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Wrench

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Everything posted by Wrench

  1. I think this it... http://forum.combatace.com/index.php?autoc...p;showfile=1520 If it's the one I think it is, I tried it and didn't like how it 'adjusted' the other views. There's also Kesselbrut's A-26 Invader pit with a working bombsight, in the WW2/Prop Cockpit's section Wrench kevin stein
  2. FERdeBOER: Welcome! You'll find a host of tutorials, fixes, tweeks and such like in our Knowledge Base. http://forum.combatace.com/index.php?showforum=99 Please give it a once over, as (hopefully!!!) your questions will be answered there. Mind you, if you're using WoI, you'll need to get the WoI/FE weapons editor, available in our downloads section, "Utilites and Tools", as the older version only works on SF/WoV/WoE. It is suggested (ie: reccomended) that you NOT mix the 2 weapons paks, but add only those weapons necessary for specific aircraft, as needed. There are a host of differences in the 2, that I won't go into here. Read over the tuts, and if you have problems, let us know. Wrench kevin stein
  3. No, the TMF pak does NOT have nationalized weapons. The Fantan did come with some weapons to add (lods, bmps,etc) and the data for the weaponsdata ini, and you can find a boatload more PLAAF weapons in the Knowledge Base, Weapons & Loadouts Thread: Additonal PLAAF Weapons I also put a link to that post in the Q-5 Release Announcemnt Thread Wrench kevin stein
  4. I'd like to ammend my previous post, after re-reading the discriptive text about the rocket... It appears we'd need TWO new items; 1) the rocket itself, with the larger-than-the-body warhead section and 2) the launch tube Which means it now would be treated as a single shot rocket pod. (something similiar to the anti-aircraft mortar as used by the Luftwaffe in WW2) In a pinch, however, the S-24 lod could be used as a stand in until the real shapes materalize. As seen in lindr's pictures, the warhead section sticks out of the container/launch pod Wrench kevin stein
  5. Just in case you semi-evolved simains missed this, as no one seems to actually use the Knowledge Base, I've resurrected the Listing Thread, that has a relatively (ha!) up-to-date listing of 90% of what available for the various itterations of our favorite pastime: The Mods Thread: What's Available Like I said, it's not 100% accurate, but it's damn close. Wrench kevin stein Evolved Simian -ook! -ook!
  6. Never heard of it in Real Life However, if you'd look on your dashboard, you might find a light that says "In Range" If you look on the HUD (of those aircraft so equipped with late model avionics), you should see "InRng" Wrench kevin stein
  7. All the information in all the above posts is absolutely 100% WRONG!! (excepting maybe the TMF merge bit - which is NOT reccomended see "WOI Mods Thread" for more info, basically, add ONLY the weapons needed for specific aircraft). Merges are not reccomended due to sometimes 'doubling' of some weapons (ie: multiple entries of the same one) The Buny Pak sure does work in WoI, if you do a few simple things 1) D/L the new WoI/FE weapons editor 2) Install WE and WepPak to you WoI install - place the editor in a seperate folder in game install -- works better that way with less chance to open the wrong wepondata.ini. 3) Open the Buny Pak with the new editor -- here's where it can get interesting.... There have been some changes in how weapons are set, with the addition of a few items, like station specific coding, increased/Adjustable CEP, and supersonic drag coefficents. You can get away with simply opening a few of the weapons, do the usual "look at, click OK, SAVE" as we've always done, and it'll rebuild 99% of the items to the current standard. The other, longer way around is to open each of the weapons entries and do the same. Personally, I just did the quickie way, and I've had no problems that I could find. Remember: the Game Engine reads the weapons.dat file, NOT the weaponsdata ini. That exists to create/tell the dat file what's what. Running the weaponsdata ini through the Editor is what creates the dat file. Wrench kevin stein
  8. Fixes for Su-17/20/22 Fitters

