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Wrench

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Everything posted by Wrench

  1. POOP!!! Well, I'll just leave them as is then. They look really good close up. Interesting how the Game Engine ™ allows for 'repurposing' items.... Apparently it (the engine) dosn't care what it's called, as long as it points somewheres (ie: existing terrain or ground object) Well, back to work... Wrench kevin stein
  2. IT IS ALIVE!

    I just had a thought... we need a 'drooling out of jealously' smilie!!!! There's many a day I miss my 69 Camaro. I can definately remember that 'death wobble' at 118 mph...the F bodys most assuredly need some kind of front air dam. Ah, the days of unrestricted horsepower!!! 9.5:1 is a great choice....keeps you on 'pump gas'! Recurved stock HEI setup, or one of the aftermarket MSD units? Wrench kevin stein ps: good thing you're not in Cali, what with all our smog laws!!!
  3. Now, THIS is what I'm talkin' about!!! Swapped out the Brooklyn's for Hinch's repurposed Iron Duke, standing in for the 2 BB classes...have to still change the upper flag for something else (still flying the Texas state flag, left over from ASW map!) Nevada's position is slightly off, due to scale considerations; Vestal needs to be moved slightly inboard towards Arizona, Cassin/Downs moved 'eastwards', cause their bows are up on the 'dock', DATs Liberty stanind in for Neosho. Also debating on swapping out Iron Duke for Hinch's new BBs, suitably reflagged, as they look just a might closer to the US BBs. Side note: interestering to note the size variance between Iron Duke and Brooklyn, down at the bottom. Was the ID really that small, or the Brooklyn's that large? (guess I'll be visiting 'Haze Gray' to research this a bit more, just for S & Gs) Still have to place the hangars, barracks and whatever else will fit on Ford. Still debating weither or not to use Gepard's invisible airfield for it...it may change the facing of the ships and such...but I'll definately experiment. On the other side of the coin, one MUST have the Oppossing Forces... 2 of Hiryu's flock heading out for a morning's mayhem. Good thing I was already reskinning the Zeke and Val for Midway...still have to do up Shokaku and Zuikaku's, plus the Kates (homemade template is nearly done, after that it's just decaling) Something you probably WON'T be seeing on the IJN aircraft are the colored tails, and probably the Squadron/Flight leader stripes on the vert fins. I have enough data to make an 'educated guesstimate' as to where the stripes should occur, but... Geezer: super job man! Hinch: gotta love these ships!! Note to Colmak: are you doing up the Omahas and other US BB??? Just curious...as the terrain will need some work by a more experienced 'guru' than I to remove some tusanmi looks, and the odd "humping" of the ocean due to flattening for airfields (such as Baltika is doing for my Marianas map). Just can't quite figure it out ... if I smooth the height field, the airfields hang over the edge, or become 'draggy'. So much to learn... Wrench kevin stein
  4. My thoughts exactly... I'd given MUCH thought to a "The Terrain Editor" thread, stickied here so folks (like me!) can ask questions. Things like "how to a place a single tile?" or " in what order do a smooth things, so my airfeilds aren't hanging in space" or even "what do them icons do on lower right side??" Stuff like that. With the questions SidDogg and I have been asking over the past coupla weeks, I DO think something like this in necessary Wrench kevin stein
  5. I'm looking at this with 'some' anticipation ..... (ok, a lot!) What about importing pre-built target areas? I've got a pretty extensive library of 'places to place', so it's just a copy/paste once the X/Y coords are know. Can it import these? And for new areas, will you be able to search and locate the x/ys for placement? (like we've been doing with either WoVSqmd or the free camera view) Since the core game engines are pretty much the same, I assume it should work on the entire series? Wrench kevin stein
  6. Yaarp, it's still in the factory. (soory, was watching "Hot Fuzz" again...craks me up!) Working out a few bugs here and there. What with the holidays and all, the going has been slowed down. But rest assured, it's coming along WRench kevin stein
