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Everything posted by Wrench
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MiG-23 cockpit?
Wrench replied to MechaStalin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Anybody given any thought to the Flagon pit by boopidoo?? May not be right, but it looks russian!!! 2 different versions, for the original Su15, and another nicer one for the Su15TM Might even work pretty good in the 9A/9B/11???? Just a thought... Wrench kevin stein -
Right then, since this is a topic that seems to appear on almost a weekly basis, we figured it was time to codify the basic ini moding procedures for getting those Red Air Birds flyable. Now, mind you, there are several real good cockpits available for the Fishbed series, albeit for the earlier versions (and we're not talking the Bison or 21st Century HUDed upgrades currently on the market). We're going to cover the basic tweeks necessary to give them a cockpit you can use. You're going to need several easy to use tools to start this process: Cat extract utility - this is the most important one!!! Avalible here are CA in the "Utilities" section of the SF/WoV/WoE downloads Text Editor - notepad or word pad are the units of choice. There are several 'in the works' mods for Soviet/Warsaw Pact aircraft using various 'moves' and repaints created by Lexx_Luthor, as posted on the 3rd Wire Boards, Generic Cockpits but these aren't out yet (wish they were!). So we're stuck using what's available right now in game, or modifications thereof for use on our little Red Friends. Also, here at CombatAce, in Marcfighters section, you'll find some downloads to make your Red Birds flyable; cockpit repaints and info needed. You'll be using either the A-4 or F-100 pit for his mods. For WoE users, it might even be possible to use the Hunter's pit for some of the early Soviet birds, as it also has the 'steam-gauge' look to it. Most of the 'stand-in' cockpits out there are repaints or mods of the exisiting A-4 Skyhawk pit for single engined birds, or mods/repaints of the F-4B pit for twin engined birds. It should be noted that Mago's Mig-21F cockpit, with some tweeks to stop the moving canopy, could also be used for some of the "Teen Series" MiGs and Sukhois, or ArmourDave superb Su-17 pit which also has multiple uses (Su-7, Mig-23, Mig-27). I'm not going into those now, but suffice it to say, there are usable alternatives. The aircraft we're talking about in here are: MiG-17 MiG-19 Su-7BM IL-28 Tu-16 Tu-22 (although bombers are a real special case!) Be advised, you will be extracing files, and placing them into the aircrafts in question. You will be renaming said files, and making adjustments in the "PilotPosition=" line in those cockpit inis. This is a much beter way than simply adding the cockpit pointer line, as this will give you correct cockpit/pilot positioning from the player viewpoint, inside the cockpt. In other words, a little extra work that'll make it easier to drive around with. Ok...getting started. In our example, we're going to use the Stock 3rd Wire MiG-17F Fresco-C. In the main aircraft folder you will have a file called "MiG-17F.ini". This is the file we're going to be editing. It looks like this inside: You'll see there are no references to anything resembling a cockpit, hangar screen, avionics (they didn't have any in any case), loading screen, or loadout image. This, below, is the same section, but from the player flyable F-4B Phantom: Before we get to modifiying, lets take a moment and explain what each of the lines are, and what they do. AircraftFullName=F-4B Phantom II: this is what shows on the dropdown on the mission selection menu, that allows you to pick your plane. AircraftDataFile=F-4B_data.ini: tells the game engine what data set to use for this aircraft CockpitDataFile=F-4B_cockpit.ini: tells it what cockpit to use HangarScreen=F-4B_hangar.bmp: the hangar screen. The Loading Image is the one you stare at while waiting for the progress meter to reach 100%, so you can fly. Some aircraft have them, both from 3W, or made by 3rd Party modders (like myself and many others) LoadoutImage=F-4B_loadout.bmp this is the little picture on the loadout screen, where you select weapons, drop tanks etc. LoadoutFile=F-4B_loadout.ini: defines what weapons are carried on which hardpoint. AvionicsDLL=Avionics60.dll: which avionics file to use. This is the one giving some people some problems. Simply put: you cannot have a HUD with avionics 60.dll. You cannot have ground mapping and terrain avoidance radars with avionics70.dll. And yes, there are workarounds, but that is the basic rule of thumb. AvionicsDataFilename=F-4B_avionics.ini: defines how your electronics work. Now that we've got our definations out of the way, and you hopefully understand what they mean, let's get you in the cockpit of that Fresco.... You basically need to add only 1 or 2 lines, depending if the aircraft is equipped with a radar. If it's equipped with a radar, radar warning system or if you want to add hangar & loading screen and the loadout bmp, you'll be adding a few more lines. Again, let me remind you, we're only dealing with