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Wrench

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Everything posted by Wrench

  1. Johan: I'll need to see you nations ini, for the Location=. I haven't done anything to the stock one, other than translate the national name: ie: this is for Isreal2. I've got it so it covers 1948-1967. Anything after the 6 day war can use the WoI map, I figgers Wrench kevin stein
  2. groundformation.dll and groundobject.dll crashes are caused, usually, by a missing ground object (vehicle, AAA, tanks, whatever). Re-check the readme and see if you need to add other objects. Also, you can compare the **_types.ini to your GroundObject folder, and see if it calls for something you don't have. Wrench kevin stein
  3. No, the Gate was found on the Giza plateau. This will be west of Thebes (kinda sorta...I don't think the map goes quite that far south to the 1st Cataract) Besides, we don't have a lod a Chapa'i Wrench kevin stein
  4. A quick look at any data ini will tell you how the runnning lights and landing lights are done: This is from the WoI Skyhawk, with a newly added landing light: Of course, they still need to be defined in the varions component sections (left wing, tail, whereever they're supposed to be) with the "SystemName(*number*)= /name of light/ What's interesting is the SystemName dosen't actually have to be on the component where the light actually is! On the P-51D-30 Mustang, the 3 underwing formation light (green/white/red), the red light is actually listed in the Fuselage section. You just move them via the Position= numbers I believe the 'on time' (meaning when they turn on for the AI planes) may be goverened by the cockpit ini -- but that MAY only be for the actual cockipt light itselft (the NightLightOn= time). Otherwise, it governed by possibily something in the terrainengine.dll??? I've added and adjusted hundreds of lights on these Birds... and I've always hated!!! electrical work!!! Wrench kevin stein
  5. I'll double check, but I think I left the carrier stations alone in Isreal2 ... the Red Sea station might have a shipping route running through it (i've got one from Suez to the top of the Red Sea towards the Gulf). The only things I took out are the 'manuver start points' east of the Bar Lev Line (whose forts/bunker complexs now has a start date of 1969) I'll definately add Dave's to the updated WoI targets ini And just so everybody knows; this is something I just can't resist, there will be an Easter Egg in the desert southwest of Cario. Nothing important, just 'something you shouldn't distrub.....' * I hope to have it ready late today or Monday, for I2. Still have to dial in a few things in norther Syria; Latakia port/naval base and the oil terminal will be off from their real life postions about 50-80 km, due to 'edge of the map issues'. All will be covered in the readme. along with reccomended tiles (and a repainted tile for Polak's desert -- replaced one of the 'flugpaztewerute' ) Those with the desert or GermanyCE cat, use those and the tiles that came with the terrain; those with WoV will need to use Polak's tiles. Even with the few little 'glitches' amongst the transtion tiles (see my screenie above with the Sabre), they seem to have very little problems. Definately is/was a tiling issue as to why the VNSEA cat was crashing out. Lloyd: we're talking the older, pure-Fishbed based J-7??? Like Madcaddie's and Howling1s?? If so, I can do them up in about 10-15 minutes each!! Hoepfully, they're the 2 wing pylon type, not the 4 like the J-7BS, that lacks the outer pylons. Expect some post this weekend in the KBs "WoI Weapons & Aircraft Mods Thread"...stuff for the 3rdW FLoggers, the Foxbat and Fulcrum. Wrench kevin stein
  6. Jordanian A, blk 10?? Nice!!! You know there's some 'egyptian' AIM-9P's over in the WoI Loadout Thread?? I still have to post some of the 'tweeks' for the Foxbat and Fulcrum (Syrian) Wrench kevin stein
  7. Just a quickie screenie...planning map screen, Isreal 2, 1958 mission year borders are pre-67, with EAF bases in Sinai. Tiles are going to be the biggest bugaboo...Gepard has a nice set for use with both...just have to experiment a bit more Wrench kevin stien
  8. Um....would it be just a easy to reference it back to the stock loadoutbmp, as use by the stock Phantom??? Already in the objects cat??? oppys edit...that IS what you said, you just took the long way around. line from stock 3rW Kurnas: LoadoutImage=F-4E_Kurnass_loadout.bmp Wrench kevin stein
