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Everything posted by Wrench
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Target Range
Wrench replied to Dale's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
spectre: which targets were missin textures? Is it on the my 'upgrade', with all the factories, train station et al ??? One of the reasons we don't have enemy aircraft is there's not place for them to spawn from. There has to be an active airfield on the Red side for bad guys to base from; which is why I deactivated the runway at the Drone Facility. Otherwise, you're indundated with MiGs (cue song: It's Raining MiGs! Halleluah!! It's Raning MiGs) OR.....I'll have to experiment with this, and see if it work.... create a new runway, with 0 length, so perhaps parked aircraft could show up on it, but NOT be usable for Red Air basing. I'll put THAT on the list, too.... IIRC, The Range was designed for A-G practice ONLY. One could concievibaly take the instant action mission, edit it for use over The Ranges (Blue and Red) as a "Dogfight Practice Mission", and have it as a stand-alone Single Mission. Wouldn't be any harder than the editing for creating a "period" type, like I did for the WW2 installs. Wrench kevin stein -
Target Range
Wrench replied to Dale's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yah, there's a "drone launch facility" -- I"m not sure if I added it to the latest version (the one that here). It's a runway 3, with 'parked' drone IIRC (ok, empty SA-2 launchers ) The runway is 'deactivated', so as NOT to spawn enemy aircraft. Guys, please check you targets.ini -- mine has a date of 5/24/08, and if TargetArea017 is present "Enemy Airfield/Drone Launchers". If not, that means I didn't finish and upload the latest version. Which means I know what I'll be doing later this week.... Wrench kevin stein -
Comms .dll related CTD
Wrench replied to Viggen's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Somebody FINALLY listened!!! Never experinced that CTD myself...amongst all the possible faults I've seen/experienced/heard about.... You know the D is still a very beta, right? Needs bucco much lots work .... FM and skin (which I been fiddling with, but can't quite get it where I want it...) Check the data ini on your Forts, and see if they are set as "BOMBER" or "ATTACK". Don't know if it'll make a difference, but if it's bomber, change it to attack, and see what happens. At worst, another CTD! Wrench kevin stein -
Problem with my weapondata.ini
Wrench replied to Amj's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ADDENDUM: Ok, it looks like there's some stuff messed up in the data and loadout inis. However, I got mine working... Give me a day or so, and I"ll have a full update for all Pasko's Badgers ... including a 'passable' pit Remember: I said passable, not perfect!! This is modded from the F-4E that the cockpit ini from the pak calls for. Definately NOT sure about the RWR indicator -- need our Russian friends to weigh in on that ... at worst, I toss it and go for the F-4B/C/D without. that FE coding added with the last patch for 'OpenCockpit=TRUE" really comes in handy.....Pasko did a great job mapping the interior frameworks. Mind you, it won't work on pre-patch installs, and the weapons coding I'm using will be from the BunyPak -which is easily replaced with whatever you End Users deciede which/what/whos WepPak you're using... Wrench kevin stein note to self: FINISH the damn Fishpot updates!!!! and release them!!! -
Problem with my weapondata.ini
Wrench replied to Amj's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Sound to me like you missed several steps... Read this first: http://forum.combatace.com/index.php?showtopic=9323 Then, give it another shot Wrench kevin stein -
adding WoV, WoE planes to my SFP1 install?
