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Wrench

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Everything posted by Wrench

  1. If he'd said he was 'unpatched' it would have been a big help...! The Alt/H command came in the last round, IIRC Wrench kevin stein
  2. Thanks pato! Those are easy fixes in the loadout ini. I also discovered that the the in-game C model actually does have all 5 hard points ... they're built into the model, but just not called out in the data ini. As for skin colors, I'm not making new ones, just re-using what's already available, showing that it IS possible to replace some 'removed and/or missing aircraft', which was the original question, with what's still available. Also, for those playing in USAFMTL's Malvinas map, I have a small correction to the targets ini. This moves Mount Pleasent Airport downone positon, to TargetArea002. You'll also have to re-number the subsequent TargetArea, to keep the sequence correct. Now, I don't claim perfect geographical accuracy, as I didn't check positions in Goggle Earth, but just based on a quick look at a map in the Squadron/Signal 'Air War over the Falklands' book. What this does, is remove a bug that the whole SF series has had since day one...you shouldn't have an airport listed as the 001 target area. I've added Port Stanley: First off, make a backup copy of the targets.ini....save a copy as "ori-Malvinas_targets.ini" OPen your "Malvinas_targets.ini" and copy/paste the data below ABOVE Mount Pleasent... Then, scroll down thourgh the entire targets list, and wherever the callout [TargetArea] appears, up it by one number; so, Mount Pleasent become TargetArea002 Santa Cruz becomes TargetArea003 Cape Dolphin Airfield become TargetArea004 and so on down the list. This'll add a little eye-candy, add a few more targets for the Argentine Air Force, and prevent any unpleasentness (pun intended) caused by having an airfield as the #1 target area. Also, you can fix the GeneratorBuilding, so the smokestack works. Open the 'Malvinas_types.ini', and scroll down till you find TargetType049 (this is the GeneratorBuilding1) at the bottom, where it displays the Effects, replace with the lines below: Effect=SmokeStackEffect EffectOffset=6.21,3.77,16.25 Now the smoke stackworks. This should keep you all busy until the new one arrives. I may add more target areas, but that's doubtful Wrench kevin stein
  3. Oh, I know I'm going to regret this in the morning, but I gotta.... What?? Where you been, man, living in a cave???!!!!!??? It was a proposed ground attcak/CAS variant of the Viper. Never produced, except for a couple of 'test of concept' birds. Check out f16.net, they've got more info. Now, I can duck and run.... Wrench kevin stein
  4. http://forum.combatace.com/index.php?autom...ode=sst&id=5638 File Name: F-89D Scorpion, 75th FIS Skin, Ini, Weapons Upgrade Pak File Submitter: Wrench File Submitted: 7 Dec 2007 File Updated: 7 Feb 2008 File Category: F-89 and F-94 File Version: 1.75 Website: No Information F-89D Scorpion 75th FIS Skin and Ini Updates Pak for SF, WoV & WoE: This package will give you an revamped skin, based off Volksjager's original, with a full set of updated inis. To make life easy, EVERYTHING is inculded. Excepting the aircraft itself -- you should already have that!!! ;) Basically, this is a rebuild of the ENTIRE weapons system for this aircraft, -- Please Note: this skin is designed to replace the skin folder marked "1D" in your original F-89D install -- All the skin bmps have been repainted, using new templates created by me, based off Volk's original skins. I've duplicated his original work, so all credit goes to him for skin creation...I've basically just redone them to make use of the new panel, rivet lines and new decals created by me for the serial and buzz numbers Modified main, data, cockpit, avionics and loadout inis are included. These reflect changes to operational uses as seen in the "Weapons Fixes and Loadouts" thread I maintain at CombatAce. The weapons have been completly revamped, using a trick found by Lexx_Luthor over at the 3rd Wire boards, concerning multiple FFAR installations. NEW damage tgas are also supplied -- what? you think those Commie gunners are going to sit there and let you blow them full of holes???? Brand new, and available in this mod only -- Hangar and Loading screens!! You -WILL- be using the Weapons Editor to add the new FFAR rockets...make sure you have the latest version, the one that came in the 6/06 Weapons Pak. == You MUST also have the latest Weapons Pak installed.== PLEASE read the enclosed readme for fully detailed, conscise, step-by-step install instructions. It's designed to make your life just a little easier... Enjoy, and Happy Hunting! Click here to download this file
