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Wrench

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Everything posted by Wrench

  1. What's great about it, is it uses all stock bits, excepting for the MiG rwr sounds Assuming you've used the newest version of the F-104G_cockpit ini, with the addition of the "ADI2" in it's pitch and roll modes, and "OilQuantityGauge", and have already adjusted the pilot's positon to match the Fishbed's data ini....here's watcha do: Add to the avionics ini, at the top where the /textures are listed, the following: RWRTexture=cockpit\f-4j_rwr.bmp Also, to be making sure the following is either already existing or add to the avionics ini: [RWR] Type=3_RING AirSearchTexture=RWRair1.tga AirTrackTexture=RWRair2.tga AirLockTexture=RWRair2.tga GroundSearchTexture=RWRground1.tga GroundTrackTexture=RWRground2.tga GroundLockTexture=RWRground2.tga SearchPosition=0.90 TrackPosition=0.55 LockPosition=0.15 SearchSize=0.075 TrackSize=0.075 LockSize=0.075 SearchFlash=FALSE TrackFlash=TRUE TrackFlashRate=0.2 LockFlash=TRUE LockFlashRate=0.1 TrackSound=MiGRWRS.wav LockSound=MiGRWRL.wav <--note, that I've used those nice Soviet sounds [RWRTrackSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 [RWRLockSound] Priority=HIGH 3DSound=FALSE Looped=TRUE NumBuffers=1 Save and close... copy/paste the "f-4J_RWR.bmp" from the Phantom into the MiG's /cockpit folder Open the F-104G_cockpit ini, and make the following adjustments: Instrument[050]=RWR //Instrument[050]=ADI2_Roll //Instrument[051]=ADI2_Pitch Instrument[051]=OilQuantityGauge (note the commented out ADI2 units, and renumbered Oil Quantity Gauge) add to the bottome of the cockpit ini: [RWR] Type=RWR NodeName=ADI2 //[ADI2_Roll] Type=BANK_INDICATOR NodeName=ADI2 MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=-360.0 Set[02].Value=360.0 //[ADI2_Pitch] Type=PITCH_INDICATOR NodeName=ADI2 MovementType=TEXTURE_V ValueUnit=DEG Set[01].Position=0.5 Set[01].Value=-90 Set[02].Position=0 Set[02].Value=0 Set[03].Position=-0.5 Set[03].Value=90.0 make sure you've commented out the ADI2 sections...they may already exist in the newest version; as mine was an updated older cockpit ini. And there you have it...it should look something llike this... Of course, the image is the G Zipper, but it don't make no difference...the end result is the same. The only thing that bothers me about it, is the gauge is so far over to the left side. Hey, but it works!! Wrench kevin stein
  2. Very nice! that'll make Ghostrider883 very happy too!! Wrench kevin stein
  3. Just fiddlling around with skins....don't forget, this is still a VERY beta, and Capun needs to do more work on it, but it's way down on the list.. Decals still need a little more 'dialing in' Floatfire Vb, 48 Squadron, Coastal Command: Vb, Trop 885 Squadron FAA, Alexandria Detachment, MTO: (may redo all the letter decals to match the squadron codes of course, we mustn't forget the US Navy... VF(P)-99 How about a little reverse Lend-Lease; figgered I do this one whilst I had a nice (well, semi) 3-tone VC-4 detachment D, SoWesPac I let an Oscar get a little too close while I was blasting the Kates they were escorting This was all just for fun! Wrench kevin stein
  4. I'm one of those weird perverted people...I just have a thing for flying boats & amphibs. Got to see plenty of them on the news couple of weeks ago with the big fires we had here in SoCal...hell, they even brought down one of the Mars boats from up north...very cool to see that on the nightly news!! Wrench kevin stein
  5. Done! If you need updated templates, let me know; I've got em. Also, you know I released (a few weeks ago) an AdA DB-7 for 'Battle of France' type stuff??? It's here at CA somewhere..ww2planes??? I can't even remember where I uploaded it to!! Wrench kevin stein
