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Wrench

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Everything posted by Wrench

  1. Couldn't tell ya about campaigns...not my thing. Right now, we're all just trying to get the R/L historical aircraft and their loadouts in game. WK or anyone else: I have a psd tempalte I made for the PF radar nose skin. I re-did that skin for the 17 and 19 upgrades I did last year. If anyone wants it, to try and match the EAF camo, let me know and I'll get it to you Then you can have all the fun of trying to figure out the mapping to match the camo pattern <evil grin> Wrench kevin stein
  2. 1) No, Not compatable. 2) Possibly; (and this has NOT been confirmed or tested by me or anyone else I know) a} backup old BunyPak - including the gundata ini and gundata dat b} install new WoI weapons pak in WoE c} open the MF Pak with the OLD editor -not the WoI one, as that won't work in WoE/WoV/SF d} select any old weapon, do the 'open, look at, OK, SAVE' dance. e} hope for the best. There have been significant changes in the way WoI handles weapons; some new parameters have been added to both the weapons AND aircraft. This latest pack has been designed, from what I can see, for use in WoI =ONLY= If none of the above work, delete the TMF weapons folder, reverting to stock old styly BunyPak. Wrench kevin stein
  3. In place, mostly...still testing... They work nicely, too. Still have a ways to go to them more or less where I want. No infor as to real life placement, but using 'common sense', give some ideas. Wrench kevin stein
  4. I'm game!! The WW2-style weapons amount to a total of 6-8 objects. Not very much, 3 bombs, 2 drop tanks (well, 3 if you want to use the Me-109s correct tank), 2 kinds of rockets (60# for IDF, another for EAF). Other than the more modern stuff. Everything eles is left alone. Althought I do miss the JL100 rocketpod/tank on the Mirage 3CJ.... Wrench kevin stein
  5. After a couple of hours of frustration...gads, I HATE typos I can't find... got this imported the S-3K racks; which are slightly off, postion-wise on the wing. Also, there's nothing in any of the paks that can be used for the real Egyptian-home grown 4 shot rack they used 67 - later. Would also sit closer to the wing tips. Just looks a little funny to me. or this, more stock loadout... (tried to duplicate the oft-seen photo from the 73 War I think, even as non-historically accurate, the UB-32 looks better. have this litte monster imported too... right now, it's using my larger skin, although the stock silve woulr look better. Only problem is, they were camoed after the 6 Day War. Unfortunately, not quite possible, as I have never figure out the mapping for the radar nose. Comments? Ideas? The 17F fighter bomber variant in 99.9 percent ready for upload. The Farmer D just needs a new hangar screen; working on that'n now. Wrench kevin stein
  6. Stumbled across this little video of EAF birds.... nice shots of the loadouts. Looks like 21Fs, Su-7s and 17 fighter bombers -- the one I've been looking for with the 2 extra hardpoints on the fuselage. Still need model name.... Wrench kevin stein
  7. Already being done...the "WoI Mods using TMF WepPak Forum" in the KB Actually, I've been using the old/new TMF format for those weapons I've been adding/updated for WoI. WP for all the Arab states, NATO, USAF, FRANCE for the IDF. It IS much more simplified and easier in the long run. Although, I have been using EGYPT or which ever nation is availbe for NationName=. AttachmentType= it still WP (sometime Soviet, depending) Wrench kevin stein
  8. Here's a link to the IDF Ouragan in the Knowledge Base, the new WoI mods Forum: IDF MD-450 Wrench kevin stein
  9. WoI ONLY Weapons Adjustments: TMF Wep Pak

    F-104A Starfighter RJAF (by Ajundair, other bits by 3rd Wire) NOTE: this entire post became moot with the release of the RJAF F-104A by The Wrench. All pertinant information is now contained in that aircraft's download. Also, post-patch (9/29/08) and TMF WepPak usage, all items are included in either the stock WoI Objects.cat, or the TMF Pak. Excepting, of course, the nation-specific Jor_AIM-9B. Direct Link to RJAF F-104A Starfighter, by Ajundair; mods by The Wrench: Click --->RJAF F-104A Starfighter<-- Click Well, that should just about wrap this one up! Wrench kevin stein