  5. Excellent!!! thank you Paladrain...that's exactlly the kind of feedback I was looking for.... they originally have 'convergence' , but they crossed over each other at about 1/2 in front, so I set them to 0. Which meant a lot of wasted rockets. I glad someone came up with a fix! Wrench kevin stein
  6. 'rar' is a compression type, kind of a 'zip'. Youll need winrar to open (or unzip or decompress or whatever). I think yo can get it at 'winrar.com' or something like that. What I ALWAYS do, is uncompress (unzip) the files to a temp folder. This prevent accidential overwriting. (I use this same instruction with every upload I've ever done -- save a lot of grief) Not having the original version installed, I can't tell yo what other editing will be necessary (ala weapons for both sides -- the game does NOT allow enemy nations to use friendly weapons -- which would mean, as I said before, new ones for the Argentinians.) Remember, too, the new version is only a few months away. So, people...cast your vote here: should I upload these fixes/rebuilds/new birds? I'm pretty sure I'll re-up nosecones, as it now works superbly with the new edits and pathways. Wrench kevin stein
  7. Here's the other 2 skins, both are Marcello's. I made a few little mods in the decals ini, removing some odd references. Simple matter of new datainis, etcs, Created 3 whole "new" airplanes, without using anything from the originals. A-4C: A-4P: both will need new decals and such. But these last 5-6 hours of work is basically a one-handed exercise, as I'm duplicating what's already being done by the Falklands Mod Team. This is just to show, it can be done with a little work. As for the later A-4R...thats a whole 'nother kettle of eels..... Wrench kevin stein
  8. How do you know those tents aren't disguised humidors, containing Castro's Secret Stash of Cigars??? 'rolled on the thighs of virgins'....sigh.... Do you realize the value of those items you just "smoked"???? Wrench kevin stein
  9. I sure did, I just have to pass it on to the admins, to see what they thinks. Personally, I LIKE the idea, even if I can't bomb for poop!! Wrench kevin stein
  10. To answer the second question first, no. None that I've seen come with the Large, Medium or Small Urban Modules. Buildings can be added 2 way: 1) built into the terrain tiles (all stock terrains,and most add-ons use this plus...) 2) defining target areas in the ***_targets.ini, and adding the structure items Like I told Brother Brainless a while back, you might want to check out my 'shipwreck' object...there's a nice little illustrated turotial for placing targets on the map. Time to start learning, Little Brother!!! It really isn't that hard to add targets to the map :yes: Wrench kevin stein
  11. The gun was never inplimented, due to a vibrations problem. I experimented with it before Dave released it, and he decieded that it wasn't worth the trouble. Also, no lod was available that didn't hit the nose gear. Wrench kevin stein
  12. The standard, as issued, default command is Alt-H. No real need to do any reassignement of the keystrokes Wrench kevin stein
  13. You can delete the pak (ie: the new weapons folder and the gundata ini and gundata.dat, which should have been placed in the /objects folder) and the game should revert back to stock. Then you can try again Oh, and afterwards you'll be a needin' to go here: How To Edit Loadouts for Weapons Pack <--this be a link! This is in anticipation of the follow on question of "Why don't my MiGs/Su/Tus/etc have any missiles/bombs/rockets/ or other impliments of de-struction" Wrench kevin stein
  14. Fix for All Skyhawk Avionics 'Humps & Bump' This here is the definitave fix to make sure the proper 'hump' loads, and is associated with the correct aircraft. This is for the following aircraft: A-4E(L) A-4L A-4H/N (IDF 'Ahit' mod) A-4K 'Kahu' The following aircraft are no longer available: A-4C_A A-4P A-4Q but for those attempting to build their own Argentine versions, I'm including the fixes for those specific humps/bumps. You've probably guessed by now, this is the now famous "pod as jammer" fix, that works so well with so many things. The data below is to be copied directly over the existing data listing in your weaponsdata ini, which is why I'm leaving the number listing intact...make it easier for yo to find them: [WeaponData1069] TypeName=A4F FullName=APS-107B RHAW ModelName=A4F Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=USN NationName=USN StartYear=1965 EndYear=1975 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1965 ExportEndYear=1975 ExportAvailability=3 