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Wrench

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Everything posted by Wrench

  1. This one's also in the works; need to weather a lot more and do up the serial decals... for whenever Baltika (???) finishs the Malaya region map. Already have an Oscar for it's adversery aircraft Wrench kevin stein
  2. Well, unless it's been removed (I sorry to say, haven't looked at the latest version of MY own work...), the "Large Urban Module" is used extensively. Bagdad be crowded!! Wrench kevin stein hmmm....maybe it was Fubar then,that figure out the tod renaming??? Hell, I can't remember what day of the week it is, half the time... btw, what planet is THIS????
  3. Base texture for each squadron is probably the way we'll be stuck with...it's really not that had to just add another layer for the squadron's main ID letter (I mean, look how many layers are ALREADY on that template ... 3 or 4 more won't hurt much ) Best thing is, the A-Z letters can be reused for all the squadrons individual IDs. Serial numbers are pretty quick and easy to make decals (and all the positions are already plotted!!) The only thing I really haven't experimentated with is 'fabricizing' the aft fueselage sections ... you'd need a seperate layer of the color sction and then use the Texture -> canvas -> then fade it down quite a ways so it just shows up. New panel lines for that region should be made too, in a 'blurred' light color to simulate the stretching. Damage tgas would need to be remade to simulate torn fabric, ala First Eagles. Baltika; have you considered a request to Capun, to see if he can 'close' that mesh around engine cowling? Worth a shot. Or just go with the painted on letters. And maybe fix the 'flipped face' on the Spit's radio mast?? IIRC correctly, (as in I read it in a book...probably the SAM Hurricane Guide -which is SUPERB beyond belief!) odd numbered (Lettered) aircraft had one style of camo, even numbers the mirrored. Easiest way would be to just have a whole squadron/skin set mirrored. Just for giggles Wrench kevin stein
  4. I don't know if Gepard's "invisible airfield" is big enough, but I'd sure like to try that Sunderland on the water!! I just got this "thing" for amphibs/flying boats... I've got the "warpaint" book on the Hudson here, if that'll be of any help to anyone for skinning (has all kinds of good info, including production/serial numbers..) Had something on the Condor too...have to go look for it Wrench kevin stein
  5. What he said!!! Actually, I didn't want to be bothered and took The Lazy Mans Way ™ out...just commented out the lines on post-patch installs. Considering all the work I'd done in '03-'04 trying to figure them out in the first place....sigh.... Wrench kevin stein
  6. Thank you lindr!!! That's EXACTLY what I mean.... and that's for a reliatively non-manuvering bomber. Fighters are going to be a 'hole 'nuther can of worms; BUT for somewhere that UNDERTANDS the aerodynamic variables, all it'll take is that someone willing to spend the time to correct whats "off" -- on the 300 aforementioned aircraft and sub-variants BUT (again!).... with new FM stuff on the horizon...who know's what it'll bring???? Wrench kevin stein
  7. I'd suggest, IIRC, Polak's city tods...lots of high rises. You can find them in his "desert tile beta' pak in the downloads section. I've used them in Libya and Isreal2: obviously, you'll have to figure out the name of the city TOD, copy it AND the citybuildings bmp and adjust the data ini accordingly. (btw: they for work for GermanyCE cities, too -it was Fast Cargo that found that, and which allowed me to add them to those other 2 maps) Wrench kevin stein
  8. I'll be if you do a system restore to time JUST before you installed XP's SP3, you'll find the games will start working again been there, done that WRench kevin stein
  9. Help with russian

    Aren't the most important phrases to learn in ANY language "Which way to the bathroom/toilet?" and "Which way to the secret installations?" -----------------| Wrench kevin stein
