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Wrench

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Everything posted by Wrench

  1. For our friends having problems with the Etendard, you might also want to have a look in the 'Editing Loadouts Thread" that I maintian, as there's a post relevant to the Super E: Super Etendard Loadout Tweeks Well, yeah! Another fine example from Los Angeles Unified Skool District But at least I can get weapons to work!!! Wrench kevin stein ps: I thought Fubar was The Official CombatAce Spell Checker???
  2. Gentlemen, if I can perhaps direct your attention to the Wonderful World of the CombatAce Knowledge Base??? I think you'll find this little tutorial most imformative.... Adding Weapons: A Basic Turorial <--Click Me!! I'm a Link to Wonders Beyond Imagining!!! Enjoy! Wrench kevin stein
  3. F-86H ?

    That must be the one I have...some of the birds have been on my HD for, like, forever!! It's one of howling1 mods, so it must be a tweek of one of Zur's originals. I've got a place for the weapons stuff in the KB, but just haven't finished testing. Tweeked the Mk.12 Nuke a little, but it's still a stand it. Guess I'll have to finish testing it, and post the relevant data... Wrench kevin stein
  4. Definately, give that a try. A quick check on mine shows I just used the CleanExhaustEmitter. I mean, after all, California has the tightest smog rules in the country.... Wrench kevin stein
  5. BB: you're right about the Alkali's not hitting anythings...they truely suck worse the 9B winder! Good catch on the mounting height, I just used the stock numbers from the PFU. As to the nose problems, did you follow the instructions EXACTLY as stated in the readme??? Once the text section of the weapons is added to the weaponsdataini, you MUST run the weapons editors to add them, and update the weaponsdata.dat file. You probably forgot the one step...give it another try!! It works perfectly for me... Wrench kevin stein
  6. I seem to remember seeing one around somewhere, but just can't find it!! Since I've been on a 'down under' kick, I figured I'd have a look at this one too. I think it was the interceptor version, Mirage IIIO? TIA! Wrench kevin stein
  7. Man, I must be going blind...or stupid or both!!! You'd think a Moderator would know where thing are... thanks guys,!!! btw, anyone know why the RWR dosen't work???? Wrench kevin stein
  8. F-111C Amberly Pig, RAAF (by Team Vark & Co) Since I got to fiddling with the 'What If...' Oz Rhino, I thought I'd revisit the Pig. I found all kinds of strangeness. So, brothers and sisters, settle in for a heap of editing...you'll be making several kinds of edits. Let us begin... First off, after almost 2 days of being driven bat-sh*t crazy trying to get the PaveTack to show, if finally occured to me that the wrong aircraft lod was being used. The one having been used is NOT equipped with the laser pod, just a bomb bay. The actual 'model' of the PaveTack is built in to the aircraft lod. Took a while to figure that out... So, assuming you have the entire Vark Pak installed, do the following: 1) In the F-111C folder, renamed the original F-111C.LOD to "ori_F-111C.LOD". 2) Open the F-111F folder and copy the F-111F.LOD into the F-111C's main folder. 3) Rename F-111F.LOD to F-111C.LOD. This means you don't have to edit the ini. Open the data ini, and scroll down to the Fuselage section. You'll be looking for SystemName[012]=BombBay change that to read: SystemName[012]=PaveTack Below you'll find the weapons stations edits, now set to use the Aussie nation-specific weapons: [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.253,-4.0,-0.219 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=BOMB,LGB,TER,MER,FT,EOGR,EOGB,CGR AttachmentType=WP ModelNodeName=soportes_izqui_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.253,-4.0,-0.219 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2500 AllowedWeaponClass=BOMB,LGB,TER,MER,FT,EOGR,EOGB,CGR AttachmentType=WP