Jump to content

Wrench

ADMINISTRATOR
  • Content count

    27,006
  • Joined

  • Last visited

  • Days Won

    134

Everything posted by Wrench

  1. http://forum.combatace.com/index.php?autom...ode=sst&id=5380 File Name: Bf-109G6 Mod Pak File Submitter: Wrench File Submitted: 12 Oct 2007 File Updated: 7 Feb 2008 File Category: Axis Fighters File Version: No Information Website: No Information Messerschmitt Bf-109G6 skin & ini tweeks for SF, WoV & WoE WW2 Installs: -Modification of one of Wolf257's Messerschmitts.... This is a semi-complete package, creating another version of the famed Messerschmitt Bf-109. It contains just about everything needed. I say semi-complete, because the aircraft LOD file is NOT included, as per his wishes, but everthing else is. You will also be adding 2 stand-in under-wing gun gondolas for the MK108 30mm and MK151 20mm cannons. I say stand-in, as the pod used is NOT the correct shape. So, you WILL be using the Weapons Editor to add the new gun pods. They use existing weapons, so there's no problems there. These are just here until a 3d modeler steps up and gives us the correct shapes for the 2 different pods. The skin included represents JG53 in late 44/early 45, and has been enhanced with new panel, rivet lines, and new stenciling for the warning and info tags. My damged tgs and NEW 109G6 hangar and loadoing screens -ONLY available in this mod- are also included. PLEASE read the enclosed reamde file for full detailed install instructions, as well as other notes and commentaries. Good Hunting! Wrench kevin stein Click here to download this file
  2. Bf-109G6 Mod Pak

    Version

    1,246 downloads

    Messerschmitt Bf-109G6 skin & ini tweeks for SF, WoV & WoE WW2 Installs: -Modification of one of Wolf257's Messerschmitts.... This is a semi-complete package, creating another version of the famed Messerschmitt Bf-109. It contains just about everything needed. I say semi-complete, because the aircraft LOD file is NOT included, as per his wishes, but everthing else is. You will also be adding 2 stand-in under-wing gun gondolas for the MK108 30mm and MK151 20mm cannons. I say stand-in, as the pod used is NOT the correct shape. So, you WILL be using the Weapons Editor to add the new gun pods. They use existing weapons, so there's no problems there. These are just here until a 3d modeler steps up and gives us the correct shapes for the 2 different pods. The skin included represents JG53 in late 44/early 45, and has been enhanced with new panel, rivet lines, and new stenciling for the warning and info tags. My damged tgs and NEW 109G6 hangar and loadoing screens -ONLY available in this mod- are also included. PLEASE read the enclosed reamde file for full detailed install instructions, as well as other notes and commentaries. Good Hunting! Wrench kevin stein
  3. "Excuse me, while I kiss the sky" == can't get a better line than that, expecially for a flight sim! Here's from last night, after a couple more hours work (had to reskin the hump, made a new template for it, adjusted the upper light and changed it's color) New hex-modified lod for the hump in now F-110 only, painted to match. Tweeked the skin to remove the canopy lines and 'rescue' red triange (F-4b templates are here at CA). Still can't get a decal on canopy...I even tried repainting the existing 3rdWire 'canopyglass'....after expanding in 128% -- the