-
Content count
27,015 -
Joined
-
Last visited
-
Days Won
134
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by Wrench
-
What Cold War dont have Intercontinental missiles ?!
Wrench replied to vulkan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
There are SS-4s is Cuba....sorry, no pic CS-601 Silkworms in Iraq... I have it on pretty good authority some kind of IRBM will be showing in the KTO. (albeit, unfortunately, not launchable) I'd actually like to see the Maz/SCUD combo with the missile up for launching...be a much nicer target than just the trailer. It could probably be farily easy to do...mind you, I talking through my hat...something along the lines of what Moonjumper did to get the Kytusha's working, and the above Silkworms. (yes, they DO work!) Wrench kevin stein -
Shot down by Abrams MBT
Wrench replied to JKstar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yep. I've actualy done some experimenting with 'splitting' the weapons types. For a tank main gun, you can leave it a "GROUND". If you've added at coax or cupola-type MG, you might be able to get to engage in self-defense modes against air targets. --this was tested in SF/WoE some time time ago; WoI may handle things differently Now with the ability to have multible weapons on the same platform (ie: ships with SAMS and guns; AFVs with guns and missiles ie: Bradley). This is from the M-60A3, which I think is a stock WoE tank...look at these statements... and for the 'gunner' and weapons It looks as if the gunner is more pointed towards use the commander cupoloa MG. I haven't tested this much, as I haven't flown many CAS mission for the Red Side; one wonders if this could also be added for other MBTs, by adding the GUNNER station and A-A guns, or what? I know that adding the MGs will cause them engage ground targets...but adding the MG and spliting it targeting ability to both... What it used to do, by changing GROUND to 'AIR_AND_GROUND', was the vehicle would be shooting at each other until aircraft showed up, then they would stop, and start shooting at YOU!!! Just more food for thought... Wrench kevin stein -
Shot down by Abrams MBT
Wrench replied to JKstar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nope W -
Shot down by Abrams MBT
Wrench replied to JKstar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
vulkan: have you looked at my 17PF/PF (sp-16) Fresco mods??? You'll find new a-a rocket pods that work. In the downloads section here. The stock ones are defined as air-to-ground only. Wrench kevin stein -
Shot down by Abrams MBT
Wrench replied to JKstar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No, the after action log tells WHAT weapons were fired at you, which hit you and the result; ie: Major Wrench was hit by AA-2 Atoll. ZSU-23 fired 90 rounds of 23mm ZU-23 cannon at Major Wrench Old Man with Water Buffalo fired 54 cal musket at Major Wrench Major Wrench was hit by 54 cal musket Major Wrench was shot down over Jibip by 54 cal musket. * or something like that Wrench kevin stein *movie reference - bonus points for IDing. -
Terrain Editor notes etc.
Wrench replied to lazboy's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Can't tell ya how to start a new terrain, but I can pass on some things I've learned the hard way over the last few months. 1) have the terrain folder you're working on INSIDE the TE's folder. 2) city list must match EXACTLY the targets ini listings; number of target areas, sequential number of target area (Target001, Target002, etc) and coordinates. 3) Coordinates in city list only uses the first 3 integers, followed by decimal point and 5 zeros ie: And that's pretty much as far as I've gotten. Just enought to flatten airfields (and get into all sorts of other trouble!! ) Wrench kevin stein -
WoI Historic Mods Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
