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Everything posted by Wrench
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Burma Air War WIP
Wrench replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
No can do ... that seems to be a metallic 'material' applied in MAX for the engine panels. If you look at my redone Chinese skin, hawk_1.bmp, you'll see it's painted totally the same color as the rest of the fuselage, yet the 'texture' still comes through. gotta just live with it, sorry! wrench kevin stein edit: forgot to say, it actually was NEVER finished, when Monty released it, it was like a Beta - (minus). There are parts not mapped to any skin bmp, and I tried getting decals on the N struts, to no avail. The OUT is in the original mod, here, maybe somebody can figure out the placements for the struts. To me, it's just not that important. Right now -
A-4AR FightingHawk
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: A-4AR FightingHawk File Submitter: Wrench File Submitted: 23 Jul 2008 File Updated: 23 Jul 2008 File Category: Light Attack and Trainers A-4AR FightingHawk, Fuerza Aérea Argentina A Stand-Alone aircraft for SF/WoV/WoE =and= WoI Introduction, from the ReadMe: This package will create a complete, 'nation specific' aircraft; the A-4AR FightingHawk, as used by the Argentine Air Force. You will also be adding several 'new' Argentinian nation-specific weapons, so get your Weapons Editor of choice warmed up. As stated, this is a COMPLETE aircraft, with ALL parts necessary to -almost- unzip and fly away. I've included ALL the aircraft LODs and Damge tgas, as the A-4F itself is readily availble as a free add-on aircraft from 3rd Wire, and it's internal parts exist in all versions of the game, excepting WoI. This is the main reason it's an 'all inclusive' mod -- WoI does NOT contain the necessary aircraft LODs, and as it's freely available, I reckon it won't voilate the EULA in any way, shape or form. This is an almost complete rebuild of an aircraft created by "Ravens**t" , from 2005. The skin supplied, and possibly the decals, were originaly created by Soulfreak. All the serial numbers are new, created by me. The aircraft is based off the stock 3rd Wire A-4F Skyhawk, and while not a perfect physical match (there are a some exterior changes on the Real Aircraft - such as the ECM/ESM fairing atop the verticle fin, after all, the Real Aircraft were rebuilds of the A-4M), it's close enough until someone builds a correct A-4M body. Loadouts are a 'best guess' based on the eariler FAA Skyhawks, and research on the Web. Ravens**t's original readme is also included, for historical purposes. The cockpit is based off Julheim's "What If..." Kestral, and included a working HUD, CCIP and for WoI users, working Ground Mapping radar. Also included are almost all the avionics, including various and sundry bmps and tgas, from The Mirage Factory's F-16A-10, as they have the best look and feel. Remember: although this is designed for use in ANY of the game, you won't have the GM radar working in SF/WoV/WoE. I have supplied a WoI-only style avionics ini (for use in that game), as at present, it has the only avionics70.dll that supports HUD/CCIP and Ground Mapping radars. So, again: there are 2 avionices inis - you'll be choosing which to use based on what game you install it to. Obviously, after the next patch comes out for SF/WoV/WoE, you'll be using the WoI style one. But that's still a long time off... See the "Selecting the Avionics ini" in the install instructions below There are 2 hangar screen enclosed, one is RS's original for SF/WoV/WoE, and a new one by me for WoI. It is set up to use either of the weapons paks; the Bunyap Pak or Mirage Factory, ---BUT-- you WILL be adding the Agrentine nation specific-weapons. See "Adding Weapons" section below. As you've probably guessed by now, there's an EXTENSIVE readme with hightly detailed, step-by-step install instructions. It's strongly reccomended that you read it through first, before making choices. There's even a screenshot to illustrate a point (aimpoint, actually)! Also, an extensive Rants & Notes section. Good Hunting! Wrench Kevin Stein NOTE: package re-uploaded with corrected credits in readme, and this message also corrected . Click here to download this file -
A-4AR FightingHawk
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I"ll bet you didn' set the WeaponsEditors compatibility mode to win95/98 ... that's usually the problem. And, I know I"ll get flammed again for saying this (and really don't care...) .... all the answers to pretty much all the Issues are covered in our Knowledge Base. Which, unfortunately, lots of folks seem to scroll right past, not really knowing what's in there. I beg you! PLEASE!! (as a new member, and new to the 3rdWire sims -this is really important!!) Spend some time going over the threads in there ... because you're bound to run into something like this again, and the answers are usally covered. now, ASKING the right question....that, too, becomes a skill in itself... wrench kevin stein ps: welcome to combatace! -
Can I fix the height of the aircraft wheels, in SF2?
