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Wrench

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Everything posted by Wrench

  1. WOI Weapons

    I had that too, in my WoE "all is everything" install. IF you're useing the "old style"; the just dumped-into-the-weapons-folder kinda thing, the game won't see new weapons in folders. At least in the install (sp5, bunypak updated) I used. Which means, of course, several dozen hours seperating the individual files (lods, bmps, ini - AND creating new inis where needed -and there's LOTS of them) into new folders. Simple solutiion: just copy/paste the new tanks and nuke bits in with all the rest. That got it working for me. Sorta like when the GroundObjects went to seperate folders -what was that? patch 3???? Lots of work, but a much cleaner looking install. Wrench kevin stein
  2. No, a new pilot needs to be created. Wrench kevin stein
  3. Ok...been working on this since my post above, and think I got this sorted. The problem is NOT with the G Weasel Thud, but buny's STARMs. In 2 different installs of the game (3 if you want to count the clean test intall...), the upatched version loaded the 4 Shrikes and 2 STARMs with no problems. In the fully patched version, bunyappak (updated via the SP5 editor), the STARMs never showed up. Even on the specific hardpoints drop-down list. So.... We're going to ignore the bunyap STARMs completely...in fact, we're going to replace the AGM-78A with the 100% stock version right out of the stock, freshly extracted weaponsdata ini. Just to make you're life easier, I'll even supply the data: You'll note that I didn't include the number of the weapon. Here's what you're going to do: 1) Open the bunyappak weapons data ini, and 'find' AGM-78. LEAVE THE NUMBER ALONE -- you'll copy/paste the data above directly over the existing data - LEAVING THE SEQUENCE NUMBER ALONE!!!! This will keep it in the same place, and NOT cause a conflict by adding another version. 2) do the expected 'adding weapon ini dance', to reinalize the weapons.dat file. 3) save and close 4) You may want to back-up the original data and loadout inis, just as a saftey measure. Open the F-105G_Data ini and add the following lines to the areas indicated. Where *** is the next systemname in sequence: in LeftWing add SystemName[***]=LeftWingSTARMStation in the RightWing add SystemName[***]=RightWingSTARMStation 5) below are you new hardpoints, split into individual stations.. 6) this is your new SEAD loadout section. Copy/paste DIRECTLY OVER THE EXISTING SEAD CALLOUT Personally, I kinda dislike that one; the damn Game Engine ™ only tasks a few radars; most of your other SEAD targets are going to be AAA batteries. I perfer cluster bombs. With 4 Shrikes already on board, you'll have plenty of ARMs to take care of Mr. SAMs Radar. And personally, I believe in Weasel Rule #2: "NEVER duel with a AAA site" So, here are some alternatives: or There are a lot of combinations; 1 CBUs on each outer rack, 2 STARMs, drop tank. etc, etc and of course etc. And never forget you have a gun. The end result of these tweeks can be seen here.. Have at it! Wrench kevin stein
  4. They're defined, and placed, via the terrain's targets and types inis. This does cause problems, as the 'escorts' are fixed in their facing & placments -they won't move; and the carriers (by necessity) move around, sometimes running them over. This can be fixed by simply moving their offsets from the 0 point of the target area, allowing the carrier a free range of movement, but defeats the purpose of having the CV at the center of the task force. And the fact that most of the 'escort type vessels' are only avialable "elsewhere" Purely for defensive purposes only.... Wrench kevin stein
  5. Don't forget, too, you CAN specifiy a particular tga for the AG gunsight (ala the P-51D)... Wrench kevin stein
  6. It might help to know which weapons pak....and which game. don't forget those fixes posted are/were designed for the Bunyap Pak; but the weapons data can easily be imported over into the TMF pak (although I'd wait for the dedicated WoE version). Did you try "NATO, USAF, USN" for the attachment types in the data in AND the weaponsdata ini? NationName may need to be changed to USN for both Wrench kevin stein
