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Wrench

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Everything posted by Wrench

  1. Ok, here' some screenies with various loadouts (sundowner's original FGR.2 skins -- they get a new patch bmp with the squadron badge) SEAD with BL755 and ALARMs (note the ASRAAMs) CAS with muliple Matra rocket pods STRIKE with LGBs & pave spike note: the loadout ini has several versions, just commented out for STRIKE, using UK500 dumb bombs. Anti-ship uses Sea Eagles Front office wise, I like the EJ-Kai pit, but I may experiment with using the stock 3W F-15A, as that's a framless windscreen (even though tthe frame will still exist on the external view/model), and is has a nicer more 'modern' look. The glicth with that is the fall line for the CCIP usually is 'off' the HUD glass ... been that way since WoE came out. Enginewise, I may stick with the Speys .. the RB199s I wanted to use off the Tornado have LESS horsepower then the Speys do. Unless someone comes up with an alternate I haven't thought of... Thoughts? Wrench kevin stein
  2. Duplicate the stations; it works better, and you can dial in the positions a lot tighter Wrench kevin stein
  3. Whilst fiddling with Spinners Falchion mod, and using Ordways' Mig15 pit, I wanted to see what could be done to enhance the look of the aircraft. What I've found, in another yet-to-be-released mod, that certain parts of the aircraft don't quite work as advertiesed. Meaning, there's gapping holes when looking over your shoulder (like the entire fuselage ain't there) Well, with the FE code added in the last patches for the OpenCockpit=, and turning on the various bits (in the case of the Fagot, the fuselage), and judicious editing of the pilot placement in the cockpit ini, you can have something like the screenies below. Thanks must also go to Lexx_Luthor for his "Stargetic Cockpits" method as heavily outlined over on the 3rd Wire boards screenie 1 - just a generic external view, to give a perspective of where the pilot sits, and what he might see screenie 2 - the view out the front window. screenie 3 - over towards the left. note the rear framing that's behind the seat screenie 4 - right view. note the radio antenna kinda cool, huh??!!! Wrench kevin stein
  4. Instead of Sea EAgles, with thier gynormus fins, what about American Harpoons, mounted on the belly like the Alarms' on the ECR variant?? Ground clearence would still need checking, of course I LIKE this idea!! Wrench kevin stein
  5. Didn't have any trouble finding it.... SF/Wo* Downloads/ SF/Wo* Utilities and Editors, about half way down the 2nd page... http://forum.combatace.com/index.php?autoc...p;showfile=6075 Of course, I know almost it all.... Personally, I like TMF new pack better, but it still needs a lot of stuff added, which is again, not an issue once you learn how to do it. The Community Pak, while a superb effort - and the result of LOTS of work by those guys, is just simply missing all the Effect, which one needs to run around and try to find (most of which are to be found in the Old BunyPak) Wrench kevin stein
  6. ok, airframe is done ... it's actually quite a simple matter, since TMF has this very nice FGR Mk.2 to work from (with Sundowners skins) Cockpit's in, avioinics peaked and tweeks....just have to figure out the weapons loads. I'll have some screenies later Tues One major problem tho; using the 'moves' to drop the front canopy frame creates a 'hole' in the glass, so you'll all be stuck with the front framing. As to weapons, AMRAAMs (duh!) ASRAAM? maybe, and RAF bombs and rocket pods (note to self -- find the multi-pod tweek -yet again!!!) Release-wise, I don't want to step on TMF toes by incluidng lods; you can either use the ones from the FGR 2, or I"ll shoot bpao a PM requesting permission to include (which I have to do for 3 or 4 other aircraft I've got nearly ready..) Wrench kevin stein
  7. File Name: A little decal creation turorial File Submitter: Wrench File Submitted: 17 Mar 2009 File Category: SF/WO*/FE Utilities/Editors Just a little, illustrated word doc, as I was asked how I create decal tgas. Based on using Photoshop 6, most of the informations should be applicable to any and all other image manipulation programs. (that is, those that can handle 32 bit tgas) If it need expanding, just let me know! I hope you find it helpfull!! Wrench kevin stein (editatated and fixed by Mrs. Wrench, as expert with M$ Word :yes: ) Click here to download this file
  8. Version

