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Wrench

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Everything posted by Wrench

  1. Nope, Hint: short story/novela Wrench kevin stein
  2. 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
  3. "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
  4. You could try using a Fishbed...I hear the NATO troops could use a good laugh!!! Wrench kevin stein
  5. 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
  6. The only thing I dislike about these skins is no textureset.ini (which takes all of 35 seconds to create/edit), and painted on numbers. All these old skins (not just Marcelo's) need some updating in the decals region. Little bit of strangeness with the loadout...had to up the max weight to 195 to get the 530 to load (station 1 & 2). Sometime in the mid-80?? they disapper, and Magic's start to show up. You can't quite see it in this shot, but the lower inner fins are stuck in the fues about a foot or so. Most pics I looked at over the last few hours show Magics, so it's not too far off. As for the RWR, there dosn't seem to be a 'node' to steal, so FC, probably gonna need that kludge of yours. BTW, wouldn't the E pit (either the 3rdWire or GF model) be a better be a better pick for the AN version? Wrench Kevin Stein
  7. The same way we do things in the automotive industry: duct tape and hose clamps See my post on the Hun and Zipper cockpits (probably on page 3 or 4 by now) Simple text edit of the cockpit ini, once the nodeneame is known Wrench kevin stein
  8. Most of the time, it seem to do this when it's looking for something taht isn't there; either a missing GroundObject or something it looking fr in the terrain folder. Unfortunately, you might have to go line by line in the terrain types ini to see what's missing. Most defintely, check for missing bits in a ground object, or one missing altogether. Wrench kevin stein
  9. Yes, please, let's keep the political carp out of it, shall we??? Now, back to the Crusader, the 530 was mounted on the fues rails, just like the winder, IIRC. What I don't remember is, if it was a 'split' loadout...530 on one side, Sidewinder/Magic on the other. Isn't there an IR 530 version as well??? Like FC, said, it should be a pretty easy conversion using the E model (wish we had the J!!!) I've not seen any skins for the AN versions, are there any out there??? FC, I'd love to see you ini tweeks!!! :yes: Wrench kevin stein
  10. Little bit of a clean up... Using the F-4E_RWR.BMP, f-4e_radarPPI.bmp and just editing the avionics ini, you get the above. (not forgetting to extract said bmps, and place them in the cockpit folder) And taking a page from Lexx Luthors book, even the gauge faces could probably be replaced by those from Phantom, thereby cleaning up the pit enourmously! Just something else to put on the 'to do' list.... Wrench kevin stein
  11. a-ha! I knew if I looked long enough, I'd find something.... http://www.tornado-data.com/History/overview.htm about halfway down the page, you'll see this line: Wrench kevin stein
  12. I'm pretty sure it's terrain-following and ground mapping only. Given the mission it's supposed to do...having an A-A radar is relitively useless. Don't forget, the sidewinder it carries are defensive ONLY (not that their mountable, per se, on the latest model -- they were left off on purpose) Checked both my LockOn and In Action book, and unfortunately, they don't say nothing. So, it looks like we might be stuck with the original style "HUD", no CCIP, working TA & GA radar, and more waiting for avionics80.dll. I sure hope it combines both A-A & A-G! Wrench kevin stein
  13. Yah, but not set the 0.50!!! A little too brite! (umm...LiteBrite!) Anyway, ain't that what NVGs are for???? Wrench kevin stein
  14. Some folks have been having some problems with the F-104C (USAF version, by Ajundair & USAFMTL/BLT/wcheese/chili/onions/tomato hold the pickles) I'v almost got the C and A models sorted out -- these 2 birds are in Dave's Starfighter Superpak; which has some EXCELLENT skins, btw. This is what I've go so far.... And I figgured that whilst I was in there, I might has well spend the extra 15 minutes faking out a recon pod. Pay no attention to the fact the oblique camera ports are backwards...this was an early test to ck loading of the fuel tanks and the pod itself. I'll should have, with any luck, some new postings in the Loadout Thread 'fixing' the minor glitches, and I'll upload the Starfighter Recon Pod (fake) as soon as I figure out the lens placements. So, Starfighter, I'll have something for you tonight! Wrench Kevin Stein
  15. I like to look at the pretty airplanes, and the pretty clouds and the pretty ocean... and then dive down and blow the crap out of something... Mostly single missions; I don't think I've ever completed a campaing successfuely, all the back to the original in SF. In a side note, re: post-70s Flak, I'd just extract the data ini for each of the stock units (the Pasko SAMs and vehicle Pak are already there), and just change either the end service date to 2020 It's obvious that many 3rd World countries are/will still be using air defense systems that are long out dated in the 1 & 2nd world. Example: ww2 Bofor gun...it's too good a weapon to not have around for so long. KS series flak guns -- you can't think that the 85 & 100 mm versions aren't still in use somewhere??? The S/KS-60 was still in use in the 1990s during Desert Storm. Wrench kevin stein
