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Wrench

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Everything posted by Wrench

  1. Go back into your cockpit ini, and resize your gunsight spec, definatley a little too large... try this one: GunsightMilSize=50 if it's still too small, go up in increments of 5. You're missing the mirror textures, too it looks like. I"ll need to original names, so I can find them in their various aircrafts, to repaint the letters. It's only the matter of a few seconds to paint the RGB layers, just need to know which ones Wrench kevin stein
  2. You can't change the scale (or size you're asking) with a hex editor. That can only be done in 3dMax with the original file. What the hex editor will do, is allow you to repaint the rotodome's skin bmp, rename it, and use the dome on other things. I'm assuming you're trying to replicate the height above the fusealge? That's easy You're wanting something like this??? I did that like 3 years ago for the Airbus.... Try this for the rotodome positioning: That comes right from the unreleased mod. You might want to double check the weaponsdata entry for the rotodome, making sure it's zero strength jammer. It's seems to find it's way onto several other aircraft, as well. Damn thing is just like an English swallow, migrating hither and yon... No one is safe from the RotoDome!!! Wrench kevin stein ps: next time, try taking the screenshot during the daytime...it's easier on these old eyes to see
  3. I agree, it does need some 'rearranging'...even I found it a little difficult to navigate. It's still a work-in-progress, so things can always be changed to ease the brain-strain We'd thought that breaking it down into the various sections, Beginngers, Intermeaditate (sp?) and Advanced would be better...obviously it's not working as well as we'd hoped... So let's hear some iders guys!! How do you think in should be set up, to make if easy for someone just coming into the sim to find things??? Seperate threads like we had before, or something similiar to now, but with easier navigation?? Direct Links? Give us some direction, and that's the road we'll try to follow WRench kevin stein
  4. Didn't it come with it, when originally released??? Mine did. Like bounder said, it you can't find it, I'll try and get it uploaded here Wrench kevin stein
  5. Not having GIMP (since I have Photoshops 5, 6, 7), I can't tell you how that program would handle it... but it PS, I'd open the tga in question, going to the channels tab, so it opens the 4 channels - R,G,B, alpha. You can to into the RGB channel, and just paint over the letters with a lighter color. Since the alpha is just basically a 'hold-out matte' like they used to use in movie special effects, what ever is under it will show right through. You know, of course, General MacLanahan dosn't allow art ... in fact, as I recall, the HAWC bird dont' have ANY markings at all!!!... ah, my Kingdon for a MegaFortress...!!!! (still have the DOS game!!) As to your dual missile laucher, don't there be one in the Bunyap pak??? Like for the CAF Hornets??? WRench kevin stein
  6. Welll shoot!!! I read right over that, and didn't catch it!! I DO like the skin...something that Dale Brown's boys and girls at HAWC should be flying!!! Wrench kevin stein
  7. Not bad!!! If you want a paved version, Fubar has one over in the downloads section (somewhere!!!!), and I've got another version in the SoCal and ASW terrains. Feel free to use mine if you want. I'll put together a 'parts list' if you want.... Wrench kevin stein
  8. Bottom line: you can afford to get all 3, do so. Really!!! as to the older mods, alot of the older terrains (maps) kinda require the 'desert.cat' from SF. There are some workarounds, but if you have all the older games, it's still best. WoE, IMHO, is the best of the series. Wrench kevin stein
  9. Remember, the rockets will always 'fall' short of the aim point. I try to use a fairly shallow dive angle, 30-45 degrees or so. Start shoot (if you'r like me and have the little info box on.. ) at about 0.5 or 0.4 miles? out. Shoot 1 or 2 to 'get the range'. Use a little 'Kentucky windage' (shoot slight over the target), and maybe the rockets will fall into/onto it Hopefully!!! Wrench kevin stein
  10. Important line: It's NOT an aircraft, it's skins for an aircraft. You'll need to MiG-15 to add them too.... Please, spend some time in the Knowledge Base, since you just getting starting with the whole mess of adding and modding and generaly gooing crazy... Start with the Beginners Section. Many questions you'll be asking (if not now, then very soon...) will be answered. Wrench kevin stein
  11. That comes from not including, or creating, a 'textureset.ini' for the skin. all of about 37 seconds worth of work You can just use the data supplied, paste into a blank notepad, "save as" textureset.ini in the F-111F stealth skin folder, and the game will automatically add the skin. covered somewhere in the KB, methinks... Wrench kevin stein
  12. Happy Birthday to USAFMTL

