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Wrench

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Everything posted by Wrench

  1. Version

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    488 Squadron, RNZAF, Hurricane IIB Skin, for SF/WoV/WoE PTO installs ONLY New skin for the Dev A-Team's Hawker Hurrican IIB. This is just a little something I've had laying around for a lloooong time, and never got around to finishing. After looking at the skin bmp itself, I decieded to re-do the entire thing. So, you've got new panel & rivet lines, new scuffing and wear, and I tried to get some 'dirt' along the underside. Speaking of the number decals, I don't know exactly (other than BM899) if these aircraft were actually used in the defense of Singapore, and during the retreat to Sumatra. I've also given you 12 serial numbers, although historically, only 9 Hurricanes were assigned to 488, before they were either destroyed by enemy action, or by their crews to prevent capture Just something for use in those early, dark days of WW2 in the Pacific.... Please see the enclosed readme for more information and Install instructions Happy Landings! Wrench Kevin Stein
  2. How to Fix Mk.82 and CBU MER loadouts (by Fast Cargo) I'm surprised no one has brought this up before...the WeaponsPack adds a lot of nice weapons...but also intros some errors, especially when it comes to MER usage. Here's an example: From left to right (LOD files) - SUU30, SUU-30 (WOE stock), Mk82LD (Weaponspack), Mk82LD (WOE stock). Okay, so if you want to fix these issues...where to start. Read this post IN ITS ENTIRETY first! Remember, this is only for those installations that have the Weaponspack installed!!! First, you need the CAT extractor: HERE . Second, you'll need the Weaponsdata editor, available HERE. Finally, BACKUP your WEAPONSDATA.INI, Mk82LD.LOD and WEAPONSDATA.DAT file! Okay, lets start with the MER (Multiple Ejector Rack). In the stock and Weaponspack WEAPONSDATA.INI file, there is this entry for the MER: [WeaponDataxxx] TypeName=MER FullName=A/A-37B-6 MER ModelName=mer Mass=99.790001 Diameter=0.260000 Length=3.590000 AttachmentType=NATO NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=1 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=MER NumWeapons=6 LoadLimit=500.000000 LengthLimit=2.500000 MaxFuelAmount=0.000000 Attachment01Position=0.180000,1.110000,0.000000 Attachment01Angle=0.000000,0.000000,-2578.310078 Attachment02Position=0.180000,-1.130000,0.000000 Attachment02Angle=0.000000,0.000000,-2578.310078 Attachment03Position=-0.180000,1.110000,0.000000 Attachment03Angle=0.000000,0.000000,2578.310078 Attachment04Position=-0.180000,-1.130000,0.000000 Attachment04Angle=0.000000,0.000000,2578.310078 Attachment05Position=0.000000,1.110000,-0.220000 Attachment05Angle=0.000000,0.000000,0.000000 Attachment06Position=0.000000,-1.130000,-0.220000 Attachment06Angle=0.000000,0.000000,0.000000 Note the bolded areas. The MER has a 2.5m weapon length limit...but you can place 2 bombs in a row with only 2.24m between mounting points. So, use notepad and open up the WEAPONSDATA.INI file, find the MER entry, and change the LengthLimit to LengthLimit=2.24. Do the Weapons Editor dance as per the knowledge base. Two methods to fix the Mk82s. One involves extracting the original LOD file. The second involves doing the Weapon Editor dance. The first method is simpler overall. Use the CAT extractor on the ObjectData.cat file located in "X:/Your TW sim"/Objects directory. Find the MK82.LOD file inside and extract it. Rename the extracted file to Mk82LD.LOD. Copy the newly renamed file to your "X:/Your TW sim"/Objects/Weapons directory (you did backup your Mk82LD.LOD file in that directory first...right?) and allow it to be overwritten. The second method is 'cleaner' but more intensive. Go into the WEAPONSDATA.INI, and substitute every line that says this: ModelName=Mk82LD with this: ModelName=Mk82. Save the WEAPONSDATA.INI. Then use the Weapons Editor as standard. Realise that there are a LOT of entries that use the Mk82 file...so you'll be scrolling through a lot of entries. Now, to fix the clusterbombs (everything based off the SUU-30) canister. A different problem here. First, here