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Wrench

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Everything posted by Wrench

  1. good list! I know there's an IAF skin for the oragon somewhere (or decals at least), AND there's my home-grown 1024x1024 templates in the Salvadoran version I just uploaded, so the rez can upped. I also have a home made template for ADs Hunter, if anyone has a need of it. Been fiddling with the Paki F-6; tried to get the pylons mounted via the 'fake pilot method', but it didn't work -- or at least I couldn't fiddlate the positions correctly, so I upgraded the pylons to a 0 strength jammer, and mounted them the 'old fashioned way' as a weapon; as originally done. I also upgraded the NM skin from my 1024 templates. I'll get a screenie up later today. As to weapons, GR mentioned all the nationalized versions in the bunypak; if you all want, I can start assembling them folder fashion for the postpatch world. I've already run that whole install trhough the patch5 level weapons editor, so they'r pretty much set. wrench kevin stein
  2. My bad! It should mention it in the readme, but if I've forgotten, it's the P-51D-30 from Wolf's ww2 planes pak; it's in our downloads section, WW2 Aircraft ... Same for the FG-1D corsair (it's really a F4U-1) wrench kevin stein
  3. File Name: Darwin (WW2) Update Pak File Submitter: Wrench File Submitted: 21 Aug 2008 File Category: Terrains Darwin (WW2) Terrain Upgrade: For WW2 PTO mods SF/WoV/WoE -ONLY- This mod is a relatively simple upgrade to Edward's WW2 Darwin terrain. What I've done is added LOTS of new targets to the existing target areas, and replaced at least one airfield, on each side, with a repainted "desert airfiled 1", which is now a medium dirt runway. The 'new' target areas are enhancements of already existing ones -- I've just added some more things here and there to make it look a little more populated. There are a couple of new parked planes, based of existing ones, hex-edited and reskinned for their proper users. This is a fairly 'target rich' environment -- there are plenty of items for strike and anti-shipping missions. It is also fairly well defended - so watch out for the flak. It has been tested in SF, WoV and WoE, using their cats pointed to in the main ini. As the new objects will be residing directly in the terrain folder, you should have no problems. (see the CombatAce Knowledge Base for the tutorial on using the cat pointer line, or down below for full instructions) New planning maps (all 3) have been created; only the #3 map has the cities listed on it, to keep #1 & 2 fairly 'clean'. You MUST have ALL the Pacific Objects (ground units, ships, AAA, infantry, etc) already installed in you PTO version of the game; otherwise things won't be appearing. This is especially important for the ships -- make sure you have the barges (get both, they're needed in the GO folder), the Liberty ship, and all warships, both Allied and Japanese. Don't forget to check Geo's page for more WW2 goodies ... there's a lot of stuff that's usable (and used!) here as well. Hinchbrooke has some very nice Royal Navy battleships. <wink> However, you DO get a new PT Boat. The lods and skin bmps come from Edwards Solomons Terrain; I just built an half-assed data ini for it to add one more little ship. It is also reccomended that you have installed CA_Stary's WW2 hangars and buildings. They have a nice worn green wood-ish texture, and look really good in the PTO theatre! I have, also, included the original data ini with it's terrain and water effects activeated (Vista user take note!! -more for you below). I HAVE tested the map with both Brain32's tiles, and CA_Stary's "Green Hell'' mods; it is NOT set up for their use, and if you choose to install either of them, you do so at your own risk (not that anything bad would really happen...). See "Notes and Comments below for more". While they do greatly enhance the visual eye candy, there are several issues due to target placements. As stated above, the data ini has been upgraded to the latest standards. Water effects are active, so Vista users beware...more information for you is below in the Install Instructions. See "Notes for Vista Users". = MAKE SURE YOU HAVE THE LATEST, WW2 NATIONS INI IN YOUR FLIGHT FOLDER = = MAKE SURE YOU HAVE THE LATEST WW2 FORMATIONS INI IN YOUR FLIGHT FOLDER = == MAKE SURE YOU HAVE THE LATEST WEAPONS PAK FOR THE WW2 WEAPONS!! == Follow these instructions herein =EXACTLY= and you should have no problems. In essence, READ the readme!!! Good Hunting! Wrench Kevin Stein yeah, I know it's the same picture as the Original Map upload...you all know me, too lazy to take another screenie! :yes: Click here to download this file
