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Everything posted by Wrench
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Intense last-ditch kill
Wrench replied to Rambler 1-1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
"Given enough power, even a brick will fly" Wrench kevin stein -
A-20A Havoc, 89th BS
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
http://forum.combatace.com/index.php?autom...ode=sst&id=5868 File Name: A-20A Havoc, 89th BS File Submitter: Wrench File Submitted: 24 Jan 2008 File Updated: 7 Feb 2008 File Category: Allied Bombers File Version: 1.00 Website: No Information Douglas A-20A 'Havoc' mod for SF/WoV/WoE PTO WW2 Installs While working on upgrading the targets for the New Guinea map, I realized we didn't have any of the very early model Havoc's as used by General Kinney's 5th Air Force. To that end, this little mod was developed. It represents A-20A aircraft from the 89th Bomb Squadron (Light) of the 3rd Attack Group, based at Port Moresby in mid-1942. I've tried to match, with what few photos are available, the serial numbers and nose arts. The first 7 serials =are= actual aircraft that served in the South West Pacific theatre, and I've matched as best I can the nose arts used. With the exception of "Rebel Rocket", whose serial number I was unable to find. Altogether, you'll have serials for ~28 aircraft, which is probably more than General Kinney had working at any given time, in that early stage of the war. These aircraft, even though they still have the glass nose, have been given the 'strafer kit' of 4 fixed forward firing 50 caliber machine guns. The bomb aimer's station is not used on these aircraft; the windows have been painted over. The 2 cheek guns have been removed; I've found no data indicating they were used. There are 2 ways I've designed for this to be used 1) Just use it as another skin for the A-20C/Boston III. or, this is the best way, and how I built it... 2) Create a new aircraft for USAAF usage. All parts (inis, skin, etc), excepting the aircraft LODs and cockpit folder are supplied for you to do this. A new gunsight tga has also been supplied for use. There's even a new hangar screen, too. = =You MUST have the latest Weapons Pak to get the WW2 Weapons and Guns!! == PLEASE read the enclosed readme for detailed, step-by-step instructions for both choices...I didn't write it for my health, I wrote it make YOUR lives easier... There's also the usual comments from "General Notes", plus a list of sources and Thank Yous Happy Hunting! Wrench kevin stein Click here to download this file -
Version
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Douglas A-20A 'Havoc' mod for SF/WoV/WoE PTO WW2 Installs While working on upgrading the targets for the New Guinea map, I realized we didn't have any of the very early model Havoc's as used by General Kinney's 5th Air Force. To that end, this little mod was developed. It represents A-20A aircraft from the 89th Bomb Squadron (Light) of the 3rd Attack Group, based at Port Moresby in mid-1942. I've tried to match, with what few photos are available, the serial numbers and nose arts. The first 7 serials =are= actual aircraft that served in the South West Pacific theatre, and I've matched as best I can the nose arts used. With the exception of "Rebel Rocket", whose serial number I was unable to find. Altogether, you'll have serials for ~28 aircraft, which is probably more than General Kinney had working at any given time, in that early stage of the war. These aircraft, even though they still have the glass nose, have been given the 'strafer kit' of 4 fixed forward firing 50 caliber machine guns. The bomb aimer's station is not used on these aircraft; the windows have been painted over. The 2 cheek guns have been removed; I've found no data indicating they were used. There are 2 ways I've designed for this to be used 1) Just use it as another skin for the A-20C/Boston III. or, this is the best way, and how I built it... 2) Create a new aircraft for USAAF usage. All parts (inis, skin, etc), excepting the aircraft LODs and cockpit folder are supplied for you to do this. A new gunsight tga has also been supplied for use. There's even a new hangar screen, too. = =You MUST have the latest Weapons Pak to get the WW2 Weapons and Guns!! == PLEASE read the enclosed readme for detailed, step-by-step instructions for both choices...I didn't write it for my health, I wrote it make YOUR lives easier... There's also the usual comments from "General Notes", plus a list of sources and Thank Yous Happy Hunting! Wrench kevin stein -
WoV - I can't fire any weapon - please help!
Wrench replied to Beery's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
LGBs also require your aircraft (and any others carrying them in your flight) be equiped with designators. Otherwise they won't drop. There is no 'buddy designation' in these games. EOGB/EOGRs require the "TV" settings in the avionics inis of said aircraft. (although that might not be totally true -- WW2 torpedos are EOGRs and work just fine from the Avenger/Beaufighters/Beauforts/Bettys without the avionics tweek) Wrench kevin stein -
Topic moved to Knowledge Base
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
It was too good a post to loose in the general background noise, so I moved and stickied it in the KB. My thanks to Capun for posting the info!! Wrench kevin stein -
Topic moved to Knowledge Base
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
never said I could spell...I git if fixed! Where's Ed the Spell Checker when you need him??? thanks again Cap!! Wrench kevin stein -
You might think I'm crazy but bare with me....
