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Wrench

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Everything posted by Wrench

  1. All the A-4 stuff (B,C,E,F) is in the WoE objects cat. I'll switch over to the WoE hunter pit, and see what happens (btw, why didn't you use my RAF Mk.3 'Ace Maker" gunsight tga??? It should be in some of the Spitfire mods.. ) Then, I'll see whats what with the decals. Using them as a main subfolder (like in the screenie above) has always worked before. In fact, that's how I doing ErikGen Honduran Sa'ar -- since both skins use the same decals. and thanks! wrench kevin stein
  2. What about leaving the folder alone, and just renmaing the main ini?? ie: xF-4B.ini not having it makes me just be guessing, of course....but that used to work before, even at 10/08 post-patch levels Wrench kevin stein
  3. Since I think I know of which aircraft you speak (which, btw, is a bit over modeled in the FM department), methinks THIS below is the section you be looking fer... [Engine] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=1 SLPowerDry=775840.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,4.186,-0.08 ThrottleRate=0.5 AltitudeTableNumData=10 AltitudeTableDeltaX=1524 AltitudeTableStartX=0.0 AltitudeTableData=0.99,0.99,0.993,0.996,1.00,0.70,0.60,0.50,0.25,0.000 PropRotationDirection=LEFT ReversePropOrientation=TRUE SpinnerNodeName=Spinner RotationAxis=Z-Axis StaticPropNodeName=Prop_Blade SlowPropNodeName= FastPropNodeName=Slow_Prop SlowPropRPM=90 FastPropRPM=600 MaxPropRPM=650 IdlePropRPM=95 BSFC=0.01 <---I belive THIS is it ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=0.0,1.10,0.0 FireSuppression=TRUE MinExtentPosition=-0.447,3.733,-0.462 MaxExtentPosition=0.49,2.3,0.32 MaxPowerAnimationTime=0.1 MinPowerAnimationTime=0.3 ConstantSpeed=TRUE NumBlades=3 PropDiameter=3.352 PropEfficiencyAdvanceRatioTableNumData=11 PropEfficiencyAdvanceRatioTableDeltaX=0.2 PropEfficiencyAdvanceRatioTableStartX=0.0 PropEfficiencyAdvanceRatioTableData=0.023,0.40,0.70,0.80,0.86,0.87,0.87,0.87,0.87,0.86,0.85 MomentOfInertia=0.05 IIRC, it's Brake Specific Fuel Consumption. What I don't know is, is it liters/hour, gallons/hour, beer/minute???? Right now, I"d say that's pretty damn low, even for the R-1820 (or whateve the original single-row was) Wrench kevin stein EDIT: found this, it may help. math is over my pointy little head... http://en.wikipedia.org/wiki/Brake_specific_fuel_consumption
  4. Apparently not.... after a half hour of editing files; I'd thought it was just a simple matter of moving the decals folder up on level, into the main /FalchionF1 folder, and adjusting the pointers as we've been doing for the last 5 or 6 years.... Which is damn odd, as the stock MiG-15 works perfecly well in WoE....and all the inis appear "all correct and accounted for" The aircraft does NOT appear in the drop down listing See the accompanying screenies... shot 1 is my folder tree, with the newly moved decals folder shot 2 is showing the in-game aircraft selection menu, and the red arrow is pointing to WHERE the Falchion should appear in the listing, as it's alphabetical This brings up a REALLLY important burr that's been under my saddle for while... ALL AIRCRAFT MODS SHOULD; NO, MUST BE TESTED IN AS MANY VERSIONS OF THE GAME AS THE MODDER POSSESES!!! If you don't have one versioin, find someone that does. There are PLENTY of folks willing to test something to see if it works. This now, becomes a rather unfortunate loss to those of us that have no desire to move "up" to SF2 when all the others are working just fine, thank you, in XP. (money issue not withstanding for us unemployed folks ) I'd like to see this "What If" bird in my stable ... until Julhelm took The Crown, I was the King of What If. Spinners and I seem to be running neck and neck for the "Chief Accolyte" position I'd like to make a reccomendation of suggestion that these wonderful, imaginative mods DO be tested in SF/SFG/WoV/WoE/WoI as well as SF2. That would have the effect of 1) upping the download count TREMENDOUSLY 2) inspire more modders to 'take a chance' 3) increase the General Interest ™ in the 3rd Wire series. which means 4) TK sells more copies, gets more money, and improves the series. Because, simply put....I WANT THE DAMN THING!!!! with respect, of course :yes: Wrench kevin stein EDIT: if my words seem harsh, NO offense was intended...after all, Spinners DID declare right at the get-go that is ONLY for SF2. Which is how he set it up. Maybe, if we ask real nice, he'll do a WoE-ish one But it's a bit odd how everything looks exactly the same for WoE....
