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Wrench

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Everything posted by Wrench

  1. Try upping the Search and Track Ranges...they seem AWFULLY low (20000.0) ... double the search to 40000 and the track to 35000 - that's 40 km and 35 km, respectively. But that STILL seems kinda 'short ranged' It may be the "SAM Issue" we've all been running into the non-stock missiles. HAWKs seem to work fairly well, but the new NIKES (and old ones, too) seem to be asleep at the launcher. Wrench kevin stein
  2. And now, to make your life even more miserable... have you put them in seperate folders, ala TMFs pak?? That work REALLLY well, and creates an unbelievalbly clean /Weapons folder, with the only 'stray' files the weaponsdata.ini and weaponsdata.dat. Wrench kevin stein
  3. Remember, too, for some inadaquetly explained reason, you can one have 4 ships defined as "Cargo_Ship" in their data inis. Don't know why, but it's just so. Wrench kevin stein
  4. Cloud height can be set in a terrain specific EnvrionmentalSystem.ini ... been experimenatating with this for the ANW rebuild. You can make them sit pretty much anywhere you want Wrench kevin stein
  5. missing the aircraft LOD and cockpit LOD perhaps???? Doulbe check your folders! Wrench kevin stein
  6. It's an issue with the actual aircraft LOD itself (probably an open mesh somewhere). You'll have to set the shadows the OLD way, and change it to FALSE. Like so: (btw, do this Pasko's Su-11, as it has the "link line" too. Wrench kevin stein
  7. Probably one of, if not THE smallest, aircraft Boeing's ever made!! Wrench kevin stein
  8. One just needs know where to look.... Addon Aircraft/Modern/Soviet Aircraft and Variants http://forum.combatace.com/index.php?autoc...amp;showcat=283 about halfway down the page; there are several by Gepard. Wrench kevin stein
  9. I'd look at (as said above) the load limit, AND length and width. Had something like with when adding the torps to the Betty. Or course, I 'cheated' and added a torp only station I don't remember, but are the WW2 Axis torps "W_Germany" or WestGermany??? This is from the torp stations on the SM-79: Wrench kevin stein
  10. Version