Wrench replied to Tecumseh's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, you just copy the aircraft folder over .... to start with.... Then the REAL fun beginns..... You'll need to cat extractor, available here in the downloads section (look for Skypat's Cat Extractor Tool), BTW, there's a tutorial on how to use it in the Knowledge Base, illustrated, too! open the extractor, and then go into the Objects.cat, and then extract EVERYTHING having to do with the A-7...all the lods, all the cockpit files, all the inis, damage tgas (or bmps depending..) Should be near 100 seperate files... THEN.... you have to identify what decals are needed, usually by looking in the skin folders at the decals inis and texture set inis... THEN... find all said decals; hopefully they're in the the Decals folder, if not ... back to the objects cat with the extractor, and pull them as well. Probably in the neighborhood of 100-200 files..... THEN...install all the bits into which ever game you installing it to....you might be able to get away with dropping the decals into the other game's DECALS folder -- you'll find it in the /Objects folder. You'll probably have to adjust the pointers in the decals ini for each of the stock skins, however. THEN... test fly and see if it works. I've done this a LOT of aircraft; it ain't fun, but with a little concentration and attention to detail, it's quite doable. Coupla hours work.... OR, just download The Mirage Factory's versions.... Wrench kevin stein -
Hudson Ini Tweeks Pak
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Hudson Ini Tweeks Pak File Submitter: Wrench File Submitted: 5 Jan 2009 File Category: Allied Bombers Lockheed Hudson Tweeks Pak -For SF/WoV/WoE WW2 ETO Installs Some small ini mods and a new gunsight for Veltro2K's RAF medium bomber. The data ini has had the lighting repositioned, modified and adjusted to more closely match those seen on Real Life aircraft. The loadout ini has been adjusted for the use of 'RAF***' type bombs only (although US AN series can still be loaded on the loading screen), and the cockpit ini has the addition of a 'ring-and-bead' type gunsight. Enhanced AI sections have also been added. Several sub-folder that are included here contain new textureset inis for the "CC" and "RAF1" skins, with the addition of the squadron names, and the inclusion of the Squadron Crests as the patch.bmp. The folder name remain the same, but the 'in-game' name you'll see will reflect these changes. CC will now show "48 Squadron, Coastal Command". RAF1 will now show "500 Squadron". =This mod is designed for use with the Bunyap Weapons Pak of 6/06, as it contains all the needed weapons . If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era guns, bombs, torpedoes, etc. They are NOT included in this package.= As expected, there's a nice readme included -- the MOD requres you read it and follow the instructions therein Enjoy! Wrench kevin stein Click here to download this file -
Hudson Ini Tweeks Pak
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Nothing to be sorry for!!! ...took me 2 seconds to create the new patch for 48 Sqdn, and another minute to find the 500 and create one for that. Having a bunch of Crests 'in stock', and a link to an RAF site that has most of them....well, it helps! LInky: http://www.rafweb.org/Index.htm It did take me nearly FOREVER to dial in that cursed tail light...I think it still needs to go aft a bit more..... Wrench kevin stein -
Target Range
Wrench replied to Dale's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Note to self ... pickup and finsh creating non-functional SAM sites on the Range..... (yes, I tried a 'smokey SAM', but it didn't work) Wrench kevin stein -
Greeting to all our brothers and sisters out there in Sim-land!! It's a New Year Folks!!! And do you know what time it is??? Why, It's Time to Update Your Profile!!! After all, with one of the largest, most international communities on Web, wouldn't it be nice to know where you're at? Or you Birthday?? -- how else can we make the "Happy Birthday" announcements, if we don't know when it is???? So, go in your Profile, and add a few minor things. As for location, you don't have to really use your home country/state/city/etc, but it'd be nice to know where everyone is. You can even make something up, like "stuck on the darkside of the moon" or something funny! (but keep it clean, after all this IS a family site ) So, take a moment, and update that profile!!! Thanks to everyone for all your support and participation in the Year Gone By!!! Wrench Kevin Stein PS: don't forget, CA Subscription Plans are available to all!!
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Its not the hair on my ears, nose, and back I worry about...but my palms I know, I know...TMI!!! Wrench kevin stein
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Grumman F-29A Polecat
Wrench replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I"m totally diggin it!!! Really brings back great memories of Fighters Anthology!! Dels, you hit it outta the park with this one! Many Thanks! Wrench kevin stein -
Yak Cockpit Pak #2
