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Everything posted by Wrench
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Vulcan B2 anti-collision and instrument lights WiP
Wrench replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I think - and I"m not totally sure- that it's the standard x=left/right, y=fore/aft, z=up/down. I know on one of my P-38's, the arc for the wingtip lights is wrong, and it illuminates down the wing, back toward the nacelles, instead of outward. As to cockpit lighting, you can change that in the cockpit ini... (below from the stock E Scooter) LightRange=1.5 LightInnerConeAngle=43 LightOuterConeAngle=60 LightAngles=0.0,-35.0,0.0 DiffuseLightFactor=0.5 <-possibly as seen from outside? or internally? NightLightOn=0.25 <- I know this is a 'time' thing 0.55 turns all on eariler NightLightColor=0.5,0.2,0.3 this is the 'lamp' color, also changable I just don't remeber what the conversion is (Deuces used to have a rgb to whatever converter at his site, but I can't find it again) Or are you trying something like Pasko did with the Twin Mustang?? Had a seperate 'running' light in the cockpit, to illuminate it? Wrench kevin stein -
F-18 corruption
Wrench replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I thought this was funny title for a topic... I was wondering if the Hornets were corrupting (rusting, corroding, rotting), or a comment on bureacrats!! Brainless, did you get it fixed?? Wrench kevin stein -
Mig-23 HUD
Wrench replied to kukulino's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That's what I had to do for the ASA-M Starfighter...switch up to the later avioncs dll. After that, it worked great! Think I did that on one of the late-Fishbed Skyhawk pit mods too; have to look around and see if I can find it, buried amongst all the crap and clutter...(wait, didn't Gerald14 do this in his bis Pak??) Wrench kevin stein -
A-10C and SU-27?
Wrench replied to WoEpilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Lou Rawls is now flying Hogs???? Giving up a perfectly good music career....I'm impressed Wrench kevin stein -
F-18 corruption
Wrench replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Inside the /cockpit FOLDER (not the cockpit ini you posted), you'll see a bunch of files (make sure you have extensions turned on in Windows Explorer) You should see somethin glike dis: It'll be one of the tga files; which everone Dave said it was in the post in the KB Then you just need to rezise it to a square (128x128 or something like that). Hopefuly, your imaging program won't damage the alpha channel. Wrench kevin stein -
Yom Kippur campaign
Wrench replied to racinglad's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ah, yeah. Most definately will cause a problem Remember, terrains are all supposed to be in their OWN folder. You'd better restore that desert terrain to it's base state. Instead of copying/renaming the cat, have you tried this little tweek, in the Mideast's main ini?? this is from my Israel2 terrain intall, in WoE adjust the pointer for use of whichever original terrain cat is needed. Using that line will save you around 50-60 megs in HD space, by simply NOT having to create a copy of terrain cat There is also a distinct possiblitly that the Yom Kippur campaign WON'T work due to inconsistencies in the campaign file due to weapons pak, aircraft loadouts, the obvious terrain issues, ground objects...etc, etc, and of course, etc. Having never used, it, isn't it based of the original SF desert map, and NOT any of the Isreali terrains??? If so, there's another problem to be solved... More information, please. I'm assuming the Nesher works fine in the stock desert map (before you messed that up??) Wrench kevin stein -
Timing for WOI?
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The only substitute for horsepower is.... MORE!!!! Wrench kevin stein -
Mig-23 HUD
Wrench replied to kukulino's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I wonder how one gets over there to see them...we're going be in Vegas over the Thanksgiving holiday. I always try to get to Nellis to see the Thunderbirds facility...always something cool going on. Tours on Tuesdays and Thursdays. Plus that superb Ferris mural in the conference room Wrench kevin stein -
Timing for WOI?
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If I remember right, when C5 got his vette, it's a mid-80's version (yes??) I disremembe offhand, but some may NOT have the vac advance, in which case all the advance is controled via the PROMs look up tables in the PCM, via the software. In that case, you'll have to -here's the fun part- locate and unplug the brown/white wire for the EST/ESC feed to the computer (floor, pass side???), to drop the timing back to initial. Adjust as normally done Plug wire back together, clear codes. I DO remember the mid-70s to early-80s used a thermal vac switch to NOT allow vaccum advance until the engine reached full operationg temps. Then, half the time they didn't work anyway This is, of course, assuming a 'factory' setup with the stock manifold, Rot-chester carb (can't even count how many computer and non-computer controled 4Ms I'd rebuilt!!)., and all emission controls are "intact and in an operating conditon" (that straight from the Calif Smog Techs Manual) Vetts still Rule, though!!! -- Most freightening ride of my life was in a 69 L-88 427 Tri-power...got it sideways on the little sidestreet by the shop, which curved around (of course, opposite the directing I was sliding in...just from standing on the gas. Backed off, and straightened right out. Gottaa love posi!!! As to recurving ... if it's EST, then get the Hi-Po Proms. Gads...I can actually remember USING a distributor machine to check advance curves...I must be old...... Wrench kevin stein -
Russian cockpits for 50's/60's planes?
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
DUH!!! Excepting it was designed for a Mig-27, NOT a 23. follow the thread...the 23's project their data onto the HUD glass, not on a dash mounted CRT. In the pic you posted, look at the size and thickness of the columinator/reflector glass...hell of a lot bigger than a 'normal' gunsight. The tweek we're using now (in the Mirage Factory Floggers) roughly simulates this, but as stated elsewhere, it really can't be done properly. (I'm sure somebody will find a work around similiar to what we have, but not right away). As for the cockpits at Marcfighters, they date back to the origins of SF..they're simply repainted stock pits. AND, you'll still need to extract the relevant cockpit inis to make the adjustments to the pilot positons, as they're just a bit off (I don't acually remember it the cockpit inis are included --been too damn long!) Not to denegrate the original builder, but we've learned an awful lot since then....in adjusting views, angles, positons and avionics tweeks. There are times I think we know more of what's going on 'under the hood', than TK does!!! As the Mig-3, all my WW2 soviet stuff has been converted to the Yak pit. As to the Feather, using the Yak3 pit works just fine, as it's 98.6% closer than anything else. Remember, historically, the Feather is just a Yak 9 with jet engine shoved into it. Wrench kevin stein -
MiG-21bis FINAL
Wrench replied to gerald14's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
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 -
a Bit problem with loadout
Wrench replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Very nice! that'll make Ghostrider883 very happy too!! Wrench kevin stein -
Fun with Floatfires....
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Fun with Floatfires....
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Ju-88A11 - or A4(Trop)
Wrench replied to LloydNB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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 -
Russian cockpits for 50's/60's planes?
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
Russian cockpits for 50's/60's planes?
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
Timing for WOI?
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
Russian cockpits for 50's/60's planes?
Wrench replied to tmdgm's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
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
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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
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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
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What's the status...
Wrench replied to Mladuna's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
ki-43-where can be found?
Wrench replied to dsawan's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
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