  7. IT IS ALIVE!

    Nice looking engine!!! Gotta LOVE them small blocks!!! That is a nice flat torque curve...consistent all the up the RPM range. outstanding V/E!! 90+%!!! but isn't the 10:1 AF just a little lean?? When that's back in your Vette....it's gonna be a major asphalt burner!!! Cool stuff, man!! Wrench kevin stein
  8. Agreed!! We can always start or expand the "WIP" thread --that no one seems to know about or look at- in the KB. Not only terrains, but ALL mods in general (ships, vehicles, aircraft, campaigns, and so forth) Wrench kevin stein
  9. stuff

    Now THAT looks like what SuperFort's cockpit should look like!!! Wrench kevin stein
  10. File Name: American North West - 4 Seasons Rebuild File Submitter: Wrench File Submitted: 06 November 2008 File Category: Terrains Upgrade for America NorthWest Terrains: 4 Seasons Inclusive Build -for SF/WoV/WoE/WoI and maybe FE? The original America Northwest Terrains; AmerianNW, AmericanNWinter and AmericaNWSpring, were released sometime back in 2003. They are exceedling FUN maps to fly on, as they are full of deep canyons and high mountain ranges. But...with the advent of the 9/08 patch for the entire 3rd Wire series, they can now be combined into ONE terrain, and with a few ini edits, allow for =ALL= 4 season to be present in ONE terrain folder. Seasonal changes are based upon the date a mission is flown, in single mission (month/day - year makes no difference), and probably in campaigns as well This package includes ALL 4 seasons for Major Lee's "America NorthWest" series, combined.This package is designed to TOTALLY REPLACE =ALL= the original terrains, with one single install. Editing has been done to the all the inis, as per the latest patch standards. Included are also my targets and movements enhancements, as seen in a 8/07 upgrade, with some additions. Included are the "Spring", "Summer" (by CA_Stary), "Thaw" (by Doghouse & Deuces), and "Winter" seasons as new subfolders of this rebuilt terrain. A new 'EnvrionmentalSystem.ini', that is terrain specific, was created that raises the cloud deck OFF the mountains. It's also super easy to edit, to allow for lower clouds, if that is your wish. You'll also find regional specific trees (pine) scattered across the landscape. It looks sooo much better with trees!!! :) For those looking for it, YES, there are more than a couple of Easter Eggs, as you've all come to expect. While set in the "What If.." world of the Global Sedition vs the North American Alliance, it's quite usable for just about anything. =EXCEPTING= no anti-ship missions, as there's no large bodies of water for shipping routes. (see my pleas for retiling in the "General Notes and Other Nonsense" section below) The movements ini has been expanded for more Armed Recon missions, with additional truck routes for both sides. Additonal targets have been added (one new city, airport and train stations for each side), and new Ground Attack routes for CAS missions. I added an oil field to the Alliance side, to give the Sedition forces something extra to bomb, and Alliance forces something to protect. I figure the story line would be "short on resources, the Global Sedititon is trying to capture the Salmon River Oil Fields and Elk Mountains Uranium Mines for their own". New country flags have been added (the 2 GS and Alliance flags are still here!) for NAA alllies - USA and Canada. This has been tested in WoE (my main Laboratory of choice..) As it was originally built for SF, no worries there. WoV should also be no problem. It -should- work in WoI and First Eagles, but you'll still need one of the Original 3 Terrains ™ for the terrain cat reacharound. This, however, has =NOT= been tested. You use it in these games at your own risk. Vista users should also have no problem with terrain effects, as the latest round of patching has apparently cleared up that problem. And the fact that there's no water on this map..... Included as well is FastCargo's SON-9A "FireCan" AA control radar, and some ini updates for a few of the stock "Red" AAA units, networking them to the FireCan. PLEASE read this entire ReadMe all the way through before installing; there are some issues I've encountered that need some explaining, and this will give you a better understanding of what I've tried to accomplish. Good Hunting & Happy Landings!!! Wrench kevin stein Click here to download this file