  10. I thought that was the same Krensky that led the Clans to the Outer Sphere... Wrench kevin stein
  11. What about some of the 'odd ball' weapons, in particular those for the 1948-1963 time frame? Like the US WW2 stuff for the earily IDF, 60lb rockets for Egypt, etc. Nationalized stuff for both Isreal and the Arab Nations. I'm sure Oliver & Co dosen't need my help, but I'd really reccomend they be added. For all those early birds and such. I've got one install, using the TMF Pak, with the added stuff from buny's/Wpnsgt...probably missed a few little things, but it work super. I think from now on, the TMF pak might be the way to go for post-WW2 installs. Wrench kevin stein
  12. There's always interest in getting the Red Birds to fly. It just more fun, more challenging to fly them against the US/NATO stuff. CA, you can release the package as a bunch of inis, just tell folks they have to have the Boopie/Kuki cockpit. You just let me know when it's ready!!!! Wonder if the single engine version could be adapted/used for the radar-equped Frescos'...... Wrench kevin stein
  13. Remember, ALL skins are bitmaps, and ALL skin bitmaps are square...512x512, 1024x1024, etc. Names of said bitmaps MUST match the exact names as seen on other skin bmps for the same aircraft, as defined inside the LOD. For example, our ubiquitious Skyhawk... A-4B_Body A-4B_LeftWing A-4B_Nose A-4B_RightWing A-4B_Tail The textureset ini just tells the game how to 'color' it. Meaning, the fading, brightness, reflectivity etc. Also, what folder to look in for the "Wolf21" skin. The decals ini tells the game engine where to position the decals on physical model (LOD), as based on x/y/z coordinates from the center of each defined mesh (nose, tail, vert fin, wing, etc) Wrench kevin stein
  14. It's no sweat to get it working.... I put the new weapons editor into it's own folder withing WoI. Then, I just opened it up, and selected just any old thing, did the usual 'open, look at, save' ini dance, and it seems to be working fine. I also finally thinned it down by removing all the intert weapons. Wrench kevin stein
  15. I need to do that too...have 2 Hellcat mods 99% finished, and need to double check with him. Wrench kevin stein
  16. To answer THAT question... I made it me self. As per my instructions in the "Creating a Nation Specific Aircraft" in the Knowledge Base. Same as I did for the EAF Metors (F.4, F.8 - and NF.13 if I ever finish it) Mc-205, IDF Mustang, Spitfire, S-199 (ok, 109G10)....etc, etc, and of course, etc Also for the Mystre 4 (this is pre-WoI) and a host of others Very simple data ini edits...leaving weapons as FRANCE,NATO. Top section of ini: I'll give ya step-by-step, if you need it. And there ya go! Wrench kevin stein
  17. File Name: Modern Range and Red Range Upgrade File Submitter: Wrench File Submitted: 5 Mar 2008 File Category: Terrains File Version: 2.5 Website: No Information Modern Range and Red Range Targets Upgrade This little package will update the Modern Range and Red Range with the addition of more target areas, a new movement ini for practice Armed Recon missions, and general tweeks to some of the destroyed effects. Somehow, it seems to have either gotten lost, or somebody never did upload it...... Included is the Factory Place, Truck Depot, and the Rail Yard. The 'ship target', as seen in my WW2 upgrades, has been switched over to use the stock 'Cargo Ship'. Remember -- as there is no ocean on this map, there are NO anti-shipping missions. Also remember, since there are 2 Ranges (one for each side), you =CANNOT= fly a Western/US/NATO aircraft on the Red Range. Just as you =CANNOT= fly a Soviet/WarPac or other 'enemy' classed aircraft on the Range. The game engine WILL crash out with a 'singlemission.dll' fault. So, make sure you have BOTH terrains installed. This mod works in SF, WoV, WoE. It -should- work in WoI with the correct terrain cat pointer; this has NOT been tested, and is at present NOT supported. Please see the enclosed readme for relatively simple install instructions. Happy Practicing!!! Wrench Kevin Stein Click here to download this file