    Info provided by Crusader: Note: some of the Fitter's may have this fix already applied; check you data ini anyway, it only takes a few seconds to double check!!! Fix for External View Zoom Issue: Open the data ini for any of the swing-wing Fitters; Su-17, 20 and 22s, and scroll down to the sections indicated. What your looking for, as shown below is a comma (,) where it should be a period, or decimal point (.) [LeftOuterWing] ParentComponentName=LeftWing ... MinExtentPosition=-2.75,-8.61, 0.45 MaxExtentPosition=-4,59,-3.67, 0.63 <------ typo here, comma instead of a dot ... SystemName[004]=LeftSlat [RightOuterWing] ParentComponentName=RightWing ... MinExtentPosition= 2.75,-8.61, 0.45 MaxExtentPosition= 4,59,-3.67, 0.63 <------ typo here, comma instead of a dot ... SystemName[004]=RightSlat Just replace the comma with the decimal point/period, save and close. That should eliminate the "can't zoom in close" on the external views. The edited lines should look like this, left side shown: MaxExtentPosition= 4.59,-3.67, 0.63 For the RightSide: MaxExtentPosition=-4.59,-3.67, 0.63 Fix for the Bouncy, Jiggly Dancing Aircraft: The data to be adjusted is shown in the BOLD text NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.25 HideGearNode=TRUE ModelNodeName=front_top_strut InsideNodeName=gear_bay_front ShockAnimationID=4 ShockNodeName=front_damper ShockStroke=0.25 SpringFactor=1.5 DampingFactor=1.0 WheelNodeName=front_wheel RollingRadius=0.330 CastoringWheel=TRUE CastoringNodeName=front_bottom_strut Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=128.61 [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.50 HideGearNode=TRUE ModelNodeName=left_gear_strut InsideNodeName=gear_bay_left ShockAnimationID=5 ShockStroke=0.2 SpringFactor=1.0 DampingFactor=3.0 WheelNodeName=wheel_left RollingRadius=0.405 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.50 HideGearNode=TRUE ModelNodeName=right_gear_strut InsideNodeName=gear_bay_right ShockAnimationID=6 ShockStroke=0.2 SpringFactor=1.0 DampingFactor=3.0 WheelNodeName=wheel_right RollingRadius=0.405 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 With thanks to Crusader for digging this out of his archives when I asked for it!! And to Column5 (and again Crusader) for having it somewheres to be found. Wrench kevin stein
  9. Yes, the skin mapping is the same for WoI and WoE Hunters. So you can use the 3rd Wire templates TK provided. I have them, with slightly enhanced rivets and panel lines -- didn't really change too much I haven't looked into the lod for the mesh names...pity we don't get the OUT files from TK. there's a "door_front_1" that might be the nose gears front door "door_front_1_inner" "door_front_2" "door_front_2_inner" then it goes on to list the 'right' 1 and 2, left 1 & 2, inners for both - I think we can assume those are 'main gears' on the wings. Try one of them, and see what happens! Wrench kevin stein
  10. I was gonna say...will there BE any ice left by 2015?? BTW, will the mountain be there, that we may descend to the "center of the earth"? (sorry, the movie was on TCM last week, so I had to watch it -again!) If you need an Icelandic flag, (or is it still Danish-owned?) let me know. It's about 3.5 minutes of work If I may suggest, for the ports/harbors, if the land/sea transition be a flat as possible; >1 meter. Makes it a pain to have docked ships, wharfs/docks and other harbor facilities when the ground slope is too extreme, and the water shoals so oddly. Can't wait for it!! Wrench kevin stein
  11. Well, I have target areas with over 350 target entries (well over 1000 lines), the DS map has 215+ target areas; I'd have assumed that 999 was the max -- that's good news from TK! Don't forget, too, that the game engine only populates (and de-populates) the target area when the player gets within a certain distance - one which I've not figured out yet. I think it's somewhere along the lines of 25-50kms. I've actually seen this happen, most recently on the Libya rebuild. My flight was at Titto Minnitti, and I used the free camera to run down to Sicacusa, as I was laying out the harbor installations (docks, wharfs, cranes, ships). As the aircraf was on autopilot, heading off somewheres, I was busy checking the positioning of the various items, when all the ships just "POPPED" out of existence. Going the other way, I was checking object placement at Benghazi, there were NO ships present -- which helped in placing the docks -- when they just "POPPED" back in. This is the bit that really hurts in object placement (ie: not having a real 3d mission builder ala Fighters Anthology et al), is you have to fly your single mission over or near the target area you're working on. Otherwise, anything that uses a GroundObject, like AAA, SAMs, radars, vehicles/ships will not be there. Conversely, anything set as a terrain object; docks, buildings, flags, signs and parked aircraft (aftermarket -SF/WoV/WoE only) for the most part DO show up. To anwer the specific question, hell yes!!!. You'd just need to create a new target area, and toss the truck/tents/whathaveyou around in the area however you'd like. BTW, armed recon missions ONLY happen on defined 'travel routes', so you might have to create a new route, that passes by the 'suspected truck park' -- which should show up on Strike missions. Wrench kevin stein