ModelNodeName=soporte_dere_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.465,-1.457,-0.170 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,LGB,TER,MER,FT,EOGR,ARM,RCG,ASM,EOGB,CGR AttachmentType=WP ModelNodeName=soporte_izqui_inter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [RightWingStationInboard] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.465,-1.457,-0.170 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,LGB,TER,MER,FT,EOGR,ARM,RCG,ASM,EOGB,CGR AttachmentType=WP ModelNodeName=soporte_dere_inter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=163.2 PylonDragArea=0.03 FuelTankName=F-111_FuelTank [PaveTack] SystemType=WEAPON_STATION StationID=5 StationGroupID=4 StationType=INTERNAL AttachmentPosition=0.0,1.226,-0.586 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800 AllowedWeaponClass=LP AttachmentType=WP NumWeapons=1 DiameterLimit=0.52 LengthLimit=3.3 DeploymentMethod=OPEN_BOMBBAY_DOOR BombBayAnimationID=8 BombBayOpenTime=3.0 BombBayCloseTime=3.0 MinExtentPosition=-0.50,1.226,-0.586 MaxExtentPosition= 0.50,1.226,-0.586 [sidewinderStation1] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.484,-4.0,-0.0070 AttachmentAngles=0.0,0.0,90.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=WP ModelNodeName=soportes_izqui_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=34.02 PylonDragArea=0.01 [sidewinderStation2] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.6,-4.0,-0.0070 AttachmentAngles=0.0,0.0,90.0 LoadLimit=250.0 AllowedWeaponClass=IRM AttachmentType=WP ModelNodeName=soporte_dere_exter MovingPylon=TRUE RotatingPylon=FALSE PylonMass=34.02 PylonDragArea=0.01 [ECMStation] SystemType=WEAPON_STATION StationID=8 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.0,-5.495,-0.934 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=91 AllowedWeaponClass=EP AttachmentType=WP DiameterLimit=1 LengthLimit=2.90 MinExtentPosition=-0.50,1.226,-0.586 MaxExtentPosition= 0.50,1.226,-0.586 This is your new loadout ini: [Attack] Loadout[01].WeaponType=AUS GBU-12 Loadout[01].Quantity=1 Loadout[02].WeaponType=AUS GBU-12 Loadout[02].Quantity=1 Loadout[03].WeaponType=AUS Rockeye Loadout[03].Quantity=6 Loadout[03].RackType=AUS BRU3A Loadout[04].WeaponType=AUS Rockeye Loadout[04].Quantity=6 Loadout[04].RackType=AUS BRU3A Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 Loadout[01].WeaponType=AUS Mk82SE Loadout[01].Quantity=6 Loadout[01].RackType=AUS BRU3A Loadout[02].WeaponType=AUS Mk82SE Loadout[02].Quantity=6 Loadout[02].RackType=AUS BRU3A Loadout[03].WeaponType=F-111_FuelTank Loadout[03].Quantity=1 Loadout[04].WeaponType=F-111_FuelTank Loadout[04].Quantity=1 Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 [sEAD] Loadout[01].WeaponType=AUS Rockeye Loadout[01].Quantity=6 Loadout[01].RackType=AUS BRU3A Loadout[02].WeaponType=AUS Rockeye Loadout[02].Quantity=6 Loadout[02].RackType=AUS BRU3A Loadout[03].WeaponType=AUS AGM-88B Loadout[03].Quantity=1 Loadout[04].WeaponType=AUS AGM-88B Loadout[04].Quantity=1 Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=AUS GBU-10 Loadout[01].Quantity=1 Loadout[02].WeaponType=AUS GBU-10 Loadout[02].Quantity=1 Loadout[03].WeaponType=AUS AGM-84A Loadout[03].Quantity=1 Loadout[04].WeaponType=AUS AGM-84A Loadout[04].Quantity=1 Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 [Recon] Loadout[03].WeaponType=F-111_FuelTank Loadout[03].Quantity=1 Loadout[04].WeaponType=F-111_FuelTank Loadout[04].Quantity=1 Loadout[05].WeaponType=AUS PaveTack Loadout[05].Quantity=1 Loadout[06].WeaponType=AUS AIM-9L Loadout[06].Quantity=1 Loadout[07].WeaponType=AUS AIM-9L Loadout[07].Quantity=1 Loadout[08].WeaponType=AUS ALQ-131 Loadout[08].Quantity=1 Now, this is not a perfect fix; on Anti-Ship mission, in pre-Harpoon years, you might find yourself carrying a couple of Bullpup missiles, and for some reason, Rockeye cluster bombs. I belive it's a quirk of the game engine. I'd reccomend double checking the loads, and adjusting them manually if needed to suit the mission requirements. You'll also notice the use of HARMs on the SEAD load, even though these were never actually installed. You can easily switch them out for some other standoff weapon that'll kill radars. However, I DID give you plenty of cluster bombs to drop on those nasty SAMs and AAA unit. Comments and updates are welcomed! Happy Hunting! Wrench Kevin Stein
