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Everything posted by Wrench
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Cockpit & Ini Updates for Pakso's Yaks
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
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 -
A Note and/or Comment to Our FM Gurus....
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Version
418 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! -
Generic Style Hangar Screens, Mig-17 & MiG-19
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
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 -
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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ANW 4-Seasons rebuild
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wow, I gotta say it's a lot easier than it first looked. Don't know about campaigns, but in random, game generated single missions, the DATE of the mission (month/day) allows for the changing of the seasons. Some screenies (albeit, really nothing new that you ain't seen before), just all 4 combined into one terrain folder Spring: (just ingore that structure in the background...it'll probably be move, yet again!) Summer: Winter (note the trees) Thaw (in either direction!) Deuces/Doghouse tiles. hmm..forgot to turn off debug! Spring & Summer are my 3rd and 4th attempts at tileing. They're myth-mashed from 3 different source tiles (deuces, polak and maybe Gepards) Colors adjusted Some more targets adjustments, movement ini tweeks, etc. Should be sometime next week. Well be a full, complete REPLACEMENT for ALL the ANW terrains -- all in one big fat honking folder (really, I don't know how, but not too terribly large) Wrench kevin stein -
ANW 4-Seasons rebuild
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just about done with final testing; have only one issue to try and figure out..... "Why in hell do the cursed Winter Tiles disappear at random, unpredictable intervals during gameplay, when they're STILL residing in their proper folder?" and "Why does dropping them back in ie: copy/paste of the "spare set" make them come back???" Other than that, and little fine tuning in the movements ini, and it's ready to go. LOTS of changes, new target areas, some renamed, airfields refaced, etc. The trees I ehem.. "borrowed" look really good!! Wrench kevin stein -
A Note and/or Comment to Our FM Gurus....
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No, I disagree... my last count was 27.2 player (Dave being the .2, as he has the stuff, but don't play it) Wrench kevin stein -
Little works on Farmer-D
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I was thinking along those line meself, but for the Fishpots; Su-9A/B and 11 that have been stuck with an extreamly improper pit for the last 4+ years....as they need the radar display similarly placed in the upper right corner. Or we/I could annoy Boopidoo again to add a scope to his Su-7 pit (rebuilt from his Su-15 pit!). Wrench kevin stein -
Taiwan 1958 terrain by Edward and USAFMTL
Wrench replied to WDH's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The exact reverse of how we used to REMOVE the water/terrain effects for Vista users.... Extract the GermanyCE_Data.ini from the GermanyCE.cat, and compare the upper sections -- before the tile listings. You'll see a host of differences, new stuff, etc. A simple copy/paste of the relevant sections should get them up and running. Also, you'll want to watch out for the mountains ... a lot of the runways are not quite configured correctly -- meaning there's too many high mountains for you to decorate with splattered aluminium, both on take off, and EXPECIALLY on landings. The AI, even now, has difficulty clearing terrain features (read: high peaks) when shooting their approachs. For the time, it was good map. But Gepard's is far superior (and this is absolutely NO slight to Edward!!) Wrench kevin stein EDIT: DO NOT FORGET TO MAKE A BACKUP COPY OF THE DATA INI, JUST CASE.... -
Trees in new SFG patch
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Actually, if you're speaking of the 'palm tree' I'm thinking of, the with a lod and shd and such..you can also place them as terrain objects, via targets and types edits. (experimentated with this on the Solomons map rebuild) Or, just open the terrain's _data ini file and point it to the palm tree's tga. A much simpler process. IIRC, in the Lybia map, I just renamed the tga to "terobject_tree1", and didn't even bother with the data ini. Of course, that makes palm trees appear on ALL TODs with trees, but what the hell, right??? Wrench kevin stein -
Little works on Farmer-D
Wrench replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hmmm...I can remove the component, but I'm not sure I can reposition it. Unless someone comes up with HOW to move it sideways, we might be stuck with a misplaced pitot tube. BTW: didn't we have someone who was using "The Pitot Tube Pirate" in the signature?? X: don't forget Ordway's 19P/PM cockpit mod. Might be better than the Fishbed I used on release of this mod Wrench kevin stein -
Generic Style Hangar Screens, Mig-17 & MiG-19
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I think you'll find a whole slew of pre-made, model specific hangar screen at my site. Link in my sig below WRench kevin stein -
Adding RWR
Wrench replied to ST0RM's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
There is a tut in the KB on "Adding an Audio-Only RWR" ... I should know, since I "invented" the itme, and wrote the procedure As to adding the gauge...already done that Stormy!!! make sure the RWR.bmp is IN the cockpit folder It replaces the 2ndar ADI. Open the F-100D_cockpit ini and add/change the following: stick this at the bottom.... This is your new "F-100D_Avionics.ini" works on F-104s too, as I did this for the KLU mod (may be listed in the Bunyap Pak Weapons and Other Fixes Thread) Wrench kevin stein -
Drop tank color won't match?