    287 downloads

    Just a little, illustrated word doc, as I was asked how I create decal tgas. Based on using Photoshop 6, most of the informations should be applicable to any and all other image manipulation programs. (that is, those that can handle 32 bit tgas) If it need expanding, just let me know! I hope you find it helpfull!! Wrench kevin stein (editatated and fixed by Mrs. Wrench, as expert with M$ Word :yes: )
  9. File Name: Canadair Sabre Mk.6, Fuerza Aérea Colombiana File Submitter: Wrench File Submitted: 17 Mar 2009 File Category: F-86 Saber Canadair Sabre Mk.6, Fuerza Aérea Colombiana (Columbian Air Force) for SF/WoV/WoE/WoI and probably SF2 -Part of an on-going series of mod recreating Central American Airpower Modifications, and a complete reskin of the Zur's Canadair Sabre into those as used by the Columbian Air Force. This is a aircraft mod, with everything included to (well, pretty much ) just unzip and fly away with!! The skins, from templates supplied by Zur about a milliion years ago, represent an "RAF Euro style" of coloring and pattern. The pattern itself might be considerd "interperative", but follows fairly closely to what few photos I was able to find in the research phase of this mod..New decals for the individual aircraft are from historical listings. The numbers.lst, while included, is NOT active, to prevent 'running out of numbers in game' (as they only had 12 aircraft, I made more decals than is actual historicaly accurate, but still.....). It's just renamed, so it's easy to reactiveate it. You also get a new WoE style Hangar screen, all the weapons are included (well, ok just the drop tanks in this case...) in the new "folder format" for use in post-patch installs, -and- in EACH weapons folder is a _data.ini as used by SF2. Unfortunately, as I don't have SF2, some experimentation on your part will be required to install and get them up and running. (meaning, I'm not sure how the numberation runs...) Cockpit mods are the inclusion of the "K-14" style air-to-air and air-to-ground sights, as seen on some other Sabre mods I've released. IMPORTANT: a NEW Nations.ini is included with the mod that superceeds the previously released version. Simply put, I'd totally forgotten to add Columbia to the listing; which would cause MAJOR issues!!! Sorry! So, just replace the pre-existing versions with this one. This mod is designed for use with, I'm hoping, ANY weapons pak. You may just need to add a few things. If you've already added the Sabre tanks from another mod or weapons pak, you need not add them again. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! 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. Happy Landings! Wrench Kevin Stein Click here to download this file
  10. Version

    198 downloads

    Canadair Sabre Mk.6, Fuerza Aérea Colombiana (Columbian Air Force) for SF/WoV/WoE/WoI and probably SF2 -Part of an on-going series of mod recreating Central American Airpower Modifications, and a complete reskin of the Zur's Canadair Sabre into those as used by the Columbian Air Force. This is a aircraft mod, with everything included to (well, pretty much ) just unzip and fly away with!! The skins, from templates supplied by Zur about a milliion years ago, represent an "RAF Euro style" of coloring and pattern. The pattern itself might be considerd "interperative", but follows fairly closely to what few photos I was able to find in the research phase of this mod..New decals for the individual aircraft are from historical listings. The numbers.lst, while included, is NOT active, to prevent 'running out of numbers in game' (as they only had 12 aircraft, I made more decals than is actual historicaly accurate, but still.....). It's just renamed, so it's easy to reactiveate it. You also get a new WoE style Hangar screen, all the weapons are included (well, ok just the drop tanks in this case...) in the new "folder format" for use in post-patch installs, -and- in EACH weapons folder is a _data.ini as used by SF2. Unfortunately, as I don't have SF2, some experimentation on your part will be required to install and get them up and running. (meaning, I'm not sure how the numberation runs...) Cockpit mods are the inclusion of the "K-14" style air-to-air and air-to-ground sights, as seen on some other Sabre mods I've released. IMPORTANT: a NEW Nations.ini is included with the mod that superceeds the previously released version. Simply put, I'd totally forgotten to add Columbia to the listing; which would cause MAJOR issues!!! Sorry! So, just replace the pre-existing versions with this one. This mod is designed for use with, I'm hoping, ANY weapons pak. You may just need to add a few things. If you've already added the Sabre tanks from another mod or weapons pak, you need not add them again. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! 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. Happy Landings! Wrench Kevin Stein
  11. File Name: IAI Sa'ar, Fuerza Aérea Hondureña File Submitter: Wrench File Submitted: 17 Mar 2009 File Category: Mirage and Dassault IAI Sa'ar, Fuerza Aérea Hondureña (Honduran Air Force) for SF/WoV/WoE/WoI and probably SF2 -Part of an on-going series of mod recreating Central American Airpower This is a compliation mod, mixing and matching several bits by 2 very good authors into one, nationalized aircraft. This package included the IAI Sa'ar by ErikGen and the Honduran AF skins by museli, combined with some ini edits by me to recreate the Sa'ar as flown by the Hondurans in the late 1970s through the mid 1990s. This is a complete aircraft mod, containing all the parts necessary to just unzip, install and fly away (excepting you'll still need to add the drop tanks) This mod is designed for use with, I'm hoping, ANY weapons pak. You may just need to add a few things. The drop tanks are included, in the new folder format for SF/WoV/WoE/WoI, and includes a _data.ini for possible use in SF2 (this is untested by me) IMPORTANT: a NEW Nations.ini is included with the mod that superceeds the previously released version. Simply put, I'd totally forgotten to add Columbia to the listing; which would cause MAJOR issues!!! Sorry! So, just replace the pre-existing versions with this one. = IMPORTANTx2: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however. With thanks to ErikGen and museli for creating the aircraft and skins, respectively As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. Happy Hunting! Wrench kevin stein Click here to download this file
  12. Version

