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Wrench

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Everything posted by Wrench

  1. A common problem...even happens on my Bf-109G6 mod, with the R-series gun pods. It IS kinda funny to see the landing gear flapping up and down like hummingbirds wings when firing the guns!! Wrench kevin stein
  2. Good possibility, as it supposed to cover the 67-83 time range. Wonder if it'll go eariler, and cover the 'Water Wars' of ~ 63-64 time frame??? Wrench kevin stein
  3. Those would be mine. :yes: They're available here at CA in the Updated Pasko Paks (Desert & Euro), and at my site. Included are data inis for the stock vehicles adding the co-ax MGs, and some included (mostly on APCs) the "AIR_AND_GROUND" tag for the weapons. And yes, if left that way, tanks will try to engage you with their main guns, and NOT their primary ground targets, hence it mostly not being used on them -- they should concentrate on their ground objectives. Like Sag said, it's one of the main faults of the in-game generated missions; no armoured unit is gonna move out without their indegenious AD units...anyone for suicide? When testing the CAS missions in the new as-yet-to-be-released DS mod, my Hog got taken down by a verrrry luck T-72 gunner. Which is why I took the A_a_G statement out of them!!! Wrench kevin stein
  4. What??? Elvis is gonna be here in 2 weeks???!!! Sweeeeettt!! The King Rules!! To answer Sparko' question, yes Wrench kevin stein
  5. There's a sticky post directly above us, pointing to the F-22, Bone, etc. Who needs a search button, when all ya gotta do is look at the top of the page!!! What's also happening, is the modders are awaiting the arrival of WoI, to see what (if anything) gets changed in the game engine. Be pretty harsh, having finished and released a 'modern' aircraft, only to have to send it back to the builder for upgrading, huh? Paitence, young Padawan, will always be rewarded (except in Sparko's case...he never did get his pony - or Alyssia Milano) Wrench kevin stein
  6. It was originally, IIRC, built with the desert cat in mind for SF Having said that, it should be made usable in WoE. Needed to make it work: a Desert tile set some ini editing a few minutes to do above (not counting the time it takes to locate & d/l & install said desert tile set) A quick browse of the Knowledge Base will get you the information needed to (hopefully!) get it up and running in WoE. Look for a subject header along the lines of "Getting Terrains to Work" or something like that. It should be noted there are several different tile sets...some will work better than others due to differences in the construction of the terrain's map. A little experimentation might be necessary. Wrench kevin stein
  7. I know adding the armor definately helped in the WW2 plane mod I've done (in particular the FW-190s). I noticed them taking a lot more damage, and NOT blowing up, from my Mustang's 50 cals than before. Again, it goes back to a solid 'slug' projectile vs and exploding one (20mm cannon and above). Structrual integrity, hit boxes, etc, that are built into the model also make a difference. We've all heard the stories from Korea, of Sabres filling MiG-15s full of holes, and the aircraft NOT going down. Obviously, some of this also goes to real-world physics -- there ain't enough air at 40,000 feet to start a fire with. Hence, the move away from machine guns to cannon. With exploding shells. Overall, I'd say armor does make a difference. Albeit based on other factors. Wrench kevin stein
  8. That is just TOO righteous!! As for effects, maybe a rebuild of the willie pete...changing the smoke color to something more...hmm...how to say this delicately...fecal??? Definately have to be something 'lingering'...too bad this game isn't in smellavision That'll show the bad guys what we think of them! Ha! Wrench kevin stein
  9. F-89H Scorpion

