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Wrench

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Everything posted by Wrench

  1. As to the Panther, you might want to look for the update I did a few months ago....a lot of things are already fixed. Might save you some work http://forum.combatace.com/index.php?autoc...p;showfile=6897 as to the file format, it's been that way since at least '06 (patch4??) you need to add the aircraftfoldername/aircraftskinfoldername/decalsfolder/decalname as to NOT having numbers, double check the decal level= has to be "2" for ID or modex numbers; and you've probably run past the end. A lot of early aircraft have a very miniumum number (sometimes 12 or less). Try renaming the 'numbers.lst' to "xnumbers.lst", should force the Game Engine ™ to cycle back to the first one. Make sure you HAVE enough numbers -- there's a lot (and I mean several dozen) skinsets that don't have enough numbers, or only ONE serial/buzz number/modex number decal, or are numbered incorrectly (the Sabres are good example -- their serial and buzz numbers start with 001, and you'll find an extra one without a number; rename that to ***000.tga and cylce normaly. Wrench kevin stein
  2. Moved to a more proper Forum.. ------------------------------------------- First question: unpatched or post patch? (meaning 9/08 or 10/08 patch) Which game specifically? You mention SFP1, is this where you're flying it? If post patch, well....you're gonna have problems with ALL prop jobs, as they ALL need their flight models rebult. Not having spent too much time in the Fang in my unpatched version, I'll have to say "I don't know, as I don't recal seeing this" Sounds like maybe a CG issue? Or perhaps something with the min/max extent point or collision points in the LOD, but I am TOTALLY guessing! One, could for experimental purposes only, replace all the FM data in the La-11's data ini with that from the FW-190A (as they are fairly close in performance and physical size) --after backing up the original data ini of course (a MUST!!), and see what happens. Wrench kevin stein
  3. Don't feel bad...I yell at EVERYBODY, so you're in good company. In single missions, the game WILL generate random aircraft, from (basically) whenever they were available. This is usually because the "Exported=" line in the various and sundy Migs/Sus, etc ***_data.ini is set the TRUE. Which mean it's very likely to encounter anything from MiG-15 to Su-27s (well, depending on their incept dates of course) with the random, game generated missions. The only Real and True Ways © to avoid this are: 1) create nation specifc aircraft for the varying models. With NO exportatio -- very difficult, given the proclivity of exported MiGs (or other nation built versions/users -PRC, Paki, Poland, Czech, etc, etc, and of course, etc). And even this is no garuntee (sp?) 2) create 'user built' mission that ONLY specify certain makes and models at least, to the best of my knowledge. Wrench kevin stein
  4. Inspiration

    I'm with Syrinx...I was this >< close to dropping Battle of Britan in the machine today...just wish on this latest US version, they hadn't changed the closing/end titles music. My soundtrack CD has both the released, and unused scores. As for 633, gotta love Ron Goodwin's score... now, if I could only find the last 4 books in the series...... Wrench kevin stein
  5. The question is mis-stated, but the intent is obvious... The question should be: "How do I remove an aircraft from my game install, but not delete it, as I wish to add a different version to test the new LODs?" easiest, simplest way would just be to rename the aircraft's folder so it and the main ini don't match. For example, we'll use the stock 3W MiG-19S your folder would become: zMiG-19S that drop it down to the bottom of the folder list, but dosen't DELETE it. And removes it from the Game Engine's ™ sight. a secondary way, would be to RENAME the folder and main ini to "MiG-19S_3W". Inside the main ini, you'd add a suffix to the "AircraftFullName=" to become: AircraftFullName=MiG-19S Farmer-C (3W) so in game, the drop down would display the "MiG-19S Farmer-C (3W) so you know it's the stock one (this is how I diferentiated the TMF Fishbed C from the stock 3rdWire Fishbed C (21F-13) Also, in the "new" version, you can do the same, but say use "BB" as the suffix for "Blackbird" Nothing to it really. Oh, and it IS covered in the KB, just not in a place where you'd expect it to be. It's mentioned several times in the Bunyap Weapons Fixes Thread; again, to diferentiate between "stock" 3rdWire units and "Third Party" units (in particular, the various Floggers) Wrench kevin stein
  6. Just realized I didn't have it loaded either! (which would explain why they just sat there like dummies...) Found it in HMS Repulse's readme... Wrench kevin stein
