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Wrench

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Everything posted by Wrench

  1. New Tennessee's along Battleship Row... Wrench kevin stein
  2. To misquote the aliens from "Earth vs the Flying Saucers".... "look to your objects cat for the aircraft"...... B/C/E/F lods and inis and pit files included, post patch in the WoE objects cat. You'll still need skins most likely.... Wrench kevin stein
  3. File Name: FM-2 Wildcat (stand in) File Submitter: Wrench File Submitted: 26 Nov 2008 File Category: Allied Fighters General Motors FM-2 Wildcat Pak for SF/WoV/WoE WW2: PTO Installs This package contains a new skin, and some minor data & cockpit ini mods for Pasko's F4F-4 "Wildcat", representing (as a kind of stand in) the GM/Eastern Aircraft built version, the FM-2. I call this a 'stand-in', as there are several marked differences from the F4F-4 and FM-2 models. These are enumerated in the "General Notes" section This is to be considered an "incomplete" aircrafit mod, as I've =NOT= included the actual LOD files. You WILL need to have the original F4F-4 to copy these files from. The cockpit, however, IS included. The skin represents VF-26 as seen aboard USS SANTEE during mid-late 1944,during operations against Palau and the Mariana Islands, and the Battle of the Phillipine Sea (aka "The Great Marianas Turkey Shoot"). The data ini mods include corrected positions and the additions of, running, recognition, formation and landing lights. Loadout changes include the addition of 6 HVAR rocket positions. I've also tweeked the canopy to it opens to it's full extent; swaped out the pilot for a more US looking WW2 guy, and gave him a seat to "park it" on. -NO OTHER CHANGES HAVE BEEN EFFECTD-!!! Flight modeling remains just 'as issued'. Enhanced AI sections have been added, including several from post-patch WoE/WoV/WoI/ SF. The engine sound has also been changed (wav included!). Another sound tweek has also been added, creating the ratcheting sound of the landing gear mechanism (wav included, too!). Also, it is now fully carrier-qualified, so mission and campaign builders can use it from the CVs, CVLs and CVEs. The cockpit ini has been modified for a new WW2 N-3 gunsight tga. 2 New WoE style Hangar Screens are included (so you get to choose which you like best), as is a new Loading screen. Damage tgas are here as well. Weapons are NOT included! -= NOTE: You MUST have the Bunyap Weapons Pak of 6/06 to get the WW2 weapons and guns and such =- -== This aircraft has been tested in SF/WoV/WoE and post-patch WoI (8/29/08). There still are some 'issues' with prop-plane flight models, but there has been a MARKED improvement!! ==- -== You use it in WoI at YOUR own risk ==- As expected, there's highly detailed, step-by-step install instructions in the enclosed readme -- so READ it!!! Good Hunting! Wrench Kevin Stein Click here to download this file
  4. Well....some Fletcher class DDs would be nice! or a Fubuki... Of course, we (meaning I) will take damn near anything!!!! Wrench kevin stein
  5. Isn't there a line in the data inis "OnlyOnGround" or something like that? (like for drag chutes?) So the nose don't swing up in flight....that could get embarassing (but, with the rear door open, would manage to sweep/flush out all the trash that accumulates...) Wrench kevin stein
  6. Not necessarly... 1) find another skin with a similiar camo pattern 2) size to fit your template 3) copy/paste other skin bmp onto template 4) create new layer, paint camo pattern in colors desired. 5) create new skin bmp {how do you think I've done some of my ww2 skins?? } 6) Test fly in-game (and repeat as many times as necessary, as Russ said) 7) give credit to original skinner for "borrowing" the pattern The real "fun" begins when there ain't no template, and you have to do EVERYTHING from scratch off existing skin bmps.... Wrench kevin stein
  7. Well, along with the IJN fleet, there will 2 US carrier stations...for ENTERPRISE and the other for SARATOGA (or is it LEXINGTON??), so yah, it could be done. Operational years would be a interesting edit, however! Wrench kevin stein
  8. OH HELL YES!!!! Even if she only sits there, and "dies of fright". That's a LOT closer than the Iron Dude (may also reuse that for USS Texas on the ASW map, replacing ID!!!) Wrench kevin stein you do man!!!