  9. That's the Suez map, with polak's tiles, VietnamSEA cat pointer. Odd, very odd.. I'm about 95% done with the I2 rebuild...changed the alignments of the Sinai bases, used the border layout Gepard posted, and we have the pre-67 map, with operational bases on Cyprus. Added about 15 more routes, shipping, truk, ground attack. Still depating weither or not to use my 'large urban module' (ok, polak's LUM); if using his tiles, there's lots of city buildings on the city tiles. This meas I can add the port and oild terminal at Lataika, Syria...more stuff to blow up is always a good thing. I'll have a look at deuces, and see whats what. It's really working out well; at least with the desert and germanyce cat pointers. I'll check deuces with the VNSEA cat and see what that looks like. Should check Deuces photo-desert, but I don't know if that's still around for general usage... I see Dave has a carrier out there....if we want to add the carrier stations for Musketeer, I'd need to guesstimate their locations, unless someone has more info???? I know they'd be north of Bur Siad, and somewhere between the mouth of the Nile Delta and the Canal??? Placing one off the Lebanese coast should be fairly simple. Off to do research....how exciting!!!! Got the cursed thing working!!! Wrench kevin stein
  10. Ok, NOW i'm p**sed off!!! vietnamsea cat pointer, polaks tiles....one of the advantages of having an extra large HD, with mulitple installs of the game. Still some flakiness at the corner transition tiles...wonder if there's another tile set we can experiment with.... Works perfectly! All the usualy expected objects are there...airfields, buildings, etc. I MUSt have just missed something super simple!! Have no idear as to why it acted so weird; unless it's a tileing thing?? Hey, I'm the targets guy, not the tile guy!!! And looking at the differences between Suez and I2, I've come to realize that with a very few modification I2 can be made to work for everything up to =and including= the 6 Day War, as all the fields on Cyprus are there. Need to modify the 'border positions' in the movement ini; I know Gepard posted them somewhere here over the last few weeks, to bring them in line with the pre-67 borders. change the alignments of a few bases in Sinai, adjust some targets (Abu Rudis oil field's on the west coast of Sinai, not in Egypt proper) Oh yeah, we can do this!!! Let me finish off the IsraelME upgrade -- have some birdges to lay across the Jordan and Nile, and then I'll turn my attention to back-dating the I2 map. Wrench kevin stein
  11. That would be the U-2. I'm surprised the X-Wing's off the deck....I guess that pilot forgot about his repulsor lifts; coulda just hovered over the deck and landed like a helo!!! Wrench kevin stein
  12. Further reporting.... Both the Suez and Isreal2 are working fine, when referenced to the GermanyCE.cat (desert cat, obviously, works perfectly). I had to transfer the terrain tiles from I2 to Suez (cause I was lazy and didn't want to d/l another set , or go hunting on my HD -- where I KNOW I've got Polak's unzipped somewhere) I just want to know WHY I can't get the vietnamsea.cat point to work...that just bugs the s**t outta me!! I'm usually the guy that has NO problems with any terrains in any game The only thing I haven't actually tried in move the VNSEA.cat into Suez and rename, like we used to do in The Bad Old Days. Like Johan said, we want to make this as 'easy as possible' for folks -- CA: i've noticed that too...kinda interestering!! Further reporting.... Both the Suez and Isreal2 are working fine, when referenced to the GermanyCE.cat (desert cat, obviously, works perfectly). I had to transfer the terrain tiles from I2 to Suez (cause I was lazy and didn't want to d/l another set , or go hunting on my HD -- where I KNOW I've got Polak's unzipped somewhere) I just want to know WHY I can't get the vietnamsea.cat point to work...that just bugs the s**t outta me!! I'm usually the guy that has NO problems with any terrains in any game The only thing I haven't actually tried in move the VNSEA.cat into Suez and rename, like we used to do in The Bad Old Days. Like Johan said, we want to make this as 'easy as possible' for folks -- CA: i've noticed that too...kinda interestering!! opppy edit..hit the wrong button... Johan, if you want to use the Suez (provided it works), I can easily add truck routes shipping routes. I remember it was a little 'short' on them. It really needs a lot more of them!!! The only reason I'm 'pushing' for Gepard's maps, as the Cyprus airbases are already there. We can 'dress up' this old lady with more objects and such easily. I'll keep experimentating....there's too much good stuff already done to waste!! Wrench kevin stein
  13. Hey Timmy; I've got a hangar screen for the Lansen, if you want it!!! I'll have to upgrade it a bit, as it was made 3+ years ago.... Wrench kevin stein
  14. You can make the mod for youself, but the original author might have issues with them being distributed. The IDF50s Pilot and the Euro pilot got a 'special dispensation' to allow them to remain up for download and use. That was the deal. Now, having said that, my suggestions would be to possibly use the helmet/visor set up from the 'geneau' (sp?) that came with one of the French jets -can't remember which, or off my "RedAir1" guy. Might want to have a look at the 'Argentine Pilot' over at my site as well. They have the old style exposed, slides-over-the-top kind of visor. Wrench kevin stein
