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Wrench

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Everything posted by Wrench

  1. Actually, your questions DO show you're reading the read me. Probably one of the 12 or 13 that reaaaally do! I don't take it as nit picking. It's refereshing to see folks actually going over the file structures, learning how and why things work and gaining an understanding, as opposed to decrying "this s**t don't work...this game sucks" The GO 'suggestions' are for use in having them show up in CAS and Anti-Slip missions. You'll notice the parked vehicles at the various army camps are just the stock ones. The ship entries (other than the missile boats) are left pretty much as Edward built it for WW2. I just like to have lots of things to blow up.... One day, I'll really mess with people, and have not one single stock item placed on the map, and not include them!!!! Or even tell them where to find them. Yah, I'm that way.... Wrench kevin stein
  2. oppps... that was my gunless mod of Capun's ship. I guess I forgot the release it. Same for the barges; they were supposed to be 'docked' as some of the enemy ports, but I decieded not to use them. Forgot the remove the entries. It won't hurt anything. Leastways, not that I've experienced. I found lots of stuff on some of the WW2 maps, that either never appears, or is just floating around in the terrain folder. (there's a bulldozer lod in the PTO terrains, the stock ones -- never could get it to appear, even after creating a new skin bmp for it) As to why it's entered twice; (ModelName=) I'm not exactly sure of the real reason, but I've seen it with other GO's used as terrain objects on other maps. I think it makes double sure that the proper model shows up. Using, in this case, the Guidelines, as a types object, assures they're arrival. They'll remain usefull for their full operational life. I'm going under the assumption of a 'cheaper' SAM (easier to purchase for these countries). You'll find plenty of other set to just "SAM_L"....had FC's Gammons show up yesturday morning during testing...which was quite a surprise for my Mirage pilots - me included! Also, was trying to stay with as few 3rd party units as possible, to make it more usable for those without the additional air defense units. Of course, that didn't include the Stinger and HAWKs...what with Western AD getting the smelly end of the stick...that's one thing that REALLY has never been addressed from The Manufacturer... fortunately, we've got the add-ons Wrench kevin stein
  3. So, what was the fix???? Wrench kevin stein
  4. copy/past the decal.ini here, using the quote box above, it'll keep any [ ] tags intact More than likely, a pathway problem. Now would be a good time to check out the revamped Knowledge Base, and find the decals tutorial; which is probaly also in the downloads section someplace.... Wrench kevin stein
  5. Change the AttachmentType= to "WP", and use the Paki winders...already in the weapons pak. (or they Egyptian or or or...) Also, you might need to add you fictional nation to the nations.ini, otherwise the game engine wont know what to do with them Everything must point to something..... Wrench kevin stein
  6. NicE!!! 2 seat NF, and glass nosed bomber!! Wrench kevin stein
  7. Change exported= to "FALSE". That ends the problem. Wrench kevin stein
  8. That's an odd one for Nuchakas... What map are you using? Does it have shipping routes defined in the movements ini???*** They normally don't show, as they're set as PATROL_BOAT; only 'Cargo_Ship' should show in A-S missions (normally) the radome fixtures are set as "EW_Radar". Best way to NOT have them show up (and this I KNOW!!) is to set them as terrain objects only -- add them parts directly into the terrain folder, add to targets and types inis, and set them down somewhere as a building Something along the lines above. Change name to suit circumstances. I've found that anything placed in the GO folders, winds up as in CAS and Armed REcon missions (the camonet was the first) FireCans tend to do that too, until fixed in place as terrain objects. Wrench kevin stein ***btw, WoI has NO A-S missions for the Arab side...they'll need fixing later
  9. I'll try to post some, if I can get airborne....there seems to be a slight controlability problem on the Floggers (all 3) They wander slightly right on take off, get to about 10-20 m alt, roll inverted, and crash. For right now, I'd reccomend using the TMF's 23MF; leave the stock one as AI only. Simple matter to re-use the Soviet camo (albeit slightly off ), and just change the nations to SYRIA, and change the SovNum decal to ArabSN...worked for me OTH, the Fishbed seem perfectly ok (well, as ok as MiG can be..... ) Wrench kevin stein
  10. Didn't the EAF modify their Fresco's to have 2 additional stations on the fues, aft of the nose gear...I remember seeing pictures of them...but can't remember the model name...17BS??? Be easy to create, like I did for the 15 F/B version...hmm...time to do research!! Wrench kevin stein
  11. I know what you mean...for the WoI vulture, I stuck in the F-4B pit, gave it a very weak radar, and its 'good enough', although I'm pretty sure they didn't really have one. The 104 pit actually looks closer to real one, and even that's not quite right. My "2Jet cockpit" (mod of the Beaufigher) has the damn canopy upper rails in the way, but it has a gunsight, and twin engine gauges. Wrench kevin stein
  12. Audio-only is nothing..just text edits. Using the not-by-any-means-close A-4F pit, already has one. Using Paladrains MiG pits, the inidicator thingy on the right, somebody got it working by underlaying the RWR bmp. -- not sure who it was, or how they did it. An accurate pit, single engined -not borrowed from a twin, would need to be done from scratch. Didn't somebody had a HUD to one of Paladrains Fishbed pits??? WRench kevin stein
