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Wrench

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Everything posted by Wrench

  1. perhaps if you catch the error message ... we can shed more light on the issue. when it crashs, you should get the 'send a message to M$' popup. In that box is a 'click here to see what the message contains'. On the top line of the next page, it'll list either an exe or a dll. We need to know what that is also, have you truned OFF the shaders in all the terrain's data inis??? It'll still crash in Vista, with the 06 patch, if you didn't. Covered in the KB....and in every readme for any WW2 terrain/terrain upgrade I've ever released. wrench kevin stein
  2. Which Rufe??? There are two different versions, depending on if it amo-ri (sp? ok, light gray or the Early) or the gray/green (Late) camo. There's a float for EACH one, painted to match. the loadout inis SHOULD specify which, as well as specific callouts in the A6M2-N_Early data ini, and the A6M2-N The Rufe Pak available at my site IS the only correct one, with the correct floats and suchlike. If Gepard edited some of the carriers to make them targetable, you will NOT be able to fly from them, and the flight deck (ie: runway bits) have been removed from them. Otherwise, they're unvulnerable and unsinkable. And I definately think you may be experincing a Win7 problbem with the games. One or 2 other are experimentating with it, and for the modern stuff, it seems to be working. wrench kevin stein
  3. well, I have all the serial number decals all made up .... wrench kevin stein
  4. Isn't that my Pearl Harbor map???? wrench kevin stein
  5. That ain't no thing....it's just a matter of new decals. One of the beauties of USN/USMC skins for WW2 and Korea, is they're all the same!!! Paint scheme wise. If that's the CFS version, they've got the modex numbers and Navy/Squadron tag a bit on the large side, as seen in some profiles and books I've got. (SSP #6160 USN Carrier Air Units 1946-1956 - great referene!) That also reminds me to see about them Tiny Tims ... always had a problem getting them to load. Automatically; by hand (on the loading screen) works all the time wrench kevin stein
  6. Forgot ... here's another totally redun Korean Bird... based of a version of pappychek6's original skin with more panel & etc lines, all new histirocall accurate marking, BuNums, etc F3D-2 Skyknight, VMF(N)-513 wrench kevin stein
  7. Monty, Like i said .. it's still holding up well after all these years. Wasn't this the VERY first add-on aircart for SF way back then?? Other than my 2 'complaints' above, there ain't nothing wrong with this bird!!! The only changes I made for the 08 patches, were really just changing the MaxSteeringAngle= for the tailwheel from a negative number (-45) to a positive (45) on the AD-4NL, I had to decrease the rolling radius for the main gear by 10, which brought the wheels in contact with the ground. The standard AD-4 sits perfecly fine --- really strange, as it's the same A-1H lod!! For our WW2: 1946 PTO players, I'll also be redoing the BT2D/AD-1 skin and decal sets, as I really messed them up when I did them 4 or years ago...and now that we have Timmy's AN/APS-4 radar pod, I can get it where I wanted it back then (note you see one loaded on the VF-194 bird) Unfortunatly, it's using the Scooter pit; I'm trying to backdate it a little to make it look more prop-ish. Those that have Razbams SPAD can easily transfer over that pit -- and the price of the aircraft makes it worth it! I try to stay with freeware stuff as much as possible, no slight to Raz, as his Skyraider and Banshee are EXCELLENT!!! Blackbird: if you want, or Monty wants, to see if you can activate the canopy, I'd say go for it! Also, look for open meshes on the leading edge of the tailfin .. there's some decal bleed there. If I was really in a wishing mood, I'd ask for the fusleage to be split into fuselage, tail and tailfin. That way I can not paint on the fuselage star, and open a few more meshes for decals. But that's not really an issue. Also, whatever happened to that AD-3W mod I sent a year or 2 ago??? The new Korea map is amazing all the screenies were taken from it... the 'mistake' I mentioned was that mid-last year, I had been working on an earlier version; so 200 odd targets are now misplaced by great distances -- some a little a 10000 meters, others as much as 300000 meters (the NK army base that north of the DMZ is now, somehow! located off the southwestern coast!!! So, it's gonna take a LOT of work to get it straightened out -- bridges are totally mess up. So, sadly, don't expect it soon Odd thing is, the TE keeps crashing when I save, but the changes ARE saved in the TFD and HFD. It's the damnedst weirdest thing I've experienced with that cursed program. wrench kevin stein