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1070] TypeName=A4K FullName=ALQ-100 HUMP A4K ModelName=A4K Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=NewZealand StartYear=1965 EndYear=2005 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1968 ExportEndYear=2005 ExportAvailability=3 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1071] TypeName=VA204 FullName=ALQ-100 RHAW VA204 ModelName=VA204 Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=USN StartYear=1969 EndYear=1975 Availability=3 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1072] TypeName=A4L FullName=ALQ-100 RHAW ModelName=A4L Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=USN StartYear=1969 EndYear=1975 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1968 ExportEndYear=1975 ExportAvailability=3 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 -- [WeaponData1074] TypeName=A4E FullName=ALQ-100 RHAW/AVI HUMP ModelName=A4E Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=USN StartYear=1965 EndYear=1975 Availability=3 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1075] TypeName=A4Q FullName=A-4Q Dorsal Faring ModelName=A4Q Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1966 EndYear=1988 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1076] TypeName=A4Pcamo FullName=A-4P Dorsal Faring ModelName=A4Pcamo Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1966 EndYear=1988 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1077] TypeName=A4P FullName=A-4P Dorsal Faring ModelName=A4P Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1966 EndYear=1988 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1078] TypeName=A4CACamo FullName=A-4C Dorsal Faring Camo ModelName=A4CACamo Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1974 EndYear=1998 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1079] TypeName=A4CA FullName=A-4C Dorsal Faring ModelName=A4CA Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1974 EndYear=1998 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 -- [WeaponData1083] TypeName=A4DF FullName=A-4K Dorsal Faring ModelName=A4DF Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=NewZealand StartYear=1970 EndYear=2001 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 [WeaponData1084] TypeName=A4Pc222 FullName=A-4P Dorsal Faring c222 ModelName=A4Pc222 Mass=80.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=Argentina StartYear=1966 EndYear=1988 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=0.000000 [WeaponData1085] TypeName=A4N FullName=ALQ-100 HUMP IAF ModelName=A4N Mass=100.000000 Diameter=2.000000 Length=4.000000 AttachmentType=NATO NationName=ISRAEL StartYear=1968 EndYear=1999 Availability=3 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 You'll note the 'break' in the sequence, that means there's other items in the way, so to speak, so I've skipped over them. Then, do the usual ini dance, saving after each one, to make sure all are updated. You can also see I changed the listing for the A-4Q's fairing to generic "Argentina" (this after my little problem earlier today). Specific aircraft loadouts are handled on their own, via the individual data and loadout inis. EDIT: don't forget to open the weaponsdata.ini with the Weapons Editor, open any weapon, and SAVE. This will re-initialze the weaponsdata.dat file, and should now allow the new '0-strength jammer' hump to automatically load.. Problems or question, feel fee to contact me. Wrench kevin stein
  15. File Name: F-89D Scoprion by MontyCZ File Submitter: Wrench File Submitted: 9 Dec 2007 File Category: US Air Force Aircraft F-89D Scorpion for Strike Fighters Project 1 build 03-02-2004 BETA 1 This is the original version of the F-89D, as created by MontyCZ ohh so long ago. I'm uploading this, as to make the entire aircraft available, as there'd been a few problems in acquiring it. Monty's original readme is included in the zip. Enjoy! Wrench Kevin Stein Click here to download this file
  16. Version

    1,186 downloads

    F-89D Scorpion for Strike Fighters Project 1 build 03-02-2004 BETA 1 This is the original version of the F-89D, as created by MontyCZ ohh so long ago. I'm uploading this, as to make the entire aircraft available, as there'd been a few problems in acquiring it. Monty's original readme is included in the zip. Enjoy! Wrench Kevin Stein
  17. Oh, I think I have something like that..... get ready...ready???? Where *** are, repectively, target area number, target area name target area coordinates target area location (1= friendly, 2=enemy, etc, as defined in terrain nations ini) It's called the "Large Urban Module", originally created by Polak, iirc. Now, let's see some products, instead of just talk Wrench kevin stein