    247 downloads

    IAI Sa'ar, Fuerza Aérea Hondureña (Honduran Air Force) for SF/WoV/WoE/WoI and probably SF2 -Part of an on-going series of mod recreating Central American Airpower This is a compliation mod, mixing and matching several bits by 2 very good authors into one, nationalized aircraft. This package included the IAI Sa'ar by ErikGen and the Honduran AF skins by museli, combined with some ini edits by me to recreate the Sa'ar as flown by the Hondurans in the late 1970s through the mid 1990s. This is a complete aircraft mod, containing all the parts necessary to just unzip, install and fly away (excepting you'll still need to add the drop tanks) This mod is designed for use with, I'm hoping, ANY weapons pak. You may just need to add a few things. The drop tanks are included, in the new folder format for SF/WoV/WoE/WoI, and includes a _data.ini for possible use in SF2 (this is untested by me) IMPORTANT: a NEW Nations.ini is included with the mod that superceeds the previously released version. Simply put, I'd totally forgotten to add Columbia to the listing; which would cause MAJOR issues!!! Sorry! So, just replace the pre-existing versions with this one. = IMPORTANTx2: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however. With thanks to ErikGen and museli for creating the aircraft and skins, respectively As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. Happy Hunting! Wrench kevin stein
  13. To quote Gollum: 'we wants it!!' Wrench kevin stein
  14. Not hard at all ... I'd reccomend having a look at the Hellenic AF Phantoms I released last year, in particular the F-4E AUP ... the pit's is all set up to use the avionics70.dll, with HUDs and GM radar (in reality, it's the JASDF F-4EJ-Kai pit); I disremember if they're AMRAAM capable, but that's an easy data ini edit (ie: add AHM to the Sparrow stations and adjust the loadot ini accordingly) Engines might need 'swapping out' for something a little more powerful (and not as exhasut trail diry); maybe some F-110s ala that aborted Isreali Super Phantom (F4 2000???) Probably the matter of 15 or 20 minutes work Maybe a little longer to 'drop' the front canopy frame via cockpit ini edits -- it'll still be on the external model (aircraft lod), but not in the cockpit view (btw, this is how we got our first Viper pits in 2004/5 - ArmorDave discovered the "move bits" method) Removing the frame will cause some issues with the disappearence of the stand-by compass, and the external tank jett buttons...but not a big issue EDIT: oh, dopey me!!! I forgot the canopy bow IS a different mesh from the actual front windscreen frame; that oval part directly in front of the pilot. So, it's eminatnly doable with a minimum of fuss Wrench kevin stein
  15. File Name: OKB Hawker Falchion F.1 for SF/SFG/WoV/WoE/WoI File Submitter: Wrench File Submitted: 17 Mar 2009 File Category: Fictional Aircraft, Experimental and UAV's OKB Hawker Falchion F.1 (ie: MiG-15Bis) for SF/SFG/WoV/WoE/WoI (and maybe SF2, still, even) A rebuild of Spinners really fun "What If" MiG-15 as used in an alternate universe by the British People's Republic Air Force, for use in the non-Vista enhanced Original Games (as listed above). Meaning, the inis are now in the older ANSI style, as opposed to Unicode. ALL the inis have been completly rebuilt for use in these earlier games (SF/SFG/WoV/WoE/WoI). This is a complete aircraft mod, with everything included; all the inis, lods, a full cockpit (ordway's Mig-15 pit). The cockpit and data ini have been converted to metric measurements (KMPH, MPS, etc), so the UK is now metric some 40-odd years earlier than in our universe. The skins and decals are the ones created by Spinners, but each skin now gets a new 'patch.bmp' with the actual Real Life ™ RAF Squadron badges. This mod is designed for use with, I'm hoping, ANY weapons pak, or none at all. The data ini has been set to use "NATO,UK", so you'll be using all the stock items, excepting the 300 gallon slipper tanks (included), which will need to be added. My old "PilotER" has also been included, just in case you want to switch over to one with a 'soft' leather helmet. Right now, it's set to use the stock 3rdWire pilot. The position of the pilot has been adjusted to show the seat more. Spinners original Hangar and Loading screens are included, with a small edit by me on the loading screen. My damage tgas are included, as are probably some various bits and things I've forgotten to remove. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era, and many Pre-Patch (ie: 06 level and earlier), aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested with THIS version, 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. With special thanks to Spinners for creating it, and allowing me to re-convert it for the older games!! Happy Landings!! Wrench Kevin Stein Click here to download this file
  16. Version