  6. My mistake, fellas...it's from the Yak 3 -- so damn many installs with so damn may mods, it's hard to keep trak!! With a little ini editing, mostly to positoin (has to be adjusted for each aircraft), it's usalbe on the 3RD, 9, 9UT, 15, La11, possibly the La15 - if you repaint the coolant gauge to read 'EGT' for the jet pipe temp. The gunsight is also part of my mod, from the Pappa Romeo EAW sight pak; Soviet PBP1. I'd also reccomend having a look at Lexx_Luthor's thread at the 3rd Wire forums...'Stargetic Applications of cockpits' or something like that...some very interestering things there! Wrench kevin stein
  7. You mean this one, for 27?? Unfortunately, it's no longer available, and cannot be shared in any way, shape or form due to ownership 'questions' Sad,too, as it's a great pit. Maybe, one of these days, some talented modder or ini tweeker will be able to do this, either as a full, new pit or using "moves" and reskins to recreate it. Wrench kevin stein
  8. Well, as I recall, GM's (with distributors) usually ran between 2 - 6 degs. BTC. All the Fords were 10 BTC Back on topic, I'm hoping for christmas time, too!! Wrench kevin stein
  9. Don't forget the pits for Yak-9 series...nice non-radar equiped, with Cyrillic lettering, metric displays, blahblahblah Good for the Yak 9, 9ut, La7, La11; I haven't tested it in any of their early jets (Mig15, La15) though And as always, the Sovi-ick green repainted Skyhawk pits As for the Fishead pits, you can always stop the canpy animations with a simple ini edit. Wrench kevin stein
  10. Regia Aeronautica (WW2 Italian) Aircraft Notes: The following aircraft should need no adjustments, as I and my Team-mates double checked them with what's available: Mc-200 Mc-202 Mc-205 Re-2000 Re-2001 Re-2002 SM-79 If anything seems off, PLEASE let me know, and I'll find the fix for you. The only other 'RA' aircraft that out there, is Hinchbrooke's little for-fun Paneli CR-41, something he'd built just for giggles. Now, while not a real aircraft (historically speaking), it does add a little something for those early days in the Med. So, without further ado... data ini: Guns- what I did on mine, given the operational years that Hinch created (1935-1941), was switch all 4 of them over to the German 7.9mm MG17, with 300 rounds each. Weapon Stations- [CenterStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0000,1.0225,1.1365 AttachmentAngles=0.0,0.0,0.0 LoadLimit=100.0 ;DiameterLimit= ;LengthLimit= AllowedWeaponClass=FT AttachmentType=W_GERMANY ModelNodeName= PylonMass=5 PylonDragArea=0.01 FuelTankName=Tank075_P51 [LeftWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.6431,1.0225,1.4365 AttachmentAngles=0.0,0.0,0.0 LoadLimit=65 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName= PylonMass=5 PylonDragArea=0.02 [RightWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.6431,1.0225,1.4365 AttachmentAngles=0.0,0.0,0.0 LoadLimit=65 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName= PylonMass=5 PylonDragArea=0.02 Loadout ini- [AirToAir] [AirToAirLongRange] Loadout[01].WeaponType=Tank075_P51 Loadout[01].Quantity=1 [Recon] Loadout[01].WeaponType=Tank075_P51 Loadout[01].Quantity=1 [Attack] Loadout[01].WeaponType=SC-250 Loadout[01].Quantity=1 Loadout[02].WeaponType=SC-250 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-250 Loadout[03].Quantity=1 Loadout[01].WeaponType=SC-250 Loadout[01].Quantity=1 Loadout[02].WeaponType=SC-250 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-250 Loadout[03].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=Tank075_P51 Loadout[01].Quantity=1 Loadout[02].WeaponType=SC-250 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-250 Loadout[03].Quantity=1 That should take care of that... One of these days, I'll find a decent cockpit for it, that dosen't bounce up and down...another project for another day! Wrench kevin stein