  9. bad valve guide seals, weak oil rings?? I mean, jeez, its an old bird; probably has a tired engine After all, the Captain has been using them the 'windmill' the ship into dock and all..... Try this in the data ini Engine section: ExhaustEmitterName=CleanExhaustEmitter or just delet the emitter name, should show no exhaust trail Wrench kevin stein
  10. RAAF F-4E Package

    Version

    415 downloads

    Oz F-4E Package for SF/WoV/WoE This is an update of nosecone's RAAF F-4E Phantom II skin set. Having never seen this mod before, I made several unkind comments on the message boards, for which I apologized publicly. Also, as part of said apology, I'm updating the inis and pathways so it now become a simple drag/drop or copy paste operation. As a bonus, I'm including all the ini's necessary to create an RAAF country specific version of the Phantom. All inis, and brand new -only available in this mod!- Hangar & Loading screens are included. Amberly Rhino??? That don't sound too bad!!! Once unzipped, you get 2 choices: 1) Add the skin to the existing F-4E in the usual manner or; 2) Create a RAAF-only version. I've included everything needed to do so. You also get a new, Bonus Skin, "RAAFGray" Well, all it is, is the 5 texture bmps, decals ini, texture set ini for a Dark Gray Version of the skin, based off the colors used on the F-111C that's available. I just reused everything that nosecone did, since he mentioned something about the "later versions". You will be re-using the decal set provided (ie: copy into the RAAFGray folder) There are full, detailed install instructions in the read me -- so read the cursed thing!!!. There is vitally important information about weapons loads in there. Operation years are a 'best guess', for a "What If..." aircraft. Credits: All credit goes to nosecone; he created the decals and did all the original work in 2002. All I've done is assemble it into a cohernt package, updated to the latest standard, and create the dark gray skin. (picture not posted here, check the 'Mods and Skinning' Forum for a screenshot) Enjoy! Wrench kevin stein
  11. You can always add this to the sidewinder stations: NotAllowedWeapon= and then 'name' the missile to not be loaded. Works on the Yak-25! Editing the loadout won't help, most of the time, as it'll still load what available for that year. Wrench kevin stein
  12. You can try 2 things: adjusting the speed at which it opens or close, or comment out the canopy section, and it'll remain closed. Try this for speeds: Setting[1].DeployValue=0 Setting[1].RetractValue=05 to keep it closed, do this to the canopy header section: //[Canopy] Wrench kevin stein
  13. Already been done by me...strange that I can't find it in on my site...guess I never uploaded the fix. Well, here it is. This will create 'virtural' divebrakes, as the model dosen't have the actual moving parts. Open your SBD_DATA.ini, and add the following sections where indicated....I'm also including the lighting fix, which is also in the data ini for the VS-41 skin set In Fuselage add, SystemName[011]=BottomGreenLight SystemName[012]=BottomAmberLight SystemName[013]=CenterAirbrake LeftWing add: SystemName[005]=LandingLight SystemName[006]=LeftAirbrakeUpper SystemName[007]=LeftAirbrakeLower RightWing add: SystemName[005]=RightAirbrakeUpper SystemName[006]=RightAirbrakeLower LeftOuterWing add: SystemName[003]=LeftUpperFormationLight RightOuterWing add: SystemName[003]=RightUpperFormationLight Below the LandingGear section, replace everything below with this, includes the light: // Airbrakes --------------------------------------------------------- [LeftAirbrakeUpper] SystemType=AIRBRAKE