Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,743
  • Joined

  • Last visited

  • Days Won

    128

Everything posted by Wrench

  1. http://forum.combatace.com/index.php?showtopic=26451 The Knowledge Base is your friend... Wrench kevin stein
  2. The modes are changable, there's just no B-sweep of radar. It IS working in all modes for me, there's just no 'vertical line' (B-Sweep) going back and fort, or fixed for borsight. There IS however, a inverted T that's designated the locked-on target Wrench kevin stein
  3. The Turkey's loadouts are EXACTLY as they should be. It's a Mirage Factory product...they know exactly what they're doing. Don't mess with perfection. Wrench kevin stein
  4. It'll be released in the 'Desert Storm' mod pak. WRench kevin stein
  5. That readme alone is worth the download!! "The Student has now become the Master" -- well done!!! You've just raised the bar on readmes :i-m_so_happy: Great looking bird, and the cockpit is superb!!! Great job Bobrock!! Congrats!!! Wrench kevin stein
  6. Flagpoles are nothing...take less than 5 minutes to make!! Which one do you need?? I can whip it out in no time, unless it's one i've got already. If it's a US flag, with 50 stars, there's one in the Libya Upgrade; anything else, just ask!! The other buildings are, unfortunately, in DBS. If Major Lee says its ok to share, I can upload them somewhere... Wrench kevin stein
  7. It's built into the cockpit ini...or cabina if it's still named that. Look for Canopy_Abre There should be 5 listings. Just comment them out, not in the listing section, but down below where the descriptions are Wrench kevin stein
  8. DBS= 'Danger: Bering Straits', and Alaska map by Major Lee. Unfortunately, as his site is still down, that's the only place to get it. Wrench kevin stein
  9. It's a known problem. The cause is having the runway/airbases listed as the first target area. For some reason, it creats a huge ground drag, and holds you back. Go into the downloads section, and grab my Range Update pak...it adds a bunch more targets and fixes the target listing, and gets you into the air. Try that, and let us know! Wrench kevin stein
  10. To quote Martin the Martian; "this makes me so verrrry angry...." The cursed things didn't want to work, no matter how I fiddled with them. They will NOT show, unloaded (meaning no missile) when set as SAM_LAUNCHER. I finally got them to work when set at MISC Which mean they won't get assingned as targets in SEAD missions, but only STRIKE. Also, without the missile, they won't stand erect (NO jokes here!!!, please!!) But, they do show up in game, and are destroyable. I'll put something together, using my 'enhanced range targets inis' over the next few days Another Idea that came to mind with this, is perhaps creating the 'smokey SAM' as used in real training;This way, you'll get fired upon, but take no damge. Create a copy of the SA-2B, giving a 0 strentgh warhead, large smoke trail, and having it ONLY availble on the Range - which may prove quite difficult!! Set as a ground object, it'll show up in single missions and campaigns, that being the major problem. I don't know if it'd work when set as a Terrain object, what with needing the fake missle, which would need to be added to the weapons paks. Just a thought...and experiments continue Wrench kevin stein
  11. File Name: F-104G Hellenic Air Force File Submitter: Wrench File Submitted: 24 May 2008 File Category: F-104 F-104G Starfighter, Hellenic Air Force Mod A Stand-Alone aircraft for SF/WoV/WoE/WoI This is a compliation of several people's work, placed into an easy to install (and use) package. It is a full aircraft, complete with all the inis, lods, cockpit, 2 skins and various and sundry bits thrown in for good measue. (See Notes section below) Basically, what I did was take Ajundair's F-104G, and created a 'nationalized' version for the Greek Air Force. I added Dave's (ex-USAFMTL) SEA-style camo skin, a full cockpit, the necessary decals, and viola! We have a new airplane. I also re-did the Natural Metal skin completely, as the panel and rivet lines were far too dark. Included are Euro-green camo tanks, from my Fix Pak for the stock 3rdWire unit, for those inclined to add them. However, I left the data and loadout inis pointing to the stock silver tanks, as while doing research, about half of the pictures showed even the camo aircraft using them. It is set up to use either of the weapons paks; the Bunyap Pak or Mirage Factory, or even NONE at all!!! As it is a complete aircraft, it should also be usable in WoI, although this particular aircaft has not been tested as such -- BE ADVISED, that WoI handles flight models differently, and I (and the folks that originaly built this) cannot be responsible for "adverse handling conditions, leading to uncontroled flight into terrain". Be that as it may, it should work passably! See the enclose readme for more, pretty simple instructions, and the usual Notes/Commentary/General Noise stuff. Happy Landings!! Wrench kevin stein Click here to download this file
  12. Version