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Yak Cockpit Pak #2 File Submitter: Wrench File Submitted: 5 Jan 2009 File Category: Jet Cockpits Cockpit Upgrade for Pako's Yaks (ie: Yak Pak Part 2) For SF/WoV/WoE/WoI This semi-inclusive package contains cockpit upgrades and many ini tweeks for the following Yaklovev aircraft made by Pasko: Yak-28B "Brewer-C" Yak-28P "Firebar" It is desinged for use in a post 9/08 or 10/08 game install. These mods should work just as well in a non-patched version, but this has NOT been tested. Included in the package are complete cockpit folders for both (since I'm kinda paranoid about someone =NOT= being able to figure out the same cockpit folder goes in all of them....this removes that possibility), that are basically repaints of the stock 3rdWire F-4B/D Phantom, but with lots of changes and stuff. The entire cockpit folder is included, as the F-4B/D exists in all versions of the game, I feel this a pretty safe move. A whole slew of updated/modificated/fiddled with inis are included, Using the "Stargetic Moves Method" pioneered by Lexx_Luthor, and with some repainting and "metricizing" of the readouts, they make a "passable" Soviet-style cockpit. Not perfect, mind you, but "Passable". The cockpit labeling is still in English, although the measurements themselves are using metric; ie: KMPH, MPS, Meters and KG. I made the assumption that a "Russian" pilot would see the "Russian" labels in Cyrillic; so just pretend you're reading "Russian". Your brain is automatically translating :) Data and Loadout ini tweeks return the "WP,SOVIET" attachment types, to allow for usege in any Weapons Pak, or none -- HOWEVER -- the weapons will still need to be added to your stock WeaponsData.ini (for those NOT using the BunyPak ), or to the TMF Pak. The weapons themselves ARE included, in the new 'seperate folder' format pioneered by The Mirage Factory. This will create a cleaner, more readily accessable /Weapons folder without all them hundreds of loose files floating around. The naming conventions for the air-to-air missiles has been returned BACK to the stock method (ie: as used by 3rd Wires stock weaponsdata ini, and the TMF's WepPak. Meaning: NATO codes are used for the name; R-3S is the AA-2 Atoll, etc) Where information has been available, or based on 'best guesses' in looking at the aircraft, landing lights have been added, and the running lights upgraded. The Flight Models have not been touched, so be advised in the post patch world of possible handeling issues. Oddly, the 'auto-speed' canopy seems to be working just the same as pre-patch; so it's been left alone. The main ini has been left alone i regards to the "Shadow" section. There seems to be some 'issues' with how the game engine creates the 'new style' shadows via the main LOD. Unfortunately, there are no damage tgas yet available. Perhaps I'll do them up someday... Also included are the MiG RWR sounds, and the "JetEngine2" wavs. Obviously, you'll need both these birds to install this package too. They're available at Column5's site, and (hopefully!) at Pasko's. They should also be availabe at CombatAce, way at the end of the "Cold War Aircraft: Soviet Aircraft and Variants (with the other Yaks and Sukhoi Fishpots - which are next on the list) There's a pretty detailed, step-by-step readme enclosed; I'd highly reccomend reading it all the way through before installing the bits and ini, just to familarize yourself with the whole process. Sorry there's no screenshot, but it's all pretty much the same as Yak Pak #1 Good Hunting!! Wrench kevin stein (this one was supposed to be uploaded in November, 2008 -- I simply forgot about it, what with other projcets popping up!) Click here to download this file -
Version
356 downloads
Cockpit Upgrade for Pako's Yaks (ie: Yak Pak Part 2) For SF/WoV/WoE/WoI This semi-inclusive package contains cockpit upgrades and many ini tweeks for the following Yaklovev aircraft made by Pasko: Yak-28B "Brewer-C" Yak-28P "Firebar" It is desinged for use in a post 9/08 or 10/08 game install. These mods should work just as well in a non-patched version, but this has NOT been tested. Included in the package are complete cockpit folders for both (since I'm kinda paranoid about someone =NOT= being able to figure out the same cockpit folder goes in all of them....this removes that possibility), that are basically repaints of the stock 3rdWire F-4B/D Phantom, but with lots of changes and stuff. The entire cockpit folder is included, as the F-4B/D exists in all versions of the game, I feel this a pretty safe move. A whole slew of updated/modificated/fiddled with inis are included, Using the "Stargetic Moves Method" pioneered by Lexx_Luthor, and with some repainting and "metricizing" of the readouts, they make a "passable" Soviet-style cockpit. Not perfect, mind you, but "Passable". The cockpit labeling is still in English, although the measurements themselves are using metric; ie: KMPH, MPS, Meters and KG. I made the assumption that a "Russian" pilot would see the "Russian" labels in Cyrillic; so just pretend you're reading "Russian". Your brain is automatically translating :) Data and Loadout ini tweeks return the "WP,SOVIET" attachment types, to allow for usege in any Weapons Pak, or none -- HOWEVER -- the weapons will still need to be added