English number codes??? I"m pretty sure I made the Arabic numbers... Also, finally figured out WHY I can't find the IDF F.8 ... I just built it out of existing skins, via ini mods. Gramps's IDF skin, albeit a changed, and his stock natural metal. One could even cheat a little further, and us the IDFWhiteNum for the numbers on the nose/tail/wherever (look in in objectdat01.cat) I KNOW that at some point, I MUST have uploaded them either here, or a my site. I know one of them's up my place Link to EAF Meteor F.4 I'll contiue to browse both my HD and the uploads section...the EAF F.8 may have never been completed, as the bmps for the serial numbers are still in the decal folder (all 12 of them!) I'll see if I can't put together some kind of mini-pak for the IDF F.8 Johan: I'll have to look at the PFM...we might need to do the Indian MiG Fix for it.. Wrench kevin stein -
Shot down by Abrams MBT
Wrench replied to JKstar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You all are going to be in for some very big surprises, when the DS mod finally gets finished..... Also, sounds like somebody been messing around with their gundata ini... 1) I'd also reccomend having a look into you Abrams data ini...there's something real wrong in there...considering there is NO such weapon in ANY of the weapons paks gundata inis. 2) Western tank guns do NOT use the green tracer tga; again, somebody's playing games... 3) I know for a fact, the M-1 data ini dosen't have Air_and_Ground defined for the main gun. In face, NONE of the AFVs do...again...somebodie's messing with things Wrench kevin stein -
Hi Wrench
Wrench replied to snapper 21's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I haven't installed the Popeye yet, but I've seen Sparrows do that too. Haven't had time to look into it....wonder if it's a 'ignition delay' problem?? They should drop free, then fire, IIRC. Use what comes with the TMF Pak. Only import what's needed to fill blanks from the BunyPak. It install just like any other WeapPak. Don't have to merge anything, other than a few needed weapons...it seem the stock stuff is already included. At least, I've not noticed anything missing for the stock aircraft. It IS reccomended to have a seperate WoI install that uses ONLY the TMF pak. Leave one install bone stock...that'll be your backup install; the one you patch. Any other are the ones you mod. Wrench kevin stein -
That's it!!! I'm calling in Gordon Ramsey...he'll straighten you all right quick!! Wrench kevin stein
-
"RAF Sabre 4" right in the title!!! My mod of Zurs F-86F; there's also a 112 Squadron "Sharkmouths" skin for it here too. Wrench kevin stein
-
If the tranny fluid trick dosent' work, you can try (if it's still around) CD-2 Lifter Lube. Used to use in my 69 Camaro, with it's old 307 (befor the engine change) You said it 'smoked" what color? Gray, white? Black??? Chevy small blocks have always had a slight problem (until they went to roller lifters) with valve stem seals. The angle of the rocker arm always 'pushed' out on the valve as it pushed down, eventually elongating the top the stem seal. Only way to fix that is remove the head and go the the umbrella seals. Other thinks to watch for is erosion of the water passageways in the intake manifold. At the front/rear of the motor, where the collant cross-overs are. The aluminum get eaten away causing leaks. Sometimes externally....sometime right into the tappet valley. Changing them plugs is real fun, isnt' it????? The color you descriped sounds like a good burn, just the plug was too old and worn out. Not much left of the center electrode, was there? or worn down at a major angle?? btw, most brown deposits seen on plugs are from fuel modifiers. Blame the oil companies!! Wrench kevin stein
-
Cockpit Fixes for Arab Hunters, and some IDF aircraft I've noticed, of late, what I consider a very disturbing trend going around the boards. Some of you just seem a bit....well, lazy at trying to get things to work. You can't be afraid of using the extractor tool...it exists to enhance your gaming experience. Best of all, you really can't screw it up...if you make a mistake; on an ini edit or pull the wrong bmp or tga or whatever, just delete it and get the right one. How hard can that be???? Enough preaching...lets get to work. For those with WoE, we'll start with you. As the FGA.9 Hunter exists there are a flyable aircraft, it has a nice full cockpit. You'll be using the extractor to pull the following files: HUNTER9_AH.BMP HUNTER9_PIT1.BMP HUNTER9_PIT2.BMP HUNTER9_PIT3.BMP HUNTER9_PIT4.BMP HUNTER9_RADIOCOMPASS.BMP HUNTER9_STICK.BMP HUNTER9_CPIT.LOD HUNTER9_ACCEL2.TGA