was my primary reference: Weapon Diagrams This website had diagrams, dimensions, etc. The problem is that there are 2 SUU-30 LODs. One is named SUU30.LOD and is inside the Weapons directory. It uses the SUU30.BMP file, also in that directory, as a 'skin'. As far as I can tell though, no weapons in the WEAPONSDATA.INI file reference this LOD file. The other SUU-30 LOD is called SUU-30.LOD, and is located in the Objectdata.cat file. It uses the SUU-30.BMP...either in the Weapons directory or in the Objectdata.cat file. In the stock TW WEAPONSDATA.INI, the cluster weapons reference the SUU-30 LOD, and have a length of 2.339 meters. In the Weaponspack WEAPONSDATA.INI file, the cluster weapons also use the SUU-30 LOD file, but have a length of 2.184 meters. The problem is, both length figures are correct...just depends on the subvariant! On the website it states this: Doh! The SUU-30.LODs have an arming mechanism (an air wheel for lack of a better term) that sticks out significantly...which causes the visual conflict. The SUU30.LOD doesn't have an obvious arming mechanism, and is smaller overall...and seems to closely match the diagram for the SUU-30B/B. So, there are three ways to fix this problem. The first two ways are model substitution...the last way is Weaponsdata.ini alterations that will not allow you to mount more than 3 CBUs (that use the SUU-30.LOD) on a MER. The first way is simpler overall. You basically replace the SUU-30 model with the SUU30 model (the smaller, blunt nose model). First, rename your SUU30.BMP file located in the Weapons directory to SUU30.BMP.BAK. Then, take the SUU-30.BMP file (either already in the Weapons directory, or extracted from the ObjectData.cat file) and make a copy...renaming the copy to SUU30.BMP. Next, make a copy of the SUU30.LOD file and rename the copy to SUU-30.LOD. Finally, go into Notepad, start a new file and enter the following text: [LOD001] Filename=SUU-30.lod Distance=1000 Save the file as SUU-30.INI in the Weapons directory and you're done. The second way accomplishes the same thing...just involves the Weapons Editor dance. Go into the WEAPONSDATA.INI, and substitute every line that says this: ModelName=SUU-30 with this: ModelName=SUU30. Save the WEAPONSDATA.INI. Then use the Weapons Editor as standard. Finally,take the SUU-30.BMP file (either already in the Weapons directory, or extracted from the ObjectData.cat file) and make a copy...renaming the copy to SUU30.BMP. And you're done. The third method is similar to the second, except there are no copying of files. But this will make it so you can't mount more than 3 cluster bombs (that use the SUU-30.LOD) on a MER. Go into the WEAPONSDATA.INI, and for every weapon that has ModelName=SUU-30 substitute the line that says this: Length=2.184000 with this: Length=2.339000. Save the WEAPONSDATA.INI. Then use the Weapons Editor as standard. This only fixes Mk82s and SUU-30s...LGBs (the smaller ones) are another issue for another post. FastCargo With many thanks!! Wrench kevin stein
  3. I like this! I"m going to copy this into the 'Weapons Loadouts Fixes" thread. That link to the designations, with all those diagrams is GOLD!! Thanks FC!! Wrench kevin stein
  4. IIRC, it's the WW2 1000 and 2000 pounders (USN/USAF). I remember answering in the thread....but can't find it either!!!. I'll look again, and see if I can finds it. Wrench kevin stein
  5. The 'RedAir1' was mine, if you can make it better, hell yes, go for it! "Git 'er done" It's needed a little help since I first released it! In fact, just last month I was fiddling with it , trying to improve it. If you want the PSD file, let me know. Maybe you can clean it up a little Wrench kevin stein
  6. That's why I just parked them off shore (well, excepting those 3 you found in downtown Tripoli ) The Patrol Boats at Benghazi were as close in as I could get them, given the strange contour of the beech area. the Lybia map dosen't have those 'built in' wharf like on the desert, Germany, VietnamSEA or some of the other maps. With those, it's pretty easy to just drop in a ship between the quays Like below, from my GermanyCE tweeked targets ini (note to self: finish this one day, and release it) Wrench kevin stein