  11. "Seasoned with salt, pepper, and a dash of paprika" been wanting to say that since the project started! Great work! Wrench kevin stein
  12. I'm assuming you're asking about the Red Side? There ain't any. And you want to add Runway4 (which is the 2 V-crossing runways, aka "Large Airfield")? Historically, there aren't any, and there's not actual spot large enough to place them on the map. However, it CAN be done by rebuilding the map in it's entirety. 1) Get the latest version of the terrain editor 2) Extract all the terraintiles from the VietnamSEA.cat 3) Convert all the sea tile/sea-to-land, sea-to-river tiles TGAs to bmps 4) Extract HFD, TFD, ***_targets.ini and ***_types inis from the VeitnamSEA.cat 5) move entire VietnamSEA terrain folder into the Terrain Editor. 6) copy/paste ALL the terrain tile bmps (Expecially the newly converted tga-to-bmps) into the MAIN /Terrain Editor folder (where the exe is) 7) go back to WoV, set the debug in the Huddata.ini to ShowDebug=TRUE 8) select a Mig to fly, start game 9) Using the top line in the debugged display, find a location for the placement of the 'new' Large Airbase -- I'd suggest replacing an existing one, that has a LOT of empty space around it. 10) write down those coordinates - just to be safe 11) Go back to the VnSEA in the TE, and open the targets ini. 12) Begin building a NEW VietnamSEA_cities.ini, as one dosen't exist stock. You'll need to scroll through the ENTIRE targets ini, listing the coordinates of every single one of the target areas in the format shown below (btw, there's 124 areas on the stock map): When using Runway 4, your width/height will probably want to be 6.00000, as seen in the Desert_targets.ini 13) Back to the game install....Once that's completed the new citis ini, you'll need the layout for Runway 4 -- there exists the USAF bases you can use. Leave their heading ALONE!! We'll just leave them with a 0/180 orientation, as that's easiest to work with. Assuming you have your location picked out, and are reusing an existing airbase location, copy the ENTIRE listing from said base, from the "AirfieldDataIni=" line, to the end of THAT target area's listing; like so: Leaving the EXISTING place name and location alone...the example I've shown below is JUST an example: SAVE and close the VietnamSEA_Targets.ini. Copy/paste this modified version INTO the VNSEA folder of the one you've got in the TE -- let if overwrite, don't worry about it. 14) If you want to check how it sits -and you REALLY DO need to do this; meaning if you're going to have to expand the exclusion zone around the airfield -and you probably will given the size of the airbase, you'll need to see how it looks as is, in-game. Select any single mission, and this may take some time, try to 'start' at the airfield in question. When you've got that, using the Free Camera view (F12) zoom out and see how the base interacts with the surrounding terrain -- if the runways FIT into the clear zone (called an exclusion zone) around the center point. If they don't -and it probably won't- you'll have to retile that area to expand it. 15) Retiling the Large Airbase zone. Back to the TE ... here's where it'll get interesting. The latest version comes with the WoVTexturelist.ini. This lists ALL the terrain tiles used on the map. Open the "VietnamSEA.HFD" , change View to 'Show Terrain Tiles'. You'll have to navigate around the map to try and find the location of you 'remodeled' airbase. Zoom In as far as possible -that'll be 3200x; you'll need to move the map around with the bottom and side sliders to repositon over the area, that takes a little practice, so keep fiddling. The lower right has a numerical display that shows you the offset (the coordinates on the map where your mouse pointer is) You won't see any of the map objects, but hopefully you'll remember how much of the runways overlap into the jungle/paddy/grass, whatever is nearby. 