  8. Assuming a C drive install, the folder would be... C/ProgramFiles/Strike Fighters/Objects/Weapons another important question: what patch level are you using in the game install?? If, for some reason, you've patched to the 08 level, you'll need the new SP5 WoI style weapons editor. What I do in all my installs, is create a new folder, "WeaponsEditors", and drop the WE and guneditor in there. Keeps things simplified. Then, after setting the compatiblity mode to Winge98, open the editor, navigate to the /Weapons folder, open the weaponsdata ini, open any weapon by double clicking on it, click OK -do nothing else!!-, then just hit SAVE. That will revalidate it to the newest level by creating a new weaponsdata.dat file. If still (hopefully) at the 06 patch level, the WW2Pak I uploaded should work OOB ... mind you, some aircraft MAY need some adjustments as to weapons attachment types, but that's a simple data ini edit, and we'll worry about that later, on a case-by-case basis. as to the missing terrain objects, and blowing up on the runway, double check your cat pointer line in the terrains main ini. The example below is from the BoB terrain, from my SWOTL ETO install: For some odd reason, I always have all 3 of the original cats listed, but comment (the double slash marks // ) out the ones I'm not using. If you can show us some screenies, it might help too! wrench kevin stein
  9. That'd be a GREAT help Otto!!! Now, if we could just get a skinner to redo TMF F-16A as the Paki Blk 15 ... I'd be SUPER happy dude!! It IS a far superior model. wrench kevin stein
  10. not being a vista user, I can only guess at a few things..... can you reset, or check the Properties of the Options ini? Right click, and the menu box should open, select properties and see if it's read only. If so, uncheck that box, and save. Other than that, we'll need a vista user to get more, clearer instructions wrench kevin stein
  11. I wonder if its a cat pointer issue??? It shouldn't be, as the AIRFIELD_SLB_kurz (the invisible airbase) has it's own data ini for aircraft placements. All my stuff is in WoE, so I usually use the GermanyCE cat. I've never experienced the merged aircraft either... wrench kevin stein
  12. Happy Birthday Zur

    Happy Birthday to the Great and Powerful Zur!!! have a great one man! wrench kevin stein
  13. As a matter of fact, Viggy, Yes. I don't have a screenie of it, other than the one I used for the hangar screen (a WoE style). It's based off the really OLD TeamViper one, as I couldn't figure out the mapping on the TMF F-16A for that Paki camo pattern. It DOES, however, use TMF's F-16A cockpit, updated slightly to now use the postpatch avionics70 with the ground mapping radar. It actually flys REALLY well in the post-patch environment. I'd compare it favorably to TMFs version (mind you this in on Normal mode). have to get Bpao's permission for the pit of course before release, but we're still a llooooong way's off from that date wrench kevin stein
  14. Lots of ideas.... you're staring in the 'open ocean', next to the boat (and I'm assuming single missions), as thats WHERE the runway is. Gepard has created an 'invisible airfield' for carrier based single missions. It also works good for seaplane bases. As to the CTD on exit, you're probably running into the Vista-style (ok, Winge7) shaders problem in the terrains data ini. Open the Midway_Data.ini, and look for the following lines: (btw, this is covered in the Knowledge Base under Vista Tweeks or something like that) There should be 2 or 3 isntances for the UseShaderEffect=. Change the TRUE to FALSE. This was fixed by the 08 patches, but said patches totally hose the flight models for the WW2 birds. NOT RECCMENDED TO PATCH