  18. Is the DME down there at the lower left??? I know I fiddled that for some of the MiGs using the Skyhawk pit. Very easy fix. This is what you change to get the reading KMs... couldn't be easier...for THAT gauge, at least! Fuel will still need recalibrating to KG; based on internal tankage??? This is right from my IDF MD-450, main tank only This is the bit that throws me for a loop.. Totaling up the Scooter's internal fuel tanks gives me 2489.36 KJG. Just bit shot of 6000 lbs??? (5488 lbs approx) Then there's the mach meter, VVI, and one or 2 others maybe?? When you get it figured out, I'll be one of the first to d/l it!!! This kind of 'metric perversion' has been something needed for a loooooooong time. Until we, of course, get dedicated pits for some of these birds (thinking mostly of early Migs). Wrench kevin stein
  19. <smaks self in head!!!> DOH!!! I'd forgotten completely about that... don't forget, this was built in like 2004 for SF, and that problem had never cropped up yet!! I ALWAYS try to catch and fix that...oh, dopey me!! Well this was a quick fix only... ok super easy to fix....this can be used for both Range and Red Range targets inis... Open the Range_targets ini, scroll down PAST Home Base, to TargetArea002, which is CheckPoint 1 Highlight and CUT the text out. Scroll back to the top, and PASTE it in ABOVE Home Base. Then just re-number the target areas... It should look like this .... This way, you only have to renumber 2 areas; that should do it!! Thanks to jtin for pointing that out...I should've known!!! This is/was the fix I used for ANW upgrades as well. Oddly enough, the Red Range ALREADY has this fix!!! Wrench kevin stein
  20. A truck parked near the ends??? That's easy...open the targets ini, at Home Base, find the "EOR shack" (i think that's the one) and replace with "USTruck". Might want to angle it a little, unless you want it parked parralell (or at right angles - disremember it's actual heading) to the runway. Looking at the XL picture again; noticed the nose gear sunk in the runway. I've seen this a lot of late....in the ASW, SoCal and now i'm seeing it at Krag Island (in another part of the world - not the one everyone wants; same region though) It usually means the airfield isn't flattened (or flattened enough). I didn't do anything to the fields; might just be with those aircraft. Very oddd though... Low tire pressure??? Wrench kevin stein
  21. Opps....looks like I missed a couple...(btw, these were not changed from the original upload, from some year ago) Open the types ini, and scroll dwon to item #69, the Soviet Truck Change this line UseGroundObject=FALSE to this one: UseGroundObject=TRUE You also want to do that for Items 70, 71; the BRDM and Soviet Command Vehicle. A quick check of the Red Range types ini shows this has been fixed. Wonder why I did't catch that....????? Blame it on the flu.. edit: forgot to answer the others As to the runway problem, I've never experienced it. I usually test the US stuff with a Phantom or Scooter. The Red was tested with a Famer and Fishbed, don't know what to say there. All that was done was add targets at the Bombing range. I didn't even add the US or Russian flags at the 2 bases. Might be a plane problem?? As to the target scrolling, I think it's been like that since Day 1. Honestly, I never noticed it!! Wrench kevin stein
  22. Yes, they can. You'd need to edit the cockpit ini for each instruement' read out This is from the A-4B's cockpit ini... Same for the altimeter, converting to meters Of course the quick and easy cheat is to add this line to the AircraftData section, at the top the data ini.. UseMetricUnit=TRUE It'll give the metric readout in the little info boxes. I thinks I mentioned this a few times in the KB on some aircraft tweeks But, converstly, considering the age of the aircraft (meaning when it was built); wasn't the US system in play ie: Knots airspeed, feet altittude??? Just some thoughts... Wrench kevin stein