    96 downloads

    OKB Hawker Falchion F.1 (ie: MiG-15Bis) for SF/SFG/WoV/WoE/WoI (and maybe SF2, still, even) A rebuild of Spinners really fun "What If" MiG-15 as used in an alternate universe by the British People's Republic Air Force, for use in the non-Vista enhanced Original Games (as listed above). Meaning, the inis are now in the older ANSI style, as opposed to Unicode. ALL the inis have been completly rebuilt for use in these earlier games (SF/SFG/WoV/WoE/WoI). This is a complete aircraft mod, with everything included; all the inis, lods, a full cockpit (ordway's Mig-15 pit). The cockpit and data ini have been converted to metric measurements (KMPH, MPS, etc), so the UK is now metric some 40-odd years earlier than in our universe. The skins and decals are the ones created by Spinners, but each skin now gets a new 'patch.bmp' with the actual Real Life ™ RAF Squadron badges. This mod is designed for use with, I'm hoping, ANY weapons pak, or none at all. The data ini has been set to use "NATO,UK", so you'll be using all the stock items, excepting the 300 gallon slipper tanks (included), which will need to be added. My old "PilotER" has also been included, just in case you want to switch over to one with a 'soft' leather helmet. Right now, it's set to use the stock 3rdWire pilot. The position of the pilot has been adjusted to show the seat more. Spinners original Hangar and Loading screens are included, with a small edit by me on the loading screen. My damage tgas are included, as are probably some various bits and things I've forgotten to remove. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era, and many Pre-Patch (ie: 06 level and earlier), aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested with THIS version, 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. With special thanks to Spinners for creating it, and allowing me to re-convert it for the older games!! Happy Landings!! Wrench Kevin Stein
  17. The "radio mast test" was actually what I had in mind!! Important Advice: save your originals inis, back them up as a just in case!!! Allows for easy restoration!!! Here's the data for the Mig-15, if anyone wants to try it in the ]Fuselage[ section, add this line: ShowFromCockpit=TRUE in the MiG-15bis_Cockpit.ini (this is Ordway's unit), add the following: OpenCockpit=TRUE Offset=0.0,-0.08,-0.03 Position=0.0,0.15,0.80 you can copy/paste that right over the exisiting lines. Scroll on down further in the cockpit ini, and at the bottom of the instrumet listing add: as there are already existing some 'moves', these continue the trend at the very bottom of the cockpit ini, after all the other moved stuff, add: and go from there!! Again, if not liked it's easily reversable Wrench kevin stein
  18. AGREED!!! Having actually stuck me head into the pit of Mig15 (at the Chino airshow some years back), these most definately look a bit on the thick side. And a bit dull besides. Unfortunately, I don't think that even increasing the skin size to 4096 would help, porbably due to the low poly count of the windscreen framing (besided the fact I'm not quite sure where it resides on the body.bmp) Again, very much argeed! I personally don't care if the pits framework is a Skyhawk or whatever the original was. It dosen't detract from my play experience. I just like have SOME kind of pit that close to reality. Personally, and this is probably from play soo much XvT and XWA, I mostly fly the pit turned off, only turning it on for the occasioanl instrument/radar check or for landing and such. We can only hope! Basically, the point of this little experiment was to see if the 'missing bits' could be filled in. If you look at the stock Mig15 with Ordways, pit (or any other pit -cough- skyhawk -cough-), and mouse you view as far right/left as possible; given the pilot/cockpit position is at 98.6% it's correct position (as measured on the external model, based on pilot head and the wing root), one can look directly INSIDE of the wing, right to the zinc chromate colored spar, due to the non-visibility of the fuselage from the cockpt. The Ho-229 has this very same problem, and the only 'fix' is with the OpenCockpit=TRUE and the fuselage set to "ShowFromCockpit=TRUE". Of course, this trick ONLY works in the Post-Patch environment. Does this (low rez framing, etc) take away from the player experience? I can't say ... but looking over your shoulder and seeing the internal structure of the aircraft sure does for me! Again, this was just an experiment and is easly reversed with a few comment-out slash marks // Wrench kevin stein