  4. NO!!! you do NOT touch the fraking inis!!! You should have NO need to ever, EVER touch those!!! look in your Options panel, off the games main menu. THIS is what we been talking about!!!! wrench kevin stein
  5. Really, it should generate the parked planes all by itself == I mean, MINE does! Now, I've got mine pointd to the GermanyCE.cat; but post patch the VietnameSEA cat should have all the desertairfield inis included. AND it was tested in all 3 games... At worst, extract the desert airfield inis (like he said), and drop them into the Libya folder. Again, also make sure you're set to UNLIMITED for ground objects, or you won't get all the parked planes and stuff. Addon terrains, for the most part, to NOT usually need them. WW2 airfield would be the exception, but as they SHOULD only be used on pre-08 patch installs, they don't really count (gads!! did I just say that!!!) The cat pointer line in the main ini tells the engine where to look for all the 'terrain objects'. This is right out of the Libya, ver 3.0 FInal main ini: all the cats are listed; I don't understand why you're STILL not getting the parked planes. I've even played with upping the ParkingChance= percentage, but it don't seem to do anything wrench kevin stein
  6. Dman! I don't have the walkarounds on pdf in my collection; I have the 'fighting colors' for the Fishbed, if that'll help. Disrecall if it has any Indian AF stuff, though. also, chek PMs guys btw, which map ARE we workin on??? I used deuces... wrench kevin stein ps: mike, I'm going to sticky this, so it don't gets lost, then edit out all the unnecessary BS posts, to keep in on track, if that's ok with you.
  7. If its mapped the same as TMFs, you can ask bpao if they'll shoot you the templates. Or (and this is much more work), if the mapping stays the same, generate 'home-made' templates off the original skin. I've done this LOTs of times. I still need to do up a bunch more tiles; I've got (almost) all the sea sea/land transition tiles converted/edited/adjusted so the water effects are working. I missed a few, and it looks funny....Repositioned some airfields last night, so they're in the center of the cleared zones. I still need to look at the cities themselves; there are no TOD with buildings, trees, etc. Some of these lower slopes would be covered with forests, at least in a few pictures I saw yesturday in researching Indaian army mechs. The MOUNTAINS!!!! are just spectacular!!!!! wrench kevin stein
  8. It was removed at the request of it's author, and is no longer available. There are, however, substitues. You'll just have to look around for them Wrench kevin stein
  9. http://forum.combatace.com/index.php?showtopic=29675 wrench kevin stein
  10. Everyone, all together.... "The Knowledge Base is your Friend!!! the information you seek is there.... http://forum.combatace.com/index.php?showt...mp;#entry263932 "and the colored girls sing.. do da-do use the knowledgebase, do da-do use the knowledgebase..." wrench kevin stein
  11. It seems that folks can never find this Fix, so I'm re-posting it, in EVERY ONE of the KB main Forums, in the hopes people can acutally find it and use it. This will tell you how to change to 'year spread' of the game; making it cover a wider range of calendar years, and not having to mess with aircraft data ini service years, which should NEVER NEVER NEVER EVER!!!! be messed with. The ServiceYear= of an aircraft should only be adjusted when you are, 1) creating a 'nation specific' version that has carved in stone, hard data service years, or 2) correcting a mistake in said service dates That's covered in another thread in the KB, and not truely relevant here. Ok, there are 2 files you need to tweek for expanding the available years in ANY of the 3rd Wire games. Options.ini Singlemission.ini Options ini is found in the root directory of your game ie: assuming the standard install path, C:/ProgramFiles/StrateyFirst/StrikeFighters or C:/ProgramFiles/WingsOverVietnam or C:/ProgramFiles/WingsOverEurope or C:/ProgramFiles/WingsOverIsreal (should be the same for SF2, and later iterations) Open the options ini in any text editor; notepad works really good, and scroll down until you find these entries: StartYear= EndYear= There'll be 3 of them, one in each of the entries for SingleMission, DogFightHost and CoOpMission Change the start and end years; I use at least a 100 year