Wrench replied to AGOSTINO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Same here; I spend my time IN the cockpit, with the occasional wander around just to see what's parked on the ramp wrench kevin stein -
A-4AR FightingHawk
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Have/Did you read and follow the instructions in the "Adding Weapons" section of the readme?? Reproduced here: Additional caveat: if installing this mod into a POST 08 Patch game install (SF/SFG/WoV/WoE and WoI) you MUST use the correct Weapons Editor, also dated of 2008. There should be no issues with the drop tanks, as they're stock 3rdWire items. Also, in Post 08 Game, you should ONLY use the "woi_A-4AR_Avionics.ini" wrench kevin stein -
Version
350 downloads
"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! -
Strike Fighters 2 Europe
Wrench replied to Gr.Viper's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Patience, my ass!! I"m gonna download something!!! wrench kevin stein -
Burma Air War WIP
Wrench replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Photoshop 6 wrench kevin stein -
Strike Fighters 2 Europe
Wrench replied to Gr.Viper's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Great!!! Now I"m gonna be 40 bucks in the hole...as I STILL need to get SF2V!! Fresco-D huh?? Well, that's gonna be a super simple conversion to the 17PFU Fresco-E, no doubt!! Just add the pylons and cockpit and Alkalis..., bingo!! Wonder why he didn't incorporate the MIIICJ pit from WoI for this one??? And, I wonder of the 'early' CF-104 is missing it's gun??? wrench kevin stein -
Can I fix the height of the aircraft wheels, in SF2?
Wrench replied to AGOSTINO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Increase the rolling radius number to raise them up (or just put more air in the tires!!! damn slacker maintainers!!! ) Do it in small increments, .005 or .010, test and repeat as necessary wrench kevin stein -
A long, time ago, in a flight sim far, far away... I remember bpao showing some screenies of T/Fs over the Parani desert...., and some T-65s wrench kevin stein
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Ordways' Mig Pits in SF2 Problem - SOLVED!
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Some may remember that I mentioned that I was having all kinds of problems with Ordways MiG Pits in SF2. The game would crash out between 80-90% mission loading with an "aircraftobject.dll" fault. Editing the ini to the use A-4B pit, would allow them to fly... but I wanted to use these, as they look better. So, I'm thinking....WHAT would be the cause for just these aircraft ... Mig-15, 17, 19, whilst Magoo/Paladrin's Fishbed pits worked with no issue? So, I start looking at the files themselves, and narrowed it down to either/both the cockpit ini and/or the LOD file being used. Now, the LOD 'metorpit.lod' came from the DATs Glostor Meteor, which is in itself an edited version of the A-4B (I know this as part of the development team, and simply looking at the gauge bmps and the in-game layout) So, what with all the work I've been doing lately on cockpits for the Beagle and Skyraider, as says to myself, "self, why not just rebuild them from scratch, using the stock Scooter bits, Ordway's bmps, and re-edit a newly extracted cockpit ini? You've got everything already extracted for the SPAD...get it in gear, boy" :yes: So that's what I did ... making some adjustments here and there so the measurments are metric, and they work (almost) just like they're supposed to -- some editing is still required for the fuel gauges, which aren't reading right -and let me tell you that's a NIGHTMARE trying to figure out what angle is where on the gauge for what value-, and the altimeter needle is 'off' below 100 meters (or is 1000??? disremember) All I need to do is check with Ordway, and release them. just thought you'd like to know that is did get fixed, and how it was done wrench kevin stein -
Ordways' Mig Pits in SF2 Problem - SOLVED!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Since these use the stock WoE bits, they actually work in BOTH TOS and NextGen versions of the sim -- with NO issues whatsumever (nice ST reference, huh?? ) Of course, that don't mean I won't use my Patent-Pending 'Header Line': "blahbalhbhah Mod for SF/SFG/WoV/WoE/WoI and SF2/SF2:V" usually bolded ... trying to reduce the confusion for Traniees and Old Hands alike wrench kevin stein -
Ordways' Mig Pits in SF2 Problem - SOLVED!
