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Wrench

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Everything posted by Wrench

  1. I've finished re-skinning the IL-2 for NK; just need to do up some bort numbers. Unless noone really cares, and we just use the stock red ones??? I've got about half of the stock Red Soviet numbers repainted to a very light (almost white) gray. Then just permissions so's I can upload it. Data/loadout, etc ini edits all use stock Soviet weapons (WP, Soviet attachements) You'd still need to have the original Stromo for the mod (lods, cockpit, etc) I wish we could have the real IL-10 "Beast", instead of the IL-2 ''Bark". But, hey, it's a believalbe mod (kinda sorta) Wrench kevin stein
  2. Thank You MK2

    Thanks bro!!! This is probably the BEST site for the 3rd Wire Sims. Thanks for keeping it open for everyone. We're all here because of you; have a long tall cold one on me! Wrench kevin stein
  3. The kill marks are generated automatically via the decal ini, and are based upon YOUR -the players- kills. Still having a problem getting them to show up. I know I've got the right mesh, but they're just not there. Still fiddling. They should be about level with the windscreen/canopy break, 6-8 inches below the canopy line. Could be my 596 confirmed kills are too much for the game - there's only 100 kill decals!! As for pilots, you'll see everyone that was named in the movie (watch the scence where Cleve goes into the ops shed, and the sargent is writing on the chalk board), plus folks from the production staff (director, writer -gotta have Salter!-, the 2 USAF advisors, etc) Plus the usual suspects - yup, I'll be showing up! Along with The Great & Power Zur; he gets a name too!!! Might as well, it's HIS airplane!!! All the serial and buzz numbers are right from the film (well, the first 14 anyway), so 140 is correct for Cleve Seville (excepting in the Showdown Sequence, he's flying 482 -- whatever!) Gotta love DVDs and the super clear pause function!! Just wait till you see the companion Panther -- I've redone the VF-192 'Golden Dragon' skin as seen in the movie 'Bridges at Toko-ri'. Yeah, my life IS that boring...... Wrench kevin stein
  4. Have you hex edited the tank lods to the new skin names??? Wrench kevin stein
  5. Actually, it's a HUDData.ini edit and the whole procedure IS in the Knowledge Base. Don't forget to pick up the CatExtractor tool, here in the Utilities downloads section -- you're gonna be needing it! Remember: The Knowledge Base Is Your Friend!!! I'd like to kindly suggest spending a LOT of time in there, reading the various threads that have 98.6% of all fixes. Enjoy! Wrench kevin stein
  6. Is this from the Isreal2 upgrade I released a while back??? You might want to check the terrain's nations and movements ini, as they define the 'locations' Wrench kevin stein
  7. I'm soooo pissed off!!! What the hell are they thinking??? That's where I get a lot of my artwork and photos, not only for the hangar and loading screens I do, but for just general collecting Anyone know of a good -and most importantly- FREE usenet hookup??? I remember there used to be a web-based site, but can't remember where it is. Or another nntp server that's free??? I just can't believe this...after nearly 20 years on the net for me, all starting with reading the newsgroups...pathetic Time Warner - shame on you!!! Wrench kevin stein
  8. Then, of course, the HAWKs are backed up by conventional AAA. Listing only those available as GroundObjects: Bofors 90mm US M-55 M-42 M-35 Gun Truck Stinger sites Wrench kevin stein
  9. Wasn't that called Janes "ATF" and then "Fighters Anthology"? 10 years ago Wrench kevin stein
  10. Moved to the correct Forum, "Mods & Skinning" -- as this isn't a campaign or mission creation question. Let's try and keep the correct things in the correct Forums.... ------------ I can take a guess at it, since it just another decal You'll have to add the 'killmark' decal positions, just like any other decal Where *** is the next number in sequence Mind you, I don't know the exact position coords required, but the 1/0 should get you started. That'll probably be too close to center, so you may need to move it forward, closer to the windscreen. The numbers I used were just a quick guess, based on pilot position in the model Remember: the first number (1.0) is meters FORWARD of center, the second number (0.0) is meters up from center. I don't think there's any kill marks for Red Air, other than those recently released for WoI, showing IDF kills on Arab birds. In which case, you'd need to make 100 new decals. The infor shown, with the position edits, come from the F-4E. Size (ie: Scale=) may also need adjusting, as this is for the stock kill marks Wrench kevin stein
  11. That's because the Dev A-Team has removed all their files from public distribution. You can still get it by signing up at Capun's site. http://cplengineeringllc_bb.cplengineering...d69516a4ece53ec look in that first forum "Boad & File Policies" for full instructions on how Wrench kevin stein
  12. Dosen't have a skin, just the colored material applied to the "Hercules.LOD" And don't forget, depending on what year you're flying in, those Nikes are backed up by HAWKS. Which are also networked. Wrench kevin stein
  13. Trust me, they're networked!!! Wrench kevin stein
  14. Version