  10. That's why we Keep Repeating overandoverandoverandoverandoverandoverandover Use ONLY the 06 patch level for you WW2 installs of SF/WoV/WoE....and.... DO NOT PATCH YOUR WW2 INSTALL TO CURRENT STANDARDS. DO NOT USE WOI or FIRST EAGLES FOR YOUR WW2 INSTALL. DO NOT CREATE A WW2 INSTALL USING POST-PATCH SF/WOV/WOE I think that pretty much covers the basics... The patch adds absolutely nothing to the WW2 Experience - the only thing in there of the slightist value, is the in-game generation of static, parked aircraft. And guess what? We already GOT lo-poly statics on 90% of the WW2 terrains (the issue of the game generated ones being 99.9% of the time era and theatre inapproiateness not withstanding...) With nearly 300 WW2 type aircraft (including variants and sub-variants) and only 2 or 3 guys that can handle the flight modeling ... don't expect ANYTHING to occur for the foreseeable future in regards to updating. With yet another patch/upgrade on the way for WoI that will introduce the IDFs P-51Ds (and EAF Meteors), we're all waiting to see what new/modified parameters are waiting in the wings. (pun intended) Till such a time appears....well, you know the drill. Wrench kevin stein
  11. My Drawings

    'struth! Better than me! I can't draw a straight line with a ruler!! I don't think they're that bad at all I like the cat!! Wrench kevin stein
  12. Probably mentioned somewhere in this thread: "Things You Need To Update Post Patch Thread" http://forum.combatace.com/index.php?showtopic=32358 basically, comment out the automatic speed section or swap the deply/retract numbers. things seem to work backwards for reason or switch over to a maunal contorl (ie: animation key) Wrench kevin stein
  13. I must admit, I just did a quick run over it... For a seperate, winter terrain: LEAVE STOCK GERMANYCE terrain ALONE!!! create new folder "GermanyW" rename all inis to match ie: "GermanyW.ini", etc. adjust names to match in main ini add cat pointer line BACK to GermanyCE.cat in main ini: CatFile=..\GermanyCE\GermanyCE.cat drop the new tiles and tods into the NEW winter folder test fly to check. Wrench kevin stein
  14. Why would you need to do that??? Seasoned terrains have the seasons in seperate folder; so, the stock, garden variety standard GermanyCE.cat is reused. All the other changes are done via the 'seasonal entries' in the terrain ini. As this is a 'minor' (no insult intended) mod of the existing terrain, renaming the cat file removes it from the sight of the game engine. Rename it back to stock ie: GermanyCE.cat, and see what happens Remember, it's Post Patch (9/08 & 10/08) ONLY -- it will not work in any other environment. Period. wrench kevin stein
  15. Weren't there Hurri skins the campaign d/l??? I don't remember!!! Markings are easily done (I cheated on a lot of Spit skins and used decals ie: XX(roundel) for one decal and X for the individual letter, AI (O) one decal, A as another. Should work the Hurricanes, too. If you want my template, you're welcome to it. It DOES need the lower wing roundel changed -- I've got the wrong type on there (on the Spits, too, IIRC) The base skins would all be the same (since we can't do the 'mirror camo pattern without a whole seperate skin folder), just redecaling for squadron letters I may have a home-made template for Russo's Emil, but I'll have to look for it... Wrench kevin stein
  16. In the KB, you'll find this handy-dandy thread (albeit not fully updated), but nonetheless, a fairly complete listing of "What's Available" http://forum.combatace.com/index.php?showtopic=21870 terrains/ground objects should be the 3rd or 4th post down One of the Great Secrets, hiding in plane sight.. Wrench kevin stein
  17. Easiset and simplest way would be to create nation-specifc versions for each, and edit the data and loadout inis to point to the particular tanks needed for that variant. Other than that.... Since they don't or won't change on the loadout screen. Wrench kevin stein
  18. Eric: that's a old, well know problem. It has to do with the lenght of the path name; IIRC it was too long (prepatch ie: 06 patch). You may need to rename the folder, shorten to something like Tor_IDS (rename the main ini to match =DON'T FORGET!!), then adjust the path in the decals ini. WRench kevin stein
  19. Yes, they are. As are nightime stellar constellations and moon phases (although those are based off time of the month) Example: DBS, with it's Midnight Sun. Hence the importance of adding the Lat/Long = lines in the terrains main ini. from ANW's environmentalsystem ini: everything below this point looks almost identical to a stock, freshly extracted environmentalsystem ini, found in the /Flight folder, in either the FlightData.cat or MissionData.cat -- can't remember which. note on gravitational accleration; one can't but wonder if we lower it, and create reddish-brown terrain tiles, if we couldn't simulate Mars...although the atmosphere may still remain at Earth standard (14.7 psi @ sea level -- is that 1 Bar in metric?) Wrench kevin stein