the stock cockpits already inside the objects.cat. If you're using one of the modified Skyhawk or Phantom pits available for download, they should already come with instructions as to what to do; some even come with a fully edited ***.ini ready for use. Since the stock Scooter pit is positioned differently from ANY of the MiGs, you'll probably want to go ahead and extract the A-4B_COCKPIT.INI from the objects.cat. You'll also need the Fresco's data ini, so go ahead and extract that too. Place BOTH files into the "MiG-17F" main folder. Add this line to the MiG-17F.ini: CockpitDataFile=MiG17_COCKPIT.INI Rename the A-4B's cockpit ini to match. IE: MiG17_COCKPIT INI Open up the MiG-17_DATA.INI and scroll down until you see this section: Open up your recently renamed "MiG17_COCKPIT.INI", and look for the following lines: Copy the "Position=" numbers from the Fresco's data ini, and paste them OVER the existing one in the cockpit ini. It's not perfect; it may be off a few centimeters in any direction, but it will get you very close to the actual position in the physical model. This can be re-checked by looking out the canopy, and by using the free camera view (whilst sitting on the runway) to note the pilot's place in the aircraft, usually relative to the wing leading edge. Then adjustments to the pilot's position up or down, forward or aft can be made. The procedures outlined above can be used for any of the other aircraft listed. One of the special cases involves using AD's Su-17 pit on the Su-7 Fitter C. You'll again need to do some extracting of the Su-7 data ini; you've probably done this already to adjust the weapons loads if you use the WepPack. If not, do so now. 1) copy the ENTIRE cockpit folder from the Su-17 and paste it into the Su-7 folder. 2) copy/paste the Su-17_COCKPIT.INI into the Su-7's folder. Rename to "SU7_COCKPIT.INI 3) add the cockpit pointer line, as shown above 4) open the Su-7BM_DATA.INI and find the pilot section, as outlined above. 5) copy those numbers into the cockpit ini, also as shown above. 6) Save and close. Go fly a mission and enjoy your new pit! BOMBERS: A very special case. As there are no real bomber pits available, we have to make do with what we have. I don't usually fly bombers; there are several issues with flight modeling and the lack of a proper bombsight hinders player operations (this is without the bombsight mod available here at CA). Of the stock ones, the only ones I've used are the B-57B and Il-28. And even these have "issues". But there's always some pervert that want to fly them so..... The Il-28 Beagle has already been covered; my mod of this is available here at CA and at my site. Albeit a 'sovi-ick blue', when it should be a gray, all the ini edits are done for you. The Tupelov's are another matter...since they are usually a side-by-side seating arrangment, they require a little more special handling. A stand-in pit, although it has no verticle bombsight, could be created by using the A-6 Intruder's or even the F-111 pit. The Dev A-Team's WW2 bomber pit could also be used, but it lacks the 'jet gauges'. You'll need to follow the basic procedures above, but since these all have a ground mapping radar of some kind, you'll need to make the other additions to get it to work. Below is what my Tu-16 Badger looks like, using the A-6 Intruder pit from WoV. NOTE: if using this in anything OTHER than WoV, you will need to have a copy of it, as you'll have to extract EVERYTHING that has anything to do with the cockpit, and create a sub-folder in you Badger called "cockpit", and place all the bit in there. You'll also need to A-6's avionics_ini, cockpit ini, and have the Tu-16's data ini in the main folder. You'd do the same edits for the pilot position as outlined above, of course in the renamed cockpit ini. REMEMBER: it is highly reccomened that the various inis be placed in the main aircraft's folder, and renamed to match that aircraft!!!! I hope this clears up some questions. If there are any more -and I'm sure there will be-, please feel free to post on the boards, and I'll try to answer them. But it's a pretty cut and dry process...simple text edits and some file moving. Happy Landings!! Wrench Kevin Stein
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@ Wrench
Wrench replied to HrntFixr's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
to say nothing about sextuple Sidewinder rails!!! Wrench kevin stein -
Massive Penetrator in development
Wrench replied to Typhoid's topic in Military and General Aviation
I'm with Paul and Zur ... I thought it had something to do with dirty movies!!! (actualy, I think I've seen that one already....) Interesting side note on Project Thor; those that've read the Niven/Pournell novel "Footfall" will remember the strikes from orbit against the US tanks/APC in Kansas by the Snouts Wrench kevin stein -
I really don't care if the damn missile fires (there probably won't be anything passing for it to shoot at). I just want the cursed thing to show up sitting on the rail, so I can blow it up (or the end users can blow it up) Here's from the data ini of the item in question (obvioulsy copied from the SA-2 launcher, with Moonjumpers fix for the Kytusha's applied). Pertinent section: I just want it sitting on the rail, same as the Guideline. Wonder if it isn't a weapons problem, it'self... Based on the existing SS-N-2 Styx... TIA!! Wrench Kevin Stein