DeployTime=3.0 RetractTime=1.5 ModelNodeName=brake_left_upper AnimationID=4 DragArea=1.5 [LeftAirbrakeLower] SystemType=AIRBRAKE DeployTime=3.0 RetractTime=1.5 ModelNodeName=brake_left_lower AnimationID=4 DragArea=1.5 [RightAirbrakeUpper] SystemType=AIRBRAKE DeployTime=3.0 RetractTime=1.5 ModelNodeName=brake_right_upper AnimationID=4 DragArea=1.5 [RightAirbrakeLower] SystemType=AIRBRAKE DeployTime=3.0 RetractTime=1.5 ModelNodeName=brake_right_lower AnimationID=4 DragArea=1.5 [CenterAirbrake] SystemType=AIRBRAKE DeployTime=3.0 RetractTime=1.5 ModelNodeName=brake_center AnimationID=4 DragArea=1.5 // Lights --------------------------------------------------------- [bottomRedLight] SystemType=LIGHT Position=0.00,-0.10,-0.68 LightSrcOffset=0.00,0.0,-1.50 Color=0.88,0.25,0.25 Brightness=0.05 LightSrcRange=0.3 CanFlash=FALSE FlashTime=0.6 [TopRedLight] SystemType=LIGHT Position=0.00,-1.50,0.79 LightSrcOffset=0.00,0.00,0.0 Color=0.88,0.25,0.25 Brightness=0.05 LightSrcRange=0.3 CanFlash=TRUE FlashTime=0.6 [LeftPositionLight] SystemType=LIGHT Position=-6.25,1.85,0.40 LightSrcOffset=-0.0,0.00,0.00 Color=0.88,0.25,0.25 Brightness=0.03 LightSrcRange=0.5 CanFlash=FALSE [RightPositionLight] SystemType=LIGHT Position=6.25,1.85,0.40 LightSrcOffset=0.00,0.00,0.00 Color=0.25,0.88,0.25 Brightness=0.03 LightSrcRange=0.5 CanFlash=FALSE [TailLight] SystemType=LIGHT Position=0.0,-5.10,0.20 LightSrcOffset=0.00,0.00,0.00 Color=0.88,0.88,0.88 Brightness=0.04 LightSrcRange=0.3 CanFlash=FALSE [LandingLight] SystemType=LIGHT Color=0.88,0.88,0.88 Brightness=0.10 Position=-2.9,1.75,-0.60 LightSrcOffset=2.6046,49.0560,3.50 LightSrcRange=150 LightRange=45.0 CanFlash=FALSE LightNodeName=LandingLight IsLandingLight=TRUE [LeftUpperFormationLight] SystemType=LIGHT Position=-5.5,1.85,0.40 LightSrcOffset=-0.0,0.00,0.00 Color=0.1755,0.275,0.858 Brightness=0.04 LightSrcRange=0.5 CanFlash=FALSE [RightUpperFormationLight] SystemType=LIGHT Position=5.5,1.85,0.40 LightSrcOffset=0.00,0.00,0.00 Color=0.1755,0.275,0.858 Brightness=0.04 LightSrcRange=0.5 CanFlash=FALSE [bottomGreenLight] SystemType=LIGHT Position=0.00,-0.20,-0.68 LightSrcOffset=0.00,0.0,-1.50 Color=0.25,0.88,0.25 Brightness=0.05 LightSrcRange=0.3 CanFlash=FALSE [bottomAmberLight] SystemType=LIGHT Position=0.00,-0.30,-0.65 LightSrcOffset=0.00,0.0,-1.50 Color=0.9126,0.8814,0.0429 Brightness=0.05 LightSrcRange=0.3 CanFlash=FALSE The divebrakes work with the airbrake key. This same fix was applied the the A-36 Apache, as well. Happy Bombing! Wrench kevin stein
  14. I thought 'vulching' was frowned upon... by the enemy!!! nice shots! Wrench kevin stein
  15. Ok, nearly ready.... original 'skin': and, there'll be a bonus too when I upload the pack. Color is taken directly off the 111C we have: Uses the same decals, so when it's installed, you'll just have to copy the "D" folder into the RAAFGray skin folder Should have it finished testing and uploaded tommorow/early next week. Will also include ini, data ini, and loadout ini to create an RAAF country specific version. Consider it another of my "What If..." models Wrench kevin stein
  16. File Name: MiG-19P Farmer-B Mod File Submitter: Wrench File Submitted: 1 Aug 2007 File Updated: 9 Sep 2007 File Category: Soviet Aircraft and Variants This is a modification of the stock MiG-19S Farmer-C into the limited all weather, radar equiped 19P. Since the base aircraft exists in all versions of the game, no LODs are included. In fact, everything, but the radar nose, cockpt, and few other bits, are all stock items! =NOTICE: you MUST have the latest weapons pak installed to make use of the Izurmud radar nose, and missiles!!= Hopefully, you'll have Magoo & Badger the Bad's MiG-21PFM's cockpit around somewhere, as you're going to be needing it!! If you don't have it, go and get it. You'll probably be wanting it for your Fishbeds anyway, so head over to "SF/WoV/WoE" downloads section, and pick it up!! This package includes some 'new' weapons, so you'll be using the weapons editor to add them. There are full, detailed install instructions in the readme. There are also some explinations as the the "what's and wherefore's", and an extensive credit list. Most of the credit goes to Lexx_Luthor, for his ideas concerning the 'radar bubble' nose, on this and 19PM Farmer E. Happy Hunting!! Wrench Kevin Stein Click here to download this file