    Sweet!!! Have a great one Dave!!! Wrench, The kevin stein
  13. That screen should work in WoI, if you include SF's mainscreen.ini Have a few WoE installs with SF-stye screens. As long as you got the ini for, the game engine don't care Wrench kevin stein
  14. Sparky, did you unwrap it???? The model, not your... whatever...never mind.... you need to create the UVmap, and you can build the texture from there. Unfortunately, that's all I know!!! It's a real PIA too; the first time you do it. I've had to do a few for some of our projects -- making a skin from scratch is an interesting experience. Wrench kevin stein
  15. It's called "runway3" and it's in all versions of the game (SF, WoV, WoE and even WoI) - built into fully patched terrain cats. Make sure you're placing it where another airfield actualy sat, or you'll run into more problems then you can handle. Ed, I just noticed that airfiled is covered in Frogfeets!!!! Very sneaky.... Wrench kevin stein
  16. 1) If you'd look the general instructions in the Knowledge Base "Adding Cockpits", many of the things your running into has been covered Why you're using the Thud pit, when a perfectly good twin-engine pit is available all over the place, it beyond me.... (cough - F4B - cough) The issue with gun 'aim angles' has been coverd in some depth somewhere....but lets just run around with it for a while, since I'm sure someone else has the problem, and dosen't want to use the KB we we work so hard on to create, maintain and update...... Most of what's below is coverd in the KB... We're going to skip a lot of steps, like part extraction and cockpit ini editing First off, make sure the cockpit is placed as close a possible to the pilot's position. Ya get this from the data ini. You can also double check this by looking out the sides fo the cockpit, seeing where the wings root or external ordance is visible from. Using the outside view, you can cross check this as pilot position vs external parts of the plane. Adjust accordingly 2) gun aim angles. Hopefully, you've gotten the pit more or less centered on the pilot's position. The best way to figure out if the guns are shoot through center of the gunsight pipper, is to just be cruising along in level flight. Shoot the gun. Note where the tracers fall...too high, too low??? Most likely they'll be too high. This is a cockpit issue, at least with the Phantom pit. So we need to lower them. Adjust the MIDDLE of the 3 sets of numbers. In fact, I'll save you some work. These are the numbers I worked out, using the Phantom Pit. Adjust as needed for your Thud AimAngles=0.0,-1.25,0.0 Day 2 of Game release (when I d/led it), the Vatour was the first aircraft I made flyable. Nothing too it. as to your decal problem; they're actually where the're supposed to be. If you want to screw around with it, you'll need to extract the aircraft LOD, open it with a hex editor and search for the most likely candidates. Check the data ini for component names. As to hangar and loading screens, I suppose you haven't actually LOOKED in the downloads section under "Hangar Screens"??? Not more than 10-12 days ago I released a pack with like 8 or 10 screens for WoI, including Hangar and Loading Screens for Vautour -- which have been awaiting a home for 3 years. Toodle on over there, and let us know what you find. Wrench kevin stein
  17. Hopefully, it's not for the update I did a few months ago...for all intents and purposes, Okinawa is considerd 'secure', and occupied, pardon me -- Liberated territory. I'd re-read the read me I wrote that goes with that upgrade; seem to remember mentioning that somewhere in there... BTW, infantry is treated as a "tank" for gaming purposes. Wrench kevin stein
  18. Women in uniform...