    886 downloads

    F-104G Starfighter, Hellenic Air Force Mod A Stand-Alone aircraft for SF/WoV/WoE/WoI This is a compliation of several people's work, placed into an easy to install (and use) package. It is a full aircraft, complete with all the inis, lods, cockpit, 2 skins and various and sundry bits thrown in for good measue. (See Notes section below) Basically, what I did was take Ajundair's F-104G, and created a 'nationalized' version for the Greek Air Force. I added Dave's (ex-USAFMTL) SEA-style camo skin, a full cockpit, the necessary decals, and viola! We have a new airplane. I also re-did the Natural Metal skin completely, as the panel and rivet lines were far too dark. Included are Euro-green camo tanks, from my Fix Pak for the stock 3rdWire unit, for those inclined to add them. However, I left the data and loadout inis pointing to the stock silver tanks, as while doing research, about half of the pictures showed even the camo aircraft using them. It is set up to use either of the weapons paks; the Bunyap Pak or Mirage Factory, or even NONE at all!!! As it is a complete aircraft, it should also be usable in WoI, although this particular aircaft has not been tested as such -- BE ADVISED, that WoI handles flight models differently, and I (and the folks that originaly built this) cannot be responsible for "adverse handling conditions, leading to uncontroled flight into terrain". Be that as it may, it should work passably! See the enclose readme for more, pretty simple instructions, and the usual Notes/Commentary/General Noise stuff. Happy Landings!! Wrench kevin stein
  13. Well, in that case, welcome back!! I can bet the views must be spectacular!! Anywany, give those a go, and let me know!! Ufortunately, Dave IS right...ultimately, it's the onus is on the modder to create a proper readme AND descriptive statement. Wish that damn 'making a proper readme' post hadn't gotten accidently deleted...I'll just have to try and recreate it. Hopefully Wrench kevin stein
  14. gwpc: hopefuly, you didn't delete that zip.... Proof is in the picture... WoE, FAA Dagger on the runway... The Huddata display is still turned on; left over from working on the Libya map...also gives proof of location. Like I said, just a few simple ini edits...this is directly from my Falklands.ini (I have all 3 cat lines listed by habit) All this information is in the KB, in the 'Getting 3rd Party Terrains to Work' thread. Folks just need to actually spend some time looking at the stuff in there...nothing is as hard as everyone makes it seem. The major problem is, New Members simply aren't told to 'have a wander' through it when they sign on. I'm working on trying to change that, too. Wrench kevin stein PS: just to let you all know, Kesselbrut is back on the case with the Malvinas/Falklands Mod -- it'll be a 'total conversion' type, with dozens of new objects and a fabulous terrain retiling.
  15. I don't know about that...have you seen some of MY readmes???? Only a moderator can edit the descriptions (I think/hope!); I'll just add that to the list of things to let the rest of the Staff know needs doing -- and I think it's a GREAT idea, too!! As to the aforementioned Falklands map, I'll bet you a dollar it'll work in WoE, with the correct cat pointer. It's self contained, with it's own tile set. In fact, it's sitting in that All Objects Install of WoE I mentioned above. But I think the base point is being missed ... with the exception of First Eagles and Wings Over Isreal, every single terrain can be made to work in every version of the game. It's just a matter of a few ini edits; and at worst, copying over an existing terrain folder to another game's install *. Easily accomplished by anyone. *WoI being an exception, for add terrains to work, one of the origin 3: Desert, VietnamSEA or GermanyCE MUST be present in the WoI main terrain folder* The main problems, as I see them are: 1) Folks stuck with major slow connections 2) Descriptions lacking which game it for 2a) said description needing clairifications as to what might be needed to run in other games, including Vista. Can't do a thing about #1 -- that's a regional problem. Two, yes that can be fixed with some judicious editing of the descriptions in the d/l section. Two A; well see 2 above, and =once again I'll get on my High Horse about proper readmes= that can only point directly to the creator/uploader of the terrain. At this end, CombatAce really cant do anything about that. My personal pet peeve, btw, is lack of readmes, or readmes that ain't worth s**t... I can only repeat my offer above, with the essential statement highlighted... Somebody around here WILL have the correct answer, of that you can be certain!! Wrench kevin stein