HUNTER9_AIRSPEED.TGA HUNTER9_ALT2.TGA HUNTER9_ALTIMETER.TGA HUNTER9_ATT.TGA HUNTER9_COCKPITALT.TGA HUNTER9_FLAPS.TGA HUNTER9_HIS.TGA HUNTER9_LIGHTS.TGA HUNTER9_MACH.TGA HUNTER9_OILPRESS.TGA HUNTER9_REFLEC1.TGA HUNTER9_REFLEC2.TGA HUNTER9_RPM.TGA HUNTER9_TEMP.TGA HUNTER9_TRIM.TGA HUNTER9_TURNSLIP.TGA HUNTER9_VSI.TGA HUNTERFGA9_SIGHT.TGA HUNTERFGA9_COCKPIT.INI There...you now have the complete parts list. Basically, everything in WoE's object cat that has anything to do with the Hunter's cockpit. Create a new folder in the HunterF59, called (how odd!) Cockpit. Move all the bmps and tgas and the cockpit lod into it. Copy/paste the HunterFGA9_Cockpit.ini into the main /HunterF59 folder. Open the "HunterF59.ini" and add the following line... CockpitDataFile=HunterFGA9_cockpit.ini Save and close. Do this for the others as well, moving copies of the cockpit folder and all the goodies within into their main aircraft folder. That's all there is too it...I can't make it any easier.... Now, for those of you WITHOUT WoE, you can use the F-100D's pit. Down below is more on that, albeit designed with the Mystere's in mind... ------------------------------------------ IDF Mystere 4, SMBD, Sa'ar Fixes: Some of the following has been covered in the "Official WoI Thread" in the General Discussions Forum. For those of you poor, depraved souls without WoE, we can do something similiar. You can choose to use the A-4B pit (eh, not my first choice or even last..) or another similiar pit...the F-100D. This will also fix a problem with the Mystre 4, SMBD and Sa'ar, as they use it from the factory. I'm going to make the assumption you DO have one of the other games: Strike Fighters, Wings Over Vietnam and/or Wings Over Europe. In the WoI ObjectData.cat (note the new naming??) is NOTHING pertaining to the F-100D's cockpit. Which strikes me as a little odd, as the "SuperMystereB2_COCKPIT.INI" resides there, calling out the Hun's cockpit. So, go ahead and pull the SMBD's cockpit ini out and put it into the SuperMystereB2's folder. While you're there, go ahead and create a new folder, called Cockpit. A quick note about the gauges bmps should be made here. There is a very nice, enhanced Hun cockpit available here at CA. If you don't have this little mod already, I reccomend it. BUT...install it AFTER we extract the needed bits for Mystere variants, ok?? LINK -->F-100D Hi-Res Cockpit by Galanti<-- LINK This has a lot of enhanced bmp and tgas for the gauges and stuff, but NOT a couple of vital files. Below is the full list of cockpit parts for the Hun: F-100D_ATTITUDE2.BMP F-100D_ATTITUDE.BMP F-100D_FRAME.BMP F-100D_GAU1.BMP F-100D_GAU2.BMP F-100D_GAU3.BMP F-100D_GAU4.BMP F-100D_GAU5.BMP F-100D_PANEL2.BMP F-100D_PANEL.BMP F-100D_PIT1.BMP F-100D_HUDREFLECTION.TGA F-100D_LIGHTS.TGA F-100D_SIGHT.TGA F-100D_Cockpit.LOD So, from whichever earlier version of the game you have, open you objects.cat with the extractor, and pull all the files listed above out. As we've just done with the Hunters; it's basically everything that has the name "F-100D" attached to it. Then copy/paste, move or however you want to do it, into the new /cockpit folder in the SMBD. There is a slight difference in the pilots position, so open the SuperMystereB2_COCKPIT.INI, and replace the PilotPosition= line with this: Position=0.0,3.40,0.83 That placement come right from the Super Mystere's data ini. It's within a few mm's of reality. Open the "SuperMystereB2.ini", and add the following line: CockpitDataFile=SuperMystereB2_cockpit.ini Now, if you wish, you can install the Galanti enhanced cockpit bmps. Or not; it's up to you. You can now copy the cockpit folder, plus the SuperMystereB2_COCKPIT.INI to the Mystere 4 and Sa'ar. The pilot positions are the same. -------- For those of you wanting to use the Hun's pit in the Hunters, along with the needed F-100D cockpit bits, go ahead and pull the "F-100D_Cockpit.ini", and move it to one of the Arab Hunters. Change the CockpitDataFile= line to read: CockpitDataFile=F-100D_cockpit.ini Open the F-100d_cockpit ini, and use the following for the pilot's positon...this comes right from the Hunter FGA9 cockpit ini: Position=0.00,3.18,0.85 That should be pretty close! Don't forget to have the cockpit folder in each of the Hunters, along with the cockpit ini, and to make the adjustment in the CockpitDataFile line. And that just about wraps it up. Wrench kevin stein
