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Wrench

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Everything posted by Wrench

  1. "Dead flies on windshield" "Live flies on backorder" Wrench kevin stein
  2. File Name: Lybia Terrain Update Ver3 - File Submitter: Wrench File Submitted: 28 Jun 2007 File Updated: 4 Mar 2008 File Category: Terrains File Version: 3 Website: No Information Upgrade/Update for Lybia Terrain -- For Use With Polak's New Desert Tiles =ONLY= This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets, mostly to try to remove of 'floating' objects in the Gulf of Sidra, and to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, a Patrol Boat (stock object, but I'm including all the extracted parts anyway), a Lybian flag to wave in the breeze, and a few other things that'll be surprises. It should be noted, the water mod is NOT included in this pak...the oceans are just plain water, no wave action. This is fixed by the use of Polak's New Desert Tile Set, which includes modified water tgas. This package was designed for using JUST Polak's Desert tiles, so you'll have to go and get them from the CombatAce SF/WoV/WoE Terrain downloads section. The data ini included with this set is already set up for use with his tiles, and the water effects are activated. Vista users should read the note section below, as they are a 'special' case. This has been tested in SF & WoE; It should also work in WoV, but I've not tested it in there. There is, for some reason, a bit of strangness with the Anti-Ship missions. You seem be get given target areas that are NOT listed, far off from the routes I've defined in the movements ini. Also, there is NO provision for CAS missions, as this was originally set up for air strikes, recon, sweeps, etc. SO DON'T TRY ANY CAS MISSIONS - I'm not sure what would happen; you just might be sitting in the cockpit, and get a 'mission accomplished' or it may crash. Don't know. If anyone is so inclined, and wants to build a 'fix' for the shipping routes, please do so, and post it so all and sundry can have it! I've also fiddled with target area placements to give some kind of a front line, right across the Gulf. There are further, highly detailed instructions, especially for Vista users, in the enclosed readme -- so for your own sake, read the cursed thing!!!! Don't forget to grab Polak's Desert Tile set, here at CombatAce happy hunting! Wrench kevin stein Click here to download this file
  3. Lybia Terrain Update Ver3 -

