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Wrench

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Everything posted by Wrench

  1. "I can't talk right now, we got COWS"....sorry, was watching "Twister" again. superb job!!! Canadair: remember how the game engine works...having the ter_objects with the power line will NOT effect any other terrain. They're in their own, seperate folder. I've added it to my All Objects Install, that has ALL possible terrains and it's fine The game engine kinda works like this... 1st) Looks in folder (say, for a gunsight or in this case terrain tiles/objects) 2nd) Looks in cat file if it can't find what it's looking for in the folders 3rd) CTDs -- sorry, had to interject a little humor That's why the cat pointer line trick works...it makes the engine look elsewhere for what it wants. One of the advantages of having seperate folder for whatever is needed. Wrench kevin stein
  2. Amen, brother!!!! Wrench kevin stein
  3. MIG-29 OVT

    Looks like it's time for someone to hit the Knowledge Base here at CA... Many of your questions will be answered in there. Wrench kevin stein
  4. You're taking all my naked, and semi-clothed girly nose art and SELLING them to mercenaries?????!!!! I'm shocked! Shocked I tell you!!! BTW, where's my cut?? All the serials (XT***) are the stock 3rdWire F-4M ones...they use the same numbering sequencers. Look at the decals ini... Hint: the decals are in the objects cat...look for "F4M_SN000 - 099.tga" The nose art and SN use the same sequences. F4M_SN000 gets NArt000, and so on OR... is the question "How can I add the nose art name to the numbers list" (see some of my WW2 planes). Like this, from the 498th BG 73rd BW PTO B-29s Wrench kevin stein
  5. Canadair: in the readme it say "Pasko's SAMs and Vehicles Pak"...the D-20 is in there. don't forget to get kesselbrut ZIL pak; they are SUPER cool--have headlights at night. The readme suggests adding every ground object you can get your hands on...be wary of adding FastCargo's Gammon ... it really raises hell. They'll show up when ever, as I set most of the SAM sites to the generic "SAM_L" Install the Pak first, then add my D-20_data.ini to the Sov arty piece. I'm sure it was working before, but this just make sure. (btw: it's the data ini used for the D-20 in the DS mod) Watch for the arty duels at Brownsville...I placed the batteries juuuussst out of range of each other...being the a$$hole I am As to a RedFlag scenario...that's just BS to me; I want to blow up Commies! (that what you get for being born in the 1950s!!) Mod away!!! Have at it!! Enjoy it!! :yes: I was going to add the USS Texas at Houston...but didn't want to bother Hinch for permissions. I"ll post the needed info, if anyone wants, to add his HMS Iron Duke as a stand in. It IS the only Dreadnought-style BB we have. I also forgot to mention, bonus point for IDing the persons whose names are used for the Forts (excepting Sam Houston--that's a real place!), and they're associations/tie-in to Texas. And this from a confirmed Californiaian. Like I said inthe credits, I couldn't have done it with some VEEEERRRY good help. And allen, YOU'RE 'mentioned in dispatches' Wrench kevin stein
  6. Here's an idea... after you reinstall the game to get the stock one back... TRY IT THE WAY I SUGGESTED ABOVE You'll be suprised how easy it is.... some peoples kids.... Wrench kevin stein
  7. I'd suggest looking at Lexx_Luthor's "Cockpit Mods" thread over at the 3rd Wire boards. It explains the 'moves' idea. As to resizing an insturment, that's not possible without the Max file -- that can only be done in the 3d programs. You can only "move" insturments in the up/down and left/right postions...how he's gotten the positions/measurments (ie: distance up/down or right/left) to do so I can only guess -- probalby by much trial and error. You move items via cockpit ini edits. Wrench kevin stein
  8. Here's a little tid-bit I'd like to pass on; something I've always done...and it will wind up in the KB When Confronted With Add On Aircraft, That Duplicate Stock Ones: If you don't wish to keep the aircraft, you can simple rename the folder "ori-***" For example; you have the stock 3rdW MiG-21F13 (called MiG-21F in the game), but you've downloaded and want to install the Mirage Factory's version.. Rename the stock folder "ori-MiG-21F". Sometimes, to keep the usable aircraft section clear, I add a "Z" to the beginning. This will drop it to the bottom of the aircaft folder list. So... "z-ori-MiG-21F" This way, you only loose the ability to fly the aircraft, but don't loose it to a deletion -- which makes it harder to retreive if you want it back. If you wish to keep the stock aircraft, you can also to a simple rename of the folder, but you'll also be renaming the ini as well. For example; the stock 3rdW F-15A. Rename the folder to "F-15A_3W" Then, rename the F-15A.ini to match; ie: F-15A_3W.ini Open the newly renamed F-15A_3W.ini, and add the following to the description (below come right from my stock F-15A_3W.ini) This allows you to diferentitate it from TMF's version, as this will be the name displayed on you aircraft drop down list. The beauty of this is, you retain the stock aircraft in a usable form, add the 3rd Party unit, and everyone is happy. How it works without conflicting with anything in another folder is just how the game works...it dosen't care what's in each folder, as that dat is ONLY applied to that particular aircraft. Therefore, no conflicts with the TMF version Super simple, Super easy! Wrench kevin stein
  9. Well, shoot...a basic skin ain't nothing. I'd leave the roundells on the wing as 'painted on', I've never tried my own cheat on the Hurri's though...shouldn't be hard to plot the decal locaton. I'll try to fiddle with this, when I get some time... Wrench kevin stein
  10. DUDE!!! You've just created the world's smallest airplane!!! Beat out the "Flea" thing by a long shot!! Wrench kevin stein
  11. No need for the weapons stuff...that's what the loadout fixes thread is all about in the KB Now, some of the other stuff..campaign editings, etc would be usefull Wrench kevin stein
  12. American SouthWest

    Version

    1,176 downloads

    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
  13. 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
  14. 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
  15. Excellent my friends!!! Let's go for it people!!! Wrench kevin stein
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. You guys have it soooo easy.

    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
  22. Finally!

    the shots of Crater Lake and Mt Rainer are great!!! Thanks for sharing Wrench kevin stein
  23. Valentines Day

    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!!
  24. 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...
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