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Wrench

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Everything posted by Wrench

  1. You're very welcome! Nice having YOUR additions to add it to!! Pick me a Senati in NM, and it shouldn' take too long! Wrench kevin stein
  2. Well, like I promised christian59, after creating a new template off the exisitng skins, so more can be created for his very cool Tony Expansion Pak (sounds like something from "The Sopranos"!!) Anyway, there's the result: 19th Sentain, 2nd Chutai circa 1944 Formosa/PI Still a couple of glitches to fix (a-g panel, combat stripe on fues, add a from more blotches on the tail). Chutai designator is a decal -- why waste that superb decal engine we're given?? Other chutais can easily be created by changing the color (blue, yellow, orange, etc) Experimenting with a metricized Hurri pit, with the my IJN Type 98 gunsight; don't know if I'll keep that one, or switch to the Revi 12. I'll post some pics tommorrow. Now, if one of our Japanes speakers would step up, and translate/repaint the Hurii's dash with Japanese characters...we'd have a passable cockpit for MANY of the IJAAF/IJN birds (well, depending on the exterior framing) More later! Wrench kevin stein
  3. How do you think I got all those industrial areas and vehicle depots and army camps and train stations and etc, flattened on SoCal, American SW, Libya, Isreal2, Burma, Okinawa, New Guiena...... The 'has airfield' tag is basically just for leveling the terrain at that spot. You won't have any problems in trying to take off from the Factory Place, as it has NO runway*. Airbases need to designated/defined as such, via the targets ini, by the addition of the "AirfieldDataFile=" and "NumSquadrons=" lines. Without them, the game engine just seems them as any other target area Conversely, you can add a runway, flatten it, and NOT use the airfiled data line; if you want an abandoned field or one unusable. I'd originally did that for Oxnard AB in SoCal, but then chose to use it as 'real'. Using the Factory Place in mountains is gonna be a bitch...try and find the flattest area, and keep the 'zone to flatten' as small as possible. If you look in the cities.inis from some of my terrains upgrades (it should be in Libya, ASW and SoCal), I used 2x2. You still may have problems with reaaaaalllly steep cliff faces nearby. That's why when I added the vehicle depots and industrial centers to ANW, I tried to place them as close to the center of the 'valley' as possible. REMEMBER: keep backup copies of the original TFD and HFD files, as you've got no 'undo' function. I think I wound up with 60 or 70 copies of SoCal before finalizing it. Wrench kevin stein *but it did originally; when first released, it had lighted (lit?) up buildings, but that only works on airfields. So I 'fixed' that. From the "Wrench's Factory Fixes.txt":
  4. Veltro: you upload, I'll approve it!!! now I'm gonna have the damn song "Snoopy & the Red Baron" stuck in my head all day.... Wrench kevin stein
  5. You said you looked in the KB...did you look in the "Weapons Fixes Thread"?? I DO seem to recall doing up the Varks, with complete loadout inis and data ini tweeks. Plus a few other fixes for them. http://forum.combatace.com/index.php?showt...ost&p=85629 and http://forum.combatace.com/index.php?showt...ost&p=93826 and http://forum.combatace.com/index.php?showt...ost&p=93827 Happy Hunting! Wrench kevin stein
  6. Hopefully, yes. Now, mind you, I've encountered some very strange behavior sometimes; you find the offset, place the object, and it's MILES off. Running into this right now with Gepard's Midway terrain (I'm drssing up the place with some Q-huts, water towers, tents -even Marines gotta sleep somewhere-, general eye candy). I'll be sending everything to him, so he can sort it out, in a day or so. Wrench kevin stein
  7. It's freeware, baby! Go fir it!!! Depending on the object, you'll need the lod, if it has a skin you'll need that -some are bmp and some are tga. Then, you just copy over the entry from one types ini to the other. Don't forget to keep them all in numerical sequence in the types ini (which I've failed to do a few times...that can ya nuts!) What objects, perhaps I can supply a 'parts list'? Wrench kevin stein
  8. Armed Recon missions need "Truck Routes" defined in the movements ini. As this is an island in the middle of the ocean....I don't think you'll find too many places for trucks to drive on (or land for that matter!!) Gepard: give me a day or so. Still can't get anything 'setteled' onto Eastern ... but I'll get what I got to you soon. Wrench kevin stein