    Version

    1,145 downloads

    Upgrade/Update for Lybia Terrain -- For Use With Polak's New Desert Tiles =ONLY= This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets, mostly to try to remove of 'floating' objects in the Gulf of Sidra, and to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, a Patrol Boat (stock object, but I'm including all the extracted parts anyway), a Lybian flag to wave in the breeze, and a few other things that'll be surprises. It should be noted, the water mod is NOT included in this pak...the oceans are just plain water, no wave action. This is fixed by the use of Polak's New Desert Tile Set, which includes modified water tgas. This package was designed for using JUST Polak's Desert tiles, so you'll have to go and get them from the CombatAce SF/WoV/WoE Terrain downloads section. The data ini included with this set is already set up for use with his tiles, and the water effects are activated. Vista users should read the note section below, as they are a 'special' case. This has been tested in SF & WoE; It should also work in WoV, but I've not tested it in there. There is, for some reason, a bit of strangness with the Anti-Ship missions. You seem be get given target areas that are NOT listed, far off from the routes I've defined in the movements ini. Also, there is NO provision for CAS missions, as this was originally set up for air strikes, recon, sweeps, etc. SO DON'T TRY ANY CAS MISSIONS - I'm not sure what would happen; you just might be sitting in the cockpit, and get a 'mission accomplished' or it may crash. Don't know. If anyone is so inclined, and wants to build a 'fix' for the shipping routes, please do so, and post it so all and sundry can have it! I've also fiddled with target area placements to give some kind of a front line, right across the Gulf. There are further, highly detailed instructions, especially for Vista users, in the enclosed readme -- so for your own sake, read the cursed thing!!!! Don't forget to grab Polak's Desert Tile set, here at CombatAce happy hunting! Wrench kevin stein
  4. Can you see/find the difference???? Now, before the rivet/gauge/switch counters go all ballistic on me, I know this is NOT historically correct. I just did it as an experiment, as I'm about to release the F-104S-ASA-M mod, and was wondering if anything like this existed in the Last Starfighter.... Also, while fiddling, I was reminded of a post over at SimHQ about something similiar.... Interesting, isn't it??? Wrench Kevin Stein
  5. Lightnings, Mustangs, Mossi's and perhaps the late model Jugs in WW2 had warning reciever...I remember reading that I was basically a flashing light that said something was coming up the tail. Not sure exactly how the Mossie 'boozer' worked, but I thing it was something similar, just a light (it's mentioned in several of the later 633 Sqadron novels) That's pretty much what I went for, in the ASA-M mod, without the RWR. I did add the jammer, I think. If there's enough 'call from the masses", I can easly updatd the cockpit ini to add it. Of course, we are still stuck with the stock Zipper pit..., as to instrument placement. Wrench Kevin Stein
  6. Yes, the insigina for the Canal Nazis is absolutely correct. If it's off the book cover...no question. As for CMs, just use the placements from the F-4G WW (inner wing pylons - might not be perfect, as it's based off J/N/S positioning, but it works). Don't know if the CN's had jammer pods though. Interestering to note, I hardly remember chaff/flares being mentioned in the books. ECM was used a couple of times, mostly probably during The Circle War to penetrate/eliminate/degrade the SAM Belt across the Badlands Border. Wrench Kevin Stein
  7. File Name: F-104S-ASA-M Starfighter Mods File Submitter: Wrench File Submitted: 26 Jun 2007 File Updated: 24 Jul 2007 File Category: F-104 A Small Modification of Jet-Zs excellent Italian Air Force F-104S-ASA This is a modification of, like it says in the title, of the F-104S-ASA in the final, pen-ultimate Super Starfighter as used by the Italian Air Force. It is based on JetZ's work, along with Crab_02 3d modeling to create the weapons pylons and a few other niceties that were needed. In fact, very little of the original data ini has been changed, other than updating the weapons types, and service years, and cockpit tweeks by me. All the rest, is still their work. This mod/upgrade/tweek package makes use of several items from the stock games...it is MOST important you have the original 3rd Wire stock issue of the F-104G. Many of it's components are used. --PLEASE NOTE: this is not to be used with any of the Starfighters built and released by Ajundair; it is for the stock 3rd Wire 104G -ONLY-!!!! == THIS IS NOT A COMPLETE AIRCRAFT - YOU WILL NEED THE STOCK 3RD WIRE F-104G TO MAKE USE OF THIS MOD == You MUST have the latest weapons pak installed to make use of the pylons/ventral strake kit necessary for your missiles and other neat things!!! 