16) Go to the "Texture List" tab at the top of the toolbar, and "Open Texture List". It should point to the main TE folder; you'll need to find that WoVTexturelist.ini. Once opened, you have to find the proper tile for you airbase exclusion zone. There are 2 such tiles VietnamJ-AB1.bmp (read it as "Jungle-AirBase1") VietnamG-AB1.bmp (read as "Grass-AirBase1) You then select which to use in that long, center drop down window. depending on which is the best, you'll use the "pencil" tool to replace the jungle or grass tiles around the exisiting cleared zone. You'll either be adding 2 or up to 6 new tiles, to surround you new Large Runway. You'll probably need to adjust the 'facing' of the tiles, so the clear area point towards the center. Hopefully, you won't have to fiddle with retiling -- that's why you go check it 'in-game' first. 17) Ok, you've got the tiles more or less set. Go to the "City List" tab at the top. When it drops down you'll see the "Open City List". Open the city list. This will tell the TE which target has an airfield. NOw, I'm not exactly sure if this next step is necessary, as the zone around the pre-existing airfield was already flattened. You may want to "SAVE ALL", move the new TFD and HFD files into your game, and see if the ends of the new Large Runway disappear, or sink into the terrain. If they do, you'll need to flatten the airfield zone. Or, you can simply do it now. 17A) Click on the "EDIT" tab and the top, and look for "Level Airfield". If you see a progress bar open and close, even if it's reaaaally fast, that zone has been flattened for airfield use. 18) If all looks right, "SAVE ALL", and exit the TE 19) If you have the TFD and HFD still sitting in your game install's VietnamSEA terrain folder, you can delete them or rename them xTFD or xHFD. Copy/paste the NEW TFD and HFD from the Terrain Editor's VNSEA folder into your game's terrain folder. 20) Go BACK in-game and find that airfield. If all is well, you're done. If not... 21) Repeat process until it is. ---------------- Wrench kevin stein
  13. You could have saved yourself a boat-load of work, by simply downlonading the Isreal2 ver 2.5; I seem to recall leaving all the proper tiles IN the zip Wrench kevin stein
  14. If it's like the ANW 4 Seasons, I think all you'd need is the bunker's texture in the proper season's tile folder. Wrench kevin stein
  15. BB: in Real Life ™ it's actual name IS "Naval Air Station Ford Island" ... ENTERPRISE's SBDs were landing there during the attack (those that didn't get zapped by Zeros or our own AAA); PBYs & OS2Us were based there, although most WERE at Kanehoe . You'll note in the photo, and Geezer's model, the seaplane ramps. Once I get it, and get it positioned properly, Gepard's Invisible Airfield ™ will most likely be used for it. Historically, nothing was flying out of there during the attack (not counting Michael Bey's 'imported' planes and those from Tora Tora Tora -- oh, wait -- they were the same planes!) Hinch: you KNOW we'll take ANYTHING!!!! Veltro: no one's got one planned, that I know of. If you got one....I'll even offer to try and help out skinnig the Kingfisher Wrench kevin stein
  16. Actually, it's just a terrain mod! I'd not given any thought to anything else...albeit in single mission testing, you DO get a lot of 'theatre in-appropriate' aircraft; like Oscars over the Islands. I'm sure the campaign guru's can fix that. In real life, the IJN would consist of the D3A Val B5N Kate A6M2 type 21 (all of which exist) E13A Jake floatplane (of which a stand in in ready, just need DAT permission for distrubution - as it's a fiddled with Ar-196) P-36 P-40B P-26 (will need redecling for correct squadron markings) F3F-3 SBD-2 A-20A (all existing or mods of existing) missing the O-47 B-17C/D B-18 and that's would be the entire plane set. You could 'What If..' it with ENTERPRISE and LEXINGTONs air groups; adding a reskinned F2A of Lex, as she still carried them aboard for her main fighters...missing TBDs of course But rest assured, I'll do up as many of the 'correct' aircraft as possible - one of the advantages of having scads of skin templates, and hordes of decals Geezer: PM sent! Wrench kevin stein
  17. Off Topic: We've got an glass nosed A-20G and a later 2-piece glass nosed A-20J, both of which I've never finished. (ETO skined). One day.... regarding your PM, Geezer: I'll try to get the stuff assembled, and uploaded to my site, and shoot you the link. Sorry, I don't have the UVMap for the Havoc, just a home-grown multi-layered skin template. Capun would have original map. Wrench kevin stein
