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Wrench

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Everything posted by Wrench

  1. They're doing a Elric movie!!!???? How did I miss that...cool!!! Ok, once you've got the HUD debug on, and you have the coordinates, two strings of six digits each, you'll need to adjust the RoutePosition= in the movement ini.... like below (from Iran/Iraq) [Route020] RouteType=SHIPPING StartArea=Khrak Island EndArea=Manama RoutePosition[001]=792849,352397 RoutePosition[002]=753908,253380 The break down as to what's what is like this: Route20 -- defines which number route. There are 3 types, GROUND_ATTACK, TRUCK, SHIPPING RouteType -- what kind it is (GROUND_ATTACK is you CAS missions; TRUCK is your Armed_Recon; SHIPPING is, well, anti-ship strikes) Start Area End Area -- both defined by the targets ini. Basicaly, beginning and end points. Hopefully, someplace offshore or out to sea RoutePosition01 RoutePosition02 -- these are the map grid coordinates. The way I do is, using the KMD, open one of the planning maps, and basically look for a set coordinates near which ever port I want to start from, and then follow a route (just like aircraft waypoints). I don't know what the maxium allowable wapoints are, but for the DS mod, you'll find this one: [Route029] RouteType=SHIPPING StartArea=Al Basra Oil Fields EndArea=Kuwait City RoutePosition[001]=715630,418154 RoutePosition[002]=717629,415520 RoutePosition[003]=722504,403936 RoutePosition[004]=711189,391720 RoutePosition[005]=688299,378005 RoutePosition[006]=669804,368930 RoutePosition[007]=662487,366013 This one starts 'upstream' inland, and follows the Tigris (Euphrates? -whichever river-) around the marshland, islands, out into the Gulf, to Kuwait City. Anyway, sorry for the digression.... With the KMD you can get fairly close, but I've found that you can be off in the start/end points a little as a few hundred meters to as much few thousand meters. And with rivers or islands to navigate around, that can be a problem Hence the need for the 2nd step... Fly an anti-ship mission -with the HUD debug still on. Also, change you start option to "Star Near Target" Then you can see the coordinates displayed. Make note of them, and adjust as necessary in the movement ini. Come to think of it, its no different than laying out any other target location, excepting you need more than one position coord to define the route. It goes without saying, that you'll need the planning maps, targets and movement inis IN the terrain folder in question, so they'll need extracting from the terrain's cat file (ie: Desert.cat, GermanyCE.cat, VietNamSEA.cat). They stay in the terrain folder. The beauty of this game engine system is, if you screw it up, you can just extract the in again. Wrench Kevin Stein
  2. I was actually thinking along those lines yesturday.... For those that remember my ATF/FA mission sets, 'occasionally' there was something odd that would appear (Atomic Moth, Quetezalcoatals, whatever) We need something like that to pop in once and a while....wonder if I can convert Capun's Giant Turtle into a tank.....or maybe use the Super Eagle as "The Giant Claw"..... Or maybe we can get a 3dmodeler to make us Mutated Giant Cockroach?? Talk about bugs in the program!!! Set the availabilty to "VERy_RARE".....hmmmm Giant Turlte as a cargoship...... (Wrench runs off, the wheels in his head spinning furiously with ideas.....) Wrench kevin stein
  3. Just some shots from yet another terrain upgrade I'm working on (while waiting for more DS stuff to show up) Without further ado.... Phantom 1, MiG 0 Singed my tailfeathers, and just missed...this time! Iraqi push towards an Iranian outpost under heavy fire... Recon over Khrak Island (southern end) --about 2 seconds later, I was missing my wings and in the drink, shark food. Flypast over Bander-e Khomeyni (note the shipwreck, a leftover of the Tanker War) The targets have been completly redone, with about 50 new areas, new ground attack, truck and shipping routes, a few dozen new objects (the usual stuff for the terrain - truck parks, industrial/chemical centers, power stations, etc plus artillery that works kinda and other surprises). Using Polak's new Desert Tiles; fully tested and SF and WoE (should work just fine in WoV as well) It goes out for testing soon to some teammates (as there are still a few little bugs). When it's ready, you'll get the word. Designed for use in you seperate, Iran-Iraq Install -- should NOT be use by itself, as you probably won't have the necessary ground objects and country specific aircraft and loadouts - that will be taken care of in the final release. There's a highly detailed, explicitlly instructed readme (that ain't quite finished) that wll explain all. Release Date: more than '2 weeks' Wrench Kevin Stein