    510 downloads

    P-26 Peashooter, Chinese Air Force, mod for SF/WoV/WoE WW2 PTO installs == For Pre-Patch (9/08-10/08) Installs -ONLY!!! == This is a slight rebuild, in a major sense, of Bunyap's P-26 Peashooter, as used by the Chinese Air Force in the late 1930s. It is a complete aircraft mod, with all the bits needed to just unzip, install and fly away. It is a 'nation-specific' aircraft, and will not conflict with any other versions of P-26 you may have in your game installs. There are 2 version of the data ini included with this; one (called ori-P-26A_DATA.ini) is the original as issued (with my lighting modifications as seen in a few other Peashooter mods). The other, set to use right now, has had it's FM parameters 'adjusted' to something that seems a LOT closer to how the aircraft should be (More in the "Notes" section below). Lighting is the same for both. Brand new, "only-available-in-this-mod" nation specific Hangar and Loading screens are included. A new 'natural metal' skin, based on Bunyap's templates, and new ID number decals for 18 aircraft are also included. The cockpit, created by CA_Stary is included. The only mod to his pit is a I added my 'ring-and-bead' gunsight (nestled quite comfortably inside the telescope tube). Full, detailed instructions are below in the "To Installate" section. Along with the usual notes, comments and general foolishness.... --YOU MUST HAVE THE BUNYAP WEAPONS PACK TO GET THE WW2 WEAPONS!! -- - This mod is designed to work ONLY in pre/unpatched installs -those that pre-date the 9/08 & 10/08 units. If you install this mod to a post-patched game install, you do so at your own risk. Prop Flight Models are still a little "iffy" Post-Patch, and it is NOT reccomended you use this as such. - As you'd expect, there's a fully detailed readme enclosed with all the necessary instructions for installing and so forth. Good Hunting! Wrench Kevin stein
  11. As to Isreal2, have you gotten the complete rebuild I posted a few weeks ago??? Fixes the "subermerged" tanks and other silliness. (one wonders, however, if these armored units aren't something like Sherman DDs??? ) And, yes, it's all caused by the patch. As to flattening airfields in the TE, don't forget you MUST have the complete **cities.ini for that terrain. Otherwise, it just a one-handed exercise. Without the cities ini, you'll probably destroy the TFD and/or HFD. Trust me on this...had some "experience" with this on some of the WW2 map upgrades (what a nightmare that was to figure out!!) As to the Hind gunners not engaging ground targets, that's how just how it is...NO gunner will engage a ground target; the coding is only for 'selfprotection' (ala turrets on B-17 or Betty) Wrench kevin stein
  12. The MiG-23s got an imporvement too. Seem like, actually, ALL of the did... Fishbeds, Farmers, Fresco, Fitters...they just "feel" better for some reason. Considering they weren't meant to be player flown, I think that says a lot. Wrench kevin stein
  13. File Name: Curtis Hawk 3 (Export), Chinese Air Force File Submitter: Wrench File Submitted: 5 Nov 2008 File Category: Allied Fighters Curtiss Hawk III, Chinese Air Force, mod for SF/WoV/WoE WW2 PTO installs == -For Pre-Patch (9/08-10/08) Installs -ONLY!!!- == This is a major rebuild of MontyCZ's Curtiss Hawk III (Export Version), as used by the Chinese Air Force in the late 1930s. It is a complete aircraft mod, with all the bits needed to just unzip, install and fly away. It is a 'nation-specific' aircraft, and will not conflict with any other versions of the BF2C/Hawk III you may have in your game installs. In fact, as a 'new' aircraft, it'll replace any other version made from the original BF2C. There is a completly NEW data ini, with updated FM parameters taken from a 'contemporary' aircraft - I disremember which one, but do remember it was biplane. As this mod was started early in 2008, I kinda lost track.... A new skin, based off the original but from a newly made template (by me!), and ID number decals for 24 aircraft is included. The cockpit, CA_Stary's Peashooter pit, is also included. It's not perfect, but it's mighty damn close, and works really well for this aircraft. The only mod to this pit is a I added my 'ring-and-bead' gunsight (nestled quite comfortably inside the telescope tube). Full, detailed instructions are below in the "To Installate" section. Along with the usual notes, comments and general foolishness.... --YOU MUST HAVE THE BUNYAP WEAPONS PACK TO GET THE WW2 WEAPONS!! -- - This mod is designed to work ONLY in pre/unpatched installs -those that pre-date the 9/08 & 10/08 units. If you install this mod to a post-patched game install, you do so at your own risk. Prop Flight Models are still a little "iffy" Post-Patch, and it is NOT reccomended you use this as such, in those types of install. - As usual, there's the informative "readme" enclosed with instructions, comments, statements, etc, etc, etc, designed to speed you on your way to installing and enjoying the mod. Do read it.... Happy Landings! Wrench kevin stein Click here to download this file
  14. Version