damn thing is ONLY 1 pixel in size. Once that's figgered out... Want to do up an ADC decal for the tail fin, since the 25 built were only used in CONUS for air defense, remove the AG references, etc. I have a whole 'What If...' fictional historical essay in my head that I'll write down later. I want to send everything to BadFrank first, since this was his idea/baby to start with. I just picked it up and ran away with it...which is uncool. So if it gets released, it'll be under Frank's name, with a little help from me. Wrench kevin stein ps: nothing against the navy!
  4. I don't belive there's a need for a new one; having updated the entire Iraining AF meself for the next upgrade to the Irain/Irag set (see the loadout thread for details). What is/was needed were updating the weapons -- also in the same thread. I'm given to understand the Mirage Factory may have updated versions in the works, so I'd hold off. OTH, there are the Turkey-lovers (white meat for me!) that would probably appriciate it. Wrench kevin stein
  5. Well, hell...that's the Navy one. Now you want me to put the Squid skin skin back on???? Sheesh...wish I had a song I could sing, and get it stuck in you head...!!!! Some peoples kids.... Now, if you all don't mind, I'm supposed to be finishing off the readme for the 109G6, 109K4, Fw190A8R8, the French Hawk 75...so I can get these off my hard drive, so I can start skinning the Battle and Marut!!! To say nothing of finishing off the George skin for 343 Kokutai, that I started 2 years ago!!!! Wrench kevin stein
  6. We could sure use some of those boats in here as well!!! Those fishing trawlers and small frieghters...yeah! And...you have a Grief in 3ds???? That would be a perfect for the SWOTL 2 or our Luft46 addons!! pity I can't model... Wrench kevin stein
  7. Ok that weren't so hard.... got rid of the 'extra' 2 mounts, straightend out the attachmet angles, positioned it so the refueling slipway doors are still exposed, used the F-4B lods, F-4C skin (renamed the bmps), created a 'new' hump for F-110, removed the Wizzo/RIO. All that rally needs doing it repainting the A4E hump skin, creating an actual F110 Avionics Hump lod, hex editing it to take the new skin, add the decal (which I did'tn bother to do) for the canopy -- btw, the node name is already in the data ini, under the co-pilot section) Nice this is, the B & C are so close in shape, you can use all the original 3rdWire stuff. If it's an AF bird, probably want to swtich over from winders to Falcons...even if they suck There you go...about 25 minutes of work. Wrench kevin stein
  8. BadFrank: use the data I posted above to update the hump, changing it to a jammer. Set the stations like shown in my post. That should eliminate some problems. Make sure you change the pointers in the weapon station like I've shown them -- set to EP another question: is the based of the F-4B or C...makes a difference in the hardpoint gruop numbers. The B has one extra, and C does not (6 max -- and they're all used) Part of your loading problem is you're using the wrong name. You're using the "full name", when the game engine only recognizes the "type name" So your loadout ini should read: blackbird: since this is BadFrank's mod, I don't think Dave's got much to with it. The Bad Man will probably post it when it's ready. Have paitence, little brother! Wrench kevin stein
  9. Happy Birthday To...