  20. pablito: from the ANW 4 Season Readme: (if you haven't got it, you're seriously missing out on some very fun stuff!) Those 'dateline variables' are set in the terrain's MAIN ini, ala First Eagles. Dates (season start/stop times) are easily adjusted by simply changing the month/day entry. Just like the example shown above. Since I'm not a Campaign Guru, I can only assume if you set the start date for a campaign in say, September 1st, you'd have the summer tiles...if the campaign continues on through say Feburary or March, you'd see the change to winter. I defintely like the 'clear zones' around the air bases, to me that a lot more realistic looking (as photos of the Real World ™ places would show. Wrench kevin stein
  21. Check the path name in the "FileFormat=" line. All the newer games require the full path name, ie: (which I'm pretty sure I used) Since I'm 'responsible' for the EAF Meteors (and a host of other 48-56 Arab and Isreali aircraft mods), I know something of the subject. Don't forget too, these are historical skins and only have a fixed (and very low) number of custom-made Arabic serial numbers. (same for all the Arab Metors - F.4, F.8) Couldn't tell you about the Texans, though wrench kevin stein
  22. No, it's called a "gunsight", as the bombers are AI controled and really not designed for player use. There is a horizontal bomber 'bombsight' mod available; check in the "cockpits" section in the downloads. Be advised, it messes with your views, and might not be compatable with the latest patches. Couldn't tell you about "Falcon 4", but the F-4B/C/D/E/F/G/J/N/S Phantom has the aforementioned "gunsight" thingy No. It has a "gunsight". If it had a "bombsight", it would be a bomber, wouldn't it??? Again I can assume you mean the A-4 Skyhawk? Like all the fighter and attack aircraft, the "gunsight" is on ALL the time. When selecting you A-G ordanance, the "gunsight" automatically depresses to (hopefully) give you a bette aim angle in the dive or glide bombing attack. ------ By these questions, one can assume you're new to air combat flight sims?? If so, you'll definately want to spend to some time reading the pdf that comes with the SF/Wo* series of games- you'll find it in a folder called "Manual". Although mostly concerned with game operations (installling, troubleshooting, etc), there are some factoids on aircraft operations, and weapons delivery. You'll also want to spend some time in our Knowledge Base -- start at the beginning and read EVERY thread in there. Somewhere else around here, is a Forum in the "Military and GEneral Aviation", that has a 'Air Combat School" sub-forum. http://forum.combatace.com/index.php?showforum=155 may have to sift through a lot of muck to get the gold nugget you want, but there's some good data in there. Happy Hunting! Wrench kevin stein
  23. IIRC, there are 2 older terrains (which means they'll probably need some minor updating) DRV by Gepard, and SEA by Killerbee both were built for SF Don't suppose you've already looked in the local downloads section? DRV (and an upgrade pack) are both on page 11 of the SF/Wo*/FE Terrains/Mods Terrains SEA may still be at avsim.com, but totally not sure But seriously, if you got 20 bucks you don't need, ya can't go wrong buying WoV from TK's site. Wrench kevin stein
  24. I see a Supermarine Attacker on the cat, Hinch!! Wrench kevin stein
  25. Tanks have a _destroyed.lod called out in their inis. Stock ones, and a lot of the 3rd party made AFVs also use it. It's built into the Objects.cat, as are the destroyed and damaged lods for the 2 stock ships. Silverbolt: ever looked at the stock ships data inis??? SinkTime= (in seconds) A lot of the ship mods are missing this parameter. Takes just a few seconds to add it. Larger ships, ie Carriers and battleships (exepting HOOD and BARHAM perhaps...) would have the extended to apporx 60 or even longer*, depending on the damge inflicted and ship size. Warships are DEFINATELY more survivable than a thin-skinned cargo ship. The tanker should also be extended, due to the use of double hulls. You all know that in Real Life ™, Ed's a boat skipper. His last command was RMS Titanic....which is why he sticks to warm waters Like the Bermuda Triangle!!! Wrench kevin stein *historically, look at the time it took for ships like YORKTOWN, WASP, GAMBIER BAY to finally slip beneath the waves...even LEXINGTON didnt want to sink; we had to put her down ourselves via torpedoes from the escorting destroyers. And it still took a long time. Or, the CROSSROADS nuke tests at Bikini and Eniwitok ....
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