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Wrench

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Everything posted by Wrench

  1. Well guys, that's fixed that... All I need do now, is write up the readme. This bird still has a little bit of a 'bobble' in level fllight, with plays havoc with the rockets, but that's just beyond me. It still works, though!! Expect this sometime tommorrow! And thank you gentlemen, I made a nuub mistake Wrench kevin stein
  2. That would be used for your textureset ini; the part of the text added to the main ini that tells the skin what to do. Out of curiosity, IS there a textureset.ini with the skin??? Even if you add it to the F-4B.ini, you may still need one in the skin folder. What I need to see is there a decals.ini. That's what tells the game engine where, and what kind of, marking to add to the skin. Wrench kevin stein
  3. I'll give that a try!! What I think I was thinking, was the distance from center of the model....not thinking that it's a seperte piece. note to self: remember basic decaling --- coords are from CENTER of mesh, not gobal model. Heck, I'll try anything just to finish this off!!! Ken, is this one any better??? Late-model J without rocket pods. Still need some better pictures for finish skinning it and the early J WITH pods... Wrench kevin stein
  4. Good for you Kaizer!! As you requested, I edited you post to remove the picture link. If more people were as respectful as you towards others work, we'd have a lot less problems I thank you!!! Wrench Kevin Stein
  5. Nice pilot skin!!! (this would be a lot easier if I could find my hex editor screen shot I made for the 'how to repaint a pilot' tutorial I never finished...) Most pilot figures have 4 files: Pilot**.bmp Pilot**.ini Pilot**.lod Pilot**_lod002.lod Personally, I've never seen the Falcon pilot figure...it' almost like it's built into the aircraft lod, but I could be wrong. Back to the subject at hand.... To get it to work, you need to use your hex editor, and search for "bmp". Now, the real trick, is in making sure YOUR pilot skin has the same amount of digits (the name length CANNOT exceed the original. That is... say the lod calls for Pilot07.bmp....that's 10 digits in length, including the file type suffix. So you only have 7 real places to work with. So, you just rename the pilot bmp to match, but keeping it identifiable. In your case, I'd use Pilt225.bmp. Back into the hex editor, you do a search again for the 'bmp'. Normally, each lod has 3 instances for it. You just re-type the new bmp name OVER ONLY THE FIRST SECTION OF BMP NAME, leaving the .bmp part alone. Now, since doing this would delete the original F-16 pilot, you do a "save as..." for each lod, and then you can rename it. NOW, you can use the full name, Pilot225. You do this for each pilot lod. Then you simply edit the ini to reflect the new lod names. Then, save the ini as Pilt225.ini . Then take all 4 (or in this case there seems to be 3 lods -- don't forget to edit them all), and toss the whole mess into the /objects/aircraft folder, as you normally do. You don't need to worry about the OUT file, that's generated when the lods are create in MAX, and has no bearing on this (unless you want to plot out decal positions for shoulder patches???) Then edit you're Falcon's data it to accept the new pilot: PilotModelName=Pilt225 ----------------- }{moderator mode ON }{ Now, there IS a problem with your skin: It's based off Diego's Sage Green, and he has pulled ALL his late model pilot skins, save a VERY few, from general usage. So, speaking as a CA Moderator, I'd reccomend NOT releasing this for the general public, but keep it for your own use. This will avoid a nasty scene for all parties involved. This goes for everyone -- you can do what you want in YOUR own games, but unpermissioned mods, and mods of items removed by their authors CANNOT be uploaded or shared on this or any other site. Please respect the author's wishes. }{moderator mode OFF}{ ------------- Wrench Kevin Stein