  16. On the runway, unless I doing terrain work, then you need to start 'near target', to eliminate all the excess flying. (is there such a thing???) Alt-N is ok on some terrains, but watch out for those with high mountain ranges .... SPLAT!!! BOOOM!!! Cumulo-granite sucks! Wrench kevin stein
  17. Ah, guilty of that one, I think, Ed . I know I released a whole slew of landing light mods, about 2 years ago, and it's quite possible I stuck the light there. I know that mod is still here a CA someplace, and it should be at my site as well. And I'm sure I got most of the lights too bright. Wrench Kevin Stein
  18. Actually, it seems to work both ways; either as WARSHIP or MISC; as least for having them show up on the map. [TargetType146] Name=OsaII FullName=Osa II FAB ModelName=OSAII-mod-R3a.LOD TargetType=WARSHIP [TargetType147] Name=GunBoat FullName=Patrol Gunboat ModelName=PBoat-mod18.LOD TargetType=WARSHIP [TargetType137] Name=CargoShip FullName=Cargo Ship TargetType=WAREHOUSE ActiveYear=0 You can see I listed the cargoship as a WAREHOUSE; this will tasked to a strike mission. So far, I haven't see any of the docked ships, when listed as WARSHIP being tasked. I haven't experimented with this too much, but I know in the Lybia mods, I typed the docked patrolboats as MISC, and you would get them as targets for strike. (which means I'll probably be changing all the docked warships here back) Since they don't move at a Convoy Station, the KreigFlakDestroyer can stay typed as "Static_AAA". Docked warships, wither set as such or MISC, will still shoot at you!!! (don't go too near those Gunboats -- they is NASTY mean) EDIT: Ok, in a quick test, I switched them BACK to MISC, and you DO get tasked with them for a strike mission. But, apparently, NOT when they're classed as WARSHIP. So, is looking like docked ships should be MISC in the terrain types ini, but their own, individual data ini should still be left as WARSHIP. And they DO shoot at you either way!!! Wrench kevin stein
  19. http://forum.combatace.com/index.php?showtopic=12099 Also, have a look as some of the Phantom loadouts in the Loadout Thread (Iranian F-4E comes to mind) Should give you some ideas. Wrench Kevin Stein
  20. don't we have Italy and Scicly in Edwards North Africa and Tunisia maps??? I distincly remember bombing somethng in Taranto Can't remember how high up the 'boot' it goes...Rome? Adriatic coast??? have to check when I get home (easy to just look at a planing map!) Wrench kevin stein
  21. Yes, the types ini defines WHAT objects are allowed to be placed in the targets ini. Like in the original targets, you'll see "AAA". That allows the game engine to place any AA unit that is on the same side as the target area. You can further define that by editing the types ini, and listing specific objects (like Nick Bell did with the HAWK launchers). Adding a say, ZSU-24 and specificly pointing that to replace AA at an airbase or where ever I'm a work now, but when I get home I'll post some specific examples (ships/destroyers/Patrolbaots, etc) Look at the Lybia ver.3 types ini, and you'll see specifics Wrench kevin stein
  22. Or,you could just create a fixed station in the ocean (see the WW2 maps by Edward and myself, and my 2 recently released Lybia's) via targets ini edits. You just pick a spot on the sea, noting its coordinates (cameraposition= -- they're added just like any other ground object), and create a 'CV Station'. Now, mind you , they won't move, but you'll have a fixed spot in the ocean where a carrier can be 'parked'. this can be done for anti-shopping missions ("Convoy Station" full of merchant ships and escorts) - may also show up in strike as well, as they are now a fixed target. You could even go so far as to tweek one of the CVs data ini thereby creating a new object, removeing the invulernabilty by removin the runway (flightdeck), classing them as a MISC object, and have them in port. Needless to say, you'll have to add each of the ships to the terrain's types ini. One of the interesting side-effects of this, even as a 'parked vessal', warships with guns and SAMs WILL engage you! Wrench kevin stein
  23. No, but there are some 'tweeks'...check out Lexx Luthor's 'cockpits and strategic warfare' thread over that the 3rd Wire Forums ... some very interesting stuff over there... Wrench kevin stein
  24. Well, since you're on Death Door, I"ll let you in on the big secret.... It's a very complicated process called... wait for it..... ready??..... copy and paste. If you read the readme that came with it, you'll see it states that I used the existing data from the stock 3rdWire F-15A Not very hard at all. But, unlike the Tornada, the 104S-ASA-M don't need an a-g radar. In theory, something like that could be appllied to the F.3 ADV, but the model itself is well, 'lacking'. The GR/ECR/whatever strike variants will still need their A-G radar, and be stuck with the avionics60.dll. But there ARE workarounds, I'm sure (AD Corsair II comes to mind right off, and the MF Hornets that have the HUD, semi-multimode radars, and AG) Wrench Kevin Stein
  25. As the Worm Turns <-- Click Me!! Wrench kevin stein
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