  13. The PTO P-55 Ascender, generic metal P-51D. You'll find a lot of repeats, so you'll have to view each one to edit out the duplicates. I'm thinking perhaps I should release the Stargate/Sci-Fi pak that I'e got for the F-302 Mongoose....lots of 'egyptian-ish' styles (agains, some reused), and several new. They just don't show on the Mongoose, as it needs a new nose mesh cut to apply them to I particulary like the 'Carter of Egypt' one...as in Samantha Carter.... (well, before she plumped out as seen in SG:Atlantis). A verrrryyy nice nearly nude Jessica Alba fake.... Plus, the various 'classic' cartoon types -Duck Dodgers characters, Leela from 'Futurarama', Cartmam from South Park ("Screw you guys..I"m killing G'aould") etc, etc, etc. Of course, the classic Petty, Vargas, all the greats... Wrench kevin stein
  14. They're re-used. They're my nose arts from various WW2 and other mods. There's something like 250+ to choose from Wrench kevin stein
  15. Available in the combatace downloads section (if not, let me know and I'll upload it) Along with a EAF Vampire 50, EAF Meteor F.4, F.8.. There's also the IDF Beau and Mossie too... I also have an not-quite-finished (as in a Beta) NF.13, plus the already released Spit 9 (stand in), P-51, EAF Spit 5Trop, EAF Spit 22, IDF Harvard II, S-199 (109G10 standingin) There's a host of stuff...with WoI we can now recreate the very early years... Veltro: great job!!! Can't wait to add it to the collection!!! New pit, or using something elses??? Wrench kevin stein
  16. That's why it pays to look in the KB from time to time..... I've fixed the J-7s for the most part as, well, lights and 'available' weapons. Also have a nice modded A-4F cockpit with working HUDs too. Just waiting for the next patch to come out, so I can add the AG radar info to the avionics ini (ala WoI) The pit ain't perfect...but it works. Wrench kevin stein
  17. There is a Blenheim Mk1F NF, as well as the P-70A & B. You won't catch anything with them...but they're there! opps..forgot the Beau NF, too. Wrench kevin stein
  18. Yes, the Giza Pleatau is there...as are the Pyramids. The Sphinx isnt, however. Didn't get a screenie... As to Air Defenses, all the unit's tagged as "AAA" will show up in the expected places -- Stingers, M-42s, SA-7, SA-8, SA-9, Chaparrell, generic guns and such. The SA-3s will show, as the targets ini calls out "SAM_Launchers" After I get the loadouts straightened out -- and it's a freeking nightmare!!!! Half the stuff don't show - some EAF/SyAF/Irag/Jordanian/Lybian may be stuck with a pure "Soviet" as their attachement type* -- I've got some ideas as to where to place generic HAWK batteries. Anybody else notice the docked ships at Port Said and Suez??? The gun editor seem to be working fine...I had to use it last night to add the Bradley's chain gun. You can always just copy an existing one, with all the weapons. My EAF Veltro's seem to have their Breda 12.7s! Wrench kevin stein * remember - you can't load a friendly nations' weapons on a enemy aircraft!!! Even in the stock, unmodified version, it dosen't work either. Just add a cockpit to the Lybian Mirage, and notice NO french weapons; just commie stuff
  19. It is also HIGHLY reccomened that they be in their own, stand-alone install covering WW2. THAT is what they were designed for. See the Knowledge Base for instructions on creating an "Era Specific" install. Wrench kevin stein
  20. I'm still trying to figure out which is the best cockpit to use fro the bis...right now I'm using the PFM's. Be careful with that Hunter...it's the entire Lebanese AF!!!! Wrench kevin stein
  21. A conditional, yes. You d/l and install the weapons pak. But once you do so, you'll find all Soviet birds no longer have weapons available....therefore, you'll be extracting the data and loadout inis, and editing them to match the new weapons naming conventions; which uses the correct Soveit names. The pak is also 'nationalized'....meaning there are 'nation specific' weapons for aircraft used by certain nations (for instance, Iraq has it's own set of missiles, bombs, rocket pods, etc) In the knowledge base, is a nearly full listing of what to change, and how to do. Link--->How To Edit Weapons for the Bunyap Weapons Pak -- includes various fixes<---Link Read the first 3 or 4 posts carefully, as they explain what we're doing, and why. You'll also need to read the 'how to use the weapons editor'...located here -->How to use the Weapons editor<--anothe Link don't forget, you'll have to set the compatibility mode of th WE to "Win98/ME" for it to work. Get used to using the Knowledge Base --and this goes for everyone!!!!-- a lot of us have spent a LOT of time going over things to help you out. Make use of it! Wrench kevin stein Keeper of KB
  22. Erwin: please post the pictures as jpgs...it takes a much shorter time for us (and all folks) to d/l to view. And uses MUCh less bandwidth have you folks looked in this thread??..... --->PLAAF Weapons in Knowledge Base<--- LINK HERE Please ignore the UV series RPs, as they were the only models Ihad to work with, and can easily be deleted, excepting for perhaps the eariler Fresco and Farmer variants Good news on getting the right rocket pods!!! Wrench kevin stein
  23. ASW has gone back into the shop for an update, now that I can flatten airfields. I expect to be able to upload it in the next few days. 5 new, working airfields; both sides get a few more. Anyway, is this the 'static display' you were wanting??? Before anyone says anything, YES, I do know the CAF is now in Midland. When I was a kid, and they first got started, I seem to remember them being in Harlingin. Wrench kevin stein Modern Darwin and So Cal -- coming soon!
  24. CTD

    Try updating your DX9...I had crashes at first too, until I got the latest version . Mine was something about "d3dx9_31.dll". Got the DX from M$, and all's been fine. Wrench kevin stein
  25. have you edited the "AttachmentType=" statement in the aircraft's data ini, as per instructions in KBs Loadout Thread?? Perhaps this might be the problem.... stock aircraft are still using NATO...... Wrench kevin stein
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