    269 downloads

    F-82G Twin Mustang, 4th AWS Skin and Ini Update Pak for SF, WoV & WoE This little package will update Pasko's Twin Mustang and bring it to a more up-to-date level. I've "peaked and tweeked" the data, avionics, loadout, weapons (you'll be using the weapons editor to update the radar pod). I've also created new decals; serial numbers, buzz numbers, and nose arts --several of which are BRAND new, never before seen- and some, obviously reused from other projects. You all know how I JUST hate to waste good decals.... The original skin bmps are needed, excepting the 'body.bmp', but I've included them all anyway, as I've made a few changes to them. You have serial and buzz numbers for 24 aircraft, including a new 'stripe' decal for the Squadron/Flight leader. Hence the repainted 'body.bmp'. The skin folder included is designed to replace the "USAF Black" folder in it's entirety; full instructions on how to backup the original are in the "To Install" section below. I've included all the skin bmps (all credit goes to Gramps for them), simply to make it easier for you to install this package. It 'represents' aircraft from the 4th All Weather Squadron, as based in Japan and Korea during the early days of the Korean War. I say represents, as there may be some inaccuricies in some of the nose arts (!!!duh!!!), and serial numbers. The serial and buzz numbers ARE accurate, in that they ARE real ones used on F-82Gs, but I'm just not sure which actual unit used them. Landing lights have been added, as well as seats for pilot/radar operator to sit on. It uses the stock "F-100seat", and should be available in every version of the game. I've also included my damage tgas, for that shot up look... =You MUST have the Bunyap Weapons Pak to have the WW2/Post-War weapons!!! I've not included any of the weapons needed for this aircraft, so you'll need to have the F-82 installed FIRST before installing this Update Pak.= IMPORTANT: This aircraft is designed to be used in SF/WoV/WoE -ONLY-, as WoI has almost complety trashed the WW2-ish/propeller plane flight models. If you attempt to use this in WoI, you do so at your own risk. So, you know the drill -- READ the enclosed readme, it's got all the necessary instructions to install this update. Happy Hunting! Wrench Kevin Stein
  15. Another option that should work, but requires some work, is extract the lods for the vehicles, and then copy/paste all the bits -- ini, data ini, all the skin bmps and the lods, directly into the Range folder. Test with the types ini still set to "UseGroundObejcet=TRUE", and see if they show up skinned. If not, then change the TRUE to FALSE. That used to work in the original SF version (a million or so years ago...) Wrench kevin stein
  16. 23 installs (between FE, SF,WoV,WoE, WoI) -- lots are for aircraft testing, mods, and One (1) each stock for patching. Wrench kevin stein
  17. Before I saw Ant's post I was going to say "Never fear, it'll be along in it's own good time", but as he's shown a preview...I won't say it!!! I'm glad you all like it...Ant's work on the skin is just unbelievable ... all the little placards and such...I just did a little ini dancing, and borrowed a useable pit. Wrench kevin stein ps: I gotta admit, it's the coolest Rhino on my HD right now...
  18. In a sort of historical stretch, here's a look at the (what if...) Seahawk F.1A as 898 Squadron arrives in Korean waters aboard HMS OCEAN, late 1952: Having traded in their Sea Fury F.11's, deployed as part of the UN Forces driving the commies back north. Used in Fleet air defense, interdiction and close air support (with field-mod added underwing rocket rails -no bombs till the FB.3). --------- The beauty of Buny's Seahawks, is they're all mapped identically Partial repaint (including redrawing the necessary panel lines) to add the Korean Theatre 'invasion stripes', that just by chance happen to exactly coincide with the stripes used during MUSKETEER 4+ years later Hey, at least this give the Brit's a jet to use from their carriers! Even if they get outclassed by the MiG-15s!! Wrench kevin sten
  19. Ok, one person then.... But you're truck were painted, right??? Did you try switching out Checkpoint 1 with Home base? ie: Since Chkpt 1 was TargetArea002, it moves the airbase down, off the first position. Worked for me!!! Wrench kevin stein