1) Most important, you'll need to have the stock 3rd Wire F-104G Starfighter, as this is the airframe base. If you don't have it already in game (ie: for WoV*), you can get it at CombatAce or from 3rd Wire's downloads section. *It should be noted, that in fully patched up versions of ALL the sims - especially WoV- all the needed lods are already in place inside the object.cat.* 2) You'll need JetZ's really cool "ITLowVis" skin, availabe at his site: http://www.12packproductions.com/JetZ/index.html If you're a Zipper-head, he's got some SUPERB skins there for the 104. I'd also reccomend getting his F-104S, and 104S-ASA, not only to round out the set, but they're nice additions. And the original basis of this work. The lo-vis skin is part of the 104S/S-ASA package, so you might as well get it all, don't ya think???? There are further, fully detailed instructions in the read on how to create the full aircraft -- PLEASE read them!!! Credits: all credit goes to JetZ and Crab_02 for creating the S and S-ASA version of the Zipper, TK for giving us the F-104 in the first place, and WoE (where I got the cockpit parts) I can only take credit for some ini editing, that gives us this last operational, full interceptor version of the Starfighter. Happy Landings! Wrench Kevin Stein Click here to download this file
  8. Ok...not so easy!!! Can't use the existing stuff I "borrowed" from WoE ... must use the avionics70.dll to get the hud working. With that, you lose the a-g radar; and it should have that. So should the ASA, only the M is pure a-a. But I was able to get a nicer looking gunsight by using the stuff from the Mud Hun.No real gains using that. No CCIP (didn't have one), and missile aiming stuff (circles, aimdot, whatever the hell it's called aren't there)...still needs more work. Might just be betteroff with what we have. But I was able to create the darker gray fuel tanks, using Dave's 195 gallon. My 170 Drak Gray is too shiny...don't know why. Wrench kevin stein
  9. File Name: Lybia Terrain Upgrade Ver.2 File Submitter: Wrench File Submitted: 24 Jun 2007 File Updated: 4 Mar 2008 File Category: Terrains File Version: No Information Website: No Information Update/Upgrade of USAFMTL's Lybia terrain From the Readme: This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets, mostly to try to remove of 'floating' objects in the Gulf of Sidra, and to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, a Lybian flag to wave in the breeze, and quite a few surprises. It should be noted, the water mod is NOT included in this pak...the oceans are just plain water, no wave action. You can get Tristan's Lybia water mod here at CombatAce, in the SF/WoV/WoE Terrain Mods section. If you're so inclined... (the DATA INI is already set up for it's usage) As I always reccomend, unzip to a temp director that's easy to find. == REMEMBER TO BACK UP YOUR ORIGINAL LYBIA DATA, TARGETS, TYPES AND MOVEMENT INIS !!!!! == (just my way of saying I ain't responsible for you doing dumb things!!) = A REALLY Important note: The targets ini in this pak is designed with the ORIGINAL tileset that came when this map was first released. I've tested it, in one of my many installs, with Polak's New Desert Tile Set - and it looks SPECTACULAR! But.... there is a problem with using this newest targets ini -- all the stuff will be buried by the latest terobjects (buildings built into the tiles). It makes the cities look how they're supposed to, but the entire targets ini will need rebuilding to move or remove all the added buildings, AA & SAM units, vehicle depots, industrial centers, parked ships, POL depots, well you get the idea -- everything must be tweeked AGAIN to make use of his tile set. So, I reccomend NOT using his latest and greatest work, until I can get things moved around again. Which means, expect another version of the targets ini built to work with the newest desert terrain tiles. It's almost ready, so it won't be more than "2 weeks" <vbg> This is just a sample from the readme -- it's very extensive, and give FULL, CLEAR instructions on how to get it to work in all 3 versions of the sim. It also describes in detail what you can expect to see and experience; mostly. There is even MORE information for Vista users on disabling the shader (actually, a full DATA ini already adjusted just for them!). REMEMBER: follow the instructions exactly as they're presented to you...you should have no problems getting this to run. A full listing of credits and other people to blame are in the readme as well HapPy HunTing!! Wrench Kevin Stein Click here to download this file
  10. Tristan: I have you're water mod archived at home. Would it be cool to upload it, or not??? Wrench kevin stein
  11. Super easy tweek... Just use the avionics in, cockpit ini, cockpit folder from this one. They all use the stock zipper pit, so all that's needed is the cockpit parts already supplied. The ini dancing has already been done. I didn't even know we had a S/ASA mod for Ajundairs. should take me a hour or so to make the tweeks. I 'll look at them when I get home tonight (still at the shop) Anyone want an RWR gauge to go with it???? Wrench kevin stein
  12. Version

