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Wrench

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Everything posted by Wrench

  1. (insert Billie Mays, TV Huckster voice:) You don't need the desert cat - which only comes in SF. All you need is little text editing, and and typing skills!! If you act right now, we'll send you, at no additional charge "The Secrets of Getting Terrains To Work". This fully non-illistrated guide book will take you step by step in making sure all those wonderful terrains show up and work in your game install. Dosen't matter if if SF, WoV or WoE. Call now, and we'll throw in a complete set of the Wonder Wiper, Miracle Cleaning Cloth. You just pay shipping and handling! Call the number on your screen, or just follow the link below!! Operators ARE standing by (or just sitting around - you can never tell with them!) - I really crack myself up sometimes!!! Maybe I should get a job on infomercials...hmm.... You just need to add a line to your ****.ini (the main terrain ini) The example below is my Israel2 terrain, running beautifully in WoE: BTW, this very problem is coverd in the Knowledge Base, under the thread Third Party Terrains (<-click me! i'm a link!) or something like that. Just ignore the final conclusiion of "use the desert cat if possible". Under the latest patch, all the items are included in the GermanyCE.cat. For the most part. Wrench kevin stein
  2. F9F-5 Panther (by Pasko, C5, etal) Mostly, just needs removing the 'NATO' reference. I have added 'USAF' just in case for some of the bombs/rockets Data ini: [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.9,0.24,-0.4 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1500 AllowedWeaponClass=BOMB,RCKT AttachmentType=USN,USAF ModelNodeName=LWingPylon PylonMass=20 PylonDragArea=0.04 [RightWingStationInboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=1.9,0.24,-0.4 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1500 AllowedWeaponClass=BOMB,RCKT AttachmentType=USN,USAF ModelNodeName=RWingPylon PylonMass=20 PylonDragArea=0.04 [LeftWingStationOutboard1] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.38,0.24,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=BOMB,RCKT AttachmentType=USN,USAF ModelNodeName=LWingPylons PylonMass=10 PylonDragArea=0.02 [RightWingStationOutboard1] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.38,0.24,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=BOMB,RCKT AttachmentType=USN,USAF ModelNodeName=RWingPylons PylonMass=10 PylonDragArea=0.02 [LeftWingStationOutboard2] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.8,0.24,-0.31 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=BOMB,RCKT AttachmentType=USN,USAF ModelNodeName= PylonMass=10 PylonDragArea=0.02 [RightWingStationOutboard2] SystemType=WEAPON_STATION StationID=6 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.8,0.24,-0.31 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=BOMB,RCKT AttachmentType=USN,USAF ModelNodeName= PylonMass=10 PylonDragArea=0.02 [LeftWingStationOutboard3] SystemType=WEAPON_STATION StationID=7 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.22,0.24,-0.28 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=BOMB,RCKT AttachmentType=USN,USAF ModelNodeName= PylonMass=10 PylonDragArea=0.02 [RightWingStationOutboard3] SystemType=WEAPON_STATION StationID=8 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.22,0.24,-0.28 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=BOMB,RCKT AttachmentType=USN,USAF ModelNodeName= PylonMass=10 PylonDragArea=0.02 Loadout ini: [AirToAir] [AirToAirLongRange [Attack] Loadout[01].WeaponType=500lb_bomb Loadout[01].Quantity=1 Loadout[02].WeaponType=500lb_bomb Loadout[02].Quantity=1 Loadout[03].WeaponType=250lb_bomb Loadout[03].Quantity=1 Loadout[04].WeaponType=250lb_bomb Loadout[04].Quantity=1 Loadout[05].WeaponType=250lb_bomb Loadout[05].Quantity=1 Loadout[06].WeaponType=250lb_bomb Loadout[06].Quantity=1 Loadout[07].WeaponType=250lb_bomb Loadout[07].Quantity=1 Loadout[08].WeaponType=250lb_bomb Loadout[08].Quantity=1 Loadout[01].WeaponType=500lb_bomb