BEYOND THE 06 LEVEL!! so, you have several choices; disable the shaders and have flat water, run patched have nice water but uncontrolable aircraft, patch only to 06, disable shaders have flat water and nice handling aircraft. That's about it! as to the weapons pak, there's on 06 level WW2 ONLY pak available in the downloads section. If and when the FMs get fixed to 08, it is easily updated by using the WoI/post patch Weapons Editor. But....as I doubt we'll see the FM upgrades before The End of The World, you're kinda locked in to the 06 level, and no shaders. Expecially with Vista/W7. The campaign stuff I can't help ya with. Hopefull, our campaign guy will drop in wrench kevin stein
  15. Did we just gain another prop-head!!!????? (mr burns voice...) Excccceeellllntt! that brings us up to what? and even 2 dozen?? (not counting them folks still 'in the closet' over WW2 installs...) yes, we are MOST eagerly awaiting the WoI expansion pack, not only for a Meteor, but to see whats being done with the 'stangs FM. Hopefully, we'll get templates too... If only to replace some of MY shoddy work!!! wrench kevin stein
  16. Yup. for all of these: SF/SFG/WoV/WoE WoE is the best choice for a WW2 style install, as it's the most flexible in mission types. But rmember --- DO NOT PATCH YOU WW2 GAME INSTALL PAST THE 06 LEVEL, lest ye experience major difficulties with aircraft handling (ie: flight models ain't built for it) according the ndicki, a lot will even work in the SF2 series,, with the expected aforementioned squiffiness in handling. So, yes not really reccomended. But it slowly being 'looked at' wrench kevin stein
  17. yeah, Sandesh gets a new house ... actually a 1000m + tower, from where to begin his campaign of world conquest (or words to that effect) I'd planned to put the breakers yard in; Sandesh even tole me where it was, but I forgot! Still have to put it in. With the 2 shipwrecks we have .... maybe a reskin of one of Hinch's old carriers, rusted up, just for eye candy, doncha know Daniel:, yes, I think that's the old, original too-thick pylon. Actually, even the new one needs shaving down some (as compared to the inboard, stock 3W version) But hey, at least it's there now!!! wrench kevin stein
  18. Yup, that pretty much sums it up. All new map, originally by Deuces, custom tiles, custom 'objects'. He gave it to us in a 75% completed state; i'm working on the targetization, other map stuff. A COMPLETLY different map than Anson's "India" (which should actually be called 'East India' or 'Bay of Bengal'); covers the midwestern section of India, Pakistan, parts of Afghanistan. Unfortuanatley, it dosen't go far enough north for the Kargil War. Got some VERY talented people working on it. I'm shooting for a 1955-present time coverage. With the exception of some TMF aircraft (which we still need to get permissions for), all other aircraft are freely available. LOTS of custom, aircraft/country specific Hangar Screens, etc. of course, there are several Easter Eggs.... just ask Ghostrider883 Here's howling1s old Paki F-7, now complete with new outer wing pylons... wrench kevin stein
  19. well....looks like I did miss one for the WW2 pack. Took me a while to find it, too. I've attached it, so just 'save' (methinks), and then drop it into the WW2 weapons folder wrench kevin stein
  20. Ok, what I have is a 295 gallon belly tank. I'd no problem converting the gallons -> liters, which worked out to 1116.4. What I'm need is HOW much it weighs, in kilograms, for the weapons data ini weight section one the online converts I found saind 1.04 kg per liter, which gives me a weight (more or less) of 1073kg. Is 'in the ballpark'? thanks! wrench kevin stein
  21. I have a home-grown template for the Stuka, if it needed by anyone..... wrench kevin stein
  22. I thought that quote was from "Darmok". Excellent episode, one of TNGs best (right after "The Inner Light")! wrench kevin stein
  23. it's not a scientific name (we're not talking about a new species of eel...), but a designation system BGM-71 google is your friend... http://en.wikipedia.org/wiki/BGM-71_TOW wrench kevin stein
  24. ...just a break in the virtual action

    moved to the more appropriate Forum wrench kevin stein
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