Wrench replied to mppd's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Along those same lines, and I personally haven't tried this...so experimenation IS required using the new 'folder option' for weapons, add the texture data to the tanks ini: this is just a quick plug-in to show the format. Wrench kevin stein -
Trees in new SFG patch
Wrench replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
BTW, the desert map is really sparse on even the plam trees. It would need new TOD files to replace the existing ones (and several NEW ones, as there is NO TOD for desert1.bmp and desert2.bmp There are, however, some rather clever ways round that.....that involve importation and renaming. Wrench kevin stein -
Generic Style Hangar Screens, Mig-17 & MiG-19
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Bartender says to one: Why to long face???? Never said I could count, let alone spell*....been haning with you too long. And where is Ed, the Official CombatAce Spellchecker???? *another fine example/product of the Los Angeles City Unified Skool District Wrench kevin stein -
Falkland 1982
Wrench replied to jaeger_301's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
And if you wanted to add 'berms' around the launchers, just look at the SAM battery layout in the Isreal2 rebuild's targets ini, for those along the Suez Canal's SAM Fence. Wrench kevin stein -
Version
225 downloads
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 -
Falkland 1982
Wrench replied to jaeger_301's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You're also missing an important item...the FireCan gun tracking radars to network the guns to. Don't forget the GUNS themselves DO NOT HAVE RADARS on/in them, they're a linked via radio or telephone BACK to the central fire-control radar from thier "control unit" (easily set on the targets ini by dropping the SovietCommandVehicle near a AAA battery to 'pretend' to be the C&C unit). Then, you network the approiate Gun units. Just ask me, Fubar and FastCargo Already a 'been done' thing. BTW, we DO need a better, more accurate KS-60 -- right now it's using the Pakso' KS-19.lod Wrench kevin stein -
as in smoke from factories or smoke from destroyed items??? for destroyed items, it's jut added as the 'SecondaryEffect=" in the types ini. For Example this is from WoE, for one of the fuel tanks. I added the 2nd effect: If it for like a factory or steel mill or something like that, if it's not got the effect called, you'll need to add it, and then plot the position for the smoke stack Wrench kevin stein
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The Official Sept/Oct Patch Thread
Wrench replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Jager: there sure is ... Options -->Graphics---> you'll see a title "Graphic Detail Level" , click the little black down arrow, and go to "Customize", there you can set most ot them . You'll see "Shadows". Try setting to LOW Otherwise you'll have to comment out the shadow callout in each aircraft's main ini. Wrench kevin stein -
Iraq Terrain?
Wrench replied to Wellsprop's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I should have a cities list...but I'll first need to physically "move" the items in question --- AGAIN!!! (please don't laugh at the total screw up I made of Karag Island...it's really bad!!! Sits like a mountain in the ocean. I totally understand with Korea...that's why I been fiddling with the DBS and ANW terrains. Deuces should have the re-treed Solomons ready for testing (meaning: how many target areas I have to move ) in a week or 2. That'll be a nice map; there's 2 operational seaplane bases for the Rufes/Rexes (Rexi???) to use, using Gepards "invisible airfield" from Midway. I'll get something too you in "2 Weeks".... Have to go over it, and re-check a boat-load of stuff Wrench kevin stein -
Anyone want to Beta test the Wyvern?
Wrench replied to SkippyBing's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I should have one of my Patented AvArt Hangar Screens around here for it too....better take a look... Wrench kevin stein -
ANW 4-Seasons rebuild
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
opps...forgot something... It's taking a little longer to get finished than I expected, mostly due to some AI issues on take off and landings. I'm 'refacing' the airfields (and replacing as necessary), to try and find 'holes' in the canyon wall so you (under autopilot) and the rest of your flight don't turn yourselves into mountain-coating, splatter-on aluminium sidings -- the AI has a TERRIBLE tendancy to crash into the hills on take off (not so much, but an expensive problem for the budget-conscious governments), but definetly on landings....autopilot is NOT reccomended for shooting your approach. So, don't be to surprised to find 'oddly' faced runways that point into breaks in the hillsides...you can 'thread the needle' -hopefully- without splattering yourself on the wall. Mostly the problem is with the larger, less manuberable and 'underpower' bomber-types (Beagle, Brewers,) even though I've seen it with some of the lower performance fighters (Flashlight) so if all goes well, mid-week I'm shooting for. Depending on my "distractions" -- meaning I keep finding aircraft that need fixing to 10/08 standards, and have to stop to take care them. Wrench kevin stein ps: WDH, you know, that's the ONE thing I haven't tested!!!!