    Happy Birthday guys!!! Another reason to celebrate...as if we need a reason!!! Wrench kevin stein
  10. One problem I see, is it's still set for a gun pod. Change it to EP, and turn the hump into a 0 strength jammer, adjust the weights (as above), rename to something else, and some problems will be eliminated (like the SUU23 mentioned above) can you post the hump data from the weaponsdata ini?? and it's pronounded "EYE-gor"...now walk this way Wrench kevin stein
  11. http://forum.combatace.com/index.php?autom...ode=sst&id=5376 File Name: FW-190F8 "Jabo" File Submitter: Wrench File Submitted: 10 Oct 2007 File Updated: 7 Feb 2008 File Category: Axis Fighters File Version: No Information Website: No Information Focke Wulf Fw-190F Package for SF, WoV & WoE WW2 ETO/MTO/SWOTL Installs: This package includes skin and ini mods of the original 190 into the =definitave= 190F ground attack/close support version. This is a semi-complete package conatining all necessary parts to create the new aircraft =EXCEPT= the FW190.LOD. It's Wolf's wish that the lod not be distributed in new packages, but it's a simple matter to just copy it over from another Wurger. All other parts; cockpit, all the inis, updated gunsight tga are included. I call it semi-complete package for the above reason, but NEW data, loadout, cockpit and main inis are included, due to several modifications I've effected. There are even new hangar and loading screens, specifically designed for this ground-attack version. There are 2 skins in this package (hence the ETO/MTO tag at the top!): 9/SG4 based in France & Germany in the post D-Day time frame (attached to KG51); I-SG4 based on Sardinia for use in the MTO/Italian theatre. It is suggested that you do NOT mix these skins in the same theatre of operations, but rather 'split' the install between your ETO and MTO game setups. ---- Please note you MUST have the latest Weapons Pack for the WW2 Axis weapons ---- PLEASE read the enclosed readme for detailed install instructions, and other important notes. I wrote it...you better read it!! Most importantly, information about the modified loadouts (see picture above for some idea of what you can get!) Happy Hunting! Wrench Kevin Stein Click here to download this file
  12. Considering the aircraft NEVER went into production....that should answer the question about loadouts As for a pit, if you don't have WoE, may I suggest one of the aftermarket Harrier's here at CA, or <shudder> one of the Russianized Scooter pits, with necessary cockpit ini adjustments? Wrench kevinstein
  13. Ok..let's look at this logically... I can assume by the 'I only had a gunpod' statement that you never applied the permanant fix to the Scooter hump by turning it into a zero strength jammer?? This has been covered more times than I care to reiterate! There should be a post about it in the Knowledge Base, Loadouts Thread. If not, I'll get it posted. Let's take a look at the hump 'weapon' station, this is from the A-4E (Late) [AvionicsHump] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,3.82,1.82 we all know this is where it sits on the Scooter. Adjust for Rhino AttachmentAngles=0.0,0.0,0.0 these will allow you to change the 'angle of incidence' kinda thing LoadLimit=2350.0 this needs adjusting, as per the hump weight, in weaponsdata ini* AllowedWeaponClass=A4E,EP AttachmentType=NATO ModelNodeName=A4E PylonMass=0.0 PylonDragArea=0.01 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= * the given weight of the hump in 100 kg. The weight for the hardpoint, max, should be set to approw 10-20 kg higher, ie: 120 kg. This will prevent other, unwanted items to try to load via the game engine ie: SUU-23 gun pods, if you haven't changed the nature of hump. Not having the data ini for the "F-110" in front of me, I can assume the fore/aft position (center number) should be about 1-1.5 meters AFT of the RIO; given the known length of the hump (see hump data below) [WeaponData1073] TypeName=A4E FullName=ALQ-100 RHAW/AVI HUMP ModelName=A4E Mass=100.000000 here's the weight I was talking about Diameter=2.000000 Length=4.000000 here's the length of the hump, overall AttachmentType=NATO NationName=USN StartYear=1965 EndYear=1975 Availability=3 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=1.000000 Don't forget, the attachment position is measured from the CENTER of the item, wiether its a bomb, missle, fuel tank or avionics hump. So you have to adjust that center number (Y coordinate for the geometricly inclined). Then adust the up/down (the last number, or Z axis) to bury it into the fuselage. I'd keep the decal over the canopy, and just let the hump cover the minimum necessary, but keeping it mostly out of sight. I agree with Paul on one point...you should leave the blade antennae showing...it would look more functional that way. You could even adjust the top light position, and have it top of the already conviently placed one there. As for cockpit, you could leave the Rhino pit alone, or if you ini dancing inclined, use the Demon pit, with the cockpit/pilot positon adjusted accordingly in the Demon's cockpit ini, suitably renamed for the Spectre. This is all hypothetical, of course. Wrench kevin stein ps: I just noticed in the screenie .... EASY avionics??? Lightweight!!!
  14. I partly disagre with that statement.... The harder part is LANDING on them!!! If it weren't for the autopilot (it's ok...you can call me a cheater!), I'd be a red smear on the fantail! Wrench kevin stein
  15. You can change the height, and lower it down, you can also adjust the 'angle' as to where it sits. I'd fiddle with the heights and angles, and try to get it 'hidden' in the fuselage as much as possible. (did something like this 2 years ago to try to make an A-36 Apache, -this is before Wolf rereleased his pack, with A mustang in it- using the Scooter hump. Buried it in the nose the P-51B, flipped it upside down, angled it down to the rear...it's all very doable, just takes time to dial it in) As for it not showing up, is it added as a "SystemName=" Don't forget that HAS to be there. Wrench kevin stein
  16. Plus several mods of the basic aircraft, available here as well (including some way out 'What If... versions). With several Me and FW mods to come... Wrench kevin stein
  17. FW-190F8 "Jabo"