  6. can you post the decals ini??? Wrench kevin stein
  7. FOBS???? I'd also like to amend the previous statement on the Kytushas....we also have working SSMs on the ships, as well as land based (ie: Silkworms) Wrench kevin stein
  8. We already have working Kytusha's.... An IRBM should be buildable Wrench kevin stein
  9. Martin B-657B Canberra (3rd Wire Stock) Well, since we're on the subject of bombers, might as well post a little fix for the Canberra. data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-8.38,1.61,0.32 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=USAF ModelNodeName=LeftPylon01 PylonMass=40 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-7.57,1.61,0.22 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=USAF ModelNodeName=LeftPylon02 PylonMass=40 [LeftWingStation3] SystemType=WEAPON_STATION StationID=5 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-6.75,1.61,0.13 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=USAF ModelNodeName=LeftPylon03 PylonMass=40 [LeftWingStation4] SystemType=WEAPON_STATION StationID=7 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-5.96,1.61,0.04 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=USAF ModelNodeName=LeftPylon04 PylonMass=40 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 8.38,1.61,0.32 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=USAF ModelNodeName=RightPylon01 PylonMass=40 [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 7.57,1.61,0.22 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=USAF ModelNodeName=RightPylon02 PylonMass=40 [RightWingStation3] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=EXTERNAL AttachmentPosition= 6.75,1.61,0.13 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=USAF ModelNodeName=RightPylon03 PylonMass=40 [RightWingStation4] SystemType=WEAPON_STATION StationID=8 StationGroupID=5 StationType=EXTERNAL AttachmentPosition= 5.96,1.61,0.04 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=USAF ModelNodeName=RightPylon04 PylonMass=40 [bombBay] SystemType=WEAPON_STATION StationID=9 StationGroupID=6 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2043 AllowedWeaponClass=BOMB AttachmentType=USAF NumWeapons=12 AttachmentPosition001=-0.371,-0.053,-0.550 AttachmentPosition002= 0.371,-0.053,-0.550 AttachmentPosition003=-0.371, 1.747,-0.600 AttachmentPosition004= 0.371, 1.747,-0.600 AttachmentPosition005=-0.371, 3.547,-0.650 AttachmentPosition006= 0.371, 3.547,-0.650 AttachmentPosition007= 0.000,-0.053,-0.220 AttachmentPosition008= 0.000, 1.747,-0.270 AttachmentPosition009= 0.000, 3.547,-0.320 AttachmentPosition010= 0.000,-0.053,-0.620 AttachmentPosition011= 0.000, 1.747,-0.670 AttachmentPosition012= 0.000, 3.547,-0.720 DiameterLimit=0.43 LengthLimit=2.2 BombBayAnimationID=3 BombBayOpenTime=0.8 BombBayCloseTime=0.8 MinExtentPosition=-0.61,-1.16,-1.12 MaxExtentPosition= 0.61, 4.31,-0.45 [LeftWingtipStation] SystemType=WEAPON_STATION StationID=10 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-9.56,0.63,0.74 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2041.2 AllowedWeaponClass=FT AttachmentType=USAF FuelTankName=Tank_B57 [RightWingtipStation] SystemType=WEAPON_STATION StationID=11 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 9.56,0.63,0.74 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2041.2 AllowedWeaponClass=FT AttachmentType=USAF FuelTankName=Tank_B57 In this case, it was a weight problem...they were set just a few kilograms too low. This is my loadout ini, it's sort of designed for later use, when CBU's come into more general usage during that little mess in SouthEast Asia...adjust your loads to taste loadout ini: Loadout[05].WeaponType=M117 Loadout[05].Quantity=1 Loadout[06].WeaponType=M117 Loadout[06].Quantity=1 Loadout[07].WeaponType=M117 Loadout[07].Quantity=1 Loadout[08].WeaponType=M117 Loadout[08].Quantity=1 Loadout[09].WeaponType=M117 Loadout[09].Quantity=4 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-24B