Jump to content

Wrench

ADMINISTRATOR
  • Content count

    27,116
  • Joined

  • Last visited

  • Days Won

    134

Everything posted by Wrench

  1. Major Lee had a concept terrain 'Air Race', with the 'pylons' built into the terrain (ie: mountain spires). He never finished it, however. also, for static displays it first assumes there's static aircraft that can/are used as 'terrain objects', just like buildings. And that are freely available. Then it's a simple matter to find the offsets and place them. I take you haven't flown over my ASW map?? Try flying out of Harlingen, TX, as it used to be the site of the original Confederate Air Force (now Commerative Air Force). You'll find plenty of parked static 'museaum' display aircraft on the ramp. Even has spaces 'reserved' for some of the FE statics created by the DAT wrench kevin stein
  2. has anyone ACTUALY flown over this in multi-player?? Just curiious to know if/how well it works...and if anyone has 'found' the 2 easter eggs... wrench kevin stein
  3. super-massive object in close solar orbit, maybe??? Neutron star? quantum black hole?? wrench kevin sten
  4. It's called "The Fighter Bowl", and it looks like someone need to read the readme that come with it The accident report would state "we observed the missing runway" .... cat pointer; all detailed in the aforementioned readme wrench kevin stein
  5. For those not knowing what's what...perhaps this thread, in our Conviently Located Knowledge Base ™ might of some assistance http://forum.combatace.com/index.php?showtopic=21870 wrench kevin stein
  6. unfortunately, since I'm using the 17PFU nose bubble, its larger in diameter, when compared to the 19s fuselage/nose, causing the anomoly. that mod is really a 'stop-gap' until a real 19p/pm shows up. Who know when, cause I sure don't!!! If you squint at it, from far away, in very bad light, you don't notice it too much did you want the data ini edits for removing the gun barrels, or a update on the PM??? There's a slight re-skin for it, removing the gun-blast deflectors on the fues sides...so mabye a full update is in order.... wrench kevin stein
  7. Prolly because helos don't do CAP..... let them stick with CAS and ARMED_RECON. The a-a missiles they load are 'for defensive purposes ONLY' wrench kevin stein
  8. We had this problem when the 08 patches came out -- in fact, it was one even I experienced... if, in you /objects folder, there's a 'aircraftobject.ini', either rename it or delete it. This will fix the problem of 'wandering key assignments'. The pre-08 versions are NOT compatible with post-08 versions. it's in one of the threads about the patch, IIRC wrench kevin stein
  9. File Name: MiG-17PFU Fresco-E Upgrade Ver. 2.5ish File Submitter: Wrench File Submitted: 20 Apr 2009 File Category: Mig-17 Fresco MiG-17PFU Fresco-E upgrade Ver.2 for SF/SFG/WoV/WoE/WoI and maybe SF2/SF2-V Version 2.5ish Upgrade 4/20/09 This is a simple upgrade that will bring this aircraft to the latest patch standards (08 Level) This is ALL the other mods complied into a complete package, all inclusive, and is designed to TOTALLY replace any earlier upgrades.. The changes implimented herein are mostly in the switching of the Izumrud nose bubble to a 'pilot seat', ala FastCargo's trick. This will allow it to show on aircraft parked on the line. Included is Mago/Paladrain's cockpit from the PFM. While not a perfect match, it's the 'bestest closest fit', and works REALLY nicely!! The avionics ini has been updated to include an audio-only RWR; not sure of what type, probably some kind of a Serina, but it does work. The cockpit ini has also been modified to use the original style radar and radar display that Pasko created. No other changes have been made to it. So the instructions given in the original 'readme' still apply for target aquisition, tracking and firing. The is the 'Interception Procedures.txt' included in the main folder. You'll also find an updated data ini to 08 standards The data ini also has had the gun aim angles adjusted to fire almost perfectly through the center of the sight. Given the lack of ammo in Red Air, this ought to be a big help. You'll also find working landing lights for those pesky night intercepts....you never know when the Political Officer will wander across the runway, drunk as a skunk. This'll allow you to see him and swerve to miss (or not) It is designed for use with any/all weapons paks, or none. I've incuded the Alkali A & B missiles from the 06 Bunyap Pak; still in their RS-2US and RS-2U naming conventions, in the 'seperate folder' format now usable in all post patch games. For those with SF2 and SF2:V, the weapons data ini for each missile is included in each of the folders. As I don't have these games, you all'll have to figure out the numbering on your own. But, with TKs release of the SF2 weapons editor, this should pose no major problem As always, it's reccomened you unzip this package to a temp folder, or your desktop, to gain access to the rest of this readme for the full, easy to follow install instructions. Good Hunting! Wrench kevin stein Click here to download this file