  9. Good, general information in 3rd post down (IIRC) http://forum.combatace.com/index.php?showtopic=18346 WRench kevin stein ps: and RKT will only get you things like HVARs, 60#, S-122. He wants "RP" for "rocket pod"
  10. I actually think it's like the old Bugs Bunny cartoons ... it only rains on YOU!!!! (that little cloud follows you around ) You can have a seperate enviro ini in EACH terrain folder (ANW has one, SoCal, I think I did one for Libya). In that, you can specifiy cloud height, and possibly seasonality -although this is something I haven't looked at. For the most part, the seasons are determined in the terrain's main ini....this from ANW: you can see the percentages (ie: **Chance=) so you can theroetically re-create a monsoon season, by increasing Inclement= to say, 99. What I don't know, is if all the chance numbers have to add up to 100 (which would make sense, in a way) But most assuredly, EVERYTHING is adjustable!! One wonder, however, if CA's "blizzard" can only exist in ONE terrain seasonal sub-folder...for "winter", with the needed tga and inis and etc ONLY residing there....??? Or is it a 'global' setting??? Wrench kevin stein
  11. That's not necessarily true... many mods we have use either 2 or even a single skin map. (Russo's Bf-109e is single, Wolf's WW2 birds are single, DAT are 2. some of Pakso's early are 3) It's just a VERY simple matter of Practice Practice Practice and, if you d/l the stock 3rd templates for say, the Phantom and I think the Scooter, you'll find an extra layer that's called "Labels", that says where everything goes. There's also the "panel finder", that when applied to an aircraft looks like this: then, since it's numbered, you go back to the template and see what sits with which number. ALL the stuff in simmerspaintshop's tuts are usable for ALL instances of ALL sims...you just have to make the mental adjustments for the 3W stuff. Wrench kevin stein
  12. Got 'em!!! Many, many thanks!!! I"ll get them placed today (replace the Iron Dudes), and start finished off (and working on more) the Zeke, Val and Kate skins. Have to do all 6 air groups.....the good thing is, the Zekes and Kates should be usable for Midway as well. Vals get a different skin Also want to experiment with the terrain a bit, as I learned something about Height Fields over the last week...see if I can't get rid of that "Oceanic Hump" near Kanehoe and Ewa. And get Big Zee's Surf Shack placed... Wrench kevin stein
  13. Hmmm.....maybe add a 2nd engine, using the "LargeSAMTrailSmokeEmitter", will give the required "BurningBluntSmokeEmitter" (watched Jay and Silent Bob Strike Back toooooooooooooooooooooooooooo many times....) Wrench kevin stein
  14. Placed on airfields.... of couse, dummy me took this shot with a bad sun angle....so it blends into the EOR shack Wrench kevin stein
  15. TRUTH!! why did I have the impression he was looking at me when he wrote that!!! Wrench kevin stein EDIT: a quick fix, as "NATO" is not a real nation; as in listed in the Nations.ini..... open the data ini, change the Nation= to GENERIC, do the same in the textureset.ini, and in the main ini where the skin is listed. that way, it'll show for any/both sides, just like the cargo ship and tanker
  16. I beg to differ.... Seasonalism (a new religion, btw) was introduced in the Oct/Nov patches. Code from FE. may I suggest, just for grins and giggles, the ANW 4 Season rebuild??? You can see how it's done...albeit not perfectly, but how it works As to 'rain', the Game Engine ™ only has the one kind ... sort of like SoCal ... it's either on or off!! Wrench kevin stein
  17. Pretty sure they are, too. No big deal. Just wondering. Hinch, you ARE our Naval Archecetic (sp??)!!!! Wanted to have something other than the 'usual suspects' docked at Corpus Christi.... ...to say nothing of WW2 WesPac...and Korea...and SEA...and....and...and....and.... Note to self ... drop colmak a note about the Omahas....keep forgetting!!! Wrench kevin stein
  18. makes me want to spend the 20 bucks, and get it! Great job, Chuck!! Wrench kevin stein
  19. At the bottom of this post, in the Knowledge Base, is the procedure: http://forum.combatace.com/index.php?showt...st&p=113930 Wrench kevin stein
  20. DEFINATELY gonna have some in the Texas rebuild .... for the RepTexs to bomb!!! Strike mission: Destroy the Enemy Hippie Van == man, that's better than the Hot Dog stand!!! Good one man!! Totally, dude!! Wrench kevin stein
  21. Topic moved to correct Forum remember: Do NOT post in the Knowledge Base!!! It's for ANSWERS, not questions. Questions go here, in the regular forums thank you ------------------------ To answer the question, make you're 1) using the PROPER weapons editor (has an 08 date to the exe) and 2) you've set compatibility mode to Win95/98, and 3) You actually HAVE a weapons sub-folder to your /Objects folder and the weaponsdata.ini and weaponsdata.dat files exist therein There's a whole tutorial, illustrated, in the KB on how to use the weapons editor....it's the same for both pre and post patch. Wrench kevin stein
  22. And it's a great difficulty to add them, yes??? Wrench kevin stein
  23. Using the info above for the attachment angles and such, I'd also reccomend creating a "new" station just for the Sejil. Ala TMF duplicated station technique; take that station, copy/paste below the existing, renumber station ID and Groups, not forgetting to add the new system to the wing statements; add the new stations to the loadout ini and viola! not hard to do at all, and it keeps the Sparrow station for when you want to load them. Done it LOTS of times! Wrench kevin stein
  24. They're actually the Berlin TV towers from WoE; they just 'guest star' in ODS They have a nice 'furturisc look', so I figgerd The Adjucators could use them; and they got them cheap! Wrench kevin stein
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