-
Hawker Hunter F.59/F.70/F.73 (by 3rd Wire) UPDATE 10/9/08: in the post- 9/29/08 -patch world, the STOCK data and loadout inis DO NOT NEED ADJUSTING They will work just fine with or without the TMF Pak NOTE: ini edits for all will be identical. Now, as these are AI only, you'll have to extract the data and loadout inis. Nothing new with that, eh?? Ok, after extracting the 6 files (data and loadout inis for each of them: 2 files x 3 = 6 inis total), and placing them into the aircraft main folders, open up the F.59's data ini. You'll see it's set for "UK"; well, as Jordan, Iraq and Lebanon are ENEMY nations, the can't load friendly weapons. So, instead of making copies of existing UK weapons, we're taking the super easy, 'cheaters' way out. Of course, if you really want the UK 500 and 1000 lb bomb, you can make copies of them, and do that whole nations and attachment type switchero. Right now, we're taking the shortest, easiest route. You'll see in the data listed below: You'll see I've switched them all the "WP". And your loadout ini, now with (albeit not historically correct, but WORKING weapons)... There you have it. Quck and dirty, but extreamly workable loadouts. As stated above, this data herein is used on all 3 Arab Nations Hunters. Perhaps, if there's a great enough call for it, I"ll give you the info for 'rebuilt' RAF bombs. It's not that important right now. Cockpits...well, that's the subject for another post. Like the one below. Wrench kevin stein
-
SORRY PEOPLE....
Wrench replied to Tailspin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've always gotten the feeling the TK wanted people to mod the sim...to see how far it could be expanded, "peaked and tweeked" and, literally, stretch it to the breaking point. I'll have to dig out my SF box, and see if the EULA is in the printed manual. OK...got this out of the WoE pdf manual (you know, that folder that no one looks at...) Interesting to note, that "Section 7" seems to be missing??? see "edit in red above" Wrench kevin stein -
Formosa Strait development progress
Wrench replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That IS sweet!!! I'm assuming that's a seperate lod, with the cranes and warehouse laid out on it? (ala factory place?) excellllennnt!!! (mr. burns voice) Wrench kevin stein -
WoI Historic Mods Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Very quick, very dirty swap over.... Using Ajundair's PAF 104A; already set for "WP" attachments, using FAB250, the M260 rocket pod (see WoI Loadouts Thread), Atolls for cheater IRM*; 104 silver tanks bmps are renamed from the 104S tanks. Operational years set 1968-1973. nationname, obviously, Jordan Fues decals could be a little smaller; will need Arabic s/num over the aft fues/airbrake area. Stock 3rdW 104G cockpit, using the enhanced bmps found here at CA. Not bad for quickie Wrench kevin stein *too lazy to create a new Jordanian only 9B -
WoI Historic Mods Thread
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Standard US AN/APS-20 search radar. Same as carried on the TBM-3E, Boeing PB-1Ws, etc. to change the subject, has anyone given thought to the Jordanian Starfighters? We've got Ajundair's 104A that just probably needs redecalling and NationName changes (plus weapons adjustments...) Wrench kevin stein -
MiG-29G Fulcrum A
Wrench replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
ServiceStart year is incorrect...s/b 1991 (approx). Given the 'fall of the wall' timeframe. I'd have also set exported = to FALSE. Add this line in the AircraftData section: UseMetricUnit=TRUE For those unable to find the WGermanized Soviet missiles in the Fulcrum G thread in the KB, these will replace the USAF ones: I compliment you on the cockpit mod! The 'white stripe' never bothered me...I just figured it was for the 'conscript' technicians to help them reassemble it after service..."insert tab A into slot B, align white stripe at center" Pilot postion, however, is too far forward; move it back about 2 meters. Somewhere in this area Position=0.0000,4.339,1.27 Wrench kevin stein -
How are Instant Mission parameters defined?