to your stock WeaponsData.ini (for those NOT using the BunyPak ), or to the TMF Pak. The weapons themselves ARE included, in the new 'seperate folder' format pioneered by The Mirage Factory. This will create a cleaner, more readily accessable /Weapons folder without all them hundreds of loose files floating around. The naming conventions for the air-to-air missiles has been returned BACK to the stock method (ie: as used by 3rd Wires stock weaponsdata ini, and the TMF's WepPak. Meaning: NATO codes are used for the name; R-3S is the AA-2 Atoll, etc) Where information has been available, or based on 'best guesses' in looking at the aircraft, landing lights have been added, and the running lights upgraded. The Flight Models have not been touched, so be advised in the post patch world of possible handeling issues. Oddly, the 'auto-speed' canopy seems to be working just the same as pre-patch; so it's been left alone. The main ini has been left alone i regards to the "Shadow" section. There seems to be some 'issues' with how the game engine creates the 'new style' shadows via the main LOD. Unfortunately, there are no damage tgas yet available. Perhaps I'll do them up someday... Also included are the MiG RWR sounds, and the "JetEngine2" wavs. Obviously, you'll need both these birds to install this package too. They're available at Column5's site, and (hopefully!) at Pasko's. They should also be availabe at CombatAce, way at the end of the "Cold War Aircraft: Soviet Aircraft and Variants (with the other Yaks and Sukhoi Fishpots - which are next on the list) There's a pretty detailed, step-by-step readme enclosed; I'd highly reccomend reading it all the way through before installing the bits and ini, just to familarize yourself with the whole process. Sorry there's no screenshot, but it's all pretty much the same as Yak Pak #1 Good Hunting!! Wrench kevin stein (this one was supposed to be uploaded in November, 2008 -- I simply forgot about it, what with other projcets popping up!) -
Version
295 downloads
Lockheed Hudson Tweeks Pak -For SF/WoV/WoE WW2 ETO Installs Some small ini mods and a new gunsight for Veltro2K's RAF medium bomber. The data ini has had the lighting repositioned, modified and adjusted to more closely match those seen on Real Life aircraft. The loadout ini has been adjusted for the use of 'RAF***' type bombs only (although US AN series can still be loaded on the loading screen), and the cockpit ini has the addition of a 'ring-and-bead' type gunsight. Enhanced AI sections have also been added. Several sub-folder that are included here contain new textureset inis for the "CC" and "RAF1" skins, with the addition of the squadron names, and the inclusion of the Squadron Crests as the patch.bmp. The folder name remain the same, but the 'in-game' name you'll see will reflect these changes. CC will now show "48 Squadron, Coastal Command". RAF1 will now show "500 Squadron". =This mod is designed for use with the Bunyap Weapons Pak of 6/06, as it contains all the needed weapons . If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era guns, bombs, torpedoes, etc. They are NOT included in this package.= As expected, there's a nice readme included -- the MOD requres you read it and follow the instructions therein Enjoy! Wrench kevin stein -
WoI Historic Mods Thread
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This discussion forum/thread/whatever is designed for those with an interest in exploring the potential of WoI in all eras that it should be operational in. Just to name a few, things like "War of Independece", 1956 Suez Crisis, 'Water Wars', and other stuff not covered by the stock game. We'll be discussing, obviously, the aircraft of the varying nations; many of which already exist reaching back to the end of the 2nd World War, ground vehicles, tanks, trucks, personell carriers, anti-aircraft units. With regards to the aircraft, in particular the loadouts and operations years, any and all verifiable information anybody knows will be happily accepted; obviously we'll be limited to what's available in the 2 weapons paks. Those of you not familiar with the weapons paks might want to spend a little time exploring them. There is a (gotta go biblical with this!) a vast host of weapons for the nations involved to use. I'm talking about the 'nationalized' types as seen in Buny's Pak. These can be easily added to TMF, using the new weapons editor. I should know...I've already done it. With one exception, ALL the aircraft from 1948 - 1966ish are fully functional in my "Historic" install. so, lets get to going here... Wrench kevin stein -
[Fictional] Republic Thunderchief S.1 (RAF & RAAF bonus skin)
Wrench replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
All the screens (well, the stock ones and my aftermarket ones) should all 1024x768. Extract one from the flight???.cat, and double check "DefalutHangarScreen.bmp" is file name for the generic 'blank' one in the cat. That's the size I've been working with since screen #1. Mind you, I've got a stock style ie: non widescreen, so that size works well. Wrench kevin stein -
[Fictional] Republic Thunderchief S.1 (RAF & RAAF bonus skin)