    Been there, done that...had 'em all; their sisters AND their mothers. Got all the tee-shirts (and OTHER* items) for suvoneirs (sp?). All joking aside, there's some serious babes in a lot of the world's militaries. Just don't piss 'em off..they'll knock you richard into the dirt.... and then stomp on it multiple times..... Wrench, The Kevin Stein *I"ll leave it to your imaginations as to just WHAT the other item is.....
  19. There's 2 versions by me in the downloads section; depending on what tile set you want to use, and another (thrid!!) version by FL Hausser IIRC; also in the DL section, that I believe has the terrain flattened for some airfields and such like. Wrench kevin stein
  20. Version

    1,334 downloads

    EAF MiG-17F Fresco-C Fighter-Bomber Mod for WoI This little package of inis and such is my attempt to duplicate the the fighter-bomber mod the EAF performed on their MiG-17's during the 6 Day War. This mod entails some small data and loadout ini tweeks, adding 2 more bomb stations on the forward, lower fueselage. I have duplicated, as best I can with the available 'parts', the Skar rocket rack, carrying a version of the S-5 FFAR. I have kept the standard UB 16/32 rocket pods on their usual positions, but they are just not used on this mod. (Historical note: the EAF eventually went back to using them in the late 70s ) Included is a modification of MK2's Russian-ized A-4B Skyhawk pit, with most of the insturments reading in the metric system, along with a Russian gunsight. I've also updated it with an audio-only RWR. Don't know if they actually had one...but it'll give you a little better chance against the IDF HAWKs... You also get a new WoI-styled Hangar screen -only available with this mod!! It is designed for use in WoI; you can however, use it in other versions, but you'll have to find an EAF skin for it. You will be using the Weapons Editor to add the 2 new 'weapons', so MAKE SURE YOU HAVE THE WoI VERSION!!!! Please read the encloses readme for full, detailed instructions - no skin is included, you'll be reusing the stock one Wrench kevin stein
  21. That's pretty much what I figgured .... I don't think I've ever seen a 'mistake' before in an MF project! If you're doing a Redeye, perhaps I can make a suggestion here ... maybe using the 'figure' for the SA=7, instead of having the fixed bunker with the dudes, just the single guy and this launcher (that sounds dirty!!!) You all keep up the good stuff!! Wrench kevin stein
  22. Always knew it was a bit too fast...try catching one of them Tony or Zeke, and you'll find out!!! Don't forget too, that aircraft hasn't had any updates since Patch 2 for SF, 4+ years ago. Good find on the data ini tweeks...these should go in the KB...in the ini tweeks listing thingy. Useful for the TU-4 as well Wrench kevin stein
  23. I'm pretty sure YAP is designed as a stand-alone mod; NOT to mixed with anything else (if so, could one of the YAP Team please clarify?, since I don't have it.) You shouldn't mix and match. What you're screenies show, is you are missing the LOD (the physical 3d model) for the needed weapons. I'd suggest running YAP in a stand alone version of WoV (see the KB for 'creating a stand-alone install'), and have regular copies of your game for 'general usage'. Bestest, safest and smartest way to avoid conflicts with mods. as to editing, you'll see the little button at the bottom of the post, called "EDIT"...you can make your changes from there. Wrench kevin stein
  24. You're kidding, right???? Here's a suggestion, have a browse over in the Knowledge Base, in the "Intermediate Modding" section, 'WoI Fixes for TMF Wepons Pak; includes loadouts, data ini, avionics and cockpit tweeks' Let us know what you find.... csb: check that same thread, I've put the instructions for the Floggers there this week; what to fix, what to use, and where to get it. Wrench Kevin Stein
  25. After a 3 second search of the Knowledge Base.... in the "running the basic sim" forum, sub-heading "FAQs and Issues" http://forum.combatace.com/index.php?showtopic=26451 Since Vista IS a major issuse. Wrench kevin stein "The Knowledge Base is your friend ... get used to using it"
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