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The MD-450's on the list too, just ain't got around it...but the principals are all the same. wrench kevin stein -
Prop-Head Modding and 3d Discussion
Wrench replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Looks close enough for guberment work!! wrench kevin stein -
Question regarding ODS Panavia Tornado
Wrench replied to ChrisBV's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
If there's enough groups left (max of 6), split the hardpoint by creating (ie: copy/paste) another one with the same locations and whatnot, different ID number and group id number, and adding the SystemName= for whatever component (Fuelsege, etc), and adjusting the loadout ini to match. I do it allllll the time!! wrench kevin stein -
Prop-Head Modding and 3d Discussion
Wrench replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
You're very welcome, and you deserve it!!! wrench kevin stein -
Question regarding ODS Panavia Tornado
Wrench replied to ChrisBV's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The pylon or the rack missing??? If it's the rack (i disremember the name) you have to add the rack type/name what ever it's called, to the loadout ini, like the Phantom (cause it's the easiet example to find this late at night ) : Loadout[01].WeaponType=CBU-24B Loadout[01].Quantity=6 Loadout[01].RackType=MER <--specified rack type like I said, I disremember it's name...but looking at the ODS Toro came up with this: (yeah, you made me look for it!) Loadout[06].WeaponType=Mk18_1000_LD Loadout[06].Quantity=2 Loadout[06].RackType=TSC <--- haven't played it in a while, so ...hopefully this'll help wrench kevin stein -
Still messing about with SF2V...
Wrench replied to ndicki's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
EDIT to above: the RAAF Phantom mod will ONLY work if you use the old SF/Wo* lods .. as the new F-4E lods are mapped a little different. I've just been flying it, and it looks/works just fine. You'll also need to adjust the main F-4E_RAAF.ini to point to the NEW avionics and cockpit inis. Thusly: You'll also have to change the AttachmentType= from just USAF to NATO,USAF to get everything to load. it needs a new hangar screen, too, one that the pictures and such don't interfere with the 'hot spots' wrench kevin stein -
3rd party terrains in SF2?
Wrench replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
More vodka is DEFINATELLY needed. And I'm not a drinkin' man ... but I'm gonna start, no matter what my doctor says!! But I like burboun better, is that ok?? I should have mentioned that I don't have 2:V yet, I was using the the WoV VN-SEA. And with the cat in the Core Install folder, it works perfectly as advertised, with the various cat pointer lines, like we been using for years. KnX: superb!! wrench kevin stein -
Still messing about with SF2V...
Wrench replied to ndicki's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This might be of some interest, too... http://forum.combatace.com/index.php?autoc...p;showfile=5079 mind you, you'll need to SF/Wo* LODS imported to SF2/2:V to make it work BTW: I like it!!! The question is, could HMAS Melborne handle the Rhinos???? (well, ours could fly off Essex class, and I KNOW off MIDWAY class, but with reduced fuel loads -- too heavy for the cats. Our friend of ours dad served aboard Coral Sea in SEA, and they always had to launch 'short' of fuel, and then hit the tanker once airborne) wrench kevin stein -
3rd party terrains in SF2?
Wrench replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The stock terrains (Germany, VietnamSEA) all work as advertised -when using ONLY those to fly in; with each of the terrains IN the /mods/terrains folder. That's no biggie; but those terrains WITHOUT cats, our addons, with the cat pointer lines, seem to not be. Well, at least for me (and apparently Silverbolt as well ) The question seems to be, "Is the cat pointer line activly working in these add-on terrains?" Right now, for me, it don't seem to be. BUT...moving the cat to the core installs DOES make it work. OR, does the line need editing to point over to the /Mods/Terrains folder??? Just another oddity of the new series, perhaps?? My machine, for some reason, don't seem to like the new series too much ... loading time are realllly long on the stock desert terrain, and I get some flickering at the top of the menu screens when exiting the game. Could be just my machine; I know there's some internal 'issues' that I can't fix (or, narrow down TO fix! -- the diagnostician in me get quite frustrated!) wrench kevin stein 'thunder over vegas'?? interesting.... -
3rd party terrains in SF2?