  5. REALLY!!!??? Thanks! I never thought my tiles looked all that good.... Most of the stuff I redid for ASW was simply copy/paste and erase if needed!! I've only used masks once or twice; with colorizing some photos for nose art decals, so I'm quite unknowing about their proper use I've never worked in anything BUT PornoShop ... have 5, 6, 7 -but never use 7 as I don't like the menu system and it's 'screwing up' alpha channels. I applied a patch for it, but never got it working properly. So I"m staying with 6. Wrench kevin stein
  6. Hopefully, this will clear it up some, and my explanations will make sense. Mind you, I'm much more familiar with the desert and vietnam tile sets than I am with the germany ones, but the principals are the same. So, these are 'desert' based tiles. ok, picture 1 "tiles-1" shows the bmp and tga for the 'grassfield-sea-city50' tile, as used in ASW (at galveston, btw) I have the alpha turned on over the R/G/B section, so you can see the opacity gradation. Oh, and the little black square? that's the _hm.bmp for this tile. I've found the fully black ones make for a 'hard' coastline that prevents items from sinking into the ground. The second shot, "tiles-2" shows the tga with the r/g/b channels turned off. This REALLLY shows the opacity gradations. ANYTHING that is land has to be PURE BLACK in the alpha channel. You'll note the 'pebbly gray' texture of the ocean section of the alpha -- this is the part that give the 'sea' effect the 3rd shot I've zoomed up the tga, so you can really see the varying opacity and the (for lack of a better term) texturazation of the gray ocean part. This is easily spread out to the edges with the clone stamp tool, to elimiate the possibilty of tile edges showing. in this last shot, I've used the vietnamsc50.tga, as this has the docks built in, and zoomed up so you can see the difference in how the 'gray' part for the sea is rendered. I hope this helps somewhat ... don't forget to have a correspendingly named _hm.bmp for the sea/land transition tile!! Wrench kevin stein
  7. Meaning, you can see the tile edges, where the sea/land tile meets the sea tile and/or the next sea/land tile to it's right or left? That's also in the alpha...you didn't carry the part that semi-transparant (the grayish bit) all the way to the edge. Clone stamp works REAL for this. Also, make sure the 'ocean' color is the same for all the tiles. Had that issue with the cityport2 tile (from Vietnamsea -- the one with the docks built it). The VNSEA ocean is a different color than the desert one. I'll try to do up some screenies, as soon as I can to illistrate what I was talking about. wrench kevin stein
  8. If some kind and gracious soul, who has some already made LODs for some pilots could give this nut-case a hand , I need a pilot figure that will prevent the "Flintstone Feet Effect" as seen in the accompaning screenie. Basically, a 'generic' pilot figure, green flight suit and white bone-dome, but with the legs removed at about knee level. This birds fuselage is just not quite deep enough for the stock pilot It's for an experimental "What If.." mod that has emerged from my fevered brain (no, I'm not sick...well, physically anyway ) TIA!! Wrench kevin stein
  9. thanks aleducat! Basically, just like the 'stock 3rd wire unit", but without legs (gad, that sounds horrible!! you'd think I was talking about Douglas Bader!) Generally, late 40s/Early 50s style green suit, white helmet, visor down -so's we dont have to deal with faces. on the F-47N, still getting the "red flash". It's livable...it only happens for those 1st 2 seconds a mission start. what's worst is the F-47D (wolf's ww2 bubbletop) for Columbia....have major problems with that!! AI takes off fine, player aircaft on autopilot maaaaaayyyyyy get airborne at the of a 10000 foot runway. Manually, no problems!! strange stuff.... wrench kevin stein
  10. You have to edit the data ini to match the terrain tiles copy/paste the entries for the tiles from Green Hell into the data ini from YAP ---MAKE SURE YOU MAKE A BACKUP COPY OF THEIR DATA INI FIRST, BEFORE YOU DO wrench kevin stein
  11. This is real similiar to what I ran into on some of the "custom" tiles I did for ASW and SoCal... You need to extract all the **sea.tga tiles. Examine them in Photoshop (or whatever you use -- just make sure it handles 32bit w/Alpha. You'll see how the alpha channel is "colored" (for lack of a better term -- perhaps it's Opacity would be closer) What I did for my customs, is I just took the stock tile, added the "new bit" as another layer above the original R/G/B section, then erased it to match to coast contours Also, make sure you double check the "HeightMapScale=" line in the data ini, and have a corresponding _hm.bmp to go with the land-sea tga. Like below, from ASW: [Texture095] Filename=GrassField-sea-city25.TGA HasWater=1 HeightMap=GrassField-sea-city25_hm.BMP <--- HeightMapScale=2.000000 <--- Color=0.357141,0.374967,0.364471 SolidObjectTexture=terobject_buildings1.BMP AlphaObjectTexture=terobject_trees1.TGA MipMapLevels=6 but more than likely, as has already been said, it's the alpha channel in the tga EDIT: all the stock tile, bmp and tga are stored in each terrains' cat file ie: Desert.cat, GermanyCE.cat, etc Wrench kevin stein