    476 downloads

    Curtiss Hawk III, Chinese Air Force, mod for SF/WoV/WoE WW2 PTO installs == -For Pre-Patch (9/08-10/08) Installs -ONLY!!!- == This is a major rebuild of MontyCZ's Curtiss Hawk III (Export Version), as used by the Chinese Air Force in the late 1930s. It is a complete aircraft mod, with all the bits needed to just unzip, install and fly away. It is a 'nation-specific' aircraft, and will not conflict with any other versions of the BF2C/Hawk III you may have in your game installs. In fact, as a 'new' aircraft, it'll replace any other version made from the original BF2C. There is a completly NEW data ini, with updated FM parameters taken from a 'contemporary' aircraft - I disremember which one, but do remember it was biplane. As this mod was started early in 2008, I kinda lost track.... A new skin, based off the original but from a newly made template (by me!), and ID number decals for 24 aircraft is included. The cockpit, CA_Stary's Peashooter pit, is also included. It's not perfect, but it's mighty damn close, and works really well for this aircraft. The only mod to this pit is a I added my 'ring-and-bead' gunsight (nestled quite comfortably inside the telescope tube). Full, detailed instructions are below in the "To Installate" section. Along with the usual notes, comments and general foolishness.... --YOU MUST HAVE THE BUNYAP WEAPONS PACK TO GET THE WW2 WEAPONS!! -- - This mod is designed to work ONLY in pre/unpatched installs -those that pre-date the 9/08 & 10/08 units. If you install this mod to a post-patched game install, you do so at your own risk. Prop Flight Models are still a little "iffy" Post-Patch, and it is NOT reccomended you use this as such, in those types of install. - As usual, there's the informative "readme" enclosed with instructions, comments, statements, etc, etc, etc, designed to speed you on your way to installing and enjoying the mod. Do read it.... Happy Landings! Wrench kevin stein
  15. I stand corrected! Thanks lindr!!! Some of the stuff I found was just soooo confusing!! So the Flashlight we have is the K variant...good to know Wrench kevin stein
  16. File Name: Cockpit & Ini Updates for Pakso's Yaks File Submitter: Wrench File Submitted: 4 Nov 2008 File Category: Jet Cockpits Cockpit Upgrade for Pako's Yaks (ie: Yak Pak Part 1) 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-25 "Flashlight" Yak-25B "Brewer" Yak-25RV "Mandrake" 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 all 3 (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 Phantom, but with lots of changes and stuff. The entire cockpit folder is included, as the F-4B 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 Liters. 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. 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 upgraded to the post 10/08 standard in regards to the "Shadow" section. 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 these 3 birds to install this package too. They're available at Column5's site, and (hopefully!) at Pasko's. In regards to the Flashlight, this is designed to totaly replace a much older cockpit mod I'd done 3 or 4 years ago.... As you've all come to expect, there's a detailed, step-by-step readme enclosed that illuminates, elucidates, clarifies, and generally points the way for the necessary steps to install this Yak Pak Pt.1. And, of course the usual Notes and Other Nonsense section, which IS reccomeneded reading for it explinations and other diatribes Happy Hunting! Wrench Kevin Stein ps: please note that the RP-22 radar bmp shown in this screenie has bee replace by a much better one! Click here to download this file
  17. File Name: Generic Style Hangar Screens, Mig-17 & MiG-19 File Submitter: Wrench File Submitted: 3 Nov 2008 File Updated: 3 Nov 2008 File Category: SF/WO*/FE Hanger/Menu/Loadout Generic Hangar Screens for MiG-17 "Fresco" and MiG-19 "Farmer" 11/2/08 -For SF/WoV/WoE/WoI Here, as I promised a couple weeks ago, are just 2 rather "plane-jane" WoE-style hangar screens for the Fresco and Farmer. Designed for SF,WoV,WoE (although in WoV and WoI they should actually have their SEA or Mid-East markings and camo, but no matter...) These should fill a small gap for these 2 stock aircraft. More, model specific types can be found on my site (where they've been for up to 5 years....) But these are nice and generic, with Soviet markings Easy to follow instrucitons in the enclosed readme. As usual. Enjoy! Wrench kevin stein Click here to download this file
  18. If you look in the objects cat, you'll probably find it. Wrench kevin stein
  19. THIS aircraft, as it's missile and gun armed, IS probably a -25M. Most of the Flashlight didn't get missiles (historically); this is probably a kinda "What If" it the M variant actually went into production (all this from my recent researches into cockpit fiddelizations, there were several missile test beds.) It SHOULD be at C5s...no matter, it's always good to have it in another place as well!! Remember folks....irregardless what Pasko's readme said ...unzip it to a temp folder, then move it into your game install by hand. Much safer!!! When adding the weapons, make SURE you're using the latest Weapons Editor. THEN you can add my updates <--shamless plug, what?? Wrench kevin stein
  20. The 28B (Brewer-C) and 28P (Firebar) are being worked on now. Lindr, those shots will come in mighty handy for them!! Thanks! (Looks like I'll be using Boopi's Flagon pit for the Firebar) Wrench kevin stein
  21. Whilst stumbling around, trying to finish off the DBS and ANW rebuilds, I tripped over yet ANOTHER aircraft mod I hadn't finished....Yak-12-1 "Creek" (mod of the O1-E) While fiddling with the cockpit, itself a mod of Kess' Yak-3 pit, and btw the "OpenCockpit=TRUE" line works absolute wonders on this one!!, but I regress... anyway, I was looking at the data ini, noticing it was an old one, and so extracted the latest, post 10/08 version. Comparing them side-by-side I couldn't help but notice a LOT of expanded modeling (what little I can under stand of such things, not being an aerodynamicist) for prop flight models. This might be something for you Guru's to have a look at, and possible adapt for our myriad prop-jobs for us 2 1/2 dozen players of the WW2 stuff. It might also help it updating the Skyraiders that everyone loves so much Just some random thoughts, rattling in the vast fullness of my brain..... Wrench kevin stein
  22. Version