  4. http://forum.combatace.com/index.php?autom...ode=sst&id=4937 File Name: F-104 Starfighter series Recon PodFile Submitter: Wrench File Submitted: 8 Jul 2007 File Category: Weapons Mods/Skins This is just a littly quicky fix to create a generic Recon Pod for all the different Starfighters out there. It's alwyas bugged me we didn't have anything, and all the Zipper call for one in their loadout inis. The shape is pretty generic, too. Rather bullet like, as it's based off the BLU-27 napalm canister. Since we don't actually have a proper shape, especially for the Canadian Vikon pod, this will have to suffice until a 3d modeler steps up and creates a real one. I'm pretty sure I've got everybody covered, end user wise. You'll note the fairly complete listing of countries in the Attachemnt types: USAF, ITALY, W_Germany, Norway, Japan, WP - this is for Pakistani and possibly Jordanian Starfighters - if you've created a country specific version for Jordan. I figgured it couldn't hurt to add it, right? Dutch and Belgian users (of the Zipper, not players!) shouldn't have any problems loading it. I've also included the layered psd file, in case anyone wants to mess with it. I think I got a pretty good 'sampling' of camera ports; 2 vertical, 2 staggered oblique panoramic. I mean, after all, it don't work anyway; its just for show! Happy Photoing! Wrench Kevin Stein Click here to download this file
  5. Dude!! That's insane!! Probably used an Kodak Brownie (like my mom still has -- 60 year old camera, probably would still work, if we could find 126 film!!) Wrench Kevin Stein
  6. Version

    470 downloads

    This is just a littly quicky fix to create a generic Recon Pod for all the different Starfighters out there. It's alwyas bugged me we didn't have anything, and all the Zipper call for one in their loadout inis. The shape is pretty generic, too. Rather bullet like, as it's based off the BLU-27 napalm canister. Since we don't actually have a proper shape, especially for the Canadian Vikon pod, this will have to suffice until a 3d modeler steps up and creates a real one. I'm pretty sure I've got everybody covered, end user wise. You'll note the fairly complete listing of countries in the Attachemnt types: USAF, ITALY, W_Germany, Norway, Japan, WP - this is for Pakistani and possibly Jordanian Starfighters - if you've created a country specific version for Jordan. I figgured it couldn't hurt to add it, right? Dutch and Belgian users (of the Zipper, not players!) shouldn't have any problems loading it. I've also included the layered psd file, in case anyone wants to mess with it. I think I got a pretty good 'sampling' of camera ports; 2 vertical, 2 staggered oblique panoramic. I mean, after all, it don't work anyway; its just for show! Happy Photoing! Wrench Kevin Stein
  7. "The only time you have too much fuel, is when you're on fire" Fuel totals are listed in the data in, in the fuel tank sections (below weapons stations). Cant remember if it's in kilograms or liters. Wrench kevin stein
  8. See, I KNEW somebody had backdated it!!! I just couldn't remember who or when. I'll have to go grab these for meselft too!!! Wrench kevin stein
  9. No ground radar with avionics70. A pity too. And you can't swtich back to the 60.dll without rebuilding the avioncs ini, and all the little bits in the cockpit folder (although it might be doable by using stuff that avionics 60 compatable -- stuff that already exists for earlier birds) I guess we're all waiting for the projected "avionics80.dll", which will hopefully re-incorporate the ground mapping and terrain avioidance modes. I hope!!!! Wrench kevin stein
  10. Always freeware...it's not a new map, it's a revamp of the original. Besided, I just tweek objects and targets. It's USAMTL & Co's from the Iran/Irag Total Conversion Mod. If you all WANT to send money ... well, I ain't to proud to take it!! But, I'd rather it go to a good charaity .... The Foundation for the Financial Relief of The Wrench or the American Diabetes Association. Wrench kevin stein
  11. Those sounds come from the Tomcat. As for the blue bits, that's a know fault in the Deutchland terrain. Gepard posted a sort of fix for it, can't remember where it at the moment. You might have to search for 'Deutchland terrain' here in the threads. Installing the 'Varks is no harder than installing any other aircraft. As to your CAS mission, you were tasked with destroying 'camonets', right??? Remove them from the groundobject folder, or rename the folder "xcamonet'. It was a known problem. They should be terrain objects only, not in the 'vehicles' class. As for the Red Range, have you checked your cat pointers???? Remember, it needs the desert cat for the desert terrain tiles. That info should be in the associated readme. At worst, you'll need Deuces desert tiles as a replacement. Mine works perfectly in EVERY install I have (at last count, 17 of them) Wrench kevin stein
  12. No idea why they read empty, when they've obviously got something loaded. I wouldn't worry about it, as long as the little circle is black, you got yourself some ship-killers. This happens on several other aircraft (which ones escape now), but I remember making note of it in the Loadout Thread. Probably on some Commie POS MiG I actually have those drop tanks sitting here ... they're Carlo's (Soulfreak), and I just haven't had a chance to get back to them and create/edit the lods for the matching bmps. Once I get my head and a$$ wired together, I can try and get those done for him, and he can release the to make everybody happy. Wrench Kevin Stein
  13. You really need to convert the screenshot bmps into jpgs. Makes is easier to view, and perhaps get set up at Photobucket or one of the other free image hosting sites. Much easier to link back too. I think there's already an HUD update for the Toros, have you checked the 'Cockpit Mods' section here at CA??? On the subject at hand, I'm afraid I don't have an answer for you. Wrench Kevin Stein