  18. Along with the terrain itself, you have to have airplanes to fly over it... Here's a mod of the DATs A-20C/Boston III into a slightly more accurate A-20A from the 58th BS (L), as based a Hickam. You'll note I figured out the mesh name for the exhaust 'nipples' surrounding the cowlings, and have removed them via data ini edits Wheeler is just above the tail fin, and Haliewa just above the port wing. Ewa is in the square near the ocean, top left. Opana Point is just off screen to the right. Insufficent data to determine if the stars were in all 6 positions (like B-17, B-18 and B-25), and I'm not sure of the GHQ designator (58BS) would be on the tail fin. Still need to create 'plane in group' numbers for the nose. 12 of these were at Hickam during the attack; 2-5 reported destroyed/damaged. There were the first USAAC aircraft 'out and about' trying to find the IJN attack force. And of course, what Pearl Harbor mod would be complete without a properly skinned P-40B/C Tomahawk?... 47th PS, Haliewa, detached to 'dispersed' fields. A/C #316 is either Welch or Taylors ... my reference books don't say which. Skins for the P-40B should be ready early next week and will be uploaded here; the A-20A mod will be a 'semi complete' set of inis and skin ONLY, and will be uploaded to my site only. Of course, full instructions will be in the respective readmes for creating the new aircraft/aircraft folders. Wrench kevin stein ps: still decieding if I want to add an Easter Egg or not. I DO have one in mind....actually 2.
  19. Known secret: ALL the gunners shoot like Alvin York and Annie Oakley!!! They're definatley deadshot marksmen (markspersons???). Attacking a large bomber formation (say, a Nick against 6-9 B-24s, or any fighter vs bomber) is a REAL interesting proposition!!!! Wrench kevin stein
  20. So, this works post-08 patches only? Or post 2006 patch?? (runs off the redo WW2 games, as they have the least amount of junk...) Wrench kevin stein
  21. Sounds more like "Day the Earth Caught Fire", excepting FC's got us heading the wrong way. At least we get to meet the Barsoomians ... ah, Dejah Thoris!!! Martian women don't wear a whole lot of clothes, doncha know!! http://www.libertymeadows.com/covers/SB2_Dejahs.jpg (just giving the link, due to nudididty) IIRC my orbital mechanics, don't you have to speed up to slow down?? Meaning, going into a higher orbit (in this case, expanding solar orbit), wouldn't the direction of thrust be 90 deg to the oribtal plane, and pointed towards the Sun?? (brings to mind a really old Japanese 'monster' movie, where they build huge rocket engines in Antarctica, and move the planet out of the way of some giant planet headed our way -- can't remember the name...Gorath???? or something odd like that) Either way, the economy will still suffer. Even with it being the Holidays and all... Wrench kevin stein
  22. That is just SOOO amazing....the only thing that Woody is missin is Baby Moon hub caps!!! Or A200S American wheels (I always liked those better) Wrench kevin stein
  23. SF/Wo*/FE Aircraft mods/Cockpits/Jet Cockpits under Paladrins' name http://forum.combatace.com/index.php?autoc...p;showfile=1919 enjoy! A real work of art, these are Wrench kevin stein
  24. Skins for the 4 squadrons of Vals are nearly done (including all new decals and all new skin bmps in weathered green) Skins for the 4 squadrons of Zekes about 75% done; just have to make more serial decals (also doing more for Pearl Harbor, as well as the Vals) Haven't touched the Kates...don't know what to do about them (other than make a new template from scratch..., and redecal from scratch) None of the IJN aircraft have the 'colors' for the Squadron Commander and Flight Leaders (the stripes above and below the serials on the vert fin). Possibly do them as level2 decals; probably just leave them off. Call the skins 95% Historical. You already have the TBFs for the appropriate squadrons (standing in for TBDs) US planes being the easiest.... The DATs F2A already has the VMF skin for midway; might need to do up some decals for the Wildcats. In between all the other stuff.... Wrench kevin stein
  25. Betty Page died 12-11-2008

    Here here!!! Her form and figure will forever grace us. (and she's used on a lot of the nose art decals I've made). Here's to Real Women ™!!!! Wrench kevin stein
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