  23. Simply stated, paraphrasing Dave (USAFMTL) hisself "The Kosovo map is junk" To do it right, require a lot more skill than I possess. It need to be rebuilt completely from stracth. There are ways of fixing the coastline problems (as also seen in the SoCal map), but I don't know how to do them. I can do targets, movements, etc all day long. But I can't fix the terrain itself. Sorry. As to Canadair ? about the sams...I've noticed that blow themselves up sometimes!! Don't know why!!! What we need, and I'll have a go at this in the near future, is a 'fake' SAM....just a target that don't shoot at you. Adding an empty launcher is quite easy...you just make it a 'terrain feature', no different than a parked ship or destroyed building. Wrench kevin stein
  24. Cool!!! Remember, I posted all the weapons fixes for this bird in the KB's Loadout Fixes thread....I just re=posted the weapons for those too lazy to look for themselves. Wrench kevin stein
  25. File Name: Southern California Upgrade/Rebuild File Submitter: Wrench File Submitted: 4 Mar 2008 File Category: Terrains File Version: 2.00 Website: No Information Southern California Terrain (Rebuilt) for SF, WoE & WoV This semi-fictional terrain represents the Southern California region, along with parts of Nevada, Northern California, Arizona, Baja Mexico and various and sundry parts in between. I use the term 'semi-fictional', as for the most part, the cities and airfields are relatively close to their real life locations, but some fictional target areas have been added for playability. As close as I can, I've tried to match the actual positions of cities, air bases, etc, and used their actual names. Considering that I live in Los Angeles, and have been to a LOT of the places depicted....well, you get the idea. This is a very heavily populated map, a heavily defended map, with all kinds of eye candy, plus LOTS of "Easter Eggs". A repainted version of airfield 3 (the dirt strip) is also included; ala Fubar's version, it's been paved over. I've designed this to be used in the alternative world of the "Global Sedition" vs the "North American Alliance". It is, however, usable in any era from 1940-2040, with minor changes in the targets and types inis. It is based on USAFMTL's SCal map from his Top Gun mod from several long years ago. This package contain just about everything you'll need, from new inis, HFD & TFD, tiles (used by the kind permission of Deuces), LOTS of new fixed terrain objects (destroyed buildings of all flavors) It has been -almost- completly rebuilt, with the creation of briefing, movement, a completely NEW targets and types ins, and upgrading the data ini to the latest standards. Water effects are active, so Vista users take note...more information for you is below in the Install Instructions. See "Notes for Vista Users". It is reccomended (read: REQUIRED) that you have Pasko's SAMs and Vehicles Pak installed in your GroundObject folder; either or both the Desert or Euro skinned vehicles, plus any additional vehicles such as Kesselbrut's ZIL truck pak, Infantry paks, Moonjumper's fix for the BM-14-16 (adds working Kytusha rockets) and any other SAMS or AAA, vehicles or whatever strikes your fancy. With such an 'open ended' time frame for use, any and all GroundObjects should be available for use. This includes ships as well. See the "Notes" section for more info. It has been tested in SF, WoE and WoV. It should work in WoI with the correct cat pointer -- this has NOT been tested or supported. READ the enclosed readme for fully detailed, step by step install instructions. A large notes sections is supplied for Vista users on the graphics issues, instructions on which cat pointer to use; installation of the included items, which additional, non-supplied item you'll need; plus general and sundry comments by me. A full listing of credits is also included thanking all. Happy Hunting! Wrench Kevin Stein (the screenie above shows the Palos Verdes Pennisula, with Catalina in the background) PS: as I said above, there are several MAJOR easter eggs...please post a screenshot if can find them. Click here to download this file
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