  12. File Name: Central Pacific/Mariana Islands for WW2 Installs File Submitter: Wrench File Submitted: 13 March 2009 File Category: Terrains Central Pacific/Mariana Islands Terrain For SF/WoV/WoE WW2 PTO mods This is a brand new terrain, built COMPLETLY from scratch. This is my very first whole terrain, so go easy on me ;) It represents the Mariana Islands approximately mid-1944, at the time of the American Invasion. This is a FULL terrain, with everything included for you to unzip and use, with minimal difficulty. 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. There are also 2 completly NEW ground objects, creating via edits of existing terrain objects. They are now fully funcitonal 'obstacles' for infantry assaults. Also are mods of 2 of Hinchbrook's ships for USN usage. You MUST have ALL the Pacific Objects (ground units, ships, AAA, infantry, etc) already installed in you PTO version of the game; otherwise things may not be appearing. This is especially important for the ships -- the Liberty ship, and all warships, both Allied and Japanese. It's HIGHLY reccomended you have Gepard's "Midway" terrain installed, along with his IJN/USN naval units -- I've made use of them for both Fleets. 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. There ARE some historical flaws, which as most of you know gauls the daylights out of me; they are fully detailed in the "Notes & Explinations" section below. The data ini has been upgraded to the semi-latest standards (ie: 2006 patch level). Water effects are active, so Vista users beware...more information for you is below in the Install Instructions. See "Notes for Vista Users". NOTE: this is NOT designed for the post patch world of 9/08 & 10/08!! The terrain's data ini does NOT have the new Height Data included!!! If you insist on using this mod in such an install, expect NO support from me. You're on your own... = 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!! == It has been tested in SF, WoV and WoE, using their cats pointed to in the main ini. As most of 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). It has NOT, however, been tested in post 8/29/08 patch WoI or post patch (9/08 & 10/08) SF/WoV/WoE; it is NOT designed for useage in those type of game installs. If you choose to do so, expect NO support from me -- you're on your own. Nor is it designed for use in a 'modern era', as the airfields are far too small for field jets from. Follow the instructions in the included readme =EXACTLY= and you should have no problems. It's HIGHLY reccomended you read this document completly through before installing this mod. Good Hunting! Wrench Kevin Stein Click here to download this file
  13. allen: I'll try...but I don't think it'll all fit on one screen!!! Wrench kevin stein
  14. I have the 2 Osprey Campaign books on pdf, if that'll help One for Guam, one for Saipan Wrench kevin stein
  15. OMG!! That thing is almost a fugly as the Blackburn Blackburn!!! Wrench kevin stein
  16. Version

    861 downloads

    Central Pacific/Mariana Islands Terrain For SF/WoV/WoE WW2 PTO mods This is a brand new terrain, built COMPLETLY from scratch. This is my very first whole terrain, so go easy on me ;) It represents the Mariana Islands approximately mid-1944, at the time of the American Invasion. This is a FULL terrain, with everything included for you to unzip and use, with minimal difficulty. 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. There are also 2 completly NEW ground objects, creating via edits of existing terrain objects. They are now fully funcitonal 'obstacles' for infantry assaults. Also are mods of 2 of Hinchbrook's ships for USN usage. You MUST have ALL the Pacific Objects (ground units, ships, AAA, infantry, etc) already installed in you PTO version of the game; otherwise things may not be appearing. This is especially important for the ships -- the Liberty ship, and all warships, both Allied and Japanese. It's HIGHLY reccomended you have Gepard's "Midway" terrain installed, along with his IJN/USN naval units -- I've made use of them for both Fleets. 