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Everything posted by Wrench
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American SouthWest Terrain for SF, WoE & WoV This semi-fictional terrain represents Southern Texas and part of Northeastern Mexico (Tampilas/Monterrey) region, along with part of the western Gulf of Mexico. 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. 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. The terrain could use some more work, but I'm releasing it "as is", as there's pretty much not more I can do with it. This terrain is a rebuild of a partly completed build found via a discussion at SimHQ. It should also be noted at this time, =I DID NOT BUILD THE TERRAIN!!= I'm only completing someone elses work...and couldn't have done it without the assistance of some superb people. The original readme is included. So the =ONLY= credit I can and will take, is for simply finishing the job. This package ONLY includes the necessary inis, HFD, TFD and a few add-on objects that are needed for the necessary eye-candy. 3 Planning Maps are included, for the varying zooms, but they are very basic and won't show the cities and 'other' target areas. NO terrain tiles are included (see Notes below for reccomendations) It has been -almost- completly rebuilt, the creation of briefing, movement, a completely NEW targets ini, and upgrading the data ini to the latest standards (ie: one that works). 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 set up to use the SF desert tiles. You WoE and WoV users WILL have to get a suitable 'alternative' set of tiles; See the NOTES section below for more information, and my reccomendations for tile sets. 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. PLEASE!!! Read the enclosed 'asw_readme.txt' for full, detailed step-by-step install instructions. Also, the "Notes" section which has further detailed information pertaining to tile sets and Vista users. EVERYTHING you need to know is in there..I wrote it so you'd have as little problems as possible Happy Hunting! Wrench Kevin Stein -
Tornado ADV Hangar Screen
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Tornado ADV Hangar Screen File Submitter: Wrench File Submitted: 16 Nov 2004 File Updated: 19 Nov 2004 File Category: SF Hanger/Menu Screens Hangar Screen for Tornado F3 ADV Click here to download this file -
Spitfire!
Wrench replied to Gocad's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
For the aft letters, you may need to use 'fuselage' AND 'tail' Take a look at the decal postions in some of my Spit skins, it should be pretty well plotted out; then you can adjust to fit. Oh, and don't forget the 'cheat' for the squadronletters and roundel -- one decal with both on them, set to Level=0 I'm likin' 'em!!! Wrench kevin stein -
CombatAce Needs Your Help!
Wrench replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Excellent my friends!!! Let's go for it people!!! Wrench kevin stein -
Additional PLAAF Air-to-Ground Weapons (by Wrench) First off, with the exception of the we-all-know-to-be-wrong UV series rocket pods, all these following are based off existing LODs (shapes) in the Weapons Pak. This is to be considered an update to the weapons first shown above in the J-7E thread; I've deleted that section of the post as to thin down this Forum; Names are as accurate as I could find. As are year dates. As always, feel free to correct any errors, and post a response with the corrected data in the "Mods and Skinning Forums" and/or via PM to me. As to the rocket pods, until we get the correct shapes, and rockets themselves -especially for the 90mm and 130mm projectiles and launchers, we'll have to make due with what we have. With thanks to the folks in the J-10 WIP thread for links to sinodefense! --------- Ok, you all know the drill by now...copy/paste into your weaponsdata ini, assigning numbers where **** is the next number in sequence... Due the usual, now fully expected Ini Dance, and off you go. As stated, there ARE some faults with this, but it does give you something to use until the proper weapons arrive for the rocket pods and their rockets. The bombs are good, and most likely need no further adjusting. One of the advantages of this, is you can update the older J-4, J-5, J-6/F-6s with their proper nationalized weapons. It really dosen't matter for these older Fresco's and Farmers, but it's nice to have the proper stuff. You'll just need to switch their AttachementType= from SOVIET to CHINA, and adjust your loadout inis accordingly. Clear Skies! Wrench kevin stein
