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Wrench

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Everything posted by Wrench

  1. Version

    201 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
  2. 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
  3. Version

    248 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
  4. To quote Gollum: 'we wants it!!' Wrench kevin stein
  5. 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
  6. 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
  7. Version

    97 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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....
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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