    1,238 downloads

    A Small Modification of Jet-Zs excellent Italian Air Force F-104S-ASA This is a modification of, like it says in the title, of the F-104S-ASA in the final, pen-ultimate Super Starfighter as used by the Italian Air Force. It is based on JetZ's work, along with Crab_02 3d modeling to create the weapons pylons and a few other niceties that were needed. In fact, very little of the original data ini has been changed, other than updating the weapons types, and service years, and cockpit tweeks by me. All the rest, is still their work. This mod/upgrade/tweek package makes use of several items from the stock games...it is MOST important you have the original 3rd Wire stock issue of the F-104G. Many of it's components are used. --PLEASE NOTE: this is not to be used with any of the Starfighters built and released by Ajundair; it is for the stock 3rd Wire 104G -ONLY-!!!! == THIS IS NOT A COMPLETE AIRCRAFT - YOU WILL NEED THE STOCK 3RD WIRE F-104G TO MAKE USE OF THIS MOD == You MUST have the latest weapons pak installed to make use of the pylons/ventral strake kit necessary for your missiles and other neat things!!! 1) Most important, you'll need to have the stock 3rd Wire F-104G Starfighter, as this is the airframe base. If you don't have it already in game (ie: for WoV*), you can get it at CombatAce or from 3rd Wire's downloads section. *It should be noted, that in fully patched up versions of ALL the sims - especially WoV- all the needed lods are already in place inside the object.cat.* 2) You'll need JetZ's really cool "ITLowVis" skin, availabe at his site: http://www.12packproductions.com/JetZ/index.html If you're a Zipper-head, he's got some SUPERB skins there for the 104. I'd also reccomend getting his F-104S, and 104S-ASA, not only to round out the set, but they're nice additions. And the original basis of this work. The lo-vis skin is part of the 104S/S-ASA package, so you might as well get it all, don't ya think???? There are further, fully detailed instructions in the read on how to create the full aircraft -- PLEASE read them!!! Credits: all credit goes to JetZ and Crab_02 for creating the S and S-ASA version of the Zipper, TK for giving us the F-104 in the first place, and WoE (where I got the cockpit parts) I can only take credit for some ini editing, that gives us this last operational, full interceptor version of the Starfighter. Happy Landings! Wrench Kevin Stein
  13. Wouldn't doubt that for an instant... don't forget, the Kosov terrain was never quite finished, and some and/or many mistakes can be expected (I'm not even going to mentiion the coastlines, with the ocean halfway up the mountains! - be good for surfing, maybe??? ) Wrench kevin stein
  14. Wrench (hands Dave a piece of paper): USAFMTL, what can you make of this??? Wrench kevin stein
  15. I must disagree..... This is right out of the stock P-35 Barlock: [MissionData] NationName=SOVIET ServiceStartYear=1959 ServiceEndYear=1980 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON This is from the P-12 Spoonrest: [MissionData] NationName=SOVIET ServiceStartYear=1959 ServiceEndYear=2010 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON From the HAWK HIPAR/PAR: [MissionData] NationName=USMC ServiceStartYear=1959 ServiceEndYear=2000 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON As for the HAWK PAR, mine most definately has the under line _ on both the folder name and the ini name "EWR" is the type of radar, defined by the terrain types ini; it allows the game engine to randomly popluate the terrain with various radars. It is NOT the GroundObjectRole.
  16. Israeli Me 262

    Ran across this, too, when building the S92 for SF. Rather interesting 'what if'. Given the IDF's penechant for secrecy, it's quite possible that they may have 'experimented' with one. Easy enough to add one to the game to find out....simple redecaling and some ini tweeks Wrench kevin stein
  17. Hell, I'm looking for a Rapair and M-109 series of SPGs!!! Wrench kevin stein
  18. Don't know much about dropping the cockpit (other then maybe adjusting it's height in the cockpit ini???), but changing the color of the sight should be pretty easy, it's just a tga w/alpha channel Open the setka.tga in whatever image program you've got that handles tga w/alpha, like photoshop. In the layers/channels window, set to 'channels' you should see the 3 rgbs and the alpha. Selecting the RGB, you can paint 'under' the alpha any color you want. I kinda think of the alpha as a 'hold-out matte', like they used to use for movie special effects; it only shows through on the parts 'open' (in this case, the sight grid). Save and close. It should work. (just to note, I've done this several times for decals, and vehicle reskins that have the radar grid) Wrench kevin stein
  19. Lybia Terrain Upgrade Ver.2