Wrench replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Nice!!! 'bout time you started releasing these cool "What If's..."!!!! Wrench kevin stein -
Issue with AmericaNW terrain
Wrench replied to zmatt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That's the main reason I write readmes nearly as long as "War and Peace"....so everyone can have all the instructions necessary to get the damn things up and running in just about all the sims! I (usually) try to keep the techno-babble to a minimum; sometimes I forget and go off the Experten deep end... Wrench kevin stein -
12 Squadron Wellington, Skin & Ini Pak
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: 12 Squadron Wellington, Skin & Ini Pak File Submitter: Wrench File Submitted: 4 Jan 2009 File Category: British Commonwealth Vickers Wellington, Skin and Ini Update Pak -For SF/WoV/WoE ETO Installs- Some small ini mods and a new skin (from a completely new template) for Veltro2K's RAF medium bomber. New, modified inis include the data ini with additional and corrected lighting and bomb bay tweeks (which will allow the loading of the 2000 & 3000 lb "Cookie" bombs), and the cockpit ini with repositioned pilot station. The aforementioned lighting additions include landing, various formation and marker lights. The Flight Model remains untouched! The skin represents 12 Squadron, approx late 1940/early 1941 time frame, after their return from the Battle of France, and trading in their Fairey Battles for Wellingtons. This skin, from a totally NEW template by me, is based off the solid UV maps so graciously provided by Veltro2k (thanks Ed!!!). The trademark 'geodesic' lines I've tried to duplicate as best as possible. The Serial number decals for 26 aircraft are also new. I cannot claim as high a historical accuracy as I'd like, having only found actual proof for 4 aircraft of 12 Squadron (B,C,R,V). The other serials were assigned to Wellingtons, I'm just not sure of their operational squadron usage. The new templates are available upon request. =This mod is designed for use with the Bunyap Weapons Pak of 6/06, as it contains all the needed weapons . If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era guns, bombs, torpedoes, etc. They are NOT included in this package.= As expected, there's a nice detailed readme for you all to NOT ignore... so, give a good once over, huh? Happy Landings! Wrench kevin stein Click here to download this file -
Version
127 downloads
Vickers Wellington, Skin and Ini Update Pak -For SF/WoV/WoE ETO Installs- Some small ini mods and a new skin (from a completely new template) for Veltro2K's RAF medium bomber. New, modified inis include the data ini with additional and corrected lighting and bomb bay tweeks (which will allow the loading of the 2000 & 3000 lb "Cookie" bombs), and the cockpit ini with repositioned pilot station. The aforementioned lighting additions include landing, various formation and marker lights. The Flight Model remains untouched! The skin represents 12 Squadron, approx late 1940/early 1941 time frame, after their return from the Battle of France, and trading in their Fairey Battles for Wellingtons. This skin, from a totally NEW template by me, is based off the solid UV maps so graciously provided by Veltro2k (thanks Ed!!!). The trademark 'geodesic' lines I've tried to duplicate as best as possible. The Serial number decals for 26 aircraft are also new. I cannot claim as high a historical accuracy as I'd like, having only found actual proof for 4 aircraft of 12 Squadron (B,C,R,V). The other serials were assigned to Wellingtons, I'm just not sure of their operational squadron usage. The new templates are available upon request. =This mod is designed for use with the Bunyap Weapons Pak of 6/06, as it contains all the needed weapons . If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era guns, bombs, torpedoes, etc. They are NOT included in this package.= As expected, there's a nice detailed readme for you all to NOT ignore... so, give a good once over, huh? Happy Landings! Wrench kevin stein -
Issue with AmericaNW terrain
Wrench replied to zmatt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Have you read the entire readme that comes with it?? you're probably missing the correct cat pointer line, as evidenced by your statement of 'lacking airfields'. Seasons are determined by 'time of year', meaning on those random, in-game generated missions, it's convcievably possible to get all one season. You just have to keep generating single missions, and WATCH the date at the top, on the hangar screen Wrench kevin stein -
Nike Ajax/Hercules?
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Did you look under "SF/Wo*/FE Terrain Mods"??? That's where I recll putting it... look for "Bering Straits Upgrade" or somethinglikethat Wrench kevin stein -
BloodHound WIP
Wrench replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Excellent!!! If/when CA_stary 'fixes' the 4 seasons Modern EAW Euro, we'll have a great place to put them!! Wrench kevin stein -
Nike Ajax/Hercules?
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I really AM an a-hole, aren't I??? DBS 1.5 -- ErikGen's new Nike objects, launchers, TLR, TTR (2 types each) HIPAR, etc, and a new 'base' layout by me. Wrench kevin stein