  18. Ok...that took a lot longer than I thought....over an hour and half. Mostly, becuase of the damn hump was set wrong nationwise (I guess I don't have ArgentineNavy in my Weapons Testing Install's Nations ini!!)* After rebuilding the data ini, creating a avionics ini for the audio-only RWR, fixing the hump, rebuilding the decals and creating a texture set ini (hmm...didn't I just do this for noscones RAAF Phantom????), renaming a few decals, and shortening the path name's...this is what I got: Still have to fine tune the position of the top anti-colision light to match the humps; but I added a landing light! The only thing I truely wonder about, and this is Game World ONLY - and not a slight to our Southern Hemisphere Members -, Argentina is set as a "Friendly" nation (as is RAF/RN), so loading the USN/USAF weapons poses no problem. Otherwise, new, nation-specific weapons might need to be created, and the AttachementType= be adjusted to maybe WP (like Canada!!!). I'm sure when the final version of the new Falklands mod is released, it'll be addressed. At any rate, there you have it! Wrench Kevin Stein *= interestering to note, all the other Argentine Scooter humps/bumps/thumps are set as "Argentina", which shows as "Argentine Air Force"
  19. Is that 6 or 7?? I remember there being a patch needed for fixing how 7 handles the alpha. I have both, but use 6 exclusively for decals and the like. I just don't like the menus in 7... Wrench kevin stein
  20. It could go both ways...asking Marcello if the skin could be included or just a package of inis, and let the end user go and grab them for themselves I "KNOW" I'd seen Richard's skins...in fact somewhere I should have the beta (being part of the Dev A-Team), but can't find anything - in none of my archives (external HD, CDs, whaterve!). There's a possiblity it was 'lost' in a data move I did a few month back. No biggie...it means we all get the new package when it's done next year. I was thinking that, too. I'm actually surprised that someone didn't think of it before. The C_A & Q could all easily be resurected with just a few minutes work. Literally. The P I'd have to check on....disremember the differences, and what skin it used But, like was said in The 13th Warrior, "It is a small matter..." Wrench kevin stein
  21. Not ever actually having done this, please take this with a grain of salt (meaning I'm not sure if this is how...) I think you have to add the alpha channel on top and then convert to tga via Photoshop, PSP, Gimp or whathave you. Similiar to making a decal. Masking or unmasking the parts you want to show; like a shoreline tile. Hopefully, someone with more info will chime in with the right answer.... Wrench kevin stein
  22. Glad you found it! Interestering to note, the F-89C is here, in it's original format, but not the D. Took a while to find it, too. "cold war aircraft, US Air Force" I'll have to check my archives, and see if I can find an un-modified original version, and then check with the Admins about uploading it. Wrench kevin stein
  23. I'd forgotten about Marcello's and nosecone's skins...hmmm.... with those, and about 10-20 minutes of data ini edits, you can re-create the missing FAA Scooters. All the needed bits for the little hump thingy's are already in the weapons pak, and should be tweeked into Zero-strength jammers (my fix!). If not, I'll post the weapons tweeks in the "Weapons and Loadout Fixes" thread in the knowledge base. I even have a really nice Hangar Screen for the FAA Skyhawks.... (note to self: Kev, you should post those fixes any way, as some folks probably haven't heard of them, or done it) Wrench kevin stein
  24. the WoV timeline can be extended with a simple text edit... But like Streak said, it's just a matter of copying files/folder. I got WoV for the carriers (upon which I crash most spectaularly), and when WoE came out, just transfered the terrain over there. I haven't touched WoV in a looooong time. Given the choice, based on available funds , start with WoV and then move up to WoE. All the game are good! All are modable to the infinite! Wrench kevin stein
  25. I disremember the exaxt URL, but try 'calendardepot.com' I've ordered many of my aviation art calenders there. Also, check HistoricAvaition.com ... great selection of books on all kinds of things that fly. In my somewhat largeish collection I really don't remember seeing to many of the A-26 Invader (as Capun said, post-war B-26), but one of the old one, 2001 or 2002 had a B-26 maruader artwork, I think by Roy Grinnell. Belive me, Invader art is VERY hard to come by!!! Wrench Kevin Stein
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