... or just some detail-orientated lunatic that wanted thing legibable (sp?) EDIT: nope, it looks like I took them out...so, now I have to remember WHERE I put them..... wrench kevin stein -
Where to add aircraft/bort numbers in SF2
Wrench replied to MiG Master's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Don, what about us poor benighted XP users??? My path: C:\Documents and Settings\Kevin J. Stein\My Documents\ThirdWire\StrikeFighters2\Objects\Decals\F-79\USAF with the tgas and the decals ini IN the /Aircraft/F-79/USAF skin folder; that give me decals using the regular pathway in the decals ini (WoE version); [Decal001] MeshName=RightWing DecalLevel=2 DecalFacing=TOP FilenameFormat=F-79\USAF\D\FNum Position=2.20,-0.250 Scale=1.25 DecalMaxLOD=3 Rotation=90 does not. or, is there more that should be added to the decals ini, even with the the aircraft in the C:\Documents and Settings\Kevin J. Stein\My Documents\ThirdWire\StrikeFighters2\Objects\Aircraft\F-79 ????? even though the edits only take less than a minute, it's still a PIA!! wrench kevin stein -
Since there's a A-4AR out.....
Wrench replied to 331Killerbee's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, considering I based that mod off the F.... a newer (and hopefully better) model would be MORE than welcomed wrench kevin stein -
Where to add aircraft/bort numbers in SF2
Wrench replied to MiG Master's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Something I discovered too.... C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\Objects\Decals\*skinfoldername* create a new folder in the /Decals subfolder that matches the skin name, move all the decals over to it, then, you'll have to rewrite the pathways in the decals ini...this is for the Indian Fulcrum as an example: [Decal001] MeshName=RightEngine DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Mig-29A_In/in/47 <--- Position=0.150,-0.230 Rotation=0.0 Scale=0.6 DecalMaxLOD=3 Reverse=TRUE note the removal of the d/, since the decals folder IN the skin folder isn't used anymore. Leave the newly edited decals.ini STAYs in the skin folder, inside the airplane's folder. Pesonally, I think this is one of the STUPIDIST, most inane thing about these NextGen series ... there was nothing wrong with the old way of doing things, with the *skinname*/D/*decalsname, and all the bits all in one place. Gotta be a Vista crapology thing... wrench kevin stein