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Wrench

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Everything posted by Wrench

  1. The Japanese Planes are here at CA, too. His work still stands out amongst the best of the early devs. Wrench kevin stein
  2. 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
  3. 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
  4. 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
  5. 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
  6. Yes and No. Any of the mission editors (WoVQMD works for me), should allow you to see the objects placements. That's the 'Yes' As to the 'No'.... To change them, you'll need to edit the terrain's ***_targets.ini and ***_types ini; unless you want just 'generic' AD units. The types ini will let you specifiy a particular unit, say an SA-9, while the targets ini lets you place it. Those files are located in each terrain's cat file (ie: Desert.cat, VietnamSEA.cat, GermanyCE.cat, IsraelME.cat). They need to be extracated using Skypat's Cat Extraction Tool (in the downloads section, under "Tools/Utilities") BTW, the WoI Isreal map has already recieved an Air Defense Upgrade. It's in the downloads section, under 'Terrain/Maps'. Also, just to save you a s**t-load of work, just about ALL the Mobile SAMs have their "GroundObjectRole=" set to MOBILE_AAA. It's little nasty trick we developed a few years back to assure they show up in-game. It also creates an nice Soviet-style layered defense system. Wrench kevin stein
  7. This is your problem: This is your answer: http://forum.combatace.com/index.php?showtopic=26451 Located in our conviently provided Knowledge Base. Wrench kevin stein
  8. Might want to convert that bmp to a jpg, and upload to one of the Photo hosting thingys. Bmps are waaaaay to big, and eat up bandwidth like crazy. -------------------------------------------------------------------------- So, are you carrying a gunpod of some sort??? More info is required to anwer the question It almost looks like AAA coming up after you, excepting for the muzzle flare on the belly Wrench kevin stein
  9. File Name: Ki-57 "Topsy" Skin and Ini Pak File Submitter: Wrench File Submitted: 6 Aug 2008 File Category: Axis Bombers Ki-57 "Topsy" skin - for SF/WoV/WoE WW2 PTO instals This is just a simple reskin of Wolf257's Ki-57 IJAAF transport plane to give it a slightly better looking paint job. Nothing really special, just added on the 'side windows' (ie: painted them on). The skin is based off my Ki-21 'Sally' upgrade for some time ago. It's a very basic, rather generic IJAAF green, with no important markings. Simply because I couldn't find any in my source books! As this aircraft IS desinged for AI use only, I haven't included any of the really neat little bits for adding a cockpit. You can use the instructions in either of the Sally upgrade pak. It might actually be kind of fun, to just take off and fly around the map (avoiding enemy fighters, of course, as you ain't got no guns!!). The cockpit ini, just for giggles, IS included. You'll need to have the cockpit from Pasko's Mosquito B.IV. The readouts have been converted to use metric data, as has the data ini. The included slightly tweeked data ini, adds Japanese pilots and seats for them to rest on. A damage tga is also included, so you can have the shot up look. I didn't bother to create a hangar screen. It's a transport, and nice for eye candy. See the enclosed readme for more, detailed install instructions Happy Landings! Wrench Kevin Stein Click here to download this file
  10. It's one of those 'hidden' planes, as TK never really fixed and/or added the "Air_Assault" mode for transports. I think if you switch the "AircraftRole=" from Transport to Bomber, it may show up for intercept or escort missions. Haven't tested this meself, though Wrench kevin stein
  11. Nope, was to have taken off and landed like any other aircraft. Hence the landing gear, with Real Wheels ™. Still have to fiddle/fudge the A-A rockets (simliart to what I did with the Scorpion). Skinning and decaling is 98.6% ™ complete. It's acuatlly at the point were a FM Guru needs to start looking at it, to fix a bunch of 'glitches'. It's been put aside, temporarilay, whilst I work on some CBI/PTO stuff. I'll be back to it soon Wrench kevin stein
  12. If you want a standard OD for the Seversky, give me a day or so. I just need to research the tail markings (squadron call out, individual A/C numbers, etc) The mapping is 98.6% the same as the P-43 Lancer, which I just remade templates for. The rest can easily be done with decals and such Wrench kevin stein
  13. DUDE!!! You stole my idea for the Chinese Infantry!!! Nicely done!!! Here's a couple more CAF birds: I-152 I-153 Had a hell of a time trying to make the fabric lines. But they're much better looking then using the 'texture' button, and 'canvas' effect. Not perfect, but better. New skins, from a newly created template. Speaking of you Buffs, I just came across "Buffaloes Over Singapore" today, whilst looking for books on the I series biplanes. We already have 60 Sqdn's skin for the Blenheims (it's stock, I think)...too bad we don't have Malaya on the maps. The CAF P-43 is nearly ready, but I've having some issues with it's ground handling abilities. Also, does anyone have a source for CAF serial numbers? I mean the "P-xxxx" as seen on the tails? Mostly for the 152/153. Lancer serials would be plus... And the map still needs some more minor upgrades (read: eye candy). Hopefuly, done soon. Nice stuff! Wrench kevin stein