  9. ravenclaw: this what you looking for? 105 Sentai, circa early 1945. There are 3 Chutai decals for the tail, in each of the Chutai colors, so it'd be concievable to create 3 complete skinsets by simply duplicated the folders, editing the decals ini and etc. I didn't weather this one as much; in fact I faded the dirt down quite a bit from the 19 Sentai skin. Make it look just a little more newer. Decal ini wise, right now it's set for the Ki-61-Im (with the Mauser 151 cannon). Simple text editing will allow for use on any Tony version. Had/have some really strange issues with this one...the exhaust stack aren't painted nor are the wing guns. The 19 Sentai version is -- since they come off the same template, they should be identical. After spending 2 hours examing ever square mm of the skins and template, I finally gave up. So I just used my Mustang fix -- the exhaust stacks and wing guns are decals! Also getting a strange "flashing" inside the forward fueselage, approx at the insturment panel bulkhead - in the same shape as a matter of fact. I'm gonna try something with a decal, and see if that works. According to the OUT file, there's an internal bulkhead with no material applied at about that position. The 19 Sentai skin just needs a few more bits added to the readme, and it'll be ready to go. Wrench kevin stein
  10. File Name: Ki-48 Lily, Skin and Ini Update Pak File Submitter: Wrench File Submitted: 12 Aug 2008 File Category: Japanese Air Force and Navy Kawasaki Ki-48 "Lily", Skin and Ini Pak, For SF/WoV/WoE PTO installs This package contains some ini modifications and a reskin of the Dev A-Team's Ki-48 "Lily" light bomber . You MUST have the Dev A-Team's Ki-48 Lily before installing this mod, as without it, this does you no good!! The skin is based off the original IJAAF Natural Metal and Camos, and was built from a new template created off the original skins. All new panel, rivet lines, and other details were drawn by me, but still based off Gramps' original. The tail Chutai marking is a decal. It represents aircraft of 8 Sentai, 2 Chutai circa mid-1943 timeframe, as seen based at Toungoo, Burma A new cockpit ini is supplied, based of the original (ie: the Mossi B.IV), and recalibrated to use the Metric Unit system. New data and loadout inis are also supplied; the data ini now has the "UseMetricData=TRUE" line, the enhanced AI section (can't remember if it came this way originially or not!), and the loadout ini switching over to bombs for Anti-Shipping missions. Lily's never carried a torpedo, my research has shown. Also included is a new sound file (wav) for the engine. It's from MontyCZ AD Skyraider; and has a nice raspy, deep radial engine sound. But not as overpowering as some others. -= NOTE: You MUST have the Bunyap Weapons Pak of 6/06 to get the WW2 weapons and guns and such =- --= NOTE: You MUST have the Dev A-Team's Ki-48 Lily to install this pakage into (duh!!) =-- - This mod has ONLY been tested in SF, WoV and WoE. This mod is NOT reccomended for use in a WW2 style install of WoI, as it handles prop flight models in "an extreamly odd way".- It is HIGHLY suggested that you read the enclosed readme COMPLETLY THROUGH before installing this pak; this will help in performing the assigned task. Along with the general "Notes and Comments and Usual BS" Happy Landings! Wrench Kevin Stein Click here to download this file
  11. Have you added a weapons pak??? They're not stock items, and therefore not available without one or the other Pack (Bunyaps or Mirage Factory) Wrench kevin stein
  12. With the HUDData.ini extracted, set the Debug= to TRUE; that will bring up the coordinates and offset positions For the rest, use the 'free camera view"....IIRC, Control/F12 It's lots of fun. BTW, d/l my 'Shipwreck"... there's a little turorial on placing objects in there. Can't remember in it's under "Object Mods" (like a Ground object) or under terrains!! Wrench kevin stein
  13. Just goofing around... 2 shots of Sand Island, slightly dressed up I added a generator, some Quonset huts, a radio tower and comm center/HQ building. Could use some tents and stuff. The large hanger (probably historically misplaced) is the seplane hanger. It should be more square, but I don't have a large WW2-ish type that's closer. I kinda like it though! Strange things are happening on Eastern, though. Nothing set down shows up where it's supposed to. I added some Q-huts, the US Flag, a control tower (tower2), 2 parked Forts, and they're scattered all over. The coordinates on the HUDdebug aren't matching their in game placements. I even went so far as add a new #1 target area, PTBoat Base (with only 1 target, 9 oil drums) directly under the crane, thinking it was the old "runway as first target bug" but that didn't change anything. The sandbagged gun bunkers/rivetments were all wacky in facing, but that was my fault -- just did a simple copy/paste of the existing locations for the AA guns. I removed them, after trying to change their facing. There should be a radar site as well; was thinking of 'borrowing' the Freya from the BoB terrain, it's close enough to the CXM type as used in the early days. This is a very cool map -- great for intercepts! Wrench kevin stein