  10. Aaaaahhh....crap!!! I KNEW the PFU didn't have guns...I just KNEW it!!! It figures, one of the few Aerofax I DON't have on pdf... anybody got one to trade??? ok, other than deleting the reference to the remaining gun from the / Internal Guns section.... add this to the data ini, near the top, at the ]AircraftData[ section, where the other moves are that remove the other guns barrels... Component[012]=Cannon_3 --- [Cannon_3] ParentComponentName=fuselage ModelNodeName=Cannon_3 DestroyedNodeName=Cannon_3 DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE that should take care of that!! wrench kevin stein
  11. I can't WAIT for the Final Pakage ™!!! All those good looking skins, ordway's pit....yah-good stuff here!!! I"d like to thank ALL of you working this out. I just love the shape of the Deltas.. FC: try the MMHE1's I did up for the Scorpion ... they fly a lot straighter than the others wrench kevin stein
  12. The AI has NEVER used SECONDARY_GUNS properly, since Day 1. That's why, if you look at any of the Zeke/190/109 mods I've done, ALL the guns are set to Fire_Primary_Gun. The P-38 needs this tweek too, for it's 20mm. You can always assign the cannons to another gun_group, via the Options/Controls in game. But you'll still need to edit the data ini entries for the guns in each respective aircraft. wrench kevin stein
  13. Now, we just need a decent Heat Ray.... hopefully some Tripods better than that abortion "War of the Worlds: The Next Wave" sci-fi channel movie that was on this past Satruday.... wrench kevin stein
  14. File Name: MiG-17PF Fresco-D Upgrade Pak - Ver 2 File Submitter: Wrench File Submitted: 29 Nov 2007 File Updated: 20 Apr 2009 File Category: Mig-17 Fresco MiG-17PF Fresco-D upgrade -Ver2.0 for SF/SFG/ WoV/WoE/WoI and maybe SF2 & SF2-V Updated to Ver. 2 4/20/09 This version is designed to completly REPLACE the mod I released some time ago..... This is an almost complete rebuild of Madcaddie's MiG-17PF 'Fresco-D' limited all-weather, radar equipped interceptor. This has been tweeked to use a modified UV-16 rocket pod as an air-to-air weapon, along with a new-ish version of the S-5 unguided rocket. Most of the data for this weapons tweek was worked out by Lexx_Luthor in a thread over at the 3rd Wire Message Boards, using some data I've discoverd in the past. (see "Notes" section below for more details). The Flight Model parameters themselves have been copied directly from the latest Fresco-C's, so they are the most current (as of the 08 Patches for WoE). I'm releasing the ENTIRE aircraft, minus the lods of course, as they exist in all versions of the game, EVERYTHING is included, all the inis, new 'SovietSilver' larger skin bumps, etc. Also included is the cockpit, basically Mago/Paladrin's MiG-21MF; with some small modifications to the radar display. And, ONLY available in this mod, a new WoE-style Hangar Screen; the original 'artwork' type is also still included This is a completly new skin, created from a new template, made by me, based off the original 3rdW units. I've resized it up to 1024x1024, with completly redrawn rivet and panel lines. Also included is a revamped "M17PF.bmp" for the nose radar bubble, also resized and repainted. You =WILL= be using the weapons editor to add the new rockets and rocket pod!!!!! ==IT IS HIGHLY SUGGESTED YOU HAVE THE LATEST WEAPONS EDITOR== As always, it's reccomened you unzip this package to a temp folder, or your desktop, to gain access to the rest of this readme for the full, easy to follow install instructions. Well, almost easy...don't forget you'll be adding weapons, if you've not downloaded this before... Happy Hunting!! Wrench Kevin Stein Click here to download this file
  15. Ok folks, this is version 2, updated/uploaded today, 4/20/09 Includes the 'fix' for the missing 3rd cannon, and all kinds of other stuf like that there... Enjoy! wrench kevin stein oh, and DON'T forget to read the readme!!!
  16. Ok people!!! Version 2.0 uploaded. Fully upgraded for post-08-patch usage!! Enjoy!! As always, read the frakking readme!!!! Wrench kevin stein
  17. I don't think this has many, if any, close ups for stencling, but this book was of great assistance to me for that skin and ini pak I did (linked above). Expecially helpfull for the cockpit Aerofax #19: Douglas B-66 Destroyer http://wrench1smog.com/books/aerofax_b66.zip pdf, about 11megs. some GREAT tech drawing inside, units listings, etc wrench kevin stein
  18. I seem to recall the release of an updated F-4N in January this year.... http://forum.combatace.com/index.php?autoc...p;showfile=8097 wrench kevin stein
  19. Book advices

