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Wrench

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Everything posted by Wrench

  1. http://forum.combatace.com/index.php?showtopic=29675 wrench kevin stein
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. After all, you ALMOST volunteered to do it!! WRench kevin stein
  17. 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
  18. The Time: June 24, 1947 Place: near Mt. Rainer, Washington state Object(s): Unknown Wrench kevin stein (ya'll can look that up for yourselves)
  19. How true! But, as stated in the readme: emphasis added. I think somebody's kid is playing WW2 stuff, hence the decimal person!!! wrench kevin stein
  20. Version

    1,995 downloads

    WW2 Weapons Pak: for SF/WoV/WoE FOR USE -ONLY- IN INSTALLS PATCHED TO 10/2006 LEVELS!!! Since there seems to have been a small upsurge in interest in WW2-based installs of the 3rd Wire series, and a distinct lack of a 'dedicated' weapons pack for such usage, this is a project that I'd been working on for some time, albeit very slowly. It is based off the '06 Bunyap Pak, pared down to the bare bone with ALL other weapons removed that have a start date later than 1950. I've tried to include everything I could find that fits this era, and without a doubt probably missed a few. You can search out and add any of the missing items, if any, yourselves. OOTH, I've probably left in a few 'era inappropiate' devices as well. As their service dates are beyond the time limit of WW2, they should create no interferences. As was with the BunyPak, all the weapons are 'nationalized' to the best of my ability, to the WW2 Nations ini. You'll have the usual suspects, Nazi Germany, Japanese Empire, RAF (ie:UK), France, USAF, USN, etc. Please note that WW2 Italy uses Luftwaffe weapons, as no one has ever created any RA specific types. It is designed to cover all the WW2 Theaters of Operation: PTO (including Southeast Asia), MTO, ETO (incuding all WW2 Soviet in case the Eastern Front ever open up), and some allied nations, for both sides. Included is also a GunData.ini and GunData.dat that should contain ALL the guns, from all eras, most expecially all the large caliber naval guns for the battleships and such like. As always, unzip this to a temp folder somwhere, and you'll have access to the rest of the readme for it's instructions. These instructions are CRITICAL to installation, so it's suggested you REALLLLLY read them through. Happy Hunting! Wrench Kevin Stein
  21. spey: 204 inches long 44 inchs wide pw f100-220: 196 inches wide 46 inches wide I had to go and look it up!! IIRC, the Spey Phantoms had a 'bigger butt' anyway, from the J-79 US versions ... the difference isn't toooooooo much. A good sheet metal guy can pound that out if no time!!! For a what if, I think it'll be a fun bird! wrench kevin stein
  22. need to get his permission, as he's not a Freeware Accords Treaty signatory, for use of the Honduran AF F-5 skin. TIA! Wrench kevin stein
  23. Soooo.....I take it he's not around anymore???? I'll wait until Monday, next week before anything else...still need to check with bpao about the lods and cockpit, although they're easy enough to get in Dave's F-5E mod Wrench kevin stein
  24. Maybe move it aft a little bit??? so it's juuuuuussst clear of the turkey feathers??? wrench kevin stein
  25. He has ONE game install alone that has EVERY version of EVERY Phantom EVER made ... and all with his super-hiz skins. (where do you thing those 2 HAF Rhinos I did came from -- Sundowner. I just assembled the package! :yes: ) Skippy: thought about that too, using the EJ-2000s.... here's from the stock Spey's in TMF FGR2, which is the base for this: SLThrustDry=54490.00 SLThrustWet=91260.00 here's the data for the F100s, from the stock 3W Eagle that I'm using: SLThrustDry=65255.4 SLThrustWet=106001.1 and from the Tiffy: SLThrustDry=60000.00 SLThrustWet=90000.00 which is LESS than the Pratts. Also I wanted to make sure it used an engine that was "available" for a 1990 start date; backstory will be in the readme ... when I remember to write it coherently!! What's really funny is, after I swapped over the data, did a copy/paste for Engine2, I forgot to change the ThrustPositon=, so it basically had both engines on the same side....funny as all hell watching it try to take off, zipping around in circles, only one plume showing!!! Interesing to note, nobody has commented about the 3 pak rocket pods!! Wrench kevin stein
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