  14. It's a partial pak, with no real instructions (ie: the "readme" file that no one reads, or even writes at times). Unfortunately, you have to figure out a lot of the stuff yourself. Since it's been a while, and I've tweeked the living daylights out of the stock one to get it straightened out, I don't remember if it came with a cockpit. If not, you'll need one of the Mig-21 pits available here in the downloads section. There should be several dozen posts about it, I know I posted a lot of fixes for it. Do a search for the "J-7E", and see what comes up. As to your weapons issues, have you looked in the Knowledge Base? There's 2 whole many-pages-long threads on specific aircraft loadout fixes (and lots of other tweeks as well). One is for the Bunyap Weapons Pak, and the other for The Mirage Factory Pak. The TMF pak has ONLY the stock weapons, and those needed for their own aircraft. You'll need to add anything else yourself, usually from the BunyPak. I'd reccomend spending the next few days in the Knowledge Base, studying up on what you'll need to be doing. Also, remember that there are TWO weapons editors - one is for First Eagles and WOI -ONLY, the other works with SF/WoV/WoE. Make double damn sure you're using the correct one, or you'll wipe out your weaponsdata ini. BTW, the TMF pak does NOT have the PLAAF weapons; you'll only find them in the Bunyap Pak. To answer the question, NO there are NO PLAAF weapons in WoI. Wrench kevin stein
  15. This subject HAS been covered in the Knowledge Base, to some great extent. There should be a post in there someplace, called "Basic Ini Editing" or words to that effect. FC, me thinks you little description needs to go in the KB too!! Wrench kevin stein
  16. Easily done in the terrain's targets ini. You simply swap one out for the the Large field (runway 4) BUT...(you all knew that was coming).... There has to be space for it somewhere; meaning the area around might need flattening, and in some cases the addition of the 'airfield exclusion zone' in the tiling. This is done in the Terrain Editor. caveat: This is ONLY true, if the area you're placing the Large Runway into is too small. Many of the airfield exclusion zones, in particular for the WW2 maps, are just big enough for the Medium Runways. An example of adding Runway 4 (Large Runway) would be my Libya upgrade pak, wherein I added R4 to Tunis for it's international airport. There was a handy 'empty' zone I could place it in. Pretty close to it's Real Life ™ location. I got lucky there! Airfileds run like this: Large: Runway 4 (the 2 crossing runways) Medium: Runway 1, 2, 5, 6 Small: Runway 3 (that dirt strip) The length and widths of the various runways are in the airfield inis, located in the terrain cats (ie: GermanyCE.cat, Desert.cat, VietnamSEA.cat, IsrealME.cat) First Eagles probably does in in a similar way, but there is no physical model of the runway (ie: Runway3.lod), as it just a "open" grass field. This is from the desert_airfield1.ini You can see we have a 2500 meter long runway, that's 90 meters wide. But this does NOT include all the other goodies scattered around. (those little roads, barracks zones, parking areas, etc) So, in the terrain editor, you have to set the target area size (picture it as a circle, with the exact center at the 0,0 point of the airbase) in the terrain's cities list. Which in many cases must be created from scratch, or rebuilt to add new or expanded target areas (ie: all are considered cities, including airfields) example: from the China map I've revamping You can see the Width/Height are 5000 meters, or 5 KM. The "HasAirfield=" line tells the TE to flatten it, so things don't disappear into the ground (most important here in Califorina, what with earthquakes and liquifaction and all that ) BTW, that HasAirfield line come in real handy for The Factory Place, Truck Depots; anything that might use 'poured concrete slabs' as a "foundation". Makes them nice and smooth. Plays hell with hills and mountions, though. So, to anwer the original question, YES is is possible. You can even change their heading, if you've enough room in the airfield zone to rotate the runway facing. Wrench kevin stein
  17. Are you using the stock data ini, or the Updated one from my "Golden Dragons" and Panther Update pak?? Give that a try, and let us know Wrench kevin stein
  18. File Name: P-51A Mustang, 530th FS, CBI - Skin & Ini Pak File Submitter: Wrench File Submitted: 3 Aug 2008 File Category: Allied Fighters NAA P-51A Mustang, 530FS, 311 FG, Skin and Ini Pak, For SF/WoV/WoE CBI installs This package contains modifications and a reskin of Wolf's P-51A as used in the CBI Theatre. These are the early Allison-engined versions. This is a semi-complete aircraft mod, -specifically- designed for use in the CBI style install of the games, if you've created CBI only WW2 install that is . I've seen no other references to "A" model Mustangs being used anywhere else in the Pacific Theatre. The skin represents aircraft from the 530th FS, 311 FG located in Burma, circa 1943. I say 'semi-complete', as only the skin and decals, plus various inis are included in this mod. You =WILL= be transfering several critical files from your original P-51A to get this mod to work. (see "To Install" below) Consider this a "Theatre Specific" type of aircraft mod. The various inis supplied in this kit, will give you the loadouts and other tweeks