  11. IAR-80A (by Pasko) Assuming Romania's co-belligerent status with Nazi Germany (and NO slight is meant to our European friends), it's a simple matter to give it the same type of weapons... data ini: [CenterlineStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 0.00,-0.90,-0.60 AttachmentAngles=0.0,0.0,0.0 LoadLimit=650 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=CenterlinePylon PylonMass=15.9 PylonDragArea=0.02 [LeftWingStation01] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.15,-0.08,-0.33 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=LeftPylon01 PylonMass=10.9 PylonDragArea=0.01 [RightWingStation01] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 2.15,-0.08,-0.33 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=RightPylon01 PylonMass=10.9 PylonDragArea=0.01 [LeftWingStation02] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.85,-0.08,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=LeftPylon02 PylonMass=10.9 PylonDragArea=0.01 [RightWingStation02] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 1.85,-0.08,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=RightPylon02 PylonMass=10.9 PylonDragArea=0.01 loadout ini: [AirToAir] [AirToAirLongRange] [Attack] Loadout[01].WeaponType=SC-500 Loadout[01].Quantity=1 Loadout[01].WeaponType=SC-250 Loadout[01].Quantity=1 Loadout[02].WeaponType=SC-50 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-50 Loadout[03].Quantity=1 Loadout[04].WeaponType=SC-50 Loadout[04].Quantity=1 Loadout[05].WeaponType=SC-50 Loadout[05].Quantity=1 [Anti-Ship] Loadout[02].WeaponType=SC-50 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-50 Loadout[03].Quantity=1 Loadout[04].WeaponType=SC-50 Loadout[04].Quantity=1 Loadout[05].WeaponType=SC-50 Loadout[05].Quantity=1 [sEAD] Loadout[02].WeaponType=SC-50 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-50 Loadout[03].Quantity=1 Loadout[04].WeaponType=SC-50 Loadout[04].Quantity=1 Loadout[05].WeaponType=SC-50 Loadout[05].Quantity=1 [FAC] [Recon] Wrench kevin stein
  12. Ju-87B Stuka (by Pasko) Let's start with everybody's favorite enemy dive bomber Data ini: [CenterlineStation01] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition= 0.0, 1.20, 0.00 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=1 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY DiameterLimit=0.01 LengthLimit=0.1 BombBayAnimationID=7 BombBayOpenTime=0.30 BombBayCloseTime=1.20 MinExtentPosition=-0.65, 4.95,-0.75 MaxExtentPosition= 0.65, 2.40, 0.00 [CenterlineStation02] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 0.00, 0.17,-0.60 AttachmentAngles=0.0,0.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=650 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=BombPylon //AutomaticDoors=TRUE //RotatingPylon=TRUE MovingPylon=TRUE PylonMass=10 PylonDragArea=0.02 [LeftWingStation01] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-4.16, 0.05,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=LeftPylon01 PylonMass=10.9 PylonDragArea=0.03 [RightWingStation01] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 4.16, 0.05,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=RightPylon01 PylonMass=10.9 PylonDragArea=0.03 [LeftWingStation02] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.93, 0.05,-0.39 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=LeftPylon02 PylonMass=10.9 PylonDragArea=0.03 [RightWingStation02] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 3.93, 0.05,-0.39 AttachmentAngles=0.0,0.0,0.0 LoadLimit=150 AllowedWeaponClass=BOMB AttachmentType=W_GERMANY ModelNodeName=RightPylon02 PylonMass=10.9 PylonDragArea=0.03 It should be noted, that for some reason, my original didn't have any nation name in the attachment type, but loaded the Luftwaffe bombs with no problems... Loadout ini: [Attack] Loadout[02].WeaponType=SC-250 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-50 Loadout[03].Quantity=1 Loadout[04].WeaponType=SC-50 Loadout[04].Quantity=1 Loadout[05].WeaponType=SC-50 Loadout[05].Quantity=1 Loadout[06].WeaponType=SC-50 Loadout[06].Quantity=1 Loadout[02].WeaponType=SC-500 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-50 Loadout[03].Quantity=1 Loadout[04].WeaponType=SC-50 Loadout[04].Quantity=1 Loadout[05].WeaponType=SC-50 Loadout[05].Quantity=1 