  7. It's weird seeing a Pig ACTUALLY used in a combat role...

    Hot damn!!! Wish they'd do that to some of those bums that flit through the Gulf of Mexico and the Carriebean over here! Nothing like blowing the *&^% out them to send a strong message! Nice to see the Pigs being used 'constructively', too!!! I remember sitting through (on local TV of course) the closing cerimonies* of the Olympics, just waiting for that dump & burn! Even on TV it was awsome! Wrench kevin stein * looks like I'm starting to spell like USAFMTL/BTL/Onions/BBQsauce
  8. don't know exactly how much space I've got taken up with the 3rd Series...but with 17 install between the 4 game (FE/SF/WoV/WoE)....I'd be actually afraid to find out!!! Wrench kevin stein
  9. Hmm...two large floats, Spitfire-ish body...hhmmmm....I'm seeing a Supermarine racer here!!! (wonder if the Macchi Mc-72 could be done as well) Something interestering to think about for Major Lee's partly-finised air race terrain Wrench kevin stein
  10. There's an (almost) full mod for the A-36 Apache already out....it's been over on my site for nearly a year. Along with a buttload of mustang mods (some are also here at CA). check it out: Wrench's Bird Farm: New Aircraft and Skins Page. Modded data ini, with added working dive brakes, reskinned, etc. The only thing missing out of the pakage is the LOD file, because at that time Wolf had pulled his stuff, and his orders were they couldn't be shared. (note to self: update package with p-51a lod). But since the re-release of his WW2 PlanesPak.... Wrench kevin stein
  11. Decals. sometimes 'text' stretches or wraps depending on where on plane it's placed. decals stay together (is that right, or should it be legable?) Wrench kevin stein
  12. It's a check6, disremember the URL right now ... it is a HUGE mod...so expect to spend some time downloading it. IIRC, it was designed for a online play. If you install it in toto, you might want to have a seperate 'install' of the game just for it. Hey, it's from the Mirage Factory guys; ya can't go far wrong! There's some superb stuff in there. WRench kevin stein
  13. Yah, that was definately the 84H. The one as Wright-Patt used to be up on a pole a Bakersfield Airport (have to find my pics of it. My wife is standing udner it...where did I put those.../??????) Here's a wiki on the SkysharK http://en.wikipedia.org/wiki/A2D_Skyshark Wrench kevin stein
  14. I like the thrust reverser stains on the fin! Almost looks like the paint's blistered Me likes it!! Wrench kevin stein
  15. BMW-34??? Is this a new 3 series I haven't heard about? Perhaps with the 5/7 series 4.0L V-8?? Maybe something for only the Euro market??? Back to the subject... I like the idea of making a cruise missile out it!! There was supposed to be a 'Drone Launch Facility' on the Range Terrain, but I've never seen it (well, working anway).....hmm...perhaps model them as a SAM, ....nah, that wouldn't work. (rats!) I'd model it with parameters like the SRAM (didn't the Firebee's have a pretty good range?), but give it NO weapon (ie: no warhead) Possibly make it TV guided, equip the drone carrier with a 'fake' LLTV, and perhaps you'd be able to watch through the 'nose camera' as it overflys it's target (or more likely crashes into it) Some very interesting concepts here...and probably MOST workable/doable! Wrench kevin stein
  16. Douglas A2D-2 Skyshark. I had the R.G Smith painting of it when I was a kid (cousin had a boyfriend that worked here at Douglas Santa Monica; I had ALL his paintings, in the 60's -- now, sadly, long gone and deestroyed. WAs supposed to be a replacement for the Skyraider, using counter-rotating props, and I think the same turbine engine as used in the 2 xperimental VTOLs (Pogo and XFV-11??? - well, one was Lockheed and the other Convair). This, btw, is all off the top of my head without looking it up. Can't remembe the jet off hand, one of the X-Mirages?? Wrench kevin stein
  17. While doing research for the Ju-87T, I came across a long thread at Ubi about a what if scenario of the Graf Zeppelin's CVBG heading out into the Indian Ocean and SW Pacific (assuming the collapse of the 8th Army in Egypt) That got me to thinking about other skins... Late 44/Early 45 North Atlantic winter style, Bf-109T10: squiggles are based of the WildeSau, with the base camo (splinter) just leaking out from under. This is an early version, the nose has been since fixed. Should the splinter be more visible? Ju87T on deck: I'm kinda unhappy about using the standard skin; what would be a better type? More gray up the fuseleage/fin sides? Bleached out splinter on the upper surfaces?? Mind you, there's no template available, so I'd have to make a new one, redrawing the myriad lines and countless rivets.... Also, should there be any kind of lettering on the side? I was thinking along the lines of KMGZ + (number). Easy enough to do with a decal. Other than that, it's ready to go. Also, using Russo's standard (albeit slightly modified) JG53 skin, Bf-109T-2/3. I like the little Zeppelin nose badge Might switch to the white/outlined numbers; they may standout more. I think more light gray would be in order, but I'd have to bug Russo for the template.... The real ones, flying in Norway, used the standard Emil camo patterns. The Arado/Tenzan is being examined by my Teamates, so that should be out reletively soon. Thoughts, people?? I'm NO expert on Luftwaffe markings, especially in this far out "What If..." carrier birds. Wrench kevin stein