Loadout[05].Quantity=1 Loadout[06].WeaponType=CBU-24B Loadout[06].Quantity=1 Loadout[07].WeaponType=CBU-24B Loadout[07].Quantity=1 Loadout[08].WeaponType=CBU-24B Loadout[08].Quantity=1 Loadout[09].WeaponType=Mk81 Loadout[09].Quantity=8 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [sEAD] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=LAU-3A Loadout[05].Quantity=1 Loadout[06].WeaponType=LAU-3A Loadout[06].Quantity=1 Loadout[07].WeaponType=LAU-3A Loadout[07].Quantity=1 Loadout[08].WeaponType=LAU-3A Loadout[08].Quantity=1 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [Anti-Ship] Loadout[05].WeaponType=M117 Loadout[05].Quantity=1 Loadout[06].WeaponType=M117 Loadout[06].Quantity=1 Loadout[07].WeaponType=M117 Loadout[07].Quantity=1 Loadout[08].WeaponType=M117 Loadout[08].Quantity=1 Loadout[09].WeaponType=M117 Loadout[09].Quantity=4 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [FAC] Loadout[01].WeaponType=HVAR1 Loadout[01].Quantity=1 Loadout[02].WeaponType=HVAR1 Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR1 Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR1 Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR1 Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR1 Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR1 Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR1 Loadout[08].Quantity=1 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [Recon] Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 The FAC loadout is actually kind of a joke...if so used, I'd probably load it up with smoke rocket pods; of which we have many of varying colors! Wrench kevin stein
  10. Douglas B-66B Destroyer (by bunayp) Basically, the problem lies in the max diameter and max length specs in the bomb bay. Replace the bomb bay section with this: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3060 AllowedWeaponClass=BOMB,NUC AttachmentType=USAF NumWeapons=12 AttachmentPosition001=0.4, .806,-0.117 AttachmentPosition002=-0.4, .806,-0.117 AttachmentPosition003=0.4, 3,-0.117 AttachmentPosition004=-0.4, 3,-0.117 AttachmentPosition005=0.4, .806,-0.487 AttachmentPosition006=-0.4, .806,-0.487 AttachmentPosition007=0.4, 3,-0.487 AttachmentPosition008=-0.4, 3,-0.487 AttachmentPosition009=0.4, .806,-.887 AttachmentPosition010=-0.4, .806,-.887 AttachmentPosition011=0.4, 3,-.887 AttachmentPosition012=-0.4, 3,-.887 DiameterLimit=1.6 LengthLimit=4.2 BombBayAnimationID=5 BombBayOpenTime=3 BombBayCloseTime=3 MinExtentPosition=-0.61,-1.16,-1.12 MaxExtentPosition= 0.61, 4.31,-0.45 By increasing the allowed length and width (diameter), you can now get the 8 M117's aboad. I have NOT tested this with any of the nukes, and 'lob-tossing' hasn't worked for me. Wrench kevin stein
  11. Oh, great, now I just have to figgur out where to put them.... Google Earth ain't gonna be much help now (not like DS and Iran/Iraq!!) where did I put that url for the Nike sites listing...... Here's what I did for WoE's Germany Map: Reusing the 'truck depot' parking lot Capun, how about some parked C-47s??? Can't go after "The Thing" with them, or search for John Wayne on his 'Island in the Sky'... Wrench kevin stein
  12. I have the fix for it...also I'm updating the skins so they have new, individual serial and buzz numbers. 84th BS is nearly done, just having a small decal issue on the nose...as in too many for the mesh. I'll post the bomb bay fix in "Loadouts Thread" over in the Knowledge Base later today. Wrench kevin stein
  13. Sweet! DBS is one of my favorit maps... There's that new arctic Starfire skin I just released (with this in mind!), and I've almost got the D Scorpion arctic skin re-vamp ready, just having a small decal issue for the wing-tip rocket pods (as in the decals don't show up....) Will we be seeing Nike and HAWK batteries added??? I hope so!! If there's any stuff of mine you need, PLEASE use it!! Wrench kevin stein opps..forgot...Get ahold or Erik or Buff, and see if they can do for you like they did for us on the DS mod.