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Now, I'VE got a ground object/weapon problem
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Now that's more like it!!! "What I'm talkin' about" thank MJ!!! super work, again!! Wrench kevin stein -
Desert Storm terrain
Wrench replied to Gabriele's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
They're from single mission tests that I run, mostly to check object placments (targets ini stuff). I mostly run RECONs over/near specific target areas, then 'jump out' into the free cameraa view (with the HUDDATA set to debug on to get map coords). But everyonce in a while, you have to run a STRIKE or CAS to check positions aginst the movement ini. Truth, I wouldn't be giving anything away by 'titeling' them: 1 - Mirage F-1EQ on a recon over Busher (note the HAWK just aft of me) 2- 21MF Fishbed J passing west of Bandar-e Shaupur, on a recon run to Crack Island (note: B-e S now has on oil refinery, like it real life) 3 - F-4E intercepting a raid near Tehran 4 - Iraqi T55 (or T62-disremember!) attacking an Iranian strongpoint 5 - Iranian infantry (Kesselbrut's troops re-nationed) near a strongpoint 6 - some dummy getting his a$$ handed to him (ok, ME) in an Ali-Cat north of Um Qsar The rebuild still has a long way to go before it's re-release. What I can say, is all the loadouts are country specific for both nations, there's lots of new target areas, correctly named oil fields, fortified positions, ports, docked ships (and shipwrecks! - I didn't build them for nothing!), lots of AAA and SAMs. I don't have any idea for a release date; probably near winter/year's end. There are some terrain issues that need working out. Wrench Kevin Stein -
MiG-23 cockpit?
Wrench replied to MechaStalin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok...and this don't happen often...I'm officially impressed! My personal thanks to ALL you people in uniform, past and present, who served. As I never got my chance too... BZ!!! Wrench Kevin Stein -
Now, I'VE got a ground object/weapon problem
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'm always having some kind of issues!!! Leastway, that's what my wife says!! Jarhead, nothing like being at the a$$ end of alphabet, huh??!!! Wrench Kevin Stein MJ: i'm checking that out later tonight! Thanks, bro! -
MiG-9 WIP
Wrench replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Knew I had Hangar Screen for it.... This is a lo rez jpg. I may re-do and clean up the bmp some this weekend, if you want it Timmy Also have one for the Flora (but not for Fauna ) Wrench Kevin Stein -
That is soo cool!! Years back, my next door neighbors son, Sammy, used to love to come over and fly Fighters Anthology (expeciallly after I set it to invulnerable -- he liked to bounce off the ground!!!) Another pilot in the makig!!! And he's got a good name too!! Wrench kevin stein
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Now, I'VE got a ground object/weapon problem
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
BOTH Iran and Iraq wound up with Silkworms...that's why I tried adding them. Unfortunatly, the map don't go as far south/east as Bandar Abbas and the Straits of Hormuz. They might wind up next to Busher.... Sag: email will be inbound later tongiht (providing I survive today at work...gonna be a bad one!) Cap: never thought of that...was using the SAM launcher example, I'll check that too! BTW, Jarhead, that entire map in ALSO in the shop for a complete overhaul...the campaign itself is all wrong for post SP4. I don't know that much about the campaign ini, but there are definately the wrong weapons, wrong aircraft, etc listed. It too,needs a complete rebuild. Especially after all the new targets I've added...hehehehehehehheeee Wrench Kevin Stein -
Desert Storm terrain
Wrench replied to Gabriele's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You all mean somethin' like this??? or this.. or... and possibly even... (that last one is purely my own fault...that's what happens when your looking at ground object placement, and not the jerkweed in the F-7A that snuck up behind you....) Wrench kevin stein -
MiG-9 WIP
Wrench replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey Lexx, looks like you best get started assembling the Fargo's cockpit too!!! :yes: Kesselbrut is very about such things, I'm sure if you ask, he'll say OK. He did when I tweeked the Spitpit for the Vampire & Venom, and the Beau pit for the Meteors. This bird is too important, historically, to get stuck with Scooter pit!!! Go for it man!!! Wrench Kevin STein ps: may even have a hangar screen done somewhere for it...have to take a look around..... W -
MIG-25 Afterburner
Wrench replied to Tantobot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It wasn't in my Foxbat Pak; I just swtiched if over to the standard Fishbed bruner Wrench kevin stein -
ARE THERE MORE WWII BOMBER WIPS ?