  16. Welcome! With VERY few exceptions (even those have work arounds), ALL terrains will work with ALL versions of the game. Excepting First Eagles. My "Full, All Stuff" install of WoE has 32 terrain folders. Including the 3 stock one; so, ok...29 terrains. They all work fine. Unfortunately, some WILL require certain things, like desert terrains needing the desert terrain tiles, but there are replacements available in the DL section Knowing which ones to D/L are going to be a problem for someone still stuck on dial-up. Hopefully, the descriptive text in the announcement, or on the page with the basic stuff will tell you. Some, again unfortunately, only have the info deeper in the readme. You'll have to either try to d/l or ask which terrain, specifically, that you're looking at. And most DEFINATELY .. look around in the Knowledge Base. There's a lot of questions answered there; probably some you haven't thought of yet! Wrench kevin stein
  17. Nah, you can never have too many processors (kinda like horsepower...never enough) His problem is Vista. Mongoose, you need to disable the terrain shader effects in the terrain's data ini Extract the XX_terraindata.ini using the cat extractor tool, off somewhere in the d/lds section and follow the instructions here: Look for the 2 sections below.... change the UseEffectShader= to read FALSE. Quick and simple fix. There's more about it in the Knowledge Base, here... http://forum.combatace.com/index.php?showtopic=26451 Wrench kevin stein
  18. I'll betcha if you look in the targets ini, you'll find callouts for "SAMLaucher". The game will automatically load an approprite SAM to try try and kill you. OTH, you can extract the lods for the SA-2 laucher, place them IN the terrain folder (making them now terrain objects) add them to the types ini as "Dummy SA-2", and replace the SAMLauncher with those. You should get just the empty launcher. If you all want, I can experiment with that over the weekend or next week... Wrench kevin stein
  19. Reduce the rotordiameter callout; I can't remember the exact figure, but Capun had said something about it...try 10.0 and see what happens. WoI changed a HUGE amount of FM stuff...like the WW2 prop planes are all very wonky...I'm not sure if new FMs are in the works. (I mean, somebody's must be fiddling with them, but I just don't know who) Wrench kevin stein
  20. Oh, man!! There are just soooooo many wrong answers we can put here.... I mean, we have that video in The Pub with Kamov's newest RPPV (Remotly Piloted Penis Vehicle) but back on track; perhaps in the data ini, AfterburnerEffectSize= or perhaps extending the Min/Max extent??? Checking the afterburner emitter inis might be worth a look, too. And remember, no matter what she tells you, size DOES matter I gotta get outta this thread...my mind....spinning in the wrong directions.... Wrench kevin stein
  21. File Name: Libya, Modern Ver 2.0 -Final- File Submitter: Wrench File Submitted: 20 May 2008 File Category: Terrains Lybia Terrain; Updates, Fixes and General Mayhem Version 2.0 =FINAL= No more updates after this release!!! This is mostly a 'fix' of the targets, types, and movements inis. It replaces ALL PERVIOUS VERSIONS of the Libya map. It is a FULL terrain, with everything needed to just unzip, drop into your game of choice, select the proper terrain cat pointer (more below), and go fly. That means that EVERYTHING is included - tiles, inis, the usual suspect terrain items (factory place, truck depot, country flags, etc). It has been tested in SF, WoV and WoE. It should work in WoI, as long as one of the original terrains is present, and the cat pointer adjusted to 'look' for it. -- This has NOT been tested! It has been rebuilt, with corrected placements and flattening of the Libyan airbases, renaming of some target areas, and an EXTENSIVE expansion of the target's themselves. Due to terrain considerations, there are several airbases that are NOT in their Real World ™ locations or have the proper runway configuration. But they're pretty damn close! All the inis, especially the movement, have been rebuilt to change the semi-functional Anti-Shipping mission placements to something that works, and the addition of several Ground Attack routes from Tunisia. As you can expect, there are several 'Easter Eggs' scattered around the map. Have fun finding them! It is also reccomened you have the latest Weapons Pak (either one should be ok), Pasko's Ground Objects, and Kesselbrut's Vehicles Pak. I haven't acutally placed their objects, other than the HAWK batteries, but they're nice to have. See "Notes" below for information about Stock & 3rd Party Ships. PLEASE read the readme for full, detailed, step-by-step install instructions. Also, have a look at the semi-extensive "Notes" section for more of my color commentary and additional sidebars. Happy Hunting! Wrench Kevin Stein Click here to download this file
  22. The Knowledge Base is your best friend: Click Me!!---->>>Extending Usable Years for 3rd Wire Sims<----I'm A Link!! Wrench kevin stein
  23. GoCad has it right; the rack is part of the model The only other way to add the 'stacked' rack is to duplicate the station, and lower it down some, then adjust the loadout ini accordingly Wrench kevin stein
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..