  7. That's should be somewhere in the avionics ini. If what I think is right (and someone PLEASE correct me!!!), it has to do with track settings.... below is form the old Tomcat: change the track setting, and see what happens Wrench kevin stein
  8. I think this if off the Vatour... Wrench kevin stein
  9. File Name: MiG-17 & MiG-19 Family Variants Data Ini Upgrades File Submitter: Wrench File Submitted: 13 Oct 2008 File Category: Ini Edits Data Ini Fixes for Various Frescos & Farmers - WoV/WoE/WoI This package of data inis is designed to bring various sub-variants of the MiG-17 and MiG-19 family up to the latest, post 9/08 patch standard. They are designed for use on mods from Madcaddie & howling1s "MigPak", "More Migs Pak" and "Still More Migs Pak", which are available at AvSim. Also included is a data ini for the Cuban MiG-17AS by Starfighter, Pasko's 17PFU, and a couple of mods by me, and some other people I can't remember.... The data inis contained herein are modification, per nations and loads, with all the FM updates, taken right from a freshly extracted stock MiG-17F Fresco-C and MiG-19S Farmer-C data inis. This brings in the newly added AI sections, and improved FM to these very old mods... The aircraft 'repaired' by the enclosed data inis are: J-4(IRM) J-4 J-5A (PLAAF mod of Pasko's 17PFU) MiG-17AS (by starfighter) MiG-17F(SF-E) MiG-17PF (SP-16) MiG-17PF MiG-17PFU (Pasko) MiG-19 (IRM mod) MiG-19F MiG-19P MiG-19PM (these 2 by me, The Wrench) MiG-19SF F-6 (Shenyang Farmer, Pakistani AF) I've tried to keep the weapons "NationName" and "AttachmentType" as close to stock whenever and wherever possible. I've tried to design this fix for use with any weapons pak ...remember all these aircraft WERE designed with the Bunyap Pak of 6/06 in mind. If you plan to use these with a 'stock' install, you WILL need to add the various weapons called out in their loadout inis. MOST IMPORTANTLY, if you plan on using these with the Mirage Factory Weapons Pak; either the WoI (-which you shouldn't, really-) or the soon-to-be-released WoE version, you WILL have to import various and sundry bits. In particular, the Izumrd radar nose for the 17P/PF/PFU/J-5A, 19P/PM and the nationalized weapons for the Paki F-6 (as their Sidewinder is a mod of the US version, plus their nationalized bombs and rocket pods and suchlike...), plus the 'pylons' necessary for their attachment. Highly detailed information on the various loadouts, and eariler data ini fixes can be found in the CombatAce Knowledge Base, in the "Bunyap Wepons and Loadouts Fixes Thread" http://forum.combatace.com/index.php?showtopic=18346 It is highly suggested that you spend some time in there..otherwise, you may have some "issues". Happy Landings Wrench kevin stein Click here to download this file
  10. Interesting.... For those of us too lazy (or in my case, too dumb & too scared...) to merge the cats, what if you're using the cat pointer back to the GermanyCE.cat, and the original terrains data ini?? Will adding the farterrain.fx work??? And is this usable for other terrains (fer instance, DBS) that were originally built for SF, but contain their own "peculiar" tile sets?? Have to experiment with this... WRench kevin stein
  11. Version

    293 downloads

    Data Ini Fixes for Various Frescos & Farmers - WoV/WoE/WoI This package of data inis is designed to bring various sub-variants of the MiG-17 and MiG-19 family up to the latest, post 9/08 patch standard. They are designed for use on mods from Madcaddie & howling1s "MigPak", "More Migs Pak" and "Still More Migs Pak", which are available at AvSim. Also included is a data ini for the Cuban MiG-17AS by Starfighter, Pasko's 17PFU, and a couple of mods by me, and some other people I can't remember.... The data inis contained herein are modification, per nations and loads, with all the FM updates, taken right from a freshly extracted stock MiG-17F Fresco-C and MiG-19S Farmer-C data inis. This brings in the newly added AI sections, and improved FM to these very old mods... The aircraft 'repaired' by the enclosed data inis are: J-4(IRM) J-4 J-5A (PLAAF mod of Pasko's 17PFU) MiG-17AS (by starfighter) MiG-17F(SF-E) MiG-17PF (SP-16) MiG-17PF MiG-17PFU (Pasko) MiG-19 (IRM mod) MiG-19F MiG-19P MiG-19PM (these 2 by me, The Wrench) MiG-19SF F-6 (Shenyang Farmer, Pakistani AF) I've tried to keep the weapons "NationName" and "AttachmentType" as close to stock whenever and wherever possible. I've tried to design this fix for use with any weapons pak ...remember all these aircraft WERE designed with the Bunyap Pak of 6/06 in mind. If you plan to use these with a 'stock' install, you WILL need to add the various weapons called out in their loadout inis. MOST IMPORTANTLY, if you plan on using these with the Mirage Factory Weapons Pak; either the WoI (-which you shouldn't, really-) or the soon-to-be-released WoE version, you WILL have to import various and sundry bits. In particular, the Izumrd radar nose for the 17P/PF/PFU/J-5A, 19P/PM and the nationalized weapons for the Paki F-6 (as their Sidewinder is a mod of the US version, plus their nationalized bombs and rocket pods and suchlike...), plus the 'pylons' necessary for their attachment. Highly detailed information on the various loadouts, and eariler data ini fixes can be found in the CombatAce Knowledge Base, in the "Bunyap Wepons and Loadouts Fixes Thread" http://forum.combatace.com/index.php?showtopic=18346 It is highly suggested that you spend some time in there..otherwise, you may have some "issues". Happy Landings Wrench kevin stein
  12. Well, well, well....!!!! Spooky's younger brother! nice one monty!! any chance for the planejane transport version??? Sure would look nice parked on Korean-era airports! Wrench kevin stein
  13. It's in the KB, but it took even me some digging to find...there a post on 'updated groundobjcts', and in the "Who's working on what' thread, about the GO fixes. Are the main inis updated to patch3 standards???? Meaning, if you open, fer instance the Mroldand.ini, it looks like this.. this goes at the very top of EVERY groundobjects main ini. (all yo need do is look at one of the stock vehicles to confirm) also, check in the mroland_data.ini for the "GroundObjectRole=" line it should be set to MOBILE_AAA Wrench kevin stein
  14. In keeping with the theme (as few seem to be doing....) Scorpion Scramble Bering Straits, 1957 Wrench kevin stein
  15. Is there a 'textureset.ini' in the skin folder?? Wrench kevin stein
  16. Check the attacment types and nation name on ALL the Axis birds (Italian, German, Japanese, Vichy) The NationName= will be set to the 'modern name" (ie: Imperial Japan = Japan, Nazi Germany = W_Germany) That's covered in the KB, in the Bunyap Weapons Fixes Thread "Notes on Axis Aircraft" or something like that. Good luck with it in the post-patch game (no, really!!!). You'll find some rather anoumlous behaviours (like 109's swapping ends for no reason, bouncy jiggly spin around and blow up...the list of faults that make themselves know is long and extensive) I've been testing WW2 aircraft in WoI since it first came out ... as a jet game it does quite well. We'll see what TK does with WW2 birds when the Mustang comes out for the WoI Expansion Pak...might give our FM guys more information to work with Wrench kevin stein
  17. Umm...if'n I was you, I'd NOT apply the 9/08 patch to ANY install designed specificy for WW2. And NOT use WoI for the base game install. WoE, after Looooooooonnnngggg testing, seems the most stable, and best bet. WoV is missing certain 'mission types' from it's dlls and can be used, if you don't mind some limitations. The new patch will totally pork the FMs of ALL the aircraft, and create more problems than even I want to deal with. Best adivce is: use ONLY WoE up to 06 patch. Every single one of the WW2 planes will need their flight models completly revamped. Including 'nation-specif' mods of "standard issue" planes, that's nearly 250 birds. No, definately NOT reccomened!!! Wrench kevin stein btw, the Bunyap Pak WILL work 98.6% perfectly with the new patch (my "all is everthing" WoE install uses it, 9/08 patched). All you'd need to do is open the weaponsdata ini with the new editor, open one weapon...don't matter which, just pick one.... "click OK", click SAVE, and it'll rebuild the dat to the latest standards. Really, it's that simple! Oh, and don't forget to set the new editor's compatibility mode; it's either Winnge95 or 98...disremember which exactly. Worked for me on Winge95...so..???? W
  18. Happy Birthday Dels and Pappy

    How did I mees thees one!!! Happy Birdday Guys!!!! damn...I'm typing like Dave.... Wrench kevin stein ???Tweezers????