  15. WEll, after spending over 8 hours today (from the time I posted above, till 4pm PDST), I did nothing but try to get Suez to work using the VietnamSEA cat. I'm saddend to say, it beat me. Not only do the airfields NOT show up, but neither do any of the standard eye candy building AT said airfields. Changed the names of the airfielddataini= to match the 'veitnamSEA_airfield*.ini', added the tiles from Isreal2 (which worked wonderfully), and nothing. It's real bugger!!!! Even extracted ALL the lod files for the physical airfields (runways), and only got bare white; no skins. Even tried a cheat and used the tile info from the IsrealME_data.ini; got a partily tiles map, but still no airfields. So....I have no idea where to go from here with that one. It' works with the GermanyCE.cat, obviously with the desert cat...just not with Nam. I just do NOT want to spend the time creating a complete cities.ini for IsrealME; not with 290 target areas....and trying to (hopefully) get the TE to work and add the Cyprus airfiled Johan wants. I guess I'll just try defying gravity..... Wrench kevin stein
  16. Spectre: ground object disappear all the time...I've actually watched them 'pop' out of existence; just without the transporter sparlking effect They're populated by the game engine at their various locations; say a vehicle depot or docked ship, when the player is at an as yet undetermined (at least by me) distance. I think the engine does that to save on on computing cycles; it only seems to happen for those set as "GroundObjects" Plays hell when trying to get that docked tanker at the oil terminal...or a Silkworm launcher to show up..... Items set as 'terrain objects', like a country flag or buildings, fer instance, and possibly because it's LOD is so small, remain permantently visible. SAMs, AAA, tanks, trucks, APCs, EW & SAM radars, etc are all removed beyond a certain distance. Wrench kevin stein
  17. Actually, I think this is the one you want.... Like they said, down near the bottom of the page, just above the 'removed' pilots Wrench kevin stein
  18. Let's have a look at this.... Gepard's terrains WILL work in WoI provided you DO NOT use the IsraelME.cat. All the naming conventions for tiles, the new terrain objects, airfields and some etcs are different. I have the Israel2 working using the GermanyCE.cat, as it has it own terrain tiles. Theoretically, it should also work with the VietnamSEA.cat from a fully patched version of WoV; as all the needed 'desert_airfield inis, lods bmps and tgas to get them working. OTH, the Suez map does NOT have any tiles as it was designed to use those from the SF desert.cat. BUT.... it's a simple matter to copy over the needed tiles; bmps, tgas and tods from the Isreal2 folder, as they are identical. This i what I did; it took less than 5 minutes to ID and copy the needed files. Again, it could possibly use the VietnamSEA.cat for it's airfields, once proper terrain tiles are installed. I guess I'll be spending today double checking and triple checking these findings. Even if desert_airfield3 (the dirt strip) is missing, there are 2 paved versions of available ... one by Fubar here in D/L section, and another in my ASW and SoCal maps. -- but these already exist in the GermanyCE and VietnamSEA cats. Now, another important statement..... After spending the last 12 days inside the IsraelME terrain, it is my considered opinion that it NOT be used for historic missions, campaigns, etc pre-dating 1963. It would take far too much work to recreate what's already available; or to rebuild the map to add airfields and other target areas far to close to "The Wall". TK has built this map for what he wanted it for... the 6 Day War and Later. That dosen't mean it can't be used, it just means that History will need a little 'adjustment' as to operations and basing. We're tying to reinvent the wheel here, and it's not necessary. A little work can bring the existing, ready-to-use maps up to WoI spec, or make them usable for pre-63 mission sets. Wrench kevin stein
  19. About half of those I'm shoot at. Surprised no one has used that answer yet. You guys are slow on the uptake!!! Wrench kevin stein
  20. I moved this topic to where it belongs, "Mods and SKinning Chat" Please try to READ the posting rules, in particular "Please Don't Post in the Knowledge Base". It saves work for everyone, and your question might actually get answered. Wrench Kevin Stein Keeper of the KB
  21. So, to answer the original question.... You can only have 2 sides in this game...FRIENDLY and ENEMY. Any nation classed as 'neutral' will not have it's assets show up, or their 'target areas' (as defined in the targets.ini) attackable (is that a word??) Already been there with the Iran/Iraq rebuild. Kuwait City, Doha, Dharan are all set as 'netural'. You can fly down there, manually, but are not tasked to hit anything. Seems to also work against anti-shipping missions, as I built routes running from Umm Qsar to Doha, and it never was assigned. Sometime I wish this was more like XvT or XWA; they have 4 and 6 sides...you can assign all kinds of different alignments Wrench kevin stein