spread, due to having several WW2 installs. So, it can look something like this for your normal, jets install: If you have aircraft pre-dating these years, use the entries below (this will include ALL WW2 style aircraft): Plenty of leeway there, doncha think???? Save and Close the Options ini. Now, using the Cat Extractor, available here at CA in the Downloads/Utilities section, open the MissionData.Cat, and extract the SingleMission.ini. Remember, the extractor always puts the extracted file into the folder where the cat it's pulled from resides. In this case, it'll be in the /Flight folder. This is were THIS particular extracted file will now reside until, well, the End of Time!! Open the SingleMission ini, and you'll see this: This is also another nice little tweek: Note, this is my modified one. Also, look at the TargetValues section; these have also been modified, so you'll have a wider variety of targets, based on values assigned in each terrain's **_types.ini. The targets are assigned randomly in single missions, and semi-randomly/partly scripted in campaigns. So, in some missions, you might find yourself being tasked against a high value target such as a HQ building, or something as lowly as a single tent. Save and close the SingleMission.ini That's it...your done! Go Fly!! Wrench kevin stein
  12. It seems that folks can never find this Fix, so I'm re-posting it, in EVERY ONE of the KB main Forums, in the hope people can acutally find it and use it. This will tell you how to change to 'year spread' of the game; making it cover a wider range of calendar years, and not having to mess with aircraft data ini service years, which should NEVER NEVER NEVER EVER!!!! be messed with. The ServiceYear= of an aircraft should only be adjusted when you are, 1) creating a 'nation specific' version that has carved in stone, hard data service years, or 2) correcting a mistake in said service dates That's covered in another thread in the KB, and not truely relevant here. Ok, there are 2 files you need to tweek for expanding the available years in ANY of the 3rd Wire games. Options.ini Singlemission.ini Options ini is found in the root directory of your game ie: assuming the standard install path, C:/ProgramFiles/StrateyFirst/StrikeFighters or C:/ProgramFiles/WingsOverVietnam or C:/ProgramFiles/WingsOverEurope or C:/ProgramFiles/WingsOverIsreal (should be the same for SF2, and later iterations) Open the options ini in any text editor; notepad works really good, and scroll down until you find these entries: StartYear= EndYear= There'll be 3 of them, one in each of the entries for SingleMission, DogFightHost and CoOpMission Change the start and end years; I use at least a 100 year spread, due to having several WW2 installs. So, it can look something like this for your normal, jets install: If you have aircraft pre-dating these years, use the entries below (this will include ALL WW2 style aircraft): Plenty of leeway there. Save and Close the Options ini. Now, using the Cat Extractor, available here at CA in the Downloads/Utilities section, open the MissionData.Cat, and extract the SingleMission.ini. Remember, the extractor always puts the extracted file into the folder where the cat it's pulled from resides. In this case, it'll be in the /Flight folder. This is were THIS particular extracted file will now reside until, well, the End of Time!! Open the SingleMission ini, and you'll see this: This is also another nice little tweek: Note, this is my modified one. Also, look at the TargetValues section; these have also been modified, so you'll have a wider variety of targets, based on values assigned in each terrain's **_types.ini. The targets are assigned randomly in single missions, and semi-randomly/partly scripted in campaigns. So, in some missions, you might find yourself being tasked against a high value target such as a HQ building, or something as lowly as a single tent. Save and close the SingleMission.ini That's it...your done! Go Fly!! Wrench kevin stein
  13. 800 Squadron, FAA Sea Hurricane 1 (Eagle, perhaps???? Indomitable?? ) looking it over, I'd say it ok. I've only got 12 serial numbers made, so if more decals are needed.... it shouldn't take too long to whip them out (decal bleed on starboard side is only fixable with a new lod -- it has some open meshes) wrench kevin stein
  14. ruhzyo: you're familiar with our Downloads section, yes??? http://forum.combatace.com/index.php?autoc...num=10&st=0 page2, near the bottom one needs but to look.. :yes: wrench kevin stein