  14. Gepard: I've got a 48 star US flag that I used in my New Guinea, Okinawa, and the unfinished China map upgrades. In fact, here's a link to it...I just uploaded it to my site for you: http://wrench1smog.com/tmp/48-star_us-flag.zip Included is a text with the types.ini entry. I've got flags for about 3 dozen countries; they are SUPER easy to make (thanks to Major Lee!!) Pity about the Wildcats. I've tried that myself, using some of the original Flyable lods, but they too, always sank into the ground. I know Pasko built the Wildcat originally. Capun told me it has something to do with the 'world center' placement in the LOD. You can always add a couple of B-17Fs; they're in all the PTO maps (and probably the ETO map as well) Even though they were E models in real life. Enjoy! Wrench Kevin Stein ps: shouldn't there also be a generator building? Ok, I'm being a pest, but I had to rewatch my old VHS tape that had Cmdr Ford's movie. Also, "Incredible Victory" speaks of a stick of bombs taking it out. I'll try to figure out the location for it, if you want.
  15. that shouldn't bee too hard...what Sentai would you like? (helps with research, in looking through my Profile books and etcs for the proper tail markings) The 2nd picture would be super easy to do...I can look up that marking in my Hikoki book "Emblems of the Rising Sun - IJAAF" Has some great pics of the tail marking for just about ALL IJAAF aircraft used. The nice thing about my new template, is I got smart ... did the overall NM finish, then the camo pattern on another layer. Mind you, I still haven't plotted all the decal coordinates, expecially for those full fueselage lentgh decals, which would pose problems with the weathering and staining -most notably with the exhaust streaks. Painting it on is possible, but there may be 'alignment' problems due to some slight misalignments of meshes in the LOD. The template WILL be available on request, once I fix a few little things. Wrench kevin stein
  16. Cooolimundo!! It almost looks just like Midway in CFS2!!! Very neat! (minor glitch with the sea tiles at the center of the lagoon, but no show stopper) One question and one comment: 1) were there supposed to be parked Wilcats on Eastern? They're called out in the targets ini, but I didn't see them in the types ini or the 'bits' in the terrain folder. 2) Where's the US Flag? Gotta have it there -- after all, John Ford filmed it being rasied during the first attack Very nicely done! The 'invisible' base is super idea!! Wrench kevin stein
  17. NICE!!! A very cool addition to the WW2 Family. I llike the way you duplicated and split the hardpoints grouping ! A+ for that one!! Just a couple of quickie tweeks you might like; for the engine sound, use the "BF109E" wav that comes with Russo's Emil (since both used the DB-601) in the data ini, in the ]AircraftData[ section, add this line: UseMetricUnit=TRUE just drop it anywhere in that section. As for cockpits, we need something with a refelector gunsight (copy of Revi 3 or maybe 12, IIRC) ...... perhaps the Zekes would be better (or even a relabeled Hurricane??? - although I dislike the Engilsh lettering for a IJAAP bird). I'm looking into that as we speak... EDIT: the Zeke pit, as used on my George upgrade would be a good alternative, as I painted out the MG breeches in the cockpit. Although the framing won't match, it has the correct gunsight tga. Or the bits in the Ki-43IIb upgrade pak? The cockpit inis themselves can be easily converted to metric reading, too. Simply changed the FEET to METERS, MPH or Knots to KMPH, and on the Verticle Velocity Indicator, changed to MPS (as opposed to FPS). Havent' figured out the KG to LB for the fuel gauges, but that's not important. If you give me a day or so, (as I write this, it's half way done - the T.psd at any rate), I'll have new skin templates ready for the WW2 skinner to have at. I've already picked one skin I'll do the II Kai. Gonna test a decals idea I've been experimentating with for the Lilly (which also has been reskinned for CBI). Thanks again for helping expand our WW2 gaming experience!!! Wrench kevin stein