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. There ARE some historical flaws, which as most of you know gauls the daylights out of me; they are fully detailed in the "Notes & Explinations" section below. The data ini has been upgraded to the semi-latest standards (ie: 2006 patch level). Water effects are active, so Vista users beware...more information for you is below in the Install Instructions. See "Notes for Vista Users". NOTE: this is NOT designed for the post patch world of 9/08 & 10/08!! The terrain's data ini does NOT have the new Height Data included!!! If you insist on using this mod in such an install, expect NO support from me. You're on your own... = 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!! == It has been tested in SF, WoV and WoE, using their cats pointed to in the main ini. As most of 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). It has NOT, however, been tested in post 8/29/08 patch WoI or post patch (9/08 & 10/08) SF/WoV/WoE; it is NOT designed for useage in those type of game installs. If you choose to do so, expect NO support from me -- you're on your own. Nor is it designed for use in a 'modern era', as the airfields are far too small for field jets from. Follow the instructions in the included readme =EXACTLY= and you should have no problems. It's HIGHLY reccomended you read this document completly through before installing this mod. Good Hunting! Wrench Kevin Stein
  17. Dude, all the weapons are already set in the various aircraft's loadout inis. All the work has already been done for you. Go fly Wrench kevin stein
  18. Yeah Edit the Midway_types.ini and Midway_targets.ini, changing the names as appropiate. btw, you'll notice there is, in fact, only ONE IJN Fleet carrier available ANYWHERE...it just happens to be an Akagi class. Wrench kevin stein
  19. Ok, running into a little problem with Russo's F-47N. I'v made a LOT of adjustments to make it more 'user friendly' in the post-patch world, but I"ve still got a problem. At mission start, you have a TOTALLY red screen, just llike you're pulling 9 negative gs. Now, it only lasts for 1-2 seconds; almost llike the aircraft is dropping down to the runway. Which it had been doing unitl I fiddled with the landing gear sections (shock stuff). It is definately sitting on the ground, as I don't (or more accurately now dont) have the 'tire contacting ground noise'. Anyone have any ideas, or ?? Below is the landing gear data ini section. YOu can see te commented out original statements If an Ini Guru ™ wants to have a look at the aircraft in toto, drop me a PM, and I'll get it too you. Other than that, it's fairly OK. And nearly ready to go (excepting for said red-out) Also, for the upcoming Central America map mod, it appears I've forgotten an ENTRIE country.... So, does anyone have the templates for TMFs Kfir C7??? <cough>Sundowner???<cough> AND ... does anyone know the Columbians painted their Mirage 50s?? (and will I need templates for that, or .....) this kinda stuff drives me nuts!! I just wanna get back to targetizing the damn thing, and I'm stuck building air forces!!! TIA!!! Wrench kevin stein ps: for those wondering, I am NOT doing any A-37s.
  20. Prepatch is fantastic ... just as released. Postpatch, as with most propjobs, has some "issues". before I fiddled with the gear, it ACUTALLY was ABOVE the runway, and dropped down, bounced, bent the prop, caught fire and blew up. And I got stuck with the bill!! Wrench kevin stein
  21. there's 3 electircal transmission towers in WoV ... I think they have collision meshs (ok, I've also used them on other terrains) We have a rail station; just not 'built into' the terrain rail tracks. Unless you want to physically lay the track sections all over. That would be an NIGHTMARE!!!! Moving trains ala Aces over Europe, Janes WW2 fighters, CFS would be great, but not a show stopper for me 3d mission builder I've been crying for since 2003!!!! A 'save last single mission' feature would be nice too. But -and don't forget- it all goes back to what TK can afford to add, and what we modders can come up with to 'bend' the engine as best we can to our will Wrench kevin stein
  22. How could I have missed this thread.. "You went somewhere????" j/k!!! Wrench kevin stein
  23. Nope, sorry wrong!! All you need to do to get the 06 WepPak (aka "The Bunyap Pak) working in the post-patch world is to simply use the newest weapons editor (date 4/08, IIRC). Open the weaponsdata ini with the new editor, open any weapon, DO NOTHING ELSE, click OK , then SAVE. The new editor will rebuild the weaponsdata ini and weapons data.dat to the new standards. Other than some new paramaters, it work 99.8 % ™ perfecly. I've done it on at LEAST 4 of my installs with problems. Wrench kevin stein
  24. Don't forget there's the Purlycrapov Pu-2 "little stinker" for the NorKoreans that's been on my site for the last, or 3 years or so... Wrench kevin stein
  25. oh, and I almost forgot... Is 'mike1' still around here??? He did a Honduran Tiger II skin I"d like to use (after redecaling), with Dave's F-5E mod As he's not a signatory of the Freeware Accords Treaty, I need to get his permssion. Interestering part will be HOW I'm going get the FAH Tiger II released.. Wrench kevin stein
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