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JJ-7 (by 101tfs) Again we'll be making some of the changes as seen above, in particular changing the gun, repositioning the lights, and adjusting loadouts. So, switch out the gun to the NR-30, add the Gun and Rocket boresight angles, the "UseMetricData", etc as outlined above. It's also set up to use the weapons outlined above. ------------------ Lighting Fixes: as before, add to LeftWing SystemName[005]=LandingLight01 Add to RightWing SystemName[005]=LandingLight02 Copy/paste the following data OVER the existing lights section.... Here's your new weapons stations... Basically, just removing any other country's reference, excepting for CHINA Loadout ini: You'll note the use of PL-9s, even though they aren't available in the early years of this aircrafts operation...the game engine will automatically load a suitable, eariler replacement; either the PL-8 or PL-2s. Not to worry. Wrench kevin stein
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J-10 WIP
Wrench replied to 101tfs's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
All the PLAAF missiles already exist in the Weapons Pak ... they're not an issue at this point (maybe performance-wise). Let's not worry too much about the J-10 until it gets closer to release...let's fix what's existing NOW, and then run a crash program to load the 10 (just like real governments do!!! ) What IS a problem is the lack of proper rocket pods...I can fiddle an LAU style into the 7 shot (which dosen't look even close), but we're lacking the 90mm and 130mm rockets, the 4-shot pod, the 11 shot pod, and a few small other things. I can probably create the 57mm 11 shot pod by leaving out some of the center missiles in UB-16, but those tubes will still be showing. Also, nothing seem to give us the actual NAME of the containers!! Like the bombs, they have a series number; 250-1, 500-2, 1000-3, etc. Alternatively, the UB-13L, with it's 5 shot conatiner could be used. But, again, no proper sized rockets for use. We may be 'stuck' with improper weapons for a while until a modeler creates the right shapes (meaning, use the PRC UV series I modded, listed in the loadout thread -- they'll be fine on the earlier aircraft, Fresco and Farmers, at least). I have to reskin a lod for the 200-4 anti-runway bomb, but I should have some 'things' usable by the weekend. Wrench kevin stein EDIT: ok, I've got some of the new weapons data posted in the KB, in the "Loadout Fixes Thread". Some new bombs, using existing shapes. Please have a look at them, and see what's up. W -
J-10 WIP
Wrench replied to 101tfs's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Working in the 'country specific' bombs and such for the PLAAF. Its funny what you discover when ya sit down, go line by line in the weapons editor. I found this: CD-250T2 125kg cluster bombs, been in the WePak for who know how long!! Still continuing my works; looking at rocket pods now. Conversion (ie: copies of) early FAB and the RBK-250 is done more later! Wrench kevin stein -
A1E Skyraider Skins
Wrench replied to Syrinx's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The belly pod for the AEW already exists...what we don't have is the little 'tail feathers' on the horizontial stabs. Here's a screenie from about 3 years ago, from a real POS hack job I did...had Capun make the pod for me. It's also used on the PB-1W Navy Fortress (unreleased mod) Unfortunatley, I don't have Raz's A-1E to fiddle this into place....can be added just like the Scooter hump, or FCs 'pilot' Wrench kevin stein -
What's so hard remembering "righty tighty, lefty loosey"?? *unless it's an oollldd Dodge or Chrylser* btw, great posts Nicky!!!! I'll show them to Pat when she gets home. Wrench kevin stein
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the shots of Crater Lake and Mt Rainer are great!!! Thanks for sharing Wrench kevin stein
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One of the better things I'e done, cause we all know how us males tend to forget things, is have Valentines Days your anniversery. so much eaiser to remember.... Pat got her usual, with the plus of an extra rose I left out last night before bedtime (wasn't sure 'the usual' had gotten ordered. The "usual" being a large ballon bouquet delivered to her office with a card and some kind of stufed animial (mostly cats); same as I do for her birthday. Wrench kevin stein ps: Happy V-Day to all!!
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WW2 Nations ini where can I find it?
Wrench replied to Tecumseh's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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Yet more terrain questions...