Loadout[06].WeaponType=SC-50 Loadout[06].Quantity=1 [sEAD] Loadout[02].WeaponType=SC-250 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-50 Loadout[03].Quantity=1 Loadout[04].WeaponType=SC-50 Loadout[04].Quantity=1 Loadout[05].WeaponType=SC-50 Loadout[05].Quantity=1 Loadout[06].WeaponType=SC-50 Loadout[06].Quantity=1 [Anti-Ship] Loadout[02].WeaponType=SC-500 Loadout[02].Quantity=1 Loadout[03].WeaponType=SC-50 Loadout[03].Quantity=1 Loadout[04].WeaponType=SC-50 Loadout[04].Quantity=1 Loadout[05].WeaponType=SC-50 Loadout[05].Quantity=1 Loadout[06].WeaponType=SC-50 Loadout[06].Quantity=1 [FAC] [Recon] You'll note that I've left the lightweight (50kg bombs) pre-loaded for the STRIKE mission. Since you've only got 2 7.9mm MGs for strafing, and like everyone else seen countless times the newsreel films of the bombs dropping off the wings, it makes sense in a way. The lighter bombs will give your flightmates something to drop when you order them to supress ground fire. Wrench kevin stein
  13. The maps aren't perfect matches to each other...there's a lot more territory in the I/I map than the DS one...but I'm HOPEING to be able to re-use some of the newer tiles. But I kinda doubt it....it's another map that would need a total re-tiling, which in that case, I'd like to have the Caspain Sea added near Tehran (and move it's airport to the proper place) In short, don't expect them. But if they do show...you'll be just as surprised as me!!! Also, with the rebuilt I/I map, it'll probably have to be WoE onlly, as we don't have an aftermarket T-72...which the Iraqis were using along with their other tanks. We also don't have Chieftens for the Iranians...but perhaps a modified Leo might work (I've been using a Centurion as a sort of weaker stand in)...don't know yet....it's still a loooooong way off from completion/release Wrench kevin stein
  14. There's 2 of them... one in Armour Dave Japanes Aircraft pak (which has the A6m2 and A6M5, G4M betty and another oscar) the ones I've based these one are Wolfs, in his WW2 planes pak, here at CA. (the George is in there too, btw) Also, don't forget my Ki-43i mod that's either here or at my site. Wrench kevin stein
  15. Some Notes for World War 2 Aircraft: There has always seemed to be some interest in the subject, so now that we're pretty caught up on the major players from the mid-1950s to date, I thought now would be a good time to 'fix' some of their older brothers... The most major change in loads are in the attechment types. For the Axis Powers (Nazi Germany, Imperial Japan and WW2 Italy), there are only two: Nazi Germany gets "W_Germany" Japanese Empire gets "Japan" WW2 Italy uses "W_Germany" (as we have NO specific Italian weapons; the Luftwaffe bombs work just fine) Originally, several of the very early releases used "Soviet", as in game terms, the Soviet Union was considered an 'enemy' nation for loading/data ini purposes. That gets changed too, but I'll cover that later. For the Allies (USA, UK, WW2 China, etc) you can pretty much use the "USAF" attachment type, excepting those aircraft that came with nation specific weapons (many of the Dev A-Team RAF bomber/strike aircraft come this way) The Soviet Union of WW2 also has it OWN attachment type -and specific weapons-, albeit still "Soviet", but with the WW2Nations.ini, we have the additon of 'WW2Soviet', making them a "friendly" nation. So...what we have is something like this: US (including USN, USAAF & USMC) all use USAF RAF/FAA/RN, etc can use either USAF or UK, depending on weapons availbility. Any other Allied nations can use either, depending on the country of origin of the aircraft (ie: RNZAF Corsair's using USN/USAF types) USAF and/or USN See above for WW2 Soviet planes... As many of the Axis aircraft have already been updated via various ini mods that I've released, I'll be trying to go over the ones I haven't fixed, and post adjusted data and loadout ini adjustments Wrench Kevin Stein
  16. I love What If birds!!! Great work Michael!! Wrench kevin stein