  7. One thing you should Never, EVER touch, are the service dates in the aircraft's data ini. They reflect the actual, Real World ™ active time frame of the aircraft in question. Anyone that says different, is purely full of it. The problem, expecially with WoV, is the start and end dates of the game itself. And they'll need adjusting. I don't suppose you've looked in the Knowledge Base for the "How to Change the Beginning and Ending of Time" post?? If not, you'll find it at the link below: http://forum.combatace.com/index.php?showtopic=27492 That should fix you right up. Wrench kevin stein
  8. That truck on the top row, center, with the pole sticking over the front, wouldn't happen to be a Japanese starter truck, would it??? Hmm....B-10s in NEIAF colors...escorted by the NEI Hawk 75s....some disticnt possibilities here, not just for the China map... Also, when these arrive, open the possibilites for mid-30s "War Plan Orange" scenarios. We'll just need the Lex and Sara (along with a few Grumman Barrels fighters...) Wrench kevin stein
  9. "8 hours: bottle to brief" Are the aircraft actually colliding with each other, or just exploding* on the runway??? All aircraft, or just "specific" ones?? Which terrains? Do you have the cat pointer in the terrains main ini pointing to the proper cat?? Do you have the WW2Nations.ini in your /Flight folder (this is a MAJOR cause of issues)?? Like FC said, if you're in 9/08 or 10/08 patched, you're hosed. Use an unpatched version *=meaning, hop left and right, up and down, bounce into the air, spin around on their tails, and explode -- I ain't kidding! That's exactly what happens. Wish I could figure out a video capture program, and actually show a movie of it. Wrench kevin stein
  10. That's a good start, jtin. A little close to "The Wall" maybe... what's needed is water where South Bend is. Center, lower portion of map. Some rivers; one in the canyon/gorge just nortf of (ha!) North Fork, following the terrain towards Salmon River (duh!) oil filds. I'll work an image of what I'd envisioned, and post it in the Mods & Skinning Forum Wrench kevin stein
  11. File Name: P-26 Peashooter, Chinese Air Force File Submitter: Wrench File Submitted: 5 Nov 2008 File Category: Allied Fighters 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 Click here to download this file
  12. Well, here's something that might interest you....I literally started this the day Midway first came out. Now, mind you, the this IS a total stand-in...there are just too many differences between the Wirraway and Vindicator to be anything other than "totally inaccurate", but... VMSB-241 SB2U-3, flying over the lagoon Mods to Bunyap's Wirraway, repainted, removed the nose guns, gear doors, outer bomb racks, recockpited, rearmed and redecaled as per extensive research on the Vindicator. Enumerated differences: Entire physical size; aprox 15-25% too small. tail fin shape fuselage length Canopy/greenhouse length nose/cowling shape (missing carb/oil cooler intake duct) wing shape (should be straight leading edges, rounded tips) and length landing gear retracts inward, whereas the real SB2U retracted back, after rotating 90 deg (ala Tomahawk/Kittyhawk/ Corsair) to lie flat against the wing. 3 bladed prop (Real One ™ only had a 2 bladed, that had a slight reversing pitch to act as a drive brake) The list of "what an't right is extensive... I choose the Wirraway instead of the SNJ/AT-6/Harvard as this one had the rear gunner already. But, it's nearly ready, if you want it. Oh, and the white markings on the fueselage? They're not for ID -- it's 4 in wide medical tape the Marines use to hold the fabric together -- they really were literaly coming apart at the seams. Devestators, however, are beyond even my skills. We'd need a totally new aircraft. And probably not likely ever to see. I tried tweeking the SBD, but its just too small. Wrench kevin stein
  13. Spill: I don't think so, as the seasonal coding originated with First Eagles (expansion pak???), and was incorporated into Wo* with the latest patches. You can always drop the terrain folder into an unpatched game, and see if it works. At worst, it'll crash. At best... Wrench kevin stein
  14. just use the pre-existing NR-30s. Save's time. Wrench kevin stein
  15. Close up view... and a little further away... For those that don't know, the airstrip at runway3 has a length of 1200 meters...you can guestimate the size of this object by that. With thanks to ErikGen!!! Coming reaaaallll soon! Wrench kevin stein
  16. with "7zip" Linky: http://www.7-zip.org/ Wrench kevin stein
  17. With the "Factory Place", "Vehicle Depots" and HAWK batteries??? should have it around here somewheres...IF that's the one you're looking for, that is EDIT: Could it be this one? "Desert Targets Zone 1.1?" http://forum.combatace.com/index.php?autoc...p;showfile=4087 WRench kevin stein