  17. Never liked 'Freedom Express' that much, even though it ends here in my hometown.... Ok, just a little 'senior moment' creeping in on me... Wrench kevin stein
  18. Depends on which book in the series: CherryBusters: F-100 (#1), later F-105 (#11) Guardians (#12) F-4 - no mention of model, but probably E Twisted Cross (#4) F-4 -- I always wondered if the E was correct for them... 4th Reich (#11) Toronado, Jag, possibly F-4F/ICE (they were originally from Germany) The 2 mercs that chased Hawk after the bombing of Otis (#1) F-104 And don't forget Roy from Troy, purveyor of fine reconditioned aircraft! I just can't seem to remember if any airpirates used the Voodoo...I'm sure it must appear somewhere! Interesting to note, I recall no mention of the CF-104 Starfighter, that should also have been used by the FCF. Wrench kevin stein
  19. Actually, either there's a missing bmp or someother issue...it didnt work in EAWEuro (of course, your milage may vary) I'll have to recheck and see if the bmp is in the terrain folder, or stuck in the cat. A little tickle at the back of my mind says "make sure it's in the folder, not buried in the terrain cat" (either that, or it's fleas) Wrench kevin stein
  20. You know you can add a runway that's NOT a runway, right???? From my as-yet-to-be-re-released Iran/Iraq update: [TargetArea116] Name=Kharg Island Position=799376,355882 Radius=2000 ActiveYear=0 Location=1 Alignment=FRIENDLY //AirfieldDataFile=desert_airfield3.ini //NumSquadrons=0 Target[001].Type=Radio_twr Target[001].Offset=-1250,273 Target[001].Heading=0 --snip for bervity-- Target[008].Type=Runway3 Target[008].Offset=-964,510 Target[008].Heading=300 You add the runway like normal, with the airfield ini callout, place the object, the comment out the airfield data (or even delete it). Then it just become another general target area. Wrench kevin stein
  21. Hope we finally get it!!! We'll need them for the Free Canadian Forces in the 'Wingman'.....heheheheheheeeee Wrench kevin stein
  22. Geez, I'd have at least asked for Diet Pepsi, or something like that! Hopefully, somebody'll will mod one of the existing carriers to a Russian one, and the 33 will have something to land on Wrench kevin stein
  23. Full instructions in the readme, quoted below (with a small edit to not insult anyone! )
  24. Well, the first thing I'd do, is create a seperate decals folder for the number decals (ie: "D"), transfer all the new numbers to that, then edit the decals ini to point to it. IE: F-4E/SEAnoshark/D There might be a problem with the length of the folder name, I'd rename the folder "RAAF", then adjust the path accordingly. Something like: F-4E/RAAF/D so the path, in the new decal ini would be something like this: [Decal011] MeshName=vertical_stabilizer DecalLevel=2 DecalFacing=RIGHT FilenameFormat=F-4E/RAAF/D/F4RAAFlg Position=-4.6,1.4 Rotation=0.0 Scale=2.2 DecalMaxLOD=3 The shorter path is always better for the skins (we've had some issues with that before, mostly on the original Tornado) I gotta say, though, that's is one of the longest ways around to get a skin to work. The textureset ini and decals ini SHOULD have been included as seperate files; that way is becomes a simple copy/paste/rename of the TNG1 skin set. Way tooo much work. Should be a simple drop/drag operation. Copy/paste the nose bmp??? Aren't the F-4E templates available here and @ 3rd Wire??? Easier to just repaint the one bmp, and let it overwrite the existing "f-4e_5.bmp". Some folks aren't up to speed on skinning, and may not have the necessary image manipulation programs (Photoshop, PaintShopPro, Gimp, etc) Also, a