I've made that fit the time frame, and more importantly, the Theatre of Operations. "A" model Mustangs were slightly different in their usage and loads, then AAF ones used in the ETO/MTO - and different again from RAF ones. The P-51As as used in Burma at this time carried the 3-tube M-10 "Triple Bazooka" launcher, plus their usual compliment of bombs and machine guns. Nose guns are NOT used on this model. I have included a bunch of small files, NEW Loading and Hangar screens, SHD (shadow), and other bits. But remember -- the main aircraft LOD file is NOT included, as per Wolf's wishes, nor is the cockpit folder. His original "P-51A_readme.txt" is included as well. -= NOTE: you must have the Bunyap Weapons Pak of 6/06 to get the WW2 weapons and guns and such =- =NOTE: you MUST have Wolf257s WW2 Planes Pak for the Original P-51A Lod and Cockpit folder (DUH!)= - This mod has been tested in SF, WoV and WoE. This mod is NOT reccomended for use in a WW2 PTO style install of WoI, as it handles prop flight models in "a most unusual, and odd way"- PLEASE read the enclosed readme for detailed, easy to follow install instructions. Good Hunting! Wrench kevin stein (yes, I know it's the same screenie I used before...but I was too lazy to take another!) Click here to download this file
  19. Odd thing is, I'd actualy started re-doing this skin before the person asked about it in the Release Forum... Based off Gramps' original USAAF OD skin, repainted (hell of a time trying to match that green -anyone have the FS number or RGB values for it????), with new panel & rivet lines, wear and tear, etc. All markings you see here are decals (including the turbocharger bucket assembly - but that's on the belly, and out of frame). New cockpit, using an existing one that's a little closer to what Republic had in them... ID numbers are extraploations from the 4 -count 'em!!- 4 actual listings I could find; so they're mostly uneducated guesswork. Added the tail lights, as per the 'style' of pre-war AAF birds; still trying to figure out where the landing light should go. Anyone have any info as the actual serial assinged by CATF?? Similiar to Baltika's P numbers as seen on the AVG Tomahawks? If any turn up, I can make those decals pretty rapidly. Otherwise, all it needs is the readme written. Obviously, you'll need the DAT's original P-43 to create this from; inis will be supplied, creating a China-only version, the P-43A-1. Some small internal tweeks to the data ini links the canopy open/close to landing gear extension/retraction, the addition of a seat for the pilot, and VERY light armor (rice paper!!!?) There are some obvious differences; some references state the 4 MGs were all wing mounted; I'm leaving them as is. Easier, and we won't need a new LOD without the cowl bumps. As usual, conflicting reports state totally different things. I even created a parked version for the airbase, based off the Parked P-47D (razorback). Unfortunately, it has the 4 bladed prop, but it's only a target at best, and eye candy at worst. Later! Wrench kevin stein
  20. Excellent!!! You just saved me PMing you and saying::: WHERE THE HELL IS THE DUTCH VERSION!!!?????? off to add it to the collection... thanks brudder! Wrench kevin stein
  21. Have you tried deploying the hook??? Should be Alt-H to drop it. Wrench kevin stein
  22. Hey Jug, how's about a screenie of your new ride??? See, Nicki, I TOLD you it weren't that hard!!! (no comments of the rest of you yutzes...) Wrench kevin stein
  23. You might find it a Capun's site BTW, I'm doing up a new one, with Chinese serial numbers, and a better cockpit. Wrench kevin stein
  24. How about, instead of using the "DestroyedShipEffect" for the Primary, using "AmmoDumpExplosion"??? Stiglr is correct about Clark...my father there 1945, after it was recaptuered. Unfortunately, in the photos his left me, there arent' any pics of it. Some topless native girls ( ), wrecked Japanese planes, but nothing about Clark itself. (note to self---scan and post some of these to the Gallery!) However....I DO have the entire set of "Impact", the AAF wartime magazine (bound in 8 volumes)...I know there are several articles about the recapture of the PI, including pics of the para drops onto Corrigidor. When I first looked at Edward's PI map, I'd given some thought to using Runway 4, which is the lagre, corssing runway version, and sticking some Runway 3s around the perphiry (sp?) for fighter strips. But the whole surrounding area would completely need to be retiled for the airfield exclusion zones (the plane grass type) Nice pit, much closer to the one's seen in the SSP P-35 Mini-In Action. Unfortunatly...I have less than Zero 3d skills... Maybe Edward will release his 100% version??? Wrench kevin stein
  25. Your moving ships show up, moving, due to there being shipping lanes defined in the movements ini for that terrain. Otherwise, they'll just be sitting there like the convoy stations on numerous maps, or the 'docked' ships in port. For anti-shipping missions, they need NOT be defined in the terrain's ***_types ini. That's only for the static boats. AS missions use those in the GroundObjects folder, when they are defined as "Cargo_Ship" (the stock tanker, cargo ship, Capun's barges, Liberty ship, etc) BTW, there seems to be a limit of 4 cargo ships to be defined. There were some anomalies discovered with 5 or more a few years ago (ie: not showing up) Wrench kevin stein
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