  19. A quicky fix I found,when discovering there were no drop tanks on a standard CAP or Intercept misions. In the loadout ini, replace the tile of {Escort} with {AirToAir} (had to use the other brackets so the site engine ™ dosen't see it a code thingy) That'll bring the tanks back. Wrench kevin stein
  20. The issue, at what mostly seems to be the Soviet base in DBS, is the use of 'parked statics' -- those Beagles need removing. Besides, they're half sunk into the ashpalt.... As to those with the 'inside the shelter wall' issue, that's easily resolved by replacing the ENTIRE airfield entry with a stock one, then res-setting the runway heading, if needed. Done this hundreds of times ... on lots of maps. The only problem would be the aircraft an now exposed to the elements...expecially when those stupid Commies leave the windows open (ok that glass bubble thingy where the pilot sits... ) One could easily plot those positions and replace the Pit8/16 with the shelters, based on the parking positions in the various airfield data inis. It'd be a "job of work", as the man says, but quite fixable/doable. I can have updated airfield layouts in, literaly, a couple of hours. There's really nothing to it! Putting the shelters in, well, that could take a few days. It all depends on how you want the Arctic represented.... Have to figure out the wingspan on the BUFFs...havn't seen one of them parked anywhere....would it be a simple matter to add "VeryLargeParking" slots, wingspan=50 ????? Hmmmmm..... The Targets Guru is on the case! Wrench kevin stein
  21. Only if you want to find the entrance to the city...and the treasures beyond measure...and dangers beyond belief btw, in my IsrealME upgrade, there is an acutal mission for you to fly over it. Never quite got the hang of missionbulding for this series... (it the same target area layout, just on another map) "Death shall come on swift wings" (insert spooky music ) love that movie!!! Wrench kevin stein
  22. Ah ha!!! Looks like some lucky people will be recieving an Official CombatAce ™ Tea Cozzy!!! Seriously, great work all around guys!!! Wrench kevin stein
  23. answered in this thread: http://forum.combatace.com/index.php?showtopic=32861 wrench kevin stein
  24. I will correct that IMEADEATLY - if not sooner!!! BTW, guys, now added tothe KB, FAQs and Issues Forum. I'll go fix that now... Wrench kevin steni
  25. =With extreme thanks to dsawan, STROM and DrDoyo for troublshooting this issue, and resolving it.= After running the patch into you game install; either to a seperate "clean" unmodded version, or directly into the game, many members have noted odd switchology in their control units. ie: keys mapped completely different from the default.ini (which stores the control commands). Even after remapping them to their correct postions in the /Options/Controls menu, in game they'd be all over the map (so to speak ). If you have in your main /Object folder an older version of the "AircraftObject.ini" -one that predates the 8/28/08 patch-, THIS seem to be the culprit. You can either delete it, and allow the Game Engine ™ to use the one stored in on of the /Flight cat files, or simple rename so the GE ™ dosen't see it anymore. Something simple like "zAircraftObject.ini" is sufficent to hide it from sight, if for some reason you don't wish to delete it. This solved the problem, for ME too!!! Again, thanks to dsawan STROM & DrDoyo!! Wrench Kevin Stein
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