  14. That person is called "the end user". The allows you, depening on the type of install you plan to use it in, make the choice of what to add. Obviously, I'm not going to add the Talos missile to my WW2 installs You know they're already in the pack, right???? My 19P/PM noses are just mods of those. Personally, I'd love to see it revamped...it's quite bloated with all the 'dummy' or training rounds. They alone must add over a hundred weapons types. Then, of course, there's all those nation-specific weapons to be found in the Loadout Thread in the knowledge base...I must have added a couple of dozen weapons for the "not US/Western and Soviet" users -- like Iran and India for example Plus upgrades or mods of existing weapons to 'improve' their capabilities (case in point: the S-5AA unguided rocked for the 17PF, and upcoming 17PF (SP-16) re-release. Or the tweeked Mighty Mouses (Mousi?) for the Scropion; or the 'jammer fix' for the aforementiond Mig noses and Skyhawk humps The list goes on.... But like Sony said, it 'proof of life' for the sim! Wrench kevin stein
  15. GROUND OBJECTS: VEHICLES, SHIPS, TERRAINS AND TERRAIN OBJECTS/BUILDINGS Update to reflect new releases: 4/15/09 THE LIST: Please also note, in their original state, they are not quite usable after the latest round of patching for SF & WoV. As the bottom of the page, I've added the base lines that you MUST add to the ini (NOT the data.ini) of each vehicle. As time progresses, I expcet the moddlers/developers to release updated versions of these vehicles, as the game engine now supports multiple weapons types (mixed missiles and guns). All vehicles and objects listed below are usable in either SF, WoV, WoE and WoI: It should be noted, the stock vehicle from all version are NOT listed, as they alread exist in every version of the game Remember: this list is NOT fully up-to-date! It's suggested you browse the Ground Object Mods downlods section!! === RELEASED VEHICLES: === -1920s - 1950s: 90mm AA gun [by Wolf] L.3/35 L.6/40 75/18 Semovente {Italian Tanks by Dev A-Team} S35 (French tank) Type 95 Japanese tank Type 96 Tank Type 97 Chi-ha IJA tank Japanese Infantry (early) Japanese Infantry (late) Japanese 25MM AA Type 88 Japanese 75MM AA Dihatsu IJN Landing Barges (3 types) US Marines Squad M4 Sherman {early} M4AE8 Sherman (late) M-36 Jackson TD M-8 Grayhound Armored Car M-3 GMC Half-track [by Geo] M-16 Quad .50 USA half-trak M-24 Chaffee {by AD - released through Geo} M-3 Grant M-3 Lee M-3 GMC Half-trak TD M-7 Priest SPG (Dev A-Team) M-41 tank 37mm AT gun US Infantry Squad (early) 40mm Bofers AAA [by Kesselbrut] Panther Sdkfz.251 Sdkfz.251 Flak PZKW IVA PZKW IVG PZKW IVJ Tiger II PZKW III Aus F PZKW III Aus L (by Kesselbrut)* *=reworked versions released 5/19/06 by Kesselbrut King Tiger [by Geo] Sdkfz251 Flak 20mm Flak {German} Opel 'Blitz' trucks -open and closed top 88mm Flak 36 20mm Flakvierling [all by Kesselbrut] 37mm Flak gun German -Wermacht- Infantry squad JagdTiger Su-100 Tank T-34/76 Model 1940 (by Dev A-Team) T-34-85 Daimler armored car Crusader II tank Centurion V [Desert skin] by Phlerp Centurion V [Euro-green] skin by Kesselbrut 3.7in AA gun unit British Infantry squad Aussie Infantry squad US 90mm AAA gun (mod of KS19 by The Wrench AMX-13 IS-3 TD?MBT? IS-2 TD/MBT? T-26 -1960s - To Date: Soviet Infantry NVA Infantry VC Squad US Infantry KS-19 AAA (Pasko) ZPU-4 AAA BTR-60 BRDM-2 AT-3 Saggar Team T-62 Tank T-62 (Euro-green skin) *now stock in WoE* T-55 bridgelayer (ini tweeked to 'TRANSPORT') FROG-3 Launcher Kraz-255 Command Truck SA-7 SA-8 Gecko SA-9 Gaskin SA-3 Goa Dual Launcher SA-3 Goa Quad Launcher SA-3 Goa Mobile Launcher SA-6 *Now avialble in Wings Over Europe!!