  12. (slaps self on forehead)!!!DoH!!! The "halle" the open one is halle3, IIRC. I spend so much time laying them out, I never stop to look at what they are. With a little tweeking of the targets ini, you could place parked aircraft inside them. I think I put some trucks in one, somwhere... And if you're really industrious, you could have internal lights suspened from the ceilings (like comprt's lit shelters) Wrench kevin stein
  13. There dosen't seem to be one in either the bunyap pak or TMF. Even though the size will be off (240mm vs 340mm -- only a difference of 4 inches in diameter!), perhaps using the S-24 as a 'stand in' until someone steps forward to build the needed appears? edit, edit edit...a quick look into to Yefram Gordan's book, "Soviet/Russian Aircraft Weapons", says the S-25 is only 250mm in diameter. This includes the S-25-0, S-25-OF, S-25-OFM, and S-25L hopefully, you can see the text in the image ok. It says the warhead diameter is 340mm, but the body (caliber) is 240. So, I'd just use the S-24 and tell the end users to 'suspend disbelief' (ie: "get over it or build one!") Wrench kevin stein
  14. It should be in the KB, but it's probably not. Like Tannenthal, said LOD names can be any length, within reason. The skin bmp MUST remain with the total amount of characters defined by the original skin bmp. It's the same principals as creating a new pilot... you have PilotXX.lod, and you have a new skin for, say with a Playboy bunny. (this, btw is a real case, as such a helmet DOES exist!) You rename the bmp to "PilotPB.bmp" Not the amount of characters; there are one 7 usable 'slots', as the .bmp MUST remain. So, with your handy dandy Hex editor, you open the LOD and SEARCH for bmp (pilot lods have 3 callouts) and replace each one with the new skin name. Then you 'save as'... in this case I'm keeping it simple, "PilotPB.LOD". Then, just open the pilot's ini; any can be used, and adjust the pointer for the new lod. Then, again, 'save as' PilotPB.ini. And a new pilot is born... I've done this for several weapons items, in particular the 'fix' for the Starfighter fuel tanks; you have both silver and Euro-green camo versions. Those are availbe here somewhere in the D/L section. To repeat: bmp names must match the exact length of the original skin bmp when hex editing the lod Wrench kevin stein
  15. Gentlemen (and Lady), I belived he's asking for assistance in completing these birds, so you can oohh and ahhh over them in your own game installs to your heart's content!! So, lets see some skinners, FM gurus, ini tweekers, and load toads stepping up to assist, hmm??? Speaking of FM, I'd make the assumption the bombers could 'get away with' re-using FM bits scavanged from other aircraft, in particular I'm thinkin the B-17s, Lancs, B-24s and perhaps the B-25 for the Wimpy. That RA bomber, is that a Paggiio or something -- not that 'up' on RA bombers -- maybe the Fort's The Vatour could reuse the WoI's FM. The Stratotanker might make use of parameters borrowed from the Airbus, and peaked and tweeked to fit a 4 engine airliner/cargo plane. Possibly something similiar for the Bear As to Hangar/Loading screens...I think I got about 75% of them already covered, although my Voodoo screen needs a major clean up/re-do. Once again, I ask...those that can, let's help Veltro get these out!!! Just wish I could skin better than I do... Wrench kevin stein
  16. What, the Deuce??? Sorry, couldn't resist.... I think I might have a hangar screen for 102 around here somewheres... off to search.. Wrench kevin stein