  22. I tried the same thing with parked birds for the SoCal upgrade...for some reason, even when entered into the terrain types* ini, hexedited/created a new d_LOD, new destroyed texture, they just disappeared. Only thing left was the destryed effet "vehiclefireeffect'' works nice, although 'mediumoilfire' is more smokey. Even in WoI, there's no destroyed model...they just go "poooofff" and vanish. On a side note, you can always use the 'destroyed model' for the B-17 from the WW2 maps for a blown out Herc. Just a suggestion... As to placing them, I'd wait a bit before spending a lot of time on it. I'm sure the patch, when it comes out, will upgrade the existing games to WoI status, in relation to parked aircraft. Wrench kevin stein *I use them as terrain objects; gives a much finer control on what you can do
  23. As promised, some shots of upgraded target areas, and some of the new ones... Suez refinery, with docked tanker. The positioning of these object is off, as in R/L, they'd be at/near that slightly 'open' area on the waterfront, near the center of the city tiles. Another view of Suez port; the 2 cargo ships in the foreground are 3rd Wire placed, the upper center I added. Just above the crane to the right, you can see 3 parked patrol boats. Arab army camp; very generic in style. IDF army camp; note the parked Centurion variants and Magach's. Note the new flag!! (every country gets their own) Still working out some sites; just found a reference to Syrian FROG batteries used against the norther settelments; there's supposed to be a refinery/oil terminal near Latakia -- have to find where THAT is, as well as to where to 'hide' the FROGs Haven't tested the 'new' ship route down the Gulf of Suez to Bir Hac-tooey, or whatever it's called...near the southern edge of the map. Speaking of ships....has anyone given any thoughts to the various navy's involved??? We know Osa's...what about the IDF? and other Arab nations????? Wrench kevin stein
  24. There are 232 stock target areas....the targets ini I have now has 261, and I'm not done yet!!! I forsee some problems with Cyprus...the northern/northeastern part of the island is at "The Wall" . Found this out when I added the target area "Limassol" (ok, one building! -- just needed a start point for the shipping route). Akrotiri is to the west, IIRC, near the southwestern peninusla?? Have to pop back to google earth again... There are static ship in Said on both sides of the Canal mouth; Fuad dosent' exist, as they've spread Said to BOTH side of the canal. It would be a pretty easy matter to 'split' the zone by adding Faud, and centering the 0,0 coord just east of the canal. I have the tank farm placed west of the city, about where the r/l airport is, as that was the only spot big enough to lay it down in. Airfields are pretty easy to add...it's flattening them that's the bitch!!! We'd need a few things not supplied with the game before attempting to create a new HFD and TFD: 1) complete city list - not that difficult, just time consuming. 2) unsure the TE, as it is, actually works with the new format of WoI -- and I'm afraid to test it!!! Even with 3 installs of WoI, my paranoia is showing for blowing up HFD/TFD files. You said you don't have SF or WoE..I assume you have WoV?? Try this: copy the VietnamSEA terrain file into WoI Get Gepards Israel2, as it has it's own terrain tiles. Adjust the cat pointer to the VietnamSEA.cat; Test fly. It should work! I haven't tried this myself, as I have, well, ALL version of the game, and am using the desert cat for Suez (needs the tiles--but these can be transfered over from Isreal2), and the WoE GermanyCE.cat for Isreal2. They work fine ... excepting for some oddities with the Mc-205 -- explodes on the runway) As to your Red Sea shipping routes, a target area will need to be added at the bottom of the Gulf of Suez, out in the Red Sea somewhere. I'm assuming you want them only to go from Suez to the Ocean?? Running ship up the Canal will be problematic; due to formation sizes...we'd want single file only, otherwise we'd get Elric's "Ship That Sails Over Land and Sea" again. Carrier stations, again no problems. Just pick a spot in the ocean... [TargetArea***] Name=CV Station Eagle Position=*** Radius=4000 ActiveYear=0 Location=1 Alignment=FRIENDLY CarrierStation=TRUE If you want ships permanently stationed there, you can add them into the targets ini. I should have a CVTF formation around here somewhere... location=1 makes it Israeli, but you can always add Royal Navy to the terrain's nations ini. It'll become #13... Just some thoughts...I hope to have the updated targets, types, movement and nation ini, plus the 'terrain objects' ready in the next day or so. There will, of course, be objects needed to add to people's GroundObjects folder ... Geo's Sherman E8 (with idf skin), M-3 half trak, the AMX-13 and BTRs from the pasko pak, the HAWKs from TMF pak, and etc. I'll post some screenies later today Wrench kevin stein
  25. Yup. I don't know about indirect fire, as I've usually placed the batteries within LOS...juuuust out of range of each other. OTH, the Kytusha mod IS indirect, non-LOS Pasko's D-20 and my mod of his KS-19 into a 'passable' M-59 (although it looks just like what it is ...) are in the D/L section. Should be doable for FE; I don't have the expansion pak, but adding stuff to the existing guns should be pretty straight forward Wrench kevin stein
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