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Wrench

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Everything posted by Wrench

  1. Aussie Vigilantes?

    Two choices on the weapons fit:: 1) Leave as USN, no problems 2) Adjust for Oz use (WP), also no problems -- all the needed bits for RAAF and RAN are already in the weapons pak Wrench kevin stein
  2. Strange Bedfellows

    And, you can find an Avia S-199 'Mule' stand-in over at my site!!! (109G10 body used) Wrench kevin stein
  3. That looks damn good! Kudos to FC for the pod!! Dail that puppy in, and ship it to the masses, I says!! Wrench kevin stein
  4. Actually, thinking more about this...and being the twisted individual I am.... I'd originally thought he had a belly button problem!!! (having had surgury for a navel hernia, I can understand) I was goind to suggest maybe a Q-tip to clean it??? Ok, I'm leaving now... Wrench kevin stein
  5. File Name: MiG-19S 1024x1024 Skin templates File Submitter: Wrench File Submitted: 30 Nov 2007 File Category: Skin Templates / Decal Sets MiG-19 Farmer 1024 Skin template: These are new templates, based off and resized from the original little itty bity ones as originally issued by 3rd Wire. I call these "semi-HiRez, as they are now resized to 1024x1024 This set is designed to allow you to create new skins, either natural metal or camoflague types. I've redrawn, as best I can, all the panel, rivet lines, inspection plates, etc. Some of the rivet placement is a 'best guess', as the original size of the bmp was ONLY 256x256, and are badly blurred. The base skin color is a 10-15% gray, which when adjusted for in the textureset ini, will look like semi-polished natural metal. Please see the enclosed readme for more information, and other interesting tid-bits. Happy Skinning! Wrench kevin stein Click here to download this file
  6. I forgot the list in the credits, the 4+ book on the MiG-19 Farmer, which had superb close-ups of the aircraft, that really helped in getting the inspection hatch thingys more or less in the right place, ad the Squad/Signal In Action book. Also, those 4 little black round 'holes' on the port side of the fin are the signal flare discharge ports. Wrench kevin stein
  7. I should, I had to make a new template for the 17PF skin...I guess I'll do some clean-up on it (maybe add the gun blast-back stains). BTW, that new 'semi-HiRez' skin is IN the 17PF upgrade pak a few posts below. I've already tested it on the Fresco, and it ain't so bad. It's also in 1024x1024. Wrench kevin stein
  8. I'd go with Major Lee's answer on this one.... Let's see.... poor navigation in fog, collided drunk skippers, collided forgot the check the tide tables, ran aground drunk skippers, ran aground forgot to wear their tin-foil hats, exposed to alien mind-control beams, collied AND ran aground.... That tanker wouldn't happen to be the Exxon Valdez, would it???? Never could figure out an effect for an oil spill... longestpants: yes, those are my shipwreck objects. Wrench kevin stein
  9. that's ok...I been fiddling with MiGs instead of finishing off the hawk 75. I don't have a template for the SM79, perhaps Capun or charles does. Altough time consuming, it's relitavely easy to make one from an existing skin (although the fabric surfaces still has me mostly stumped). did you get my pm??? Wrench kevin stein
  10. The IDF Tomcat is only found on my site...the link is below in my sig. It's on the "New Aircraft and Skins" Page Wrench kevin stein
  11. Thanks Starfighter! I guess I shoulda researched the guns a little better...they're just as Madcaddie released it. I was more concerned with the damn rockets!!! Easy enough fix, though.... add to nose section: SystemName[006]=InternalGun3 add to guns section: [internalGun3] SystemType=FIXED_GUN GunTypeName=23MM_NR23 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.24,4.22,-0.63 LightPosition=-0.24,4.22,-0.73 MaxAmmo=80 EjectShells=TRUE EjectPosition=-0.24,3.454,-0.437 EjectVelocity=0.0,0.0,-2.0 MinExtentPosition=-0.20, 3.34,-0.67 MaxExtentPosition=-0.30, 4.22,-0.56 then adjust the rounds in the other 2 guns to match. I agree....MiGs make wonderful targets!!!! Wrench kevin stein
  12. Well, I'm not exactly sure...the -3 Wildcats (probably Martlet 1) didn't have folding wings and only 4 50 cals. That what I did when I made the early war -3; just commented out the outer guns and wing fold. The -4 and later (not including the FM-2, with a larger tail fin) had folding wings and 6 50s.... The hard part is to figure out with was the FAA versions... If it'd help, I have the Sqadr/Signal "Fleet Air Arm" book on pdf somewhere... also good for skins You know there's a cheat on all of pasko's skins....the righ and left wings are mapped identically. If you do one, all you need is to flip it (horizontally?? me thinks...), and rename the resultant bmp as right or left, depending on where you started. That's how I did the KM Stuka, F-80, F-94 and a couple others... Cheating is sometimes cool.. Wrench kevn stein
  13. Version