  14. Well, I can't get the missile to NOT load -- it's there every time, all the way back to 1968. What I think you're doing is paying attention to the 'Stores Available' screen on the left, and not the the diagram on the right. Are the little circles blacked out, even it if says "Empty"??? That means the missile is loaded. From what I remember, the stores available section is only for campaigns, not single missions. Have you actually flown a anti-ship mission, and looked at the outside view??? You should see this ... Like I say, it loads for me everytime, all the way back to the start date. I did, however, find a few other things wrong ... the missile is listed as "FRANCE" for the nationname. It should most definately be "WGERMANY". That needs changing. Also, the M117 750# bomb need the 'West Germany' box checked. Since it is a German aircraft, you can even go so far as to change ALL the "AttachmentType=" notations to "W_GERMANY". It dosen't affect anything, and will still allow the B winder to load. You can even 'upgrade' the winder the F models; see the adjusted loadout ini below: If you go eariler than the availibility of the F, it just reverts back to B's. Of couse, we still don't have a recon pod.... There dosen't seem to be a 'real' problem here ... just looking at the wrong thing. Wrench Kevin Stein
  15. What I posted was the C-10. (I can't find my common,garden variety C!!!) Should be the same though. Wrench kevin stein
  16. Don't forget the 0-1 not flyable out of the box...it needs a cockpit and a bunch of other stuff. But, once upon a time, an exceptionaly bright, exceedingly cool individual DID come up with a rather interestering fix for it... you can find what you need to tweek the Bird Dog in the downloads section; Korean Era L-19. For the stock 0-1, you really only need the inis, and the cokepit included (with thanks to Wolf for allowing the mod of the Airacobra pit) There's also a nice Aussie version by Gramps in there too, someplace. Look for 'Cessna 180' or something like that. Wrench Kevin Stein
  17. Seems to work fine for me.... The only thing I noticed, is the attachment position of the wing tank needs some adjusting upwared a few mm. Make sure the data ini says "USAF" for the attachmenttype=, and use this below for your loadon ini Wrench kevin stein
  18. Expensive fireworks....hmmm.... Been thinking about this one all day.... anyone give any thought to, just for S&G of course, to creating a let's call it the "AIM-9WP"???? for it's explosion effect, use the willie pete effect. Just a passing funny thought....what with the 4th of July tommorrow, and all that Wrench Kevin Stein
  19. Thanks, Derk! All mine already have the audio-only rwr, that 's the easy part. The jammer 'go inside', so that's no problem. Putting the ejector position on the wing would be the hardest part...probably just use the inner pylon position for the ejector 'mouth'.... something else to think about/play with over the holiday.... Wrench kevin stein
  20. That's why it's there, and why I work so hard at it. Looking at how many aircraft are already done, and what still to do....I'm slightlly less than halfway through. Still haven't touched any of the WW2 birds.... Wrench kevin stein
  21. Specs, please??? (locations, amount/type of expendables) That way I can updated the KB for the Zippers!! TIA! Wrench kevin stein
  22. Easy fix would be to NOT load a gunpod of the Foxbat....never seen any evidence that they could carry one. btw, this also happens when putting a GP on the Vigilante, too. Again, llike Capun said, it's an animation conflict, and can't be fixed. Wrench kevin stein
  23. Well, lets see.... If you look at the data inis for the ASA, the ASA-M mod I just released, and the Knowledge Base, Creating a Country Specific Aircraft in which I used the KLU Zipper (and info supplied by DERK), you 'll see they DO have jammers. Just no expendables. Baugher's site is the cat's meow for aircraft info, baby!!! Wrench kevin stein
  24. Here we go again..... ok, am I the only one who's read the "Elric" series by Michael Moorecock???? If you had, you'd be familiar with that devine craft, 'The Ships That Sails Over Land and Sea'. It was used by Elric, and other incarnations of the Champion Eternal, in their Final Battle against the Lords of Chaos. (good reads, btw, if you like Sword & Sorcery -- get the ones with the Michael Whelan covers...superb artwork!) OR.... lots of very small wheels under the hull OR... anti-gravity/repulsor lift technology in play. OR... (you fill in the blank) Now, to answer the actual question, it's a route location problem in the movements ini. It's pretty easy to adjust, you just need to know the map coordinates to make the changes in the way points. (use Debug=TRUE in your HUDDATA.ini) It's the top line, CameraPosition= or something like that. Wrench Kevin Stein
  25. Don't waste you're time with those..... 1) they exist already and have been covered in the Knowledge Base and 2) more importantly, a little bird told me we will probably be seeing totally new ones. Can't say any more Wrench kevin stein
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