  15. Well, in that case....this might come in handy too.... http://wrench1smog.com/books/SSP-FleetAirArm.zip its a pdf, so make sure you have Acrobat wrench kevin stein
  16. Got it! Thank you! I've flattened the airfields, and added a few of my "special tiles" (ie: empty 'grass field' for use around airbases). The runways will have to be moved, in some cases, to match tile positions. Also, some of the transitions will need redoing, as they don't seem to match eatch other (farm/towhathaveyou) In the screenie below, you can see I messedup on the grassfield-farm 50 and 75, so I'll need to redo those. you can see what I mean about the straight edges on transitions. also --very important!!!-- the 'sides' are switched in the india_nations ini, as opposed to the game's main Nations.ini. You need to swap Enemy/Friendly in the main Nations.ini (extract it from the flightdata.cat, if you haven't already), Pakistan=ENEMY India=FRIENDLY this will prevent the InAF flying from Paki bases, and versa vicea wrench kevin stein edit: looking at this shot, methinks another 6 -9 transitions might be needed .. grassfiel/mountion, grasfield desert, etc .. 3 each 25/50/70 tiles
  17. I had to tone it down a little, as it was sccccaaaarrrrrry fast!!! It's optimized for "Normal" FM, so try that. It' works just fine for me in my SWOTL WoE WW2 installl (06 patch level) give that a try wrench kevin stein
  18. You guys are going to force me finish my FAA Operation Pedestal skins, aren't you???? For the last 2 years, I've had a Sea Hurri nearly done .... wrench kevin stein
  19. So....let me get this straight..... Multiple installs, with varyingly named main folders for core files (ie: WoE_PTO, WoE_MidEast, etc) are NOT possible??? Somehow, that dosen't seem right .... why couldn't there be a 'copy' folder of the main SF2, renamed and with a new shortcut to say, SF2_MidEast, and another folder in the /mydocs/etc/ect/etcSF2_MidEastMods and have a 2nd version?? I'm not understanding this...(i'm a bit slower than usual on weekends ) Wrench kevin stein
  20. Seriously, NEVER ask for files like that ... EVER. DAT policies are quite clear on that, and several people have been locked out because of it. Consider this a First and Only Warning on restricted/member files sharing. Also, as your doctor, I'd like to perscribe a little patience ... there's a thing called "Real Life ™", that tends to interfere with hobbies and such like. Take 2 pills, and email Capun in the morning. And most definatly, you HAVE to take up with them. We can't help ya here at CA for problems at another site. We are done here.... Wrench kevin stein
  21. cocas: when you get the texturelist ini, send me a copy too!!! eric: if you see this, can I have a copy too please??? EDIT: Mike, if you want to carry on with this, I can ask the admins to create a seperate forum, that's password protected, just like we did with DS and like what marcfighters has. That way, you can pretty much say or do anthing you want (within reason...they deleted all my p0rn from the DS mod ) I d/led it a bit ago,and flew some quick missions. It will definatly need some hand tiling in some areas, so cocas --this is important-- ONLY use the SF terrain editor, as this is a 'desert tile' map. It has a great look to the mountains!!!! It'll also need some cleared off "airbase" tiles surrounding the, well, airbases! I've a couple, and there's few in the d/l section that are 'desertery' I've already updated the data ini to the latest post-patch style (using data from teh SF desert_data.ini). Also, attached are some new planningmaps I just made for it. they just drop in over the originals; these are in all 3 sizes. wrench kevin stein
  22. underground shelters/hangars, I'm assuming?? You'd need a 3d modler to 'build' a hollow mountain, textures to look like the surrounding terrain on the outside, and with taxiways and such on the inside. Placing in on a map wouldn't be too hard, you'd just have to have hills next to the runway so the aircraft could 'go into the hangars'.or out to the runway. I"d hate to think at what the poly count would be, but I'm sure it's doable. Russo had started some 'cliffside' sub pens at one point, with the boats parked inside. wrench kevin stein