Wrench replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Aboslutely go fir it!!! I always thought they looked kinda cool anyway. Wrench kevin stein -
AM Northwest green scenery problem
Wrench replied to dsawan's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The altitudes in one of the inis, can't remember which, as set for a standard mosltly flat terrain (probably the desert one). It IS adjustable, if I can only remember which bit needs modifying. Check the missioncontrol ini, singlemissionini, all the usual suspects There was a mod some years ago that tweeked the altitudes for bombers, recon, etc. I don't remember where it went. I try not to alt'n in ANW or New Guiena -- the Owen Stanleys are pretty much covered with lots of me Wrench kevin stein -
Why do my nukes fizzle?
Wrench replied to Kadaicha Man's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I was thinking it was more along the lines of 'cheap North Korean knock-off fissile material'??? as to adding destroyed city buildings, yes; you need to edit the types ini. I'd suggest using the 'fueltank1_destroyed' or the 'oiltank1_destroyed' model. It's about the right size for these: CityBuilding1, 2, 3, 4. Most of the others have destroyed models attached (barracks, building3, shack, etc) And definately make sure you add a secondary fire effect Now, conversely, the small building scattered over the 'generic' city tiles, are built into the terrain tiles, and I don't think they're destructable. I'll have to experiment with that a little more, as that would be a cool fix for the WW2 Okinawa/Japan map (wooden building + incindary bombs = bad news for the neighborhood). Knowledge of the TE would be a good thing here -- something I don't have Related to the "terobject_buildings1" you see listed the terrain's data ini. Wrench kevin stein -
How to add an audible RWR
Wrench replied to billn53's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
There should have been my how-to in the Knowledge Base; I discovered that tweek nearly 4 years ago... I know I wrote up the tutorial for the Weapons Wiki... Guess I just never moved it over here. Oh, well, it's on my "Git 'er Done" list. Depending on the cockpit your using, you can also add the RWR display.... Wrench kevin stein -
Skin request
Wrench replied to Stratos's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Didn't even know we had these...shows how much time I spend in a Thud!! The SEA 3-tones already laid out, just have to add a new layer for your IDF colors, and there ya go! Wrench kevinstein -
I was born old, so there ya go! Actually, one of the guys (probably USAFMTL) changed the header. I haven't found a way to change, and kinda like it anyway. I think the 'promotions' come from number of posts. Wrench kevin stein
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Funny & Fictional skins
Wrench replied to vulkan's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
That's because that terrain hasn't been released....and unless I can learn the TE, or get someone else to do the flattening, it might not be. BTW, it's a complete rebuild of Dave's Southern California map In case you haven't figgered it out, Golum was photoshopped I still my do The One Ring as a nose art! Wrench kevin stein -
Thunder & lightning in weather ?
Wrench replied to vulkan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok, this is what I've got so far...made a few changes (like NOT using the Nuke effect ) Here's the "volcanic vent' object: Treat it like any other terrain object, where *** is the next number in sequence in the terrain's types ini And this is my hack-job effect ini -- it's reallllyy gonna need someone that understand how these things work to get it to 'emit' constantly, like a factory smokestak or ship's smoke: copy/paste "and save as" VolcanoSmokeEffect.ini Have at it fellas...see what you can come up with. This one's above my pay grade!! Wrench kevin stein -
Thunder & lightning in weather ?
Wrench replied to vulkan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Only virgins, if you can find any, and guys with a 'brain cloud'. You also have to drink lots of orange soda..... Hmm...looks like a litttle outgassing from the vent.. Oh no!!! The lava plug's been blasted free!!!! aieee!!! (natives running screaming sound) Either that, or Dr. Zim's reactor exploded... I think it's doable...I just don't understand the effects/particle system. I think it'll need a new effects ini, VolcanoSmokeEffect or something like that.. Wrench kevin stein -
Thunder & lightning in weather ?