    417 downloads

    Cockpit Upgrade for Pako's Yaks (ie: Yak Pak Part 1) 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-25 "Flashlight" Yak-25B "Brewer" Yak-25RV "Mandrake" 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 all 3 (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 Phantom, but with lots of changes and stuff. The entire cockpit folder is included, as the F-4B 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 Liters. 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. 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 upgraded to the post 10/08 standard in regards to the "Shadow" section. 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 these 3 birds to install this package too. They're available at Column5's site, and (hopefully!) at Pasko's. In regards to the Flashlight, this is designed to totaly replace a much older cockpit mod I'd done 3 or 4 years ago.... As you've all come to expect, there's a detailed, step-by-step readme enclosed that illuminates, elucidates, clarifies, and generally points the way for the necessary steps to install this Yak Pak Pt.1. And, of course the usual Notes and Other Nonsense section, which IS reccomeneded reading for it explinations and other diatribes Happy Hunting! Wrench Kevin Stein ps: please note that the RP-22 radar bmp shown in this screenie has bee replace by a much better one!
  23. Well, since you asked...I shall share the secret (which, when all is said and done, ain't no secret anyway) First off, extract the "DEFAULTHANGARSCREEN.BMP" from the MenuData.cat. It'll wind up in the /Menu folder. What I do/did is rename it to "ori-DEFALUTHANGARSCREEN.BMP", just in case I screw up on it during the repainting. Then, go in game and select 'single mission', and choose the aircraft you'll want to Hangar-ize. Let's say, the MiG-21MF (which is my favorite Fishbed). Also, you'll want to make sure you have "Clear" weather, at "Noon" on the single mission page. This give a nice verticle sun angle. Just to be safe, you MAY want to turn OFF all the Shadows in the Options menu...this will remove them from under the aircraft, and make it easier to 'chop out' the uneeded bits in Photoshop (my program of choice - although anything that can work with layers is good) You'll be adding it back later... Ok, the mission has started, you're sitting in the cockpit, calmly on the runway. WAIT until the tower and your wingmates quit their chatter, so the subtitles have disappeared. You'll also need to turn off the little info window at the lower left -- and DON'T turn on your radar!!! To turn off the display, the default keys are ALT/D (in post-patch SF/WoV/WoE). You'll probably want to taxi forward some, to get closer to the center of the runway, so you're off the skid marks, and away form any lines on the ground. I usually run off to the side a bit as well, to make sure the aircraft has a "clean" background. Then using the free camera view, F12, you can position the camera directly above the aircraft, and take a screen shot. Exit the game, and open your imaging program. Open the "DEFALUTHANGARSCREEN.BMP" and the screenie you just took....below is the one for the Fresco... As you can see, I didn't take my own advice, and the shadows are still on. But you can see how I'm positioned near the runway edge. Then, using one of the tools, I use the "polygonal lasso tool, to draw out a region AROUND the aircraft ,including some of the runway, and copy/paste that onto the default hangar bmp. Then, it just a matter of using the eraser or aforementioned tool, to cut or erase the areas right up to the edges of the aircraft, removing any and all traces of the runway background. Now, sometime you have too large an airplane; say you've zoomed in too close for the screenshot, so you many need to downsize the original screenie 10-15%. Whatever it takes to keep the aircraft from showing up in the area where the mission data will be in game. I figure a verticle line right down the center, top to bottom, so anything RIGHT of that will/should be your airplane. Anything LEFT of that, will be the background and the mission text in game. You can move it around to get it centered and so forth. Then, add a Drop Shadow of about 40-50%, angle of 120, and a distance of 10-15 pixels. Flatten the layer, and "SaveAs" -nameofplane-_Hangar.bmp Then, just add it to the aircraft's main ini, And you're done! The main advantage of this type of screen, is it'll work in ALL versions of the 3rdWire series...each of the game will add their own 'hot spots' for the buttons. Wrench kevin stein
  24. No prob Gepard!!! Afghanistan's just a bit more "popular" at the moment Use as much or as little as you like ...everyone around here knows how much I love to play the 'eye candy' game with terrain objects!! RATS!!! I should have made a sign for Eastern "Gooney Bird Preserve: Do NOT Bomb!!" or, from what I've been told from a Navy friend that was there for a few weeks, maybe it should read: "Gooney Bird Preseve: PLEASE Bomb" Wrench kevin stein
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