    Version

    1,225 downloads

    F-89H Scropion For SF/WoV/WoE: This package is a modification of MontyCZ's F-89D into the later H model (with wing-tip rocket pods and 'internal' Falcon missiles) It is a semi-complete package, including everything needed, -excepting the aircraft LOD files. You will have to transfer them over from your F-89D's. Included are all the needed inis necessary to create the new aircraft. The skins included are for the 437th FIS based at Oxnard CA, circa 1957-ish, a repeat of the 75th FIS skin from Pesque Island, and a generic USAF natural metal. All the skin bmps have been repainted, using new templates created by me, based off Volkjager'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. Included also is a brand new WoE-style Hangar screen, only available with this mod. Damage tgas are here as well. == You MUST have the latest weapons pak installed to make use of the needed missiles == --You should also have already installed the F-89D Update, which includes the new version of the Mk.4 Mighty Mouse FFAR -- the weapons data for this rocket is NOT included with this package!!! -- PLEASE read the readme for install instructions, important notes from General Explainations (a really nice guy), mostly concerning the Falcon missiles and other weapons. Happy Hunting! Wrench kevin stein
  10. Yes, they are. I believe that's mentioned in the readme. Also, out of curiosisty, what terrain map does it do this in? All or just some??? Might be that airfield problem cropping up again Wrench kevin stein
  11. Unfortunately, they are no longer available. They were: HGU-26 HGU-55 HGU-68 They were removed (along with any variants thereof) at the request of their author. Wrench kevin stein
  12. As most of you all know, I can't do diddly with the terrain editor; I call lay out damn near perfect target areas with my eyes (almost) closed, but can't flatten areas. I've been reworking USAFMTLs rather old and, well, flawed (sorry Dave!) Southern California map; adding a butt-load of targets, movements ini, updating the data ini to take advantage of the water effects. There will still be problems around the coastlines -- I don't even know if that's fixable, but the map will be more usable, and fun to fly in. I even fiddled a little with repaint/editing/tweeking tiles - something I've never done before, using Deuces old desert revamp, so the make the map usable in all versions of the game (and it is too-- been tesing it in WoV. I already knew it worked is SF...WoE was a snap). Before release, of course, I"l have to get his permission to included the tiles, as I've changed all the ***Sea.tga to. Still have a problem with the Sea1.tga...the color don't quite match. But back to the original premise...I need approx 50 target areas flattened. Mostly, due to 'unusual' terrain contours, and I moved one of the air bases (Nellis) closer to it's approximate positon. Alameda has also been added, more or less in the right place. 2 US carrier stations will be available for mission builders; Avalon, near the Channel Islands, and Farallon near San Fran. Here's some screenies: (note debug is on helping with target placement, and so you can see the target area names) Top shot, Fort Mac's Nike battery fires off In the center shot,you can see that 'Large Urban Module' that was discussed a few days ago...it's Las Vegas. It's also being used for San Deigo, Downtown LA, Burbank, San Fransisco. Bottom shot, 'enemy' port of entry at the top of the Gulf of California, Baja Mexico. I like the shipwreck...it was totally unplanned to be partly submerged, but came out super! There are still some 'eye candy' items to add to some of the target areas, and I have to add shipping routes between San Franscisco, Port of Los Angeles (San Pedro/Long Beach), San Deigo for the good guys, and whatever I can think of for the bad guys. The bad guys also need a few more truck routes; to say nothing of the ground attack routes (CAS missions for you beginners) I think there's no better person to 'tweek' this map, than me. As I've been to most of these places (and live about where I placed the WestLA defense battery!!!) So, any takers? Experienced with terrain editor a must... TIA!! Wrench kevin stein
  13. This is really cheesing me off!!! I, literaly, spent all day yesturday fiddling with this damn thing (well, other than a few hours refining some target placement and building the movements ini -- which is a WHOLE 'nother story; interestering to see a full on tank battle in the Santa Catalina Channel ... right offshore of Catalina island!!! I didn't know T-55s were amphibs!! ) As to the city list,the one I rebuilt is using the full length coordinates.. here's the whole thing: I notice Gepards only uses the 1st 3 digits. Is this important? Should I NOT use the full coord??? Also, is not having a texturelist ini all that critical? I'm using 'stock' tiles (albeit Deuces desert repaint). Nothing seems to want to 'save' ... when opening the citylist in the