  18. File Name: Grumman TBF-1 Avenger Mod File Submitter: Wrench File Submitted: 3 Sep 2008 File Category: Allied Bombers Grumman TBF-1 Avenger -- A Mod of the Dev A-Team's TBF-1C This is a mod of the DAT's TBM-1C Avenger of WW2 fame, into an early war version, circa 1942 This is to be considered as an "incomplete" aircraft mod, due to the non-inclusion of certain files. I've NOT included the aircraft LOD file nor the cockpit folder. See below "To Install" for a complete list of the necessary parts. You -MUST- have the DAT's TBF-1C to make use of this aircraft, as you'll be coping files over from it. The new skin, from a completly redrawn template based on Gramps' original skins, represents VT-3 based aboard USS Saratoga (CV-3) circa August/September 1942, approximately the time of the Battle of Santa Cruz and the fight for Guadalcanal. All the panel and rivet lines have been redone, new decals created for 'plane in group numbers', aircraft designation, and BuNums for 24 aircraft. It can also be considered a rather 'generic' USN/USMC version, as most units carried no markings. Some USMC VMSB units DID use a 3-digit ID number, based upon the aircrafted BuNum, but that's a story for another day... I've included all the inis I've modified, so you'll be copying the minimum number of bits. The data ini includes mods that remove the wing guns, and adds the single 30 caliber MG on the nose. Unfortunatley, the LOD still contains the postions of the 2 wing mounted 50 cals, so you'll have to suspend disbelief (or pretend they're broom handles stuck there to fool enemy fighters that they're real guns) Surface search radar has also been activated. NEW damage tgs's have also been created (they can be used on any of the TBF/TBMs). = IMPORTANT: This aircraft is designed for use in SF/WoV/WoE -ONLY-, I have NOT tested it in post -8/28/08- patch WoI = =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 bombs, torpedoes, etc. They are NOT included in this package.= As you probably suspect, there's a highly detailed, step-by-step readme included, so you'd be wise to read it!!! And as always, the usual notes and comments and general nonsense.... Happy Hunting! Wrench Kevin Stein Click here to download this file
  19. Dauntlass as stand-in?? At worst, they were built by the same company (many Daunltless and early Devastators were built less then a mile from where I'm sitting...at Douglas' Santa Monica plant) I have a personal stake in this. Let me fiddle this weekend with Wolf SBD, and see what I can come up with. Again, it'lll still be wrong, but a LOT closer! Wrench kevin stein
  20. Oppys edit.... while VERY doable, the landing gear is completly WRONG!! Kate's retract inward, and the TBDs went straight back, with about half the wheel exposed. (very much like the Fairey Battle, but with a radial engine...which leads to some interesting ideas...although I'm sure Capun might not be interested in making the changes...to create a new bird.) Hell, I'll build a new tempalte for, if I got a LOD!! Wrench kevin stein (damn, I wish I had 3d skills...)
  21. In the Desert.cat??? meow..... Wrench kevin stein
  22. The Kate would be a definate "closer" shape then the Avenger, even without the "humped" canopy. You could even change the AttachmentAngle= for the torp to have it point down like on the Devastators. Reskinning (other than either creating or being given a template) would be no biggie either...non specular blue/gray with stars in 6 positions, and black individual aircraft numbers (modex?). If you REALLLY want some accuracy, I should the the full listing the BuNums, too. Wrench kevin stein
  23. sugar blues has it.... Dnepr OTH radar for ballistic missile early warning. Although....I DO like the idea of it being a large speaker stack; brodcast propaganda across the Strait at the decadant Americans. "Take THAT, you Guitar Heros!!!!" Model by ErikGen for the (aborted, apparently) DBS-2 build. It'll be included in my update of DBS, if I can ever get the damn NIKEs to fire....other than that, it's ready to go! If I could just get CA_Stary's harbor bouys and lighthouses..... Wrench kevin stein
  24. EricJ: I agree. In theory, there could be a fixed SAM site in the area just northwest of South Bend (west of the runway). And probably one in the triangle formed by North Fork, Salmon River oil fields and alliance headquaters, but I choose to keep it simple, and use (for the most part) only stock in-all-games items. If there's REALLY a crying need for them, I can add them in 10 minutes. That ain't nothing! I made the 'assumption' that resources are scarce, and hauling them big-ass trailers full of SAMS, fuel, servicing equipment, radars, etc (ok, some could be airlifted in via Hercs or Antonovs...and there's always the railways...) would be a major undertaking. What it REALLLY needs are rivers and a few small lakes, to say nothing of an ocean/bay at South Bend. But, alas, that's beyond my limited capabilites with the TE. BTW, anyone find the shipwreck yet??? Wrench kevin stein
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