    Version

    776 downloads

    Focke Wulf Fw-190F Package for SF, WoV & WoE WW2 ETO/MTO/SWOTL Installs: This package includes skin and ini mods of the original 190 into the =definitave= 190F ground attack/close support version. This is a semi-complete package conatining all necessary parts to create the new aircraft =EXCEPT= the FW190.LOD. It's Wolf's wish that the lod not be distributed in new packages, but it's a simple matter to just copy it over from another Wurger. All other parts; cockpit, all the inis, updated gunsight tga are included. I call it semi-complete package for the above reason, but NEW data, loadout, cockpit and main inis are included, due to several modifications I've effected. There are even new hangar and loading screens, specifically designed for this ground-attack version. There are 2 skins in this package (hence the ETO/MTO tag at the top!): 9/SG4 based in France & Germany in the post D-Day time frame (attached to KG51); I-SG4 based on Sardinia for use in the MTO/Italian theatre. It is suggested that you do NOT mix these skins in the same theatre of operations, but rather 'split' the install between your ETO and MTO game setups. ---- Please note you MUST have the latest Weapons Pack for the WW2 Axis weapons ---- PLEASE read the enclosed readme for detailed install instructions, and other important notes. I wrote it...you better read it!! Most importantly, information about the modified loadouts (see picture above for some idea of what you can get!) Happy Hunting! Wrench Kevin Stein
  18. So....we have to wait 2 week for the salted eel? Or is that only in the UK??? I'd like to try some... Is it kosher??? Is it safe??? Wrench kevin stein
  19. Like Nick said, and I'm too much the technician still...I want to know WHY something failed (or just don't work) Glad you got it going Wrench kevin stein
  20. You know, of course, that you can take that whole wonderful desert terrain folder, and just drop it into WoV, and have it all, right??? (or WoE -- don't work in First Eagles though) It should be noted, as a sidebar, in my WW2 install, which originally started out as an SF mod, is now in WoE (SWOTL I call it, due to all the 'Luft46' birds in there), and my pointer is to the desert cat, in the swapped over /desert terrain folder. I found the WoE GermanyCE cat "acted funny" with the BoB terrain. Works perfect with the desert cat, though. Pure, honest strangeness! Wrench kevin stein
  21. A thought just occured to me.... are you using the most current weapons editor??? 'Cause if you're not, the older versions will most definately kill the the weaponsdata ini AND dat files Use the one that's in the latest weapons pak (6/06, I thinks!) Wrench kevin stein
  22. You DO have the pointer for you VietnamSEA.cat in the BoB.ini, right?? Assuming you're basing the game off a modded WoV. [Terrain] TerrainFullName=Battle of Britain DataFile=Battle of Britain_data.INI CatFile=..\VietnamSEA\VietnamSEA.cat <-this line, like so?? TargetFile=Battle of Britain_targets.ini TargetTypeFile=Battle of Britain_types.ini NationsFile=Battle of Britain_nations.ini BriefingText=Battle of Britain_briefing.ini MovementFile=Battle of Britain_movement.INI DogfightFile=Battle of Britain_dogfight.INI DogfightOnly=FALSE Latitude=50.0 Longitude=0.0 Wrench kevin stein
  23. That's definately an airfield ini problem..I've experienced that before. So,we're talking about this one: gee...did I just post that??? Like the other said, that's included in the latest patch upgrade. If not, copy the text above into a blank notepade sheet and 'saveas" DESERT_AIRFIELD3.INI, and throw it into the BoB terrain folder. That should work. Battler: I thought the roundels were off...it's just a simple matter of swapping out the lower ones in the skin template...which of course, means new a skin bmp. Insteresting to note, my Hurri's are correct!!! It's probably because the Spit Mk.1 template is usable on everything from the 1 through 9 and the Seafires (with the addition of the extra prop blade for the 4 bladed prop), and I've just reused the same layer. I mean, the psd template is ONLY 25 megs right now....(if you think that's big...my FW190 is 72 megs! - must have 30+layers on it) Mostly, we were trying to answer what squadron, if any, the "AI" code represented from the movie. Personally, I don't thing it's ANY squadron, probably somebody's initials from the production crew! But most definately, the Squadron code letters should be AFT of the roundel on the Starboard side, forward on port. Which, unfortunatley, give us the decal bleed from the individual letters near the engine cowl. Nothing for it, as they say, except having Capun look at the lod again, and close off the gaps. Same would have to be done for the Spits as well. But we've got sooo many projects in the pipeline, don't expect it happen. But I"ll have a look at those sites anway...might answer the question. And speaking of Messerschmits and Focke-Wulfs....there's some interesting thing coming (albeit for later in the war). Wrench kevin stein
  24. Use a decal painted to match the fuselage. The hard part will be determining WHERE it's located. You might want to use a hex editor, and look inside the lod to try and locate the mesh name. Search for 'canopy' Wrench kevin stein
  25. bombs or rockets??? They're in the weapons pak Wrench kevin stein
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..