TE, the 'terrain type' window is blank. So, I insert the name, desert or sea depending on the location. I had the same problem in the Desert Storm map, with the 'buried' flat objects (factory complex, truck depot, corrected/new airfield locations), and I sent everything to JSF_Aggie for flattening, and he didn't seem to have any (or much) problems in flattening them (or at least Brian didn't say anything!!). I'm missing something ... I know this... but have abso-freaking-loutely NO idea how this thing works. So, I think I"ll go fiddle with target placement for a bit, and add a few more areas (that don't need flattening) Strangely enough...with these additional airfields, targets, etc...it's starting to look a LOT like the original JetFighter map!!! I'm not giving up on this map... Wrench kevin stein ps: I added TJ, in case some folks wanted to go see the 'donkey shows'...pervs!!!
  14. I'd also most definately suggest having a look at the game's manual, it's a pdf file in a folder called "Manual". It should have a listing of all your default keystrokes, and what they do. Well worth a quick look...might even answer a few other questions that might pop up... Wrench kevin stein
  15. No, you have to REMOVE the references to NATO -- take a look at the "Weapons Fixes and Loadouts" Thread again...all the Zipper are covered, both the stock 3rd Wire and Ajundairs. Wrench kevin stein
  16. Dave and his nukes.... As they say, "be afraid, be VERY afraid" Wrench kevin stein
  17. Ok, I actually managed to find and update the 'city.ini' that came with (and renamed to citylist.ini) last night, moved the entire SoCal folder to another install (so what happened to Darwin won't happen here....), 'opened' the hfd file, opened the city list, went through the list and opened each one the areas that needed flattening, made sure it said 'has airfield'. Went to the 'flatten airfield' drop down, saved. I could see that the hfd had updated (new date and time). Went into the game, selected a mission, and started it. The game crashed at 80% loading, with a terrainengine.dll fault. Now, mind you, this 'clean' Woe install is missing some of the objects (Nike stuff, HAWK stuff), but would that cause the CTD or did I mess up on the terrain edit??? All other items are either in the terrain folder (factory center, vehicle depot) or use stock objects. If anyone has a easy to follow, step by step guide....I'd be appriciative! (ie: Terrain Editing for Dummies!) (btw, Ken, all the links at the Aerodrome for the turorials seem to go to dead links at SimHQ) I'm gonna keep fiddling with it...with 2 backup copies, I can always throw a defect out... Thanks dudes! Wrench kevin stein
  18. Ufortunately, I don't have the cities list ini...it was never shipped with one (this is originally from 2003!!). And the last time I tried using the editor, I destroyed 3 months of work on the Modern Darwin map. So, I guess I create a cities list??? I'm completly in the dark on terrain editor useage...weapons, avionics, target placements....all that I can do! This is new!!! Wrench kevin stein
  19. Great one Jug!!! I was more speaking of the books though... So, when do "The Invaders" arrive, USAAF???? hmm...what's that sound outside...Black Helicopters!!! AARRGG>>>> Wrench kevin stein
  20. What's so odd about that intercept??? Happened all the time!!! Are you sure he's not just 'escorting' that Bouncer back to Area 51??? (yes, I've have/read all the A.51 books) Wrench kevin stein
  21. LGBs will only target the primary. Game engine thingy... Now, having said that, I HAVE been able to get them to lock a non-assigned secondary, usualy a AA, SAM or SAM radar. But never a building, oil tank, etc, that was NOT the primary target. Wrench kevin stein
  22. Viggen: believe it or not, that sentence DID make sense!! Pato: not keeping up with current events, I see. "WoI" is the next iteration of the SF engine, as in "Wings Over Isreal" IDF, obviously, is the Isreali Defense Forces; M Scooter is the A-4M Skyhawk (scooter is/has/always will be, it's nickname) Head over to the 3rd wire boards for teaser screenshots from TK. You won't be disappointed Wrench kevin stein
  23. Hmmm....how different from the M is the AR??? If it has the extended tailpipe, I'd reccomend waiting for WoI to be relased, and then import/mod the IDF M Scooter Just a thought... Wrench kevin stein
  24. MANPADS are SA-7 and SA-14, along with the Stingers (ie: Man Portable Air Defense System, of somthing similiar) You also won't get a waring from teh SA-9, as it's IR too, like our Chaparrels (sidewinders on a tank!) I'd hate to see the size of that poor bastard carrying a Gammon!!!! 'Bout the size of King Kong or Godzilla!! Wrench kevin stein
  25. A-4AR Fightinghawk already exists...I have one sitting here on my HD. And yes, it's based off the F Scooter Don't know if it's available anywhere anymore...the modder disappeared several years ago. Wrench kevin stein
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