    1,032 downloads

    MiG-17PF Fresco-D upgrade -Ver2.0 for SF/SFG/ WoV/WoE/WoI and maybe SF2 & SF2-V Updated to Ver. 2 4/20/09 This version is designed to completly REPLACE the mod I released some time ago..... This is an almost complete rebuild of Madcaddie's MiG-17PF 'Fresco-D' limited all-weather, radar equipped interceptor. This has been tweeked to use a modified UV-16 rocket pod as an air-to-air weapon, along with a new-ish version of the S-5 unguided rocket. Most of the data for this weapons tweek was worked out by Lexx_Luthor in a thread over at the 3rd Wire Message Boards, using some data I've discoverd in the past. (see "Notes" section below for more details). The Flight Model parameters themselves have been copied directly from the latest Fresco-C's, so they are the most current (as of the 08 Patches for WoE). I'm releasing the ENTIRE aircraft, minus the lods of course, as they exist in all versions of the game, EVERYTHING is included, all the inis, new 'SovietSilver' larger skin bumps, etc. Also included is the cockpit, basically Mago/Paladrin's MiG-21MF; with some small modifications to the radar display. And, ONLY available in this mod, a new WoE-style Hangar Screen; the original 'artwork' type is also still included This is a completly new skin, created from a new template, made by me, based off the original 3rdW units. I've resized it up to 1024x1024, with completly redrawn rivet and panel lines. Also included is a revamped "M17PF.bmp" for the nose radar bubble, also resized and repainted. You =WILL= be using the weapons editor to add the new rockets and rocket pod!!!!! ==IT IS HIGHLY SUGGESTED YOU HAVE THE LATEST WEAPONS EDITOR== As always, it's reccomened you unzip this package to a temp folder, or your desktop, to gain access to the rest of this readme for the full, easy to follow install instructions. Well, almost easy...don't forget you'll be adding weapons, if you've not downloaded this before... Happy Hunting!! Wrench Kevin Stein
  14. Now, THATs nice!!!! If you all are interested, there's kind of a wish list in the "filling the blanks with ground objects' threard, around here somewhere. We could definately use more stuff...Western AA units, soviet Long Track, and other radars -- expecially the NATO stuff. Vehicles, etc. (note to self: find out what Capun did with the Toyota pickup) Wonder if that nuke plant could stand in for the Baghdad Nuclear Research center in Desert Strom..... Wrench kevin stein
  15. Not to be a jackass, or twist a knife, but all this should have been stated in the original readmes. From my stickied post, in the General Discussions Fourm, Just A Reminder People: Check Mods Before Uploading Remember, it's like those tests the State gives (or schools for that matter); use the lowest common demoniator; keep it simple and easy to understand, while being detailed and conscise. Keep up the good work! Wrench kevin stein
  16. When rebuilding the DS map, I've noticed that coordinates in the mission builder don't quite match the coordinates given with the huddata debug set to TRUE. I ALWAYS use those coordinates, which means, usually, finding a area relitively close via the mission builder, they then flying single missions somewhere's close by, and then using the free camera to wander over and see what's what. This may need to be done several dozen times..... Remember too, the game enigne will only populate the target areas when you get close to them (10-20 km maybe???) So, for example, if you're flying a mission over Calis, and you need to see what's placed at Paris, you may find nothing there. There's a little illustrated tutorial doc in my 'shipwreck' object that speaks to object placement using the de-buged huddata. Wrench kevin stein ps: vacation was good; got back last Fri.
  17. Anyone carried this any further??? Haven't had time to experiment with the Harrier pit fof the Migs...which calls the question for those withOUT WoE...possibly using the pits found in some of the aftermarket Harriers....must investigate this in my spare time... Wrench kevin stein
  18. We'd just need to proper models (ie: shapes) for the underwing gunpods. The existing one's we have, for the HS-129 (?) are just a bit too big. Adding armour is a simple data ini text edit, as is adding the gunpods themselves via that and the loadout ini. You can always release it like I've done...everything but the LODs (all inis, skin, decals, etc)... Edward was fiddling with something along those llines last year, when he was thinking about an Eastern Front map. Wrench kevin stein
  19. It's not a ground object, it's a TERRAIN object.... meaning, you take all the bits, and toss them into the terrain folder in question (just like the factory place, truck park, train station, etc). The just add them to the **_types ini, and add them to the *** targets.ini. That's all that's needed.... thusly... [TargetType073] Name=amRadioTower FullName=Radio Tower ModelName=amRadioTower.lod TargetType=COMM_BUILDING ActiveYear=0 TargetValue=200 UseGroundObject=FALSE DamagePoint=05.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=80 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=FuelFireEffectTest DestroyedModel=commbuilding1_destroyed SecondaryChance=0 and for the targets... [TargetArea010] Name=Makasar Position=112000.000000,798000.000000 Radius=2828.427246 ActiveYear=0 Location=2 Alignment=ENEMY Target[001].Type=amRadioTower Target[001].Offset=0,0,-10 Target[001].Heading=0 Target[002].Type=Building1 Target[002].Offset=-100,-100 Target[002].Heading=0 Target[003].Type=Building1 Target[003].Offset=-100,100 Target[003].Heading=0 That's really pretty much it!! Other than the fact it won't blowup....which you can adust in the types ini...DamagePoints= Use a very low number, and perhaps they can be destroyed. You can alos remove them from being targeted (for strike missions, etc), by changing the TargetValue= to 0. The game engine will then NOT assign it as a target. WRench kevin stein
  20. File Name: ZA-9 Kestrel, VMFA-58 "Wildcards" skin File Submitter: Wrench File Submitted: 25 Nov 2007 File Category: Modern Era Aircraft ZA-9 Kestrel, VMFA-58 'Wildcards' skin for SF, WoV & WoE: Simple skin, using the decals from some other Wildcards mods (as everyone knows just how much I =hate= wasting good decals....), and the template provided. It is based off the original gray skin, so all credit goes to Julhelm. It represents USMC squadron VMFA-58 "The Wildcards", had they truely existed, and were flying this aircraft. What, you all didn't think I was gonna jump on this bandwagon????? What better fictional unit to have flying a fictional aircraft, than the "Wildcards"!!! There are personalized nameplate decals for the characters, plus a few other I always throw in for good measure, and just plain fun!! (there are 2 screenies in the zip...one shows a close up of the commander's A/C - he uses a different patch) Simple, easy to follow instructions are in the enclosed readme...it's just a simple skin and decal pak, so it's really hard to mess this up.... Enjoy! Wrench kevin stein Click here to download this file
  21. Version