  17. That damn compass missing it's needle again???? Cursed starfighter pits!!! Gerald, aren't they supposed to have an RWR gauge??? I have a fix for that..... Wrench kevin stein
  18. And all that info is already in the Knowledge Base...in the loadout fixes thread. About the data ini, decals ini, and lod fixes. Please, fellas, lets try using that first; I've spent literally hundreds of hours going over more than 300 aircraft, trying to get things all set up...all you need to do is look for it. Oh, and btw, the F7 series is in the works by a well known, superb group of modelers/modders Wrench kevin stein
  19. You trying to force me to finish that Vichy Hawk 75???? Wrench kevin stein
  20. Why not do both???? Gives the end user a choice as to where they wanna fly Wrench kevin stein
  21. HEHeheheheheeee Actually, I pretty much got what I wanted, albeit in 'english' Arabic (I think it reads like Hebrew, right to left, as opposed to this...) roughly translated... Welcome to Iraq No Parking No Soliciting Curb Your Camel Violators Will Be Shot What I really wanted to do with the Saddam sign, and couldn't,was on the reverse, have the back of him. Wrench kevin stein
  22. I'll zip it up and ship it out to ya Ken!! (now, I only have to figgure out which one is which!! -- there's like 3 or 4!) I only wish I could write in Arabic, another sign, on the opposite side saying "Welcome to Iraq. Now Go Home" or "No Solicitors" "Curb Your Dog" or other funny things.... Wrench kevin stein
  23. If you're trying to use the gun editor, MAKE SURE IT'S THE ONE THAT CAME IN THE WEAPONS PAK - it's the latest version, and that it's set to use 'win98 compatibility mode' Also, a little more information is required..is this a 'modern' install, or something ala WW2-ish??? For test purposes, you can always extract the gundata ini & gundata .dat from the objects cat, leaving it in the /objects main folder, and see if your guns return. Normally, it should return to the standard 'using the info from the cat', if you delete or rename the add-on gundata ini and gundata dat files. As for operational years, guns don't have any -- they're available for ALL years and don't have 'nation names', so they're also available for ALL nations (it would be concievalbe then, to have MK-108s mounted on your JASDF Phantom, for example) Whatever happened, it's something you did when you opened up the gun editor, and probably didn't save or it wasn't used correctly. Start over with a fresh one...bet the problem goes away Wrench kevin stein
  24. 4 is a munitons depot, with parked SA2/trailers in the revitments (some suspension of disbelief is required). There are several depots scattered around the map, most have something different 'parked' in the reviements. 5 is the Kuwait/Iraq border checkpoint. It's been imporved since these shot, and there a butt-load of stuff you can't see off to the left -- lots of AAA, and then an oil field (this is north of Ku City) The Kuwait City towers are the best I could do -- they're stock WoE objects (berlin tv towers, I think??) Sag: that one was done just for YOU, my friend!!! Doha being the main CF base, if I recall. Couple more: You'll also have 2 SCUDs..road mobile and the stock 'fixed'...for a little more fun... Wrench kevin stein
  25. That was kinda the idea...and a double action to boot!!! I'll probably go back and start the whole process over again, adding one target area at a time...after we (A-Team) get finished with the Marut, Dora 9 and 152. Then, of course, the new Aussie airfields will still need flattening...eh, whatever! It's doing the same thing in a completly new install, in a my clean version of WoE. So methinks it's an ini problem somewhere, or perhaps an object fault. But I've usually seen, if an object is missing, it just dosen't show up. (ww2 still works fine, so whatever it is, I cuased it!!!) Something for another days... Wrench kevin stein
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