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Because the source file was obtained (ie: 3ds or max) Wrench kevin stein -
Desert Storm terrain
Wrench replied to Gabriele's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's the one thing I truely miss in the SF series from my older, FA experience.... being able to create a mission, with truck convoys, supported by mobile SAM and AAA. I just wish this series had the same ability; ie, to put the "MOBILE_AAA" units with the convoys (other than classing them as TRANSPORT). Alternatively, it would be an easy matter to simply add an MG to trucks -- I did this for Pasko's T-55 Bridgelayer. They WILL shoot your a$$ full of holes!!! And yes, they're in the DS mod too. And I fixed the SCUDs this morning before leaving for work. I'll post some screenies tonight when I get home. Very simple fix (create copy, rename, change mission role, BAM - convoys of SCUD!! oooh yeah!) Wrench kevin stein -
Desert Storm terrain
Wrench replied to Gabriele's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You mean like this??? A GCI site.. The only problem I've had so far, is getting the SCUD launcher to show up in ARMED_RECON missions. But it' being worked on :yes: Wrench kevin stein -
Desert Storm terrain
Wrench replied to Gabriele's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
typhoid: same here! Just a simple matter of some text editing in the DS.ini. No problemo for those few of us that actually read the 'readme'. But I think we're rebuilding it with just WoE in mind (not sure exactly; may have something to do with one of the stock birds, of which I personally think the aftermarket version is MUCH better) JM: not just wip, my brother, but an early wip!!! Right now it's still in the shop (like I said above). We may be getting some new tiles, but I'm not really sure about that. Me personally, I want the rivers!!! Which means, of course, I get to lay out all the bridges....for you lucky folks to blow up Wrench kevin stein -
MiG-9 WIP
Wrench replied to Timmy's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I"m liking it!!! That'll fill a gap in the late 40s!! Wrench kevin stein -
New reds...
Wrench replied to cgold's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nope, Hint: short story/novela Wrench kevin stein -
Desert Storm terrain
Wrench replied to Gabriele's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, indeed it is under going a complete renovation -- there are now more than 130 target areas, re-tiles so anyone can use it (not just SF users, but WoV and WoE). New cabinets in the kitchen, new bathroom fixtures; new airfields in correct locations, properly named oil fields, shipping and truck routes...SCUD sites....and AAA and SAMs that will make you cringe. We're await the arrival of a few more planes, more skins (all will the historically accurate), and some more terrain work There's a few preview shots floating around here somewhere, probably down inthe "Mission and Campaign Building Section" be it known, however, all those are early wips, and not to be construed as completed items Wrench Kevin Stein -
New reds...
Wrench replied to cgold's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
"2 weeks" ie, that's the standard reply when no data in present; or to quote Dr. Asimov "there is as yet insufficent data for a meaningful reply" bonus points for identifying the origin of the quote Wrench kevin stein -
Mirage 2000...
Wrench replied to hide86's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You could try using a Fishbed...I hear the NATO troops could use a good laugh!!! Wrench kevin stein -
Crusader Update?
Wrench replied to Tantobot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ok, that's what ya did...used the LOWER station!!! I looked in the cockpit LOD for 'uhf', but all I found was Weird Al!!! That's the same thing I did with the Hun and Zipper, excepting I used the 'ADI2' node. No different a 'kludge' than I used!!! Hell, it works, don't it??? Wrench kevin stein