    93 downloads

    ZA-9 Kestrel, VMFA-58 'Wildcards' skin for SF, WoV & WoE: Simple skin, using the decals from some other Wildcards mods (as everyone knows just how much I =hate= wasting good decals....), and the template provided. It is based off the original gray skin, so all credit goes to Julhelm. It represents USMC squadron VMFA-58 "The Wildcards", had they truely existed, and were flying this aircraft. What, you all didn't think I was gonna jump on this bandwagon????? What better fictional unit to have flying a fictional aircraft, than the "Wildcards"!!! There are personalized nameplate decals for the characters, plus a few other I always throw in for good measure, and just plain fun!! (there are 2 screenies in the zip...one shows a close up of the commander's A/C - he uses a different patch) Simple, easy to follow instructions are in the enclosed readme...it's just a simple skin and decal pak, so it's really hard to mess this up.... Enjoy! Wrench kevin stein
  22. What Indian AF mods???? Lies, lies I tell you!!!! There are not InAF mods here at combatace...it it all lies from the Western propaganda machines!!! No, but seriouslly, they should be here...check the "Cold War Aircraft, MiG-21" section. I think that's where I put 'em!!! Wrench kevin stein
  23. Those are RIGHETOUS!!! Those AFVs are going to be superb addons. As a humongous sci-fi buff...well, nuff said! Love that little NOTAR!!!! I like the idea of a semi-post apocaliptic (sp?) scenario....something like I did with the ANW upgrade I did a few months back; changed the countries to "Global Sedition" and "Alliance" factionated world (not much different from today, huh??). It wouldn't even be that hard to use ALL the existing maps, and just add/change/adjust for the 'time frame' in question. Didn't Stwa do a post-global warming DBS retile??? As to atrdrivers questions, I'd say absolutely post in the main forums someting like "looking for originals owners of these models", and then list them in post. As to waterbombing...I think we could use a little help in that direction right now, as Malibu's on fire -- again!!! Wrench kevin stein
  24. You can prevent the aircraft from loading thing you DON'T want it to have by using these lines: NotAllowedWeapon= on each of the hardpoint were you DON'T want somethign to be able to load. (see the loadout thread in the KB for some examples, ie: Yak-25 Flashlight) The only unfortunate thing is, you HAVE to list ALL the variants of a praticular missle that you don't want loaded As to the problem with the messed up paint scheme.... older lods, older skins Use the newest lod and newest skin (all covered in KB) Wrench kevin stein
  25. Another one of my projects, never completed, that I found yesturday in the 'full objects' install.... 2 Genie, 4 Falcon, and the D wing-tip rocket pods. (since we only have the D lods to play with....) It'll need full reskinning, with new decals, markings and etc. And before anyone says anything, yes, I DO know the Genie was only mounted on the outboard stations, but the model only has a pylon on the inner stations. Cockpit, data ini, avionics mods are nearly done (even has a landinglight!!). Stuck with using the F-4B pit, for the twin-engine anunciator panels (it's livable). Busy finishing off the upgrade for the C, and gathering data for the J. I know I won't finish it off before we leave Tuesday for vacation (be gone all week...so, fellas, try not the burn the place down while I'm gone, ok??) Hope to have the C out tommorrow or Monday. Yes, I'm that bored.... Wrench kevin stein
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