quick extraction and checking the NATIONS.INI, would have shown RAAF already exists - Nation038; RAN is Nation054, with no real need for editing. The campaign section looks at the first part (ie: Australian Navy), the single mission generator looks at the displayname=. I want the author to know I mean no disrespect towards the hard work put into it -- having made dozens of skins and literaly thousands of decals...I know what goes into it. But there are much easier and simpler ways, mostly because the end users always wind up scratching their heads going "huh???" -- cause I sure was!! Now, on to the matter of creating a Oz nation specific Rhino..... Wrench kevin stein EDIT: looks like I should have checked the file dates before speaking...kinda spoke out turn here.... This whole set dates from 2002, long before the textureset.ini and things were created by one of the patches. So, in the manner of an apology, I'll put together an update pak, and upload it as a 'fix', with the necessary inis and the fixed _5.bmp. My apologies to nosecone, if you're still out there, for my gaff. W
  25. Version

    2,005 downloads

    MiG-19PM Farmer-E upgrade Ver.2 for SF/SFG/WoV/WoE/WoI and maybe SF2/SF2-V UPDATED to Version 2.0 5/5/09 This is a simple upgrade that will bring this aircraft to the latest patch standards (08 Level) This is ALL the other bits from before complied into a complete package, all inclusive, and is designed to TOTALLY replace any earlier upgrades. The changes implimented herein are mostly in the switching of the Izumrud nose bubbles to a 'pilot seat', ala FastCargo's trick. This will allow it to show on aircraft parked on the line. Included is Mago/Paladrain's cockpit from the Mig-21PFM. While not a perfect match, it's the 'bestest closest fit', and works REALLY nicely!! Other data ini edits remove all 3 gun barrels and the xtra weapons pylon. A new skin, based off my 1024 templates is also included, with the ejection ports and fusleage gun-blast shielding removed. Decal ini edits move the bort numbers aft and make them slightly smaller; meaning they're not -quite- correct, but at least now something will show up on the nose. For those wishing to resking for Czech or Hungarian usage, you'll have to plot the new postions yourselves, as they placed them on the aft fuesleage. The avionics ini has been updated to include an audio-only RWR; not sure of what type, probably some kind of a Serina, but it does work. The cockpit ini has also been modified to use the original style radar and radar display that Pasko created. No other changes have been made to it. So the instructions given in the original 'readme' still apply for target aquisition, tracking and firing. The is the 'Interception Procedures.txt' included in the main folder. You'll also find an updated data ini to 08 standards. I've split the Alkali stations, to allow for a "mixed" loadout of either/or the IR or SAH versions of the AA-1, even though I've turned up nothing that says that a mix could be used. It's part of my gaming belief system "playbility & fun sometimes takes precedence over historicality" (and everyone knows what a stickler I am for historical correctness!!) The original 'box-art' style hangar screen is included, along with a new WoE 'on the runway' version, so you can choose which you like best. It is designed for use with any/all weapons paks, or none. I've incuded the Alkali A & B missiles from the 06 Bunyap Pak; still in their RS-2US and RS-2U naming conventions, in the 'seperate folder' format now usable in all post patch games. For those with SF2 and SF2:V, the weapons data ini for each missile is included in each of the folders. As I don't have these games, you all'll have to figure out the numbering on your own. But, with TKs release of the SF2 weapons editor, this should pose no major problem 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. Happy Hunting! Wrench Kevin Stein
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