* SA-11 Flat Face Radar Spoonrest Radar Sidenet Radar AT Gunner, Soviet RPG [by Kesselbrut & Pasko] 2S6 Tunguska (2 versions, guns only; SAMs only Modded 2S6 Tunguska (with guns -AND- SAMs!) S-60 AA gun Type 59 PRC MBT [by Matthew Ouellette] Type 62 PRC tank Type 63 PRC tank Type 69 PRC tank KS-30 AAA (Fubar512??) M-42 Duster Stinger Site [capun & montycz] Nike SAM Launcher Nike LP Radar Nike HP Radar (new NIKE version released by ErikGen in DBS update by Wrench) Hawk SAM Launcher Hawk HP Radar Hawk CW Radar M-60A1 Patton Tank *now stock in WoE* M-59 APC [by Wrench] M113 ACAV *updated 6/4/06* Leopard 1A4 *also stock vehicle in WoE* Leopard 1A5 (by Gabilon) Leopard 2A1 [by Kesselbrut] Leopard 2A1 [reskin by Gramps] Leopard AS1 [Aussie version by Gramps] Marder Roland Mobile SAM Gepard Mobile AAA (both by Gabilon) Merkava Mk.1 -IDF tank Post-1980s SAM & AAA fix (by Smokey799) M48A1 Chaparrel (OD) M48A1 Chaparrel (Desert) M1A1 Abrams US Marines Infantry LTVP-7 USMC LTVP-7 others? M2/M3A1 Bradly CFV M60A3 Patton AUSCam (modern Aussie troops) [by Gramps] M-113 FSV (Aussie) AMX-13 (Indonesia) Indonesia Infantry [by Charles] SON-9A Fire Can AA Radar (FastCargo) M-50 Israeli Super-Sherman *-* ATT Tractor SS-4 ATT SS-4 Launcher SS-4 Tanker SS-4 Launchpad SA-3 Zil Truck M-113 Lynx (by Grampotamus) "Russian Defense Pack" (gerald14 - mods of existing ZSU-23-4) "NATO Defense Mod" (by Nick Bell) - HAWK sites for Western Europe - terrain mod T-55 'Tiran' (by Wrench) - mod of stock to IDF usage, WOI -availabe in Isreal2 upgrade, based on Gepard's map T-55AM (by Gepard) IDF version Tor-1 ADATS Chaparrel A, C, F G (by Moonjumper?) versions based on missile used; availalbe in Mirage Factory Weapons Pak SA-5 Gammon (by Fast Cargo) SA-13 Arab Infantry (mod of Kesselbrut's - by Wrench) AMX-30 MBT Alvis Stormer HVM Astros 3 MLRS Bloodhound SAM T-10 MBT (Soviet) Taliban Toyota 4x4 (techincal) Toyota 4x4 w/Kytusha T-64 Pak by Gepard ZTZ-99, Type-99 PLA MBT VCC-1 APC (Italian) Airete MBT (Italian) M-270 MLRS *-* M4AE8 Sherman by Geo comes with an Israeli skin! He recently reminded me of it! -Euro Re-skins: D-20_E artillery BRDM-2AT_E Sagger BTR-60_E FROG-3_E SA-3 Goa Dual Launcher SA-3 Goa Quad Launcher SA-3 Goa Mobile Launcher (skins by Phamtuan, used by permission) KS-19_P (to diferentate from 3rdW stock unit) PT-76_E T-34/85_E Su-85 TD_E Su-100_E Kraz-255C_E T-55 BL_E IS-2_E Stalin tank S-60_E AAA Flatface_E Spoonrest_E Sidenet_E SA-9 Gaskin == MISC INI TWEEKS & STRUCTURES: == Snow-camo Soviet vehicles (from/for DBS) Camonet/tent {Pasko?} Radio tower (various terrain installs) The Factory Place by Mitch (re-released by Wrench) DBS Objects, Snow camo's, etc [by many talented people!] "Factory Place Fix" - For Desert Map, English translations [by Wrench] "Factory Fix, SEA" - includes Englishized translations [by Wrench] Various buildings (early 1900's style, can be used anywhere though) from "1st Flight" @ Major Lee's Aerodrome Various stock vehicle ini-tweeks (adding guns/MGs to stock vehicles, changing tasking to "TANK") {by Wrench} Train Station (Gepard?) - see below Generic Radar Facility (grampotomus) Factory Building Pak (wingwinner) Generic Hangars Pak (CA_Stary) -WW2 Structures (in EAW2 & PAW2 sets) Ball Bearing Factory Pillbox/Bunkers Submarine pens Train Staion Train Engine Train Flatcar Train Fuelcar Train Siding Traintracks Train cars (wagons?) V-1 Launch units (includes various parts) Parked Allied & Axis aircraft Parked Modern Aircraft (releases by Dev A-Team) == OTHERS LISTED AS "WANTS": == Vickers Mk.III Panhard armored car. Ferret armored car Comet tank JS series heavy tanks ASU-85s Jagdpanzer ( Raketten & Kanone ) S-tank ( Sweden ) Challenger M109A3 Russian SPA BMP's [don't we have some of these?] Warrior French AFV's Abbott PZ2000 BM-21/24 M113 TOW T-55AM2 * M-26 Pershing M-47 Patton Various Fixed and Mobile Artillery Type 89 Japanese Tank M-3 Stuart M-5 Stuart TAB-VEE and other HASs == IN THE WORKS: == M-10 Wolverine TD [by Geo] German Infantry German Sturmgeschütz Panzer IV Ausf. F2, Jagdtiger EDIT: many of the above, mostly the SS-4 IRBM are included in the latest OTC set. == Terrains/Maps == AE -'Africa East' - Madagassar, East Africa, in 'Red Mad' by various America NorthWest (spring, summer, fall, winter) by Major Lee (reconstructed into a 4 seasons set) American Southwest (by ??? finished by The Wrench) Black Sea (by pfunkmusik) Cuba (by team OTC, in the OTC set) Darwin, Modern (by Wrench, based on Edward's WW2 version) DBS (Bering Straits) by Major Lee *updated version released by Wrench, The* Desert Storm (by Team DS) - Released!! DeucesEuro (repaint of stock desert) by Deuces *may be unavailable* Deutschland (modern Europe) by Gepard DRV EAW Euro (by Edward - hopefly reconstructed for a 4 seasons version) Falklands (new version released 5/28/08 by Kesselbrut) Fighter Bowl (by Wrench) Formosa (by Gepard) Germany (by Ansons) Himalaya (by Major Lee) India (by ansons) Iran/Iraq (by?) under major re-construction by Wrench Isreal Isreal2 (be Gepard) -I2 re-release by Wrench, rebuilt for WoI Kashmir (by Gepard) needs targeting Korea (several versions by Edward) Kosovo (by USAFMTL) -- not worth messing with Libya (by USAFTML) - 3rd reconstruction released by Wrench Malvinias (by ?) Norway (by ansons) Range Red Range (by Deuces) SCal (original by USAFMTL, completly rebuilt by Wrench) SEA Suez (by Gepard) for 1950's era Taiwan (by??) = WW2 Maps: all by Edward, except where noted Battle of Britan (by Gepard) EuroWW2 Libya (mod by Wrench) NAfrica Tunisia Burma China Darwin New Guinea2 Okinawa Phillipines Solomons WW2 Mariana Islands WW2 Hawaii (both by The Wrench) NOTE: there are surely some map mods I'm missing, so PM me and I'll updated the listing. =Terrain WIPS: Balkans (by Brain32) Mediterranian Sea Far East (wips by pfunk) India/Pakistan (by Deuces -under reconstruction by Team Indo-Pak ) == WHERE TO GET THEM: == CombatAce: http://www.combatace.com AvSim: http://www.avsim.com/ Pasko's SAMs and Vehicle Pak: www.x-plane.org/users/pasko/vehicles.html [links to zips broken??] - availalbe at Wrench's Tool Box and here at Combat Ace, both Euro Green and Desert camos Geo's Eastern Aircraft Div, SF Page: --site now closed. Products moved to CA-- Major Lee's Aerodrome: []majorleesaerodrome.net/[] temporary off line Wrench's Toolbox --site closed. All items, save DAT mods, moved to CA-- Dev A-Team: -insert link here- *note: DAT items are 'member-ware'. You'll need to sign up for them. More sites and object listings needed! Please post your additions, and I'll update as soon as I can. **NOTE: Many of the stock and add-on vehicles have been re-released with smaller mods; adding MGs and adjusting movement/engine/etc for SF Patch 3. These are now available at selected sites** Wrench Kevin Stein = Editing Older Ground Objects To Add Them, Post-Patch = After the latest round of patching for SF & WoV, there is a new format for ALL ground objects. The old standard of editing the GROUNDOBJECTDATA.INI in no longer necessary, as that entire file has been replaced with a new, simpler structure. This format is now also native to Wings Over Europe and Wings Over Isreal. You must open the main ini, NOT the objects data.ini, and add the following to the top [GroundObjectData] ObjectFullName= object's full name, as you want it shown ObjectDataFile= name of object's data file, or data ini example: [GroundObjectData] ObjectFullName=M48A1 Chaparral (OD) ObjectDataFile=ChaparralLE_DATA.INI
  16. http://forum.combatace.com/index.php?autom...ode=sst&id=5622 File Name: F-94B Starfire, 449thFIS Skin and Upgrade Pak File Submitter: Wrench File Submitted: 4 Dec 2007 File Updated: 7 Feb 2008 File Category: F-89 and F-94 File Version: 1.25 Website: No Information F-94B "Starfire" 449th FIS Skin, Decal & Ini Updates for SF, WoV & WoE Hello Fellow Fliers!! This little package will update the original skin for the 449th FIS, by adding new individual aircraft serial and buzz numbers for 26 aircraft. There are also 2 replacement skin bmps, as I had to repaint them to remove the painted on lettering. It is designed to =replace= the existing skin, with the addition of the new decals. Some of the original decals are reused, and therefore are NOT included. See below in the "TO INSTALL" section for full instructions. This will give you a nice skin, with the Arctic Red trim for those especially cold climates...such as found in Alaska or NW America. --- and let me tell, ya it really looks good against the snowy backgrounds!!! Historical accuracy is ONLY claimed on the first 4 serial & buzz numbers, as they were the only ones I had photos of. Also included is an updated data ini and the cockpit ini that will allow you to use the F-86D cockpit in your Starfire. The cockpit itself is NOT included, you'll have to copy over the cockpit folder from your Sabre-Dog. All inis and a few usefull bmps are provided, to make the switch over as easy as possible. This is Lexx_Luthor's fix, and all credit goes to him PLEASE!!!! read the enclosed readme for full, detailed, step-by-step instructions, and listing of credits. Enjoy! Wrench Kevin Stein Click here to download this file