Wrench replied to vulkan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Funny you should mention that, since I'm beating meself senseless adding a butt-load of new stuff to New Guinea 2.... (they'll be a few new objects, like a faked AK class cargo ship - with MGs!, and several new and rebuilded target areas - still having trouble with the ditched B-17 off Port Morsby....) One could theoreity 'hide' a factory inside the caldera, and increse the size of the smoke emitter several hundred times.... That would be nice for the MTO maps; Vesuvius and that one on Sicily. Be easy enough to create a small building, say from the 'shack' and give it an emitter...simple hex editing and renaming... something else to work on! == and I gotta finish off those damn Zero's skins too.... Of course, it might come out like my burning oil well...not very (pun intended!) back to google earth to find that volcano.... Wrench kevin stein -
Danish Drakens
Wrench replied to hgbn's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, if its for WoE only, you can use all the existing stuff from the objects cat (sort of like how I got the F-104ASA-M to have such a nice HUD - 'borrowed' from the stock F-15) Use the avionics70.dll, extract the needed tgas from which ever bird has the CCIP -don't remember which offhand, put them in the Draken's cockpit folder, copy/paste the CCIP bits in the a NEW Draken cockpit ini from wherever they came from, not forgetting to make the changes in the Draken's main ini (pointers to the Av70.dll, etc) Test fly many times -- you may need to adjust the size of the sight tgas (text edits in cockpit ini) Fly some more, and that should do it. See, I told you adding stations was easy! I can't think of how many times I've done it (lots of WW2 birds, the Scorpion mods, dozens of times!) It'll be a nice addition. Remember, you don't have to release the WHOLE plane...you can just do a skin and ini pak (like I do). Let the end user transfer over the main lods. But DO let the folks that made it know, so they can be credited properly. It's only the right thing to do! btw, if you want, you have my permission to include my Draken Hangar Screen. Wrench kevin stein -
Help to place targets
Wrench replied to ordway's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You'll have to physically (or in this case, "text-ualy") remove them for the targets ini. Oh, don't forget to renumber the target areas...they MUST stay in numerical order. Also, don't forget to NOT have an airfield listed as the first target area...make is a city or army camp or AD site Wrench kevin stein -
MAX VISABLE DISTANCE
Wrench replied to Canadair's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Everything in the game is in meters. For terrain objecters, I pretty sure it uses the types ini, even if 'UseGroundObject=TRUE' is set. For ground objectors, the GO's data ini. Wrench kevin stein -
Oh, sure, the little (ok, xtra-large) f**ers always show up in the super-named cities!!! Tokyo, New York...hell, even London gets it a few times.. What do we get here in Los Angeles??? Giant Ants, and Korean Dragons!! Well, I guess the rep of the LA gangs has even reached Monster Island.... Brainles: when I get done witu updating the Okinawa map, just look for Odo Island...heheheheheheheheeee Now, I just need a giant footprint lod.... Wrench kevin stein
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I can't even express how MUCH of a desire I have to see Isreal...like you say, it's something every Jew should do at point in their life. (do we make pilgrimages???) All our historical roots are there; physical and spiritual. Something I think a lot of, in particular us non-secular Jews, need to get back in touch with. My mother went, many years ago, and I relish looking at her photos, especially of Jerusalem and the Wailing Wall. I'd want to do ALL the touristy things!!!! Float in the Dead Sea, see the ruins, ... oh yah, the 9 yards. Maybe someday! Wrench Kevin Stein
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Help to place targets
Wrench replied to ordway's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Download my 'shipwreck' terrain object - it's here in the 'Other Objects' section in the 3rd Wire d/loads. There's a turorial in ther on placing objects. I have a nice, generic "Army Camp" layout that's usable -- or you can use the "Terrorist Training Camps" layout I did that in' the Lybia Upgrade terrain pak Wrench kevin stein -
Landing light's and nav light's question
Wrench replied to Atreides's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Works the same for decals, excepting you have to declare which mesh is used; right wing, right outer wing, right flap, etc. Then, top/bottom, left/right Decals just use the left/right up/down or up/down fore/aft corrdinates (dependin in where it's going -- wings, for instance, use fore/aft & left/right; tail or tailfin/rudder use fore/aft, up/down) Thanks, Czech6! It's good to hear that once in a while! Wrench kevin stein -
AAA? wall of lead?
Wrench replied to jono's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Another thought occured to me... do you have ALL the AAA units??? The game only comes with, what? 4? 5? There's a boatload in Pasko's SAMs and Vehicles Paks, avaliable here and at my site. To really make things nasty...try networking them with a Fire Can.... Wrench kevin stein -
Landing light's and nav light's question
Wrench replied to Atreides's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Actually, your half right.... they ARE called out in the data ini, and MUST be listed in the SystemName= sections, but they are global measurments; ie, from 0.0 on the LOD. the lights don't care what compenent they're attached to. You can have the LandingLight callout in the fuselage statement, for example, as long as the coordinates are spelled out in the Lights section Explination of coordinate system: All measurments in meters 00.00,1.50,3.5 00.00 is your left/right of center, negative numbers (ie: -6.5) would be on the left wing 1.50 is your fore/aft distance from the center of the model; negative numbers are aft 3.5 is your verticle distance from the center of the model; again, negative numbers are BELOW the centerline. Having dialed in several hundred lights...this is something I know! For an example, look at these from the P-51D: Now, I'm not going to post the component sections, but if you look at the Fuselage sctions for the Mustang, you'll see it lists the system "BottomRedLight", where the coords definately show it placed on the right wing. Hell, I started the adding landing light trend 4 years ago.... looking for a specific aircraft??? I probably already got it Wrench kevin stein