    Well, in an "alternate universe" vein, WITH lots of flying and aircraft, you can't go far wrong with Mack Maloney's "The Wingman" series; post WW3 world. They could actually be considered a 'pulp type' fiction, but I like em!! Most are VERY difficult to find, with one volume completly missing/long out of print "Hogs" series (a-10s in gulf war one) by James Ferro (consider it semi-historical, that's what I'm talking about) There's another Turtledove series, taking place on a world were magic has real power, with a 3-way world war ... can't remember the titles, and I never finished the series. But they were good, and you could see the parallels with WW2. A stand alone novel of his "Case of the Toxic Spell Dump" is a 'modern' America (actually taking place in Los Angeles!!!), where magic has rule; along with all the gods and demons associated with it. (a greatly funny scene with succubi protesting at the Federal Building -- which is across the street from where by wife works!!) Another is "The 2 Georges", where the American Colonies resolved their differences with England during the Revoloutany War, and we have British Ruled America -- actually VERY good!!! The "Axis of Time" series by John Birmingham; a post-modern (2020s) UN naval group is thrown back in time to the Battle of Midway; with the resultant reording of history, and the introduction of modern tech into that time environment ... and interesting series (3 books??? disremember) for pure sci-fi, Cole & Bunch's "Sten" series -- one can definatly see the WW2 stories in several of the books There's many more that I'm sure I'm forgetting... wrench kevin stein ps: in the USA/CSA novels, did you catch the character "Irving Morrell"??? Wasn't too hard to figure out WHO he was supposed to be!!
  20. Silverbolt!

    He's prolly on the beach this very moment, celebrating surrounded by mostly nekked Brazillian babes you lucky dog you!! have a happy one! wrench kevin stein
  21. Alright CharlieLima...It's Your Turn......

    Here's wishing you a very SPADdy Birthday dude!! wrench kevin stein
  22. all three.. WIP WIP and WIP wrench kevin stein
  23. Indian Hunter vs Pakistani F-6 (the one going down in flames) Man, them 30mm DO tear s**t UP!!!!! (also, please ignore the tiling screw up -- I have to redo those. I promise! and ignore the 'white thingy' at the bottom center) wrench kevin stein
  24. AH-64 - WIP F-117 Nighthawk - available in ODS mod Commanche - not planned that I know of wrench kevin stein
  25. For those not seeing this in the Missions and Campaigns Forum, I posted some "adjustments" for the MiG-17PFU, in respect to it's add-on radar nose. This makes use of FastCargo's Fake Pilot tweek, and will now have the nose show up on parked aircraft.... Instructions Follow: Well, that weren't so hard...excepting my stupid typo on missiles ... couldn't get them to load as forgot that install is using an updated (post-patch) bunypak, and the Alkalis use the RS designation, NOT the AA-1B . don't forget to add FC "FakePilot" bits!!!! so.... add this to the ]AircraftData[ section. This will remove the port side cannon barrels... in the Nose section, leave the callout for RadarStation alone. in the Pilot section, add this: in the weapons/hardpoint section use this (notice the commented OUT radar station, and renumbered hardpoints) the outer Alkali stations (left/right 2) MAY have the missiles a bit to far aft (approx 0.10; could read as 1.86,1.40,-0.41), you can adjust to taste. new, adjusted loadout ini, with commented out radar bubble. Please note, this is with the old bunypak. If you use this in anyother pak you might want to rename the missile TypeName= in the weaponsdata ini back to AA-1 and AA-1B. Adjust your loadout ini accordingly the screenie below is what it looks like in game. I'm sure the same setting for the nose can be used on the 17PF and 17PF (SP-16). Other than the damn bort numbers decals ..... but that's another story Any interest in the 17PF and 17PF (SP-16) tweeking along these same lines? wrench kevin stein
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..