  18. Tailspin: I have. They were for the landbased versions. They'd be nice skins too! They only widened the stance, I think less than a meter...but there's been some discussion that would have helped (more than the Seafire's stock stance, anyway!) I'd actually given some thought about modding the 190A into a carrier version; I too like the wider stance. But on the Ubi board, there was some discussion of that, remaking that the landing speed's were too high, given the smaller deck area. So, maybe add some kind of "vitrual" airbrake (since we can't physically add it to the model), like I did to the A-36 Apache and SBD. 90 degree dive, throttled back, 170 knts IAS. Those worked really well. It'd be easy enough to do; the 'carrier' equipment is all added via ini edits. Perhaps strengthen the landing gear. I think a seaborne FW would be a frightning adversery. The alternate history line (ie: in the readme) would actually be fun to write! I can whip one out in no time, of course One of the reason's I chose to tweek the Jill into the 87T Stuka's replacement (albeit not a dive bomber, more on the lines of a level/torpedo bomber to replace both the Stuka and Fleieser) Alternate history is fun!!! oppps forgot: anybody know where I can get some good paint chips of the RLM colors to add to the Photoshop pallete?? Wrench kevin stein
  19. Whilst I've been fiddling with the Indian MiGs, some cockpit and weapons mods, I remembered we were missing the R-98M SAHM for the Fishpot/Flagons. I need an 'expert' to take a look at the data below, to see if I've gotten it fairlly close: If this works right, we'll now have an empty space filled; as it stands the Flagon carries 2 IRs as opposed to what it should be: 1 IRM (R-98MT) and 1 SAHM (R-98M) TIA! Wrench kevin stein
  20. Some other quick thoughts: for the stock soviet trucks (fuel truck, zil), you'll need to pull the data ini and change the NationName= to "WW2 Soviet". Otherwise they'll show up working for the nazis. And don't forget the "Pirate" curiser I rebadged!! aarrr! I couldn't find the jadtiger either...have to go find it now! Wrench kevin stein
  21. As far as I can remember the only PGM the Mud Hen can carry are laser guided bombs. The loadout for FAC shows 2 D mavericks, but since FAC really don't work....it's kinda moot This is the loadout ini for the Mud Hen out of my Desert Storm install (this should be the most recent one) You'rs should look like this: These are the weapons stations: Your's shold pretty much look like this. The Sparrow stations are keyed to both SAHM and AHM, so you shouldn't have any problems seeing them load. You may see a combination load sometimes - M Sparrows with A Slammers; that just happens. I'd try flying a mission in say, 2007, and see if the AMRAAM shows up. (with the weapons pak installed, of course!) Wrench Kevin STein
  22. Holy Moly!

    Happy Birthday Ed!!!! Wrench kevin stein
  23. EX -- CEEELLLL-- ENT!! These new sabre's are gonna rock the commies!!! (and the Kasbah!) Good news! Can't wait!! Wrench kevin stein
  24. Check Geo's sight for the Panzers...I think they're his. There should also be some here in the "Other Non-Aircraft Mods" section (I think that's the correct name...go to the D/L section and click whatever sounds closest to that) Also, the 88 very much exists...it's in Edward EAW terrain, along with a whole slew of AAA units, either in the EAW terrain or add-ons: 20mmFlak 20mmFlak Veirling (sp?) 88Flak36 88Flak36 emplaced 3.7in 3.7in emplaced Bofors Sdkfz251 Flak M-16 half track, Quad 50s (Geo's I think) I think some are either Geo's or Kesselbruts...plus some Dev A-Team items as well. Lot's of WW2 ships as well. Now, mind you, most a just 'loose' in the terrain folder. What I did, =and this is VERY time consuming=, 'foldered' them as ground objects. Which means opening and examing every lod with a hex editor to determine which bmp or tga goes with whom. Then updating the ***.ini to Patch4 spec -this step is only needed if they're taken OUT of the terrain folder. They'll work just fine floating round in there, as well. (I've got 82 ww2 ground objects, some being the stock stuff -cargoship, tanker, M35A, Jeep, etc, about 10 items) Wrench kevin stein
  25. Now, THAT's a hell of a good point!!! I think I'll do a little editing on my loadout's thread and add that little snippet of information "Download and install the weapons pak FIRST before beginning to edit the aircraft." I've made the assumption that people did it in this order: 1) Install game 2) patch, if needed, to most current level 3) download and install weapons pak 4) download and install add-on aircraft, if desired. 5) edit loadouts as needed wash/rinse/repeat!! See, even us Old Hands learned something! (and, of course, we all know what happens when we 'assume' things...) Wrench Kevin Stein
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