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok, I'm pretty near done with the salvaged American SouthWest terrain that was discovered 'elsewhere'; all that truely remains in some target fine tuning; movements are all plotted for both sides (only 1 Anti-ship route for the "Global Sedition", while the Alliance get 2 -- not enough map to have many more, plus the lack of port facilities that far south) anyway...I'm having problems with defining the Front Line. I want it to look more or less like this (please forgive the lack of cities...for some reason, the planning map generator is not picking them up -anybody know how to fix that??) I did it in yellow to make it more visible. I've used the WoVSqmd to plot the coordinates, and it either dosen't show up, or is pointing in all kinds of strange directions. this is from the movement ini: The questions are, for this section.. 1) Do they actually NEED to be airports? Or will cities themselves do? 2) How many points are actualy needed? ie: can the end points themselves be defined only, or are more needed? 3) and DO the "StartShow=" and "EndShow=" truely mean? Is this just for campaigns? Next section: Environmentalsystem ini: I've seen several terrains that have them defined for themselves ONLY, as opposed to just using those generated in-game. I know you can add the Lat & Long to the *** main ini, as shown here: Is it necessary to have create another and have IT sitting in the terrain folder?? Or is the Lat/Long enough? On a side note, it's been originally tested with ONLY the SF tiles (in WoE & SF using the cat pointer line); the WoV/WoE usalbe versions will require Polak's desert tiles. They don't fit as nice as I'd like, since to do so would require a complete and utter rebuild from the ground up - well beyond MY abilities (I had to bribe Sag to flatten the airfields for me ), but they do work, given the limitations of my knowledge and abilitites. There is some strangeness at Houston; might be near the 80km buffer zone, to say nothing of Matamores, MX just below Brownsville. To that end, I've added Austin, Ft Sam Houston (where my father was stationed for a while in 1944), but NOT Randolph AFB. Brownsville is literally on the border of the Occupied Zone, and catches the occasional shelling. To say nothing of having SAMs zipping at you whilst taking off (this has been fixed!) So, Ideas?? TIA! Wrench kevin stein now, to see if I can bribe Sag to flatten the SoCal map, and finish that... -
Yet more terrain questions...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
thanks, Stwa...that's some interesting info! Using google earth like I've been doing, defianetally tells me the desert tiles 'ain't quite right' My mother in law was from Vernon, near the OK border. So, given what we know about the actual coloration of the terrain, perhaps something of a more euro-look would be in order? Unfortunately, none of the rivers are there -- this map was a real POS when I first got it. Now it's just half-assed! It would need a total, complete and utter rebuild from the ground up (so to speak) Damn, I just tested it with Gepard's desert beta tiles, and it looked pretty good too... Well, hell...looks like I better go find some semi-airid green tiles.... Oddly enough, as I was testing those tiles in my Prop Cold War install, flying a Mustang...I could take off from Brownsville. So far, in my regualr 'jets' install, no such luck. Even a SPAD (A-1 that is) won't. Since you're one of our planning map gurus, how do I get the cities themselves to show??? Austin, San Antonio, Rio Grande, Laredo, Galveston, Houston, Beeville, Kingville, Harlingin, etc, etc, and of course, etc. Off to peruse the d/l section...again... Wrench kevin stein -
Yet more terrain questions...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
What United States?? Don't you know in the New Order, it's punishable by death to posses the US flag, or even speak of "the United States" No, it actually follows the ANW update I did for fun, with the "Global Sedition" vs the "Alliance". Mexico is occupied territory. (it could also be used, with some target editing, for a hypothetical invasion of the Southwest by Nazi forces...or if you really want to stretch it...The Race -- those ginger-sniffing lizards from space) ---- to answer the tother question, red side also won't launch from there; Brownsville is still set as "FRIENDLY" in the targets ini. As it stands, with CC and Galveston,and Laredo and Escobido Intl , it gives 2 airfields on each side...not quite the balence I wanted; considering Texas seems to be covered in all kinds of airports -- ya can't swing a dead cow in that state, and NOT land on an airfield!!! I think we'll just call it a day on Brownsville. It DOES give the GS forces something to attack, and Alliance forces something to protect. Don't even get me started on the tiles issues....6 different tile sets have/are being tested for this. A couple I dont' even think are available anymore...Deuces photo-real desert; I've got one that I don't know who made it (Gepard maybe?)...the tiles are 512x...and look pretty good. You WoV and WoE users are gonna have some work cut out for you finding tiles. Right now, it looks like Polack's desert (here at CA) will be you alternative; not the best, but workable. Of course, some of the issues in the terrain itself...could use a complete new build and retileing...waaaaay above my skill level. Wrench kevin stein -
Original ANW?