    Version

    714 downloads

    Update/Upgrade of USAFMTL's Lybia terrain From the Readme: This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets, mostly to try to remove of 'floating' objects in the Gulf of Sidra, and to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, a Lybian flag to wave in the breeze, and quite a few surprises. It should be noted, the water mod is NOT included in this pak...the oceans are just plain water, no wave action. You can get Tristan's Lybia water mod here at CombatAce, in the SF/WoV/WoE Terrain Mods section. If you're so inclined... (the DATA INI is already set up for it's usage) As I always reccomend, unzip to a temp director that's easy to find. == REMEMBER TO BACK UP YOUR ORIGINAL LYBIA DATA, TARGETS, TYPES AND MOVEMENT INIS !!!!! == (just my way of saying I ain't responsible for you doing dumb things!!) = A REALLY Important note: The targets ini in this pak is designed with the ORIGINAL tileset that came when this map was first released. I've tested it, in one of my many installs, with Polak's New Desert Tile Set - and it looks SPECTACULAR! But.... there is a problem with using this newest targets ini -- all the stuff will be buried by the latest terobjects (buildings built into the tiles). It makes the cities look how they're supposed to, but the entire targets ini will need rebuilding to move or remove all the added buildings, AA & SAM units, vehicle depots, industrial centers, parked ships, POL depots, well you get the idea -- everything must be tweeked AGAIN to make use of his tile set. So, I reccomend NOT using his latest and greatest work, until I can get things moved around again. Which means, expect another version of the targets ini built to work with the newest desert terrain tiles. It's almost ready, so it won't be more than "2 weeks" <vbg> This is just a sample from the readme -- it's very extensive, and give FULL, CLEAR instructions on how to get it to work in all 3 versions of the sim. It also describes in detail what you can expect to see and experience; mostly. There is even MORE information for Vista users on disabling the shader (actually, a full DATA ini already adjusted just for them!). REMEMBER: follow the instructions exactly as they're presented to you...you should have no problems getting this to run. A full listing of credits and other people to blame are in the readme as well HapPy HunTing!! Wrench Kevin Stein
  20. Viggen: Now your work is just beginning..... In the Knowledge Base, you'll find a whole slew of data and loadout inis all pre-set and adjusted for use with the weapons pak. The thread is "Weapons/Load Fixes" or something like that. Just look for the HUGE thread with my name on it! The first several post explaing what, why and how to do it. For the most part, it's a simple copy/paste job. If you have any questions, or run into a problem, feel free to give me a shout ... since I'm the official Keeper of KB, that's my job! Don't forget to get the cat extraction tool, here at CA in the "SF/WoV/WoE Utilities Section". It's the most valuable tool you can own!!! Wrench Kevin Stein
  21. Those are Edwards superb terrains...well worth the download. AvSim is a well known and respected site. btw,there are full sized (ie: actual real world size) versions of the 2 two fo them right here at CA, plus here excellent North Africa and Med maps. I can't remembe which of the PTO maps are the full sized ones ... New Gueina? Burma...disremember. Of course, you'll want to do a seperate install for the North Africa stuff..... Actuallly, you'll need a seperate PTO install as well....you don't want Messerschmitt's showing up to defend Tokyo, do you??? Wrench kevin stein