  19. ok, i'm not really clear on this..... meaning SF2 HAS to have unicode inis? I thought it read the older ANSI style with no problem (from what little I've been following the threads), hence the importation of older mods being fairly easy... at worst, this version will be for the others (SF/SFG/WoV/WoE/WoI); if that's ok with you let me do up the readme, and I'll shoot you a link for the package for you to review and test. hopefully, later today or early tommorrow wrench kevin stein
  20. since they load, i assume EOGR and/or EOGB is on the weapons station?? with the Avenger, Beau, sm-79, he-111 and such like, I just select the weapon, close to about 1.0 or .8 and fire (flying a mast-top height, of course) is there an aircraft in particular that's not working right? wrench kevin stein
  21. I don't remember if I asked this, but is it seasoned with salt and pepper, or more exotic spices??? lookin good!!! wrench kevin stein
  22. Simple answer would be: ctd caused by the aircraftformations.dll (unedited ww2 maps have this problem) the airfields are simply too small, at times, for the the amount of aircraft in a flight. You'll find them parked in the outfield, wandering around the country side, huddled around the nearest bar (or pub) They work best as they are; trust me!!! I spent weeks fiddling with that, on the WW2 maps to try and understand what was causing the ctds with the aforementioned fault You want to base more squadrons, use another airfield (1,4,5,6) wrench kevin stein
  23. Yup, ALL the inis had to be rebuilt.. Every Single One I think THIS is the way to go...build the mod on the older versions, and then import for testing into the Newer versions. As the older stuff seems to work fairly well, it will open a whole new door heres's some screenies (had a power failure and had to wait to get things back up) Using ordway's mig-15 pit, western weapons, etc (meaning the UK has gone metric 40-odd years early) There are still some flaws in the physical model (i've been discovering this of late with a lot of pasko's early stuff - missing bits in the lod, things NOT visible; using the OpenCockpit=TRUE line opens a wealth of possibilities for this aircraft in particular, but will need extensive testing to position the cockpit properly so make it fit the existing aircraft lod's canopy framing and etc) I've redone a few things, added the squadon patches for the paint chips, 300 gallon slipper tanks, edited the decals inis, etc You want to review the package? I still need to do up a readme.. Wrench kevin stein
  24. How odd is this!!??? Wonder, what about switching over to Ordway's pit. It'll be in russian.... Well, I needed a break for my 'secret aircraft project' (that needs more ini work than I can do), and the Central America stuff...gives me something new to do today I'll start with a 'fresh' Fagot, edit the existing inis to match the SF2 units, and see what develops....once the aircraft shows up, THEN, I'll start dealing with skins and decals... Oi!!! Wrench kevin stein
  25. During my research on the skins, I discoverd some QUITE interesting notes on the loadouts used by the Dauntless, I think in particular, for VB-6 Some had just a single 1000 lber Some had just a single 500 lber Some had the 'mixed load' of 2 100 lber on the outer stations, and a 500 lbrs on the center station. this is just for ONE squadron!!! VERY STRANGE!!! Must've drove the ordies nuts!! Wrench kevin stein
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