Wrench replied to jayo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Umm...what's snow???? Wrench kevin stein -
Yet more terrain questions...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok, after playing with it most of the morning...this is what I got (and wanted!) The image is kinda largeish, sorry. But (you were waiting for that, right).... something new and unforseen has occured... ???? -- is there a distance limit from the front line that make airfields unusable??? As it stands now, Brownsville is NOT selectable in the single missions screen. Tested with various aircraft (sabres to Eagles!) for CAP/Intercept, and Scooters to Mud Hens for strike,cas, sead...all the ground attack missions. Conversly, withOUT the front line defined, it works. (ie: nothing listed) This leaves the Alliance (and RepTex) forces with only 2 airfields...which isnt really a problem as I"m going to remove Monterrey Aux Field....too close to the northern hills for safe landings and take off. I guess Brownsville gonna get 'remodeled' with the addition of fixed, destroyed buildings. It'll make it look more like a base under siege (re: "Warbirds") I just keep coming up with something different every time, don't I guys??? With thanks to those PMs that explained much...they are being kept safe for use in the KB Wrench kevin stein -
J-10 WIP
Wrench replied to 101tfs's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
THAT is the kind of info I was looking for... 7 shot pods arent difficult...we can use the USAF LAU series, with a repainted bmp. Medium gray ok with everyone? 12 shot will be more problematic...could always edit out 7 places near the center of a 19 round pod Large rockets (RS-132, S-21) again, no probs...just create a PRC only copy. FAB series, again, super easy. RBK 250 - is that large enough don't know what the PLAAF calls them, but if they're only copies of Soviet bombs, maybe keeping the names 250-3 CBU, again, no probs; just use the BL755 and create a Chinese version I'll have something ready in a day or so (got some terrains I'd like to finish off first...) Wrench kevin stein -
Su-7 cockpit
Wrench replied to kukulino's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I stumbled across something last night that piqued my interest... I was extracting and moving all the WoV A-7A and -7B bits into one of my WoE installs, and took a good look at the Corsair II's pit.. You know, with some tweeking, it might be usable for some of the Red Air birds....just have to get rid of the moving map display (which is kinda cool in it's own right) Just a thought... Wrench kevin stein -
Good Idea No 1
Wrench replied to snapper 21's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The electronics boxes were probbly mounted internally anyway; I'd just add the ECM statements to the data ini, one for a DECEPTIVE_JAMMER and another for a NOISE_JAMMER. Power percentages (JammerStrength=), I couldn't even begin to guess!! Wrench kevin stein -
Original ANW?
Wrench replied to jayo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, you do. Unfortunately, they were locted at Major Lee's old site...hopefull, the new one should be up and running again in the very near future. He's working on it even as we speak (me hopes!) Wrench kevin stein -
Yet more terrain questions...
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok.....now I'm totally and utterly lost... So, if I get this right, I need to define a coordinate at the map edges??...say, fer instance, 2/3 the way up on the left side, and at the lower right corner?? To create the diagonal??? I still don't get the start/end numbers...it's the total of target areas along the line or near the line?? What happen if set to 0 err....very confused-ifyed If one of you Guru's want to have a look, PM me and I'll get you a link....(whiney voice...) I sooo confused!!! Wrench kevin stein Allen: we'll discuss the finder's fee upon release! -
Good Idea No 1
Wrench replied to snapper 21's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
which is, as much as it pains me to admit it, a MUCH cooler work-around than my pod-as-jammer-fix. Wrench kevin stein -
J-10 WIP
Wrench replied to 101tfs's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Check the VERY last post in the Loadout Fixes Thread...I've added a few "new" PRC bombs and rocket pods. LINK-->J-7 Series Fixes<--LINK The RPs are a 'best guess' on my part; the bomb shapes are standard Mk.80 series, as seen in several pictures of the earlier J-7 series (more 21MF shaped bodies). I just couldn't find enough data, so went with what we had. More info is requested!! Wrench kevin stein