  18. Well, this seems to look a lot better in OD...more historical too. Oddly, my book definately show pictures of some still in Natural Metal. 34th PS. All new panel, rivet lines, new decals (and some decal surprises!), passanger door/window added. Some minor ini tweeks; still cant find info if in had wing racks - the Mini In Action says one carried 2 100 lb bombs to attack Japanese shipping -- may have to add them as 'virtual' hardpoints via ini edits. Still have to dial in the nose number decal a smidge. New hangar screen, corrected lights; have to add the landing light still. Write readme, etc. Still not quite sure about the cockpit ... I'm using the Tomahawks right now, but all the pictures of the Swedish version (which IS essentially a P-35A, as they were built from the Swedish order) show a reflector gunsight. Which means a simple swap out for Wolf's P-47D-20 Razorback. Even if the insturmentation is wrongish, it DOES have the front framing that matches. Should have it ready to upload tommorrow sometime. Wrench kevin stein
  19. File Name: Seversky P-35A Guardsman Skin & Ini Update Pak File Submitter: Wrench File Submitted: 8 Aug 2008 File Category: USAAC/USAAF Seversky P-35 "Guardsman", USAAF, Skin and Ini Pak, For SF/WoV/WoE PTO installs This semi-complete package contains ini modifications and a reskin of the Dev A-Team's P-35 Guardsman into those as used by the US Army Air Force, circa December, 1941, at the time of the attack on the Phillipine Islands. I say 'semi-complete', as only the skin and decals, plus various updated inis are included in this mod. You MUST have the Dev A-Team's P-35 before installing this mod, as without it, this does you no good!! The skin is based off the original USAAC Natural Metal, and was built from a new template created off that skin. All new panel, rivet lines, and other details were drawn by me, but still based off Gramps' original. New 'simulated fabric' textures have been added to the control surfaces. New decals, for 36 indvidual aircraft, are included. It represents aircraft from the 34th Pursuit Squadron, 23th Pursuit Group, based at Del Carmen Field, PI. Aircraft #23 was one of the few airborne during the first attacks, and scored a kill against a Zero. Several updated/revamped/fiddled with inis are included; data, loadout, main as well as 2 cockpit inis...and a new Hangar Screen, too. NEW damage tgas have also been created for that 'shot up' look. A quick note about cockpits: I've suppled 2 seperate cockpit inis, each based off different cockpits. It's my intention to replace the Hurricane's as used in the original release, with something slightly closer to Real Life ™. The 2 inis are based off of Wolf257's P-40B Tomahawk or the P-47D-20 Razorback Jug. You will get to choose which you perfer. See below in the "Selecting Cockpits" in the Install Instructions -= NOTE: You MUST have the Bunyap Weapons Pak of 6/06 to get the WW2 weapons and guns and such =- = NOTE: You MUST have the Dev A-Team's P-35 Guardsman to install this pakage into (duh!!) = = NOTE: You MUST have Wolf257s WW2 Planes Pak for the P-40B/Tomahawk OR P-47D-20 Thunderbolt Cockpit folder = - This mod has been tested in SF, WoV and WoE. This mod is NOT reccomended for use in a WW2 style install of WoI, as it handles prop flight models in "an odd way". It is HIGHLY suggested that you read the enclosed readme COMPLETLY THROUGH before installing this pak; you will have some choices to make, and all is explained herein. So, read the readme -- it's got detailed, step-by-step instructions, blah, blah, blah. You know the drill!! The Notes and Comments section might make interesting reading, too. Happy Hunting! Wrench Kevin Stein Click here to download this file
  20. Those are the gunpods for the SU-9s/11 and 15. Odd, that I never noticed it in all these years.... Wrench kevin stein
  21. The Japanese Planes are here at CA, too. His work still stands out amongst the best of the early devs. Wrench kevin stein
  22. Like any other, you'll still have to into the Options/Controls/Customize, and set up the swtichology. It only takes a few minutes. You won't be sorry with CH ... truth!!! Wrench kevin stein
  23. You have to go through them to get it. Unfortunatley, Capun's laid up right now with broken ribs, so it may take a while to get approval. (no, I don't know how he did it) Just keep trying; he'll get 'round to it eventually. Wrench kevin stein
  24. Try and see if you can't get the readings (airspeed, alt) calibrated in Metric, while you're at it. Probably need new HUD tgas for that.... Wrench kevin stein
  25. Have you looked in the cockpit inis?? Also, wasn't there an ini hidden in one of the cats that set the views? Viewlist.ini???? something like that??? Maybe a pillow on the seat?? Booster cushion, I believe resturants call them?? Wrench kevin stein
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