  17. Thanks Streak! The only thing I'm really having trouble with for the D (and the J I built off it), is a constant slow pitch up. Been tweeking the CG position, it seems to help, but I think Monty's old bird neds more help!! I just need better pictures for the J.....(both versions, with rocket pod tips and with fuel tanks) Wrench Kevin Stein
  18. If you're talking about Edwards MTO map (for the easten Med) there's a major problem... Cyprus is probably on the other side of "The Wall". I can't remember if it's 10 or 50 km inside the map edges that are unsuable -- it may even be more like 100 km. You can add targets on the other side; I did it by mistake on the Darwin map, but you can't get there....you hit this invisible wall that you can't fly through, or around (something about the edges of the Discworld...the Great A'tuin don't want nobody to see him) If you look at hte planningmaps, and targets ini, there isn't anything over there, east of Greece. We might be able to add stuff in, what is it, Western Anatolia?? and maybe the far west end of Cyprus, but I honestly don't think it would work. Sorry to through a wet blanket on things... but it really looks like an entire new map would be needed, covering Turkey at least to the Bosporous, parts of Israel/Syria/Lebanon/Jordan, northern Egypt just to get the needed buffer zone for the areas needed. As to the 60% thingy, it's actualy 63%, or the difference between and mile and kilometer. Wrench kevin stein
  19. File Name: MiG-19 New 1024x Natural Metal Skin File Submitter: Wrench File Submitted: 30 Nov 2007 File Category: Mig-19 MiG-19 Farmer New 1024x1024 Natural Metal Skin This is simply a re-do of the stock 3rd Wire MiG-19S Farmer-C skin into a larger, higher resolution unit. This is a simple replacement for you stock, itty-bitty ones. I call them 'semi-hirez', as they're only the 1024, which is a pretty good size for 98.6% of all the machines out there. All the panel and rivet lines have been redrawn, and it's painted a generic 'natural metal' color. Please see the enclosed readme for simple install instructions (nothing complicated this time!!! ) Enjoy! Wrench kevin stein Click here to download this file
  20. Ok...got the PM from Mab about the targets, got the so-called "Cyprus Campaign"...and looked them over. That original thing is unfortunately built around the stock SF desert map...viturally unusable for what's wanted. The only map even remotely close would be Gepard's Israel 2...but still lacks mainland Turkey. The only thing that may be able to be done, is have Turkish AF bases in Syria or Lebanon. I can add target areas, with no real problems...but I can't flatten the ground for an airfield. A Master Terrain Guru would be needed for that, I'm just an acolyte! Which means, of course, the entire campaign ini would need rebuilding from scratch, as NOTHING that exists now is usable. Wrench kevin stein
  21. I forgot to mention, this was made with Major Lee's DBS mod in mind. Next Up: upgraded 75th FIS F-89D Scorpion, with WORKING A-A unguided rockets!!! It's a repaint of the original skin, with new decals and inis. Weapons editor work will be necessary, so get ready... Time Frame: Less than 2 weeks!! Wrench kevin stein
  22. Version

    174 downloads