  23. File Name: RAF Phantom FGR Mk.3 File Submitter: Wrench File Submitted: 20 Mar 2009 File Category: Fictional Aircraft, Experimental and UAV's RAF Phantom FGR Mk.3, for SF/WoV/WoE/WoI and probably SF2 This is a mod of TMFs Phantom FGR.2 into a "What If..." FGR.3 upgraded variant that might have been used by the Royal Air Force in the 1990s through the early 2000s. One can assume "difficulties and issues" with the Tornado ADV and GR variants, that forced the MoD and RAF to upgrade and keep them operational until either the Tornados were sorted out or the EF-2000 Typhoon came on line. This is a semi-complete mod, as I've included everything EXCEPT the aircraft lod files. You =WILL= be needing the original FGR.2 to copy these critical files from. All other parts, inis, the HUD equipped cockpit from the F-4EJ-Kai mod, and some weapons are included. You can get the FGR.2 from the following sources: CombatAce: http://forum.combatace.com/index.php?autoc...p;showfile=1421 C5: http://www.column5.us/miragef.shtml (the FGR.Mk2 -NOT the one marked EARLY) CheckSix! (TMF Home Site) http://www.checksix-fr.com/ The aircraft data ini has been 'updated' with some of the newer data from post-patch Phantoms, but remains essentially the same. The FM has NOT been touched. The original Spey engines have been swapped out for the more powerful P&W F100-PW-220s from the Eagle, and you will have a noticable, but not overwhelming, gain in power. Loadouts have been adjusted for a more "British" feel, and make use of as many 'stock' 3rd Wire weapons as possible (wing and centerline fuel tanks, SUU-23 gun pod, dumb bombs). Other weapons have been included. The original skins, hangar screen, and decals are included. 2 new "patch.bmps" were created by me, depicting the individual squadrons represented (92 & 111). This mod is designed for use with, I'm hoping, ANY weapons pak. You will just need to add a few things, which I've included (borrowed from both TMF's weapons pak of 1/09 and the BunyPak of ?/06. If you're already using the TMF pak, you needn't bother to add the weapons I've supplied, excepting the 3pak rocket pod mount. = IMPORTANT: This aircraft has been tested, and is designed for use in Post-Patch SF/WoV/WoE/WoI. It should also work in SF2 and later iterations - this has NOT been tested, however. As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. You'll need to be reading it...really! Happy Landings! Wrench Kevin Stein Click here to download this file
  24. After all, you ALMOST volunteered to do it!! WRench kevin stein
  25. Version

    264 downloads

    RAF Phantom FGR Mk.3, for SF/WoV/WoE/WoI and probably SF2 This is a mod of TMFs Phantom FGR.2 into a "What If..." FGR.3 upgraded variant that might have been used by the Royal Air Force in the 1990s through the early 2000s. One can assume "difficulties and issues" with the Tornado ADV and GR variants, that forced the MoD and RAF to upgrade and keep them operational until either the Tornados were sorted out or the EF-2000 Typhoon came on line. This is a semi-complete mod, as I've included everything EXCEPT the aircraft lod files. You =WILL= be needing the original FGR.2 to copy these critical files from. All other parts, inis, the HUD equipped cockpit from the F-4EJ-Kai mod, and some weapons are included. You can get the FGR.2 from the following sources: CombatAce: http://forum.combatace.com/index.php?autoc...p;showfile=1421 C5: http://www.column5.us/miragef.shtml (the FGR.Mk2 -NOT the one marked EARLY) CheckSix! (TMF Home Site) http://www.checksix-fr.com/ The aircraft data ini has been 'updated' with some of the newer data from post-patch Phantoms, but remains essentially the same. The FM has NOT been touched. The original Spey engines have been swapped out for the more powerful P&W F100-PW-220s from the Eagle, and you will have a noticable, but not overwhelming, gain in power. Loadouts have been adjusted for a more "British" feel, and make use of as many 'stock' 3rd Wire weapons as possible (wing and centerline fuel tanks, SUU-23 gun pod, dumb bombs). Other weapons have been included. The original skins, hangar screen, and decals are included. 2 new "patch.bmps" were created by me, depicting the individual squadrons represented (92 & 111). This mod is designed for use with, I'm hoping, ANY weapons pak. You will just need to add a few things, which I've included (borrowed from both TMF's weapons pak of 1/09 and the BunyPak of ?/06. If you're already using the TMF pak, you needn't bother to add the weapons I've supplied, excepting the 3pak rocket pod mount. = IMPORTANT: This aircraft has been tested, and is designed for use in Post-Patch SF/WoV/WoE/WoI. It should also work in SF2 and later iterations - this has NOT been tested, however. As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. You'll need to be reading it...really! Happy Landings! Wrench Kevin Stein
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