  22. File Name: "What If..." RAF Eagle FGR.1 File Submitter: Wrench File Submitted: 13 Mar 2007 File Updated: 11 Sep 2007 File Category: Fictional Aircraft, Experimental and UAV's McD/Boeing RAF Eagle FGR.1 Mod for WoE ONLY!! Another "What If..." This is a package of ini and skin (well, decals, anyway) mods for the stock F-15A that comes with WoE. It creates a new aircraft, for use by the Royal Air Force. From the ReadMe: = TO INSTALL: It IS suggested that you have the latest weapons pak installed to get the maximum use out of the available weapons capabilities....but this is easily changed to use the "stock" non-modifed weapons. More on that later.... == REMEMBER: This mod is for use in WOE -ONLY!!!- as all the parts ONLY exist there == --- Also -- this if for the STOCK 3rd Wire F-15A ONLY - NOT the MF version --- REMEMBER -- this is NOT a full aircraft, and you MUST have Wings Over Europe to make use of this aircraft mod. When you unzip to a temp directory, a new "Eagle_FGR1" folder will be created. In it you'll find everything you need to just copy/paste this new bird into your /objects/aircraft folder. Including all the modified stock inis and new damage tgas, somehow overlooked, which are also usable on the standard WoE F-15A. But you'r not ready to fly yet..... All the cockpit files, cockpit ini, etc, are making use of ALL the stock WoE bits. They are NOT included, but the ini is (to make your life a little easier; & cause I forgot to remove it!) You'll find a bunch of inis, bmps, tgas, whathave you for this install. The data ini has had the NationName= set to "RAF", so when you fly you'll get RAF medals, and have British flightmates. The loadout has also been adjusted to use UK and USAF weapons. Just about all types of weapons are loadable, most particulary EOGB, ASM, ARM, EOGR, TV guided missiles, iron bombs and CBUs. The aircraft is NOT equiped with a laser designator, so LGBs are not an option. REMEMBER -- this is NOT a full aircraft, and you MUST have Wings Over Europe to make use of this aircraft mod. You'll have the skin folders; "RAF" which just contains a few decals and inis -- you'll need to transfer over the 6 skin bmps from your stock WOE F-15A, as these are reused. In fact, even the decals are the stock ones, just desaturated by me to give them that 'lo-viz' look. The RAF serials are also stock in-game from the F-4M Phantom. They may not be historically correct (yeah, like anything in this mod IS???), but they fit into the era, and look nice. -getting the point?? this is for WoE ONLY -- I will not violate copyright and upload files that at not leagle to share. -- There are further, more detailed instructions for those without the weapons pak -- folks, I spent a lot of time on the readme (actually, more on that than modding the bird!!!), so for the love of flying, I beg you -PLEASE- read it!! With thanks to all the other crazies out there like me that just can't leave a good thing alone! Take that Fighter Mafia!!! Good Hunting! Wrench Kevin Stein Click here to download this file
  23. Well, kinda.... Now mind you, if you're really cleaver, and are super good with the mouse clicker, you can extract all the little bits, goodies, thingamabobs, do-jobies and etcs, and can drop the whole package into any of the Sims (excepting FE, that is -- I mean, really, would you waste a Skyflash on a Fokker D.VII, no -- you'd fly real close, and slow, get right in front of him ..... and LIGHT THOSE BURNERS ... fry his a$$ right up!! Yeah, I'm kinda evil that way....) You'd need: all the aircraft lods (including the shd -shadow- file) all the cockpit 'parts' for the readar, pit lod, all the cockpit tgas, bmps and whatnot. All easily done with the cat extractor. Then you could put it into SF or WoV with minimal muss and fuss. Wrench kevin stein ps: if you think THOSE fantasy-art decals are cool, I've got some super sci-fi ones for a (hopefully) upcoming Dev A-Team aircraft. If it never materalizes, or they just don't work, I'll find a use for most of them! W
  24. Yup. It's all good...our little brother just needed a nudge in the right direction. Ob: you got it right??? I figured that once you could see YOUR Lybia ini, and compared it to Sag's, that all would become clear. Happy Hunting! -- kick Kadaffy Duck for me while you're over there, huh?? Wrench kevin stein
  25. Ok, I see what happening...this is definatley a cat pointer problem. Can you do a copy/paste of you Lybia ini, just the top sections like Sag posted?? Somewhere, it's a simple line that's not pointing to the GermanyCE.cat. that's all it can be, due to the lack of 'stock objects' showing up Wrench kevin stein btw, just to let everyone know, in what little spare time I have, I'm reworking the modern Lybia targets ini to straighten out the misplaced objects. Should have it ready in a few weeks....
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