Wrench replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Just wanted to let you know that I just had a similar problem to SBs...excepting I didn't crash out. I moved "The Fighter Bowl" terrain over, as it loads fast due to so few terrain objects, and discoverd that there were NO terrain objects -no runways, no buildings ... just as one would expect with a wrong cat pointer. Now, this terrains uses the GermanyCE.cat, AND the WoE GermanyCE terrain folder IS in the this/that/theother/Mods/Terrains folder .. but nothing show up. Swapping out for the Desert.cat, it all came back. So, following KnX's advice, I moved the GermanyCE.cat to the Core Install , and viola!! It all came back, just like it always did before. I haven't tested this, but one can safely assume the same for the VietnamSEA.cat as well. Of course, this MAY mean 'double cats' for the Classic 4 terrains (meaning: one in the main terrain folder and one in the Core Install folder for those terrains that substitute). This may cause problems for people with limited hard drive space. This is something that REALLY needs adding to the SF2 KB ... which in itself NEEDS working on by those SF2 Gurus. So much data in beginning to get lost before being codified ... and too many people, myself included, are having "issues" with the changeover wrench kevin stein EDIT: now I wonder, if you can't SEPERATE the cat files from the terrain folders??? ... Simply edit the, say IsraelME.ini, fer example, adding the cat pointer line, and moving the IsrealME.cat into the Core Install's Terrains folder ....???? -
SWOTRAF
Wrench replied to Dreamstar's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Veltro was working on a Defiant, before his injury (and about 8 or 12 dozen other aircraft.... ) when doing the research for the hangar screen, and downloading a few book (most notable is the Warpaint), it says the turret could be turned all the way forward, but iirc some problem with the inturreputer mechanism, and loosing props opps! I don't think there was 'room to grow' in the wings for adding other weapons, even 303s. Underwing pods ala Hurric 2d (?c?) would degrade the performace even further. And by the time the Napier Sabre was finalized, the Defiant's day was loooong over, to say nothing of the major redesigns needed to shove that engine in (although that didn't seem to stop the IJN from doing something similiar to the Judy and more important, IJAAF to the Ki-61, turning it into the Ki-100) wrench kevin stein -
IL-28 Beagle Cockpit & Ini Upgrade Pak
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: IL-28 Beagle Cockpit & Ini Upgrade Pak File Submitter: Wrench File Submitted: 2 Jun 2009 File Category: Jet Cockpits IL-28 Beagle Cockpit Upgrade for SF/SFG/WoV/WoE/WoI and SF2 Modifications and repaints to the stock F-4B Phantom cockpit creates a 'reasonably facsimile' twin-jet engine pit for use on the otherwise "AI Only" Ilyushin IL-28 'Beagle". I say 'reasonable', as the Real Life , the Beagle didn't have a radar scope in the cockpit; all that was handled by the bomb aimer/navigator. But, this will allow the Player Pilot some control over what happens. This is a complete package, with all the necessary bits to just unzip, and install into your game install of choice. As I knew this mod would work in the Classic Series (SF/SFG/Wo-whatever), most of the testing was done is SF2. This assured me that all would work (more or less) as advertised. For SF2/2:V players, specfic inis for those games are included, edited as necessary to match those of the Classic Series. For Classic Series users, the data ini included is for use in those installs at the 08 patch level. Both data inis included herein have had some small adjustments in the gun aim angles, and landing lights added for those bothersome night operations, and a small tweek to the landing gear's rolling radius. Also included is a generic WoE-Style hangar screen (usable in ALL versions of the series), and the loadout.bmp for the Loading Screen. For those that don't have them, the MiG-style RWR sounds are here for your enjoyment and panicification (with no display, you won't know WHAT kind of radar, or where ... just somebody's looking at YOU!!! <evil grin> ) As always, detailed instruction are included below in the "To Install" section. It's reccomended that you unzip this package to temp folder or your desktop to gain access to the rest of the readme FOR said instructions. The "Notes and Other Nonsensical Ramblings" section will make good reading too, for explinations and etc. Enjoy! Wrench Kevin Stein ps: look for the 3 Easter Eggs hidden in plane sight on the instrument panel... Click here to download this file