Wrench replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Not exactly true.... The instant action ini can have any/all it's aircraft changed for whatever you want. This has been done for Korea and all the WW2 type/era installs. You just tell it what map to use, what planes, etc... You change the InstantAction pointer in the options ini....(the data below is from my SWOTL2 install....) Then make whatever adjustments (aircraft wise) to the instantaction ini. Of course, you can change the name of th enemy flights to fit whatever era you wish. I just left them as the stock names, as I couldn't think of anything to name them. Charles discovered this something like 2 years ago... Wrench kevin stein -
Mig-29G V1.1 comin
Wrench replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Everyone know the Search button don't work 98.6% of the time Weapons and Loadout Fixes Thread; Page 1, Post 1, listing index of threads...we see it's on page 4.... This post... Link-->West German MiG-29G<--Link Includes NATOized Soviet Weapons, lighting fixes and much more. You folks are really wasting a superb resource by simply NOT taking the time to look. AND increasing your own workload. Wrench kevin stein -
Nato & Israeli air defences
Wrench replied to lazboy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes. Did you not see my post in the WoI thread??? Wrench kevin stein -
SORRY PEOPLE....
Wrench replied to Tailspin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You've obviously never been involved in the major pissing contests that goes on behind the scenes or the Infamous "Mod Wars". TS is doing the correct thing. There are more things going here, than you can possibly know. Or imagine. OTH, spelling "overrated" as overratted" might not be far from the truth Wrench kevin stein -
American SouthWest Upgrade
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: American SouthWest Upgrade File Submitter: Wrench File Submitted: 29 Feb 2008 File Updated: 4 Mar 2008 File Category: Terrains File Version: 1.99 Website: No Information American SouthWest Update.... This little package will update the ASW terrain by adding several more usable airports for both sides. Randolph, Kelly, Harlingin have been added to the NAA side; Nuevo Laredo, McAllen and Rio Grande for the GS side. Included is a new TFD, HFD, targets and types ini, along with a new sign. New planning maps have also been included. All other parts from my original upload are re-used. See the enclosed readme for super easy install instructions (for once!) Enjoy! Wrench Kevin Stein Click here to download this file -
American SouthWest Upgrade
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Ok ...new hot fix adds the USS Texas 1st) off you go the the downloads section, and grab Hinch's HMS Iron Duke. Install into your /GroundObjects folder as normal -note you may need to add the 13.5 in guns to your gundata ini, or may experince CTDs. open the ASW_targets ini, find "Houston", add this at the bottom: Save and Close. Open the ASW_Types ini, and add this at the bottom, where *** is the next number in sequence: Save and close. You'll want to grab the 2 new flags, named the same, but different ensigns from the link below: Link --->New USS Texas Flags <---LINK Unzip them into the IronDuke's folder. They'll overwrite the existing Vice Admiral and RN White Ensign. It'll look like this, in game..... If you're REAAAALLLY into having it just as a 'museaum piece', you can drop the bmps, lods, and IronDuke.ini (the data ini will not be needed) directly into the terrain folder, and change the pointer in the Types entry to read: UseGroundObject=FALSE. This will eliminate the ships smoke, center the gun turrets, and make a nice fat target that don't shoot back. Your choices! Wrench kevin stein