  17. Works fine in WoE; haven't checked SF, WoV, WoI yet... had some initial no-shows upon first install; gunsight, afterburner emmitters, the aforementioned seat misplacement. Odd thing, after fixing the seat, the AB emitter decieded to show up. Quick Fixes: add to AircraftData section: UseMetricUnit=TRUE you need to lower the seat, this is pretty close (at least, it gets it under the canopy) SeatPosition=-0.008,3.323,0.304 I haven't started dialing the lights back to the proper positions...the settings in the data ini are from the stock Mig-19, and werent' adjusted for the size difference between the 19 and Q-5 These are superb efforts (this and J-7) on aircraft that fit nicely into the game; but it is just me, or do they have a slightly 'unfinished' feel to them? Extraneous files, misnamed items, NO READMEs --what up with that??-- c'mon guys, you all know Site Policy! If you have problems with creating readmes, just look at some of mine and use them as the basis. Or get in contact with one of us that write really good, clear and conscise ones. You can find additional PRC weapons in this Thread in KB: Click Me! I'm a Link!!! -->Additional PLAAF A-G Weapons<--- as to the sights, and some other issues: make sure it's pointing to the correct cockpit and avionics ini --mine seems to have multiple inis (the aforementioned extraneous files - for a MiG-23-which is the one its using), that the actual sight tgas are present in the cockpit folder -- at first I didn't have any, but going out of the game, then back in, they reappeared. The size might also need some adjusting, it seems far too large for the reticle glass. Maybe reduce size to =30? Wrench kevin stein
  18. Based on that picture, somebody don't know the difference between contrails and exhaust smoke. Contrails (or condensation trails) are created by the water in the exhaust, left over as part of the combustion process. Don't matter if it piston or turbine -- there's always water in the exhaust. At higher altitudes (and/or colder temps), the kinda 'freezes' out of the exhaust mixture. Just like your car on a cold morning (or a well working catalytic converter, but I digress). Contrails are (for the most part) white, exhaust trails are dark brown or black, depending on fuel types. The mission builders have a little button or window you can set contrail altitudes at... Good Idea: leave the emitters in the data inis ALONE!! Wrench kevin stein
  19. Or...here's another alternative (but may cause repeats) change the number.lst to repeat the numbers... 001 002 ... 024 025 001 002 etc the game engine should just recyle them back. I did that once, just for s**ts and grins, and it DID work, although sometime you'd got 2 birds with the same number; but everyone gets a number. I've done something smiliar, but dont' remember which aircraft; I used the stock numbers, extracted from the objectscat, placed in the skin's decals folder, and adjusted the number list to fit. Again, after 025, they disappear, but it was the only way to get the ones I wanted on that particular aircraft. As to being lazy, hell...it's almost my middle name! the quote: "I'm not just a lazy as the next guy, I'm MORE lazy than the next guy" The offer on the font stands for whomever still wants it! It's called "Amien01", and it's freely availabe off the web, if anyone wants to search for it. Wrench kevin stein
  20. What i think I was trying to say, move the arabnums INTO a /D subfolder, just like regular decals, and rewrite the path accordingly. This has always assured that the numbers show on the intended aircraft. That's what I've always done. Assming this is for WoI, you can use the 'ArabicSN' decal like I did on the EAF MiG-17PF; it'll pull those from the stock Decals folder. Now, now Gocad ... that comment was unkind!! You and I both know what a PIA it is to make a 100 serial numbers (which I've done more time than I care to think about.....) and matching nose art, and matching ID/Modex numbers....we need an "exhausted" smiley to put here.. BTW, if anyone is interested, I have an Arabic font that makes nice number decals...I used it for the EAF Spits, Mc-205, Meteor F.3 and F.8..and probably some others I've chosen to forget! Wrench kevin stein
  21. Damnit!!! I'm an idiot!!!! That was the site I researched Alaska on!!! insert MORON >here<!!! Wrench kevin stein
  22. Well, I hope you and Ant come up with a suitably 'British' name. The naming of names is most important...look at the tradition of excellent names from the UK .. Spitfire, Mosquito, Hurricane, Merlin...oh, yeah better be somethign good! I'll revamp the screens this weekend, and have something for you. Just want to clean up a few things. There's 2 Loading screens to choose from; one a 3view, and Richard Thompson's painting 'Before the Axe Fell' Wrench kevin stein
  23. Where are the folders with the 'arabnum' and nosearts located.... ie: check the path Like on the other decals... FilenameFormat=F-4E\DhimariMerc\D\NoseartA Just a thought Wrench kevin stein
  24. Methinks I finally see a proper nosed Farmer-D??? Wrench kevin stein
  25. A much needed, and long awaited addition to stable. Wrench kevin stein
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