    F-94B "Starfire" 449th FIS Skin, Decal & Ini Updates for SF, WoV & WoE Hello Fellow Fliers!! This little package will update the original skin for the 449th FIS, by adding new individual aircraft serial and buzz numbers for 26 aircraft. There are also 2 replacement skin bmps, as I had to repaint them to remove the painted on lettering. It is designed to =replace= the existing skin, with the addition of the new decals. Some of the original decals are reused, and therefore are NOT included. See below in the "TO INSTALL" section for full instructions. This will give you a nice skin, with the Arctic Red trim for those especially cold climates...such as found in Alaska or NW America. --- and let me tell, ya it really looks good against the snowy backgrounds!!! Historical accuracy is ONLY claimed on the first 4 serial & buzz numbers, as they were the only ones I had photos of. Also included is an updated data ini and the cockpit ini that will allow you to use the F-86D cockpit in your Starfire. The cockpit itself is NOT included, you'll have to copy over the cockpit folder from your Sabre-Dog. All inis and a few usefull bmps are provided, to make the switch over as easy as possible. This is Lexx_Luthor's fix, and all credit goes to him PLEASE!!!! read the enclosed readme for full, detailed, step-by-step instructions, and listing of credits. Enjoy! Wrench Kevin Stein
  23. Along the lines of 'lighted radio towers'....how about lighting up the oil drilling towers??? And.... you know you can define someplace as a runway, even without the airfield, as in having the 'runway' as a terrain object.... Now, I'm wondering if we could do that in reverse....have an airfield set to non-usage; ie, as in the comment out sections "NumSquadrons=0" I do remember something like this being done in the orignal DRV map, and it had to be eliminated, due to planes trying to take off from inside warehouses and the like. Or....modifying the airfield ini, to remove references to aircraft, and just allow it to 'be' there, so the lights can come on. This could be something interestering to explore....have a lighted oil field and refinery complex would look pretty damn good in the Iran/Irag, DS, and those I added to the ANW series.... Just some thoughts I'm not sure how to impliment... Wrench kevin stein
  24. Avionics Fix for F3H-2M "Demon" (by Fox Montor) This actually came about accidentely, as I was looking at this cockpit for possible use on some of the Red Air birds badly needing some kind of radar-equiped cockpit -- we're still lacking a decent twin-engined one, btw (other than my repainted Phantom pits) At any rate, I was testing the radar on intercept mission, and noticed there wasno way to lock up targets for the Sparrows!!! The radar was simply acting ONLY in search mode, even though TRACK was listed. So, after comparing it with some other contemporay aircraft, I made the following changes.... It should be noted here, that I claim NO historicaly accuracy for this fix -- it is simply done to allow the missiles to work. First off, backup your original F3H-2M_avionics.ini. The simplest way to do this is, is open it in notepad and do a "save as..." and re-title it "ori-F3H-2M_avionics ini" Now, reopen the original, and copy/paste ALL the data below OVER all the existing data: You'll also want to activate the audio-only rwr (which was in the original), by copy/pasting the "F-4J_RWR.bmp" into the /cabina folder. What I had discovered was the "TrackCapabilities=" section was blank!!! Without this, the game engine couldn't use the radar lock-on bits in the avionics dll, so you couldn't lock a target, making your Sparrow's worse than useless (well, moreso than normal! ) The addition of the "BORESIGHT" mode is a guess on my part, but it is available on all the other USN/USAF radar equiped fighters from the same era (F-86D, F-94, F-89, possibly early F-8s), to say nothing of the birds on the other side of the fence; in fact the 17PF/19P/19PM seemed to only have search and borsight mods for the RP-1 and RP-5s. Happy Hunting! Wrench kevin stein
  25. 1) convert bmp to jpg, and upload to the Gallery here or a) to a free picture hosting site -- using those HUGE bmps costs bandwidth...let's try and keep it resonable, please? 2) weren't Bullpups retired in early 1980s???? I'd personally go with Hellfire, to be closer to the Dreamland versions, adding the needed internal laser designator (and possibly in internal bay ala Hammerheads), but that's just me. Also, I seem to remember The Great and Powerful Zur saying he'd be doing a better armed version. Wrench kevin stein
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