  20. The "parked vehicles" at the range, especially in the upgrade paks are set to "UseGroundObject=TRUE". ONLY those vehicles as described in the targets and types inis will be the ones that show up parked (at the vehicle depot, for instance). For your Armed_Recon missions, the game engine will use the 'usual suspects'. THOSE may be addon vehicles (ala Kesselbruts Vehicle Pak) I'd start looking in my GroundObjects folder for missing bits; the Range inis work perfectly for me. Also, make sure you've read the readme for the upgrades....I don't recall having added any add-on/3rd party vehicles. I wanted to keep it as stock as possible. I can't seem to find my archived copy, so I'll have to go and D/L it again meself to double check!!! Something must be fouled up in your install, or someone else would have mentioned it over the last few months since it's release. Wrench kevin stein
  21. A full, complete readme would be nice, too.....in fact, ANY kind of readme included with the package would be a step in the right direction. ------- EDIT: Ok, here's a little comparison. The first image is Madcaddies mod of Pasko's 17PFU, with my 1024x natural metal skin. It's a stand-alone aircraft for the PLAAF, it's called strangly enough, J-5A Fresco-D. This one has been available for over 4 years; the version shown has had all the upgrades to the data, loadout and avionics inis as per some of my other MiG Fixes. Unfortunately, it uses the 17PFU nose-cone additions, preventing the use of PLAAF bort numbers. You can see the 'new' one in the background for another comparison. Here's the new J-5A, close up. Same aircraft as seen above. The wings, tail are again my 1024x stock MiG-17F skin. That 'body' skin has absolutely GOT to go!!! Several parts are totally unmapped (ie: unpainted). While I applaud the efforts shown; a fully nosed, radar equiped Fresco D/E has been wanted by the community for nearly the 5 years the sim has been out, THIS one needs to go back into the shop for repairs. The 'body' needs to be completly remaped, then unwrapped again, and have some nice new lines drawn in that at least some close to matching the original Fresco's skin bmps. --other comments edited out for good taste---- I'm keeping to my Pasko/Madcaddie mod, even without the bort numbers. Wrench kevin stein
  22. You, my friend, are where we ALL were, when first starting out. Time to begin The Learning.... D/L Gimp, or if you can get acess to PhotoShop, and just start experimentating. Expect to throw a s**t-load of things away. It's how we all learned.... Read ALL the tutorials at SimmerPaintShop -I really haven't found better (and I use PS - and have the Dummies book for it too!!!!) Learn to work in layers -- sometimes numbering in the dozens. Learn to 'read' the skin map as to how things line up, like camo patterns, or how the skin wraps around the lod (physical model) - for the most part there is no one single type of mapping. Some wrap from the bottom up, top down, or inside out. In short: Experiment EXPERIMENT EXPERIMENT Learn to make your own templates off existing sking (look at my recently released TBM-3 mod -- all those lines and rivets are multiple layers, and all redrawn from the original non-specual blue skin) Learn to work with 32-bit tgas for decal creation -- not too diffucult after the first dozen or so mistakes... READ and PRACTICE the tutorials available wherever you can find them. That's all anyone can say. Not get to it!!! Wrench kevin stein ps: btw, M$ Paint is probably the worst thing you can ever try to use.
  23. Moving this to the "Mods and Skinning" Forum, as this ain't a mission or campaign building thread Wrench kevin stein
  24. Why not use Kesselbrut Yak-3 pit??? I think it's a bit closer to 9s. Also, check around in the download sections --I'm not sure exactly where-- but there's a modded Yak-3 pit for use on the Yak-15 Feather as well... Wrench kevin stein ps: also moving this to the correct Forum, "Mods and Skinning" chat. This isn't a 'mission or campaign' question
  25. I wonder if it wouldn't be too much to ask you to convert those bmp into jpgs??? It'll help reduce bandwith useage here at the site, and make them come down for vieiwing all that much faster..... Wrench kevin stein
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