Loadout[01].Quantity=1 Loadout[02].WeaponType=500lb_bomb Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity=1 [sEAD] Loadout[01].WeaponType=HVAR Loadout[01].Quantity=1 Loadout[02].WeaponType=HVAR Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=1000lb_bomb Loadout[01].Quantity=1 Loadout[02].WeaponType=1000lb_bomb Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity=1 [FAC] Loadout[01].WeaponType=HVAR Loadout[01].Quantity=1 Loadout[02].WeaponType=HVAR Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR Loadout[08].Quantity=1 [Recon] You'll note the exclusive use of WW2 style weapons. For a Korean War era bird, this is correct. Wrench kevin stein
  3. X-Ray: here's a direct link to the 104S: F-104S Loadout Tweeks And right below that one, you'll find the data sets for Jet-Z F-104S-ASA Happy hunting! Wrench kevin stein
  4. Of the several hundreds of nose arts I've done, there's always 2 that repeat in every set: "Patricia Ann", for the wife and "The Wrench" for me. That one goes all the way back to my ATF/FA mission building days -- that wrench-dude would appear just everywhere! Gascan, you'll find the Bettie shows up in a few of mine, to...especially the Red Devil one, and another in black leather with the riding crop. Check out the WW2 skins I've done. You'll find them. I've a large collection of Vargas, Petty, Soriyama, and many others that wind up as decals on various planes. Wrench kevin stein
  5. Bringing this back to the top for those who don't know, or haven't heard of this superb resource Wrench Kevin Stein
  6. Since when did Zippers carry Sparrows???? Not any of the A,B,C,D, or G models. Only the Italian 104S, S-ASA and S-ASA-M. A little more research might be in order. And yes, you better get over to the Knowledge Base and read all my posts on editing loadouts. 'cause if you've added the weapons pak, the next question in line would be "where are the missiles on my Migs?". Your work is just beginning....muuuuaaahhhaahhaaa Wrench kevin stein
  7. Now, Dave, you KNOW that HrntFixr and me are gonna fill all those hardpoints with Sidewinders for The Wingman, right!!! Wrench Kevin Stein
  8. I'm assuming you haven't considered any of the other 1st Generation Jets as a substitute??? (cough) Sabre (cough) I, to am unhappy with using the Scooter, as it needs a few little tweek to rear of the cockpit (bulkhead). But it IS all we really have. Wonder if we can sweet-talk Lexx into making a few 'moves' for us, using MK2's russianized one, and have a more open over the shoulder view?? Lexx??? You there buddy?? I have that nice russian PB1 gunsight all ready to go...hehehehee (as if I didn't already give to you!!) There's always the Su-17 pit, too. Remember the 3 Words We Live By: Improvise Adapt Overcome Wrench kevin stein
  9. There is an unofficial* P-86A that I made for SWOTL2; it's based off Zur F model, with some tweeks to the controls. It would probably need a new skin, as it's painted for WW2: 1946. Available here at CA and my site. Wrench kevin stein *=unofficial as in approved by Zur, but not a 'real' A model.
  10. 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
  11. 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
  12. to say nothing about sextuple Sidewinder rails!!! Wrench kevin stein
  13. 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
  14. 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
  15. Now that's more like it!!! "What I'm talkin' about" thank MJ!!! super work, again!! Wrench kevin stein
  16. 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$$ handed to him (ok, ME) in an Ali-Cat north of Um Qsar The rebuild still has a long way to go before it's re-release. What I can say, is all the loadouts are country specific for both nations, there's lots of new target areas, correctly named oil fields, fortified positions, ports, docked ships (and shipwrecks! - I didn't build them for nothing!), lots of AAA and SAMs. I don't have any idea for a release date; probably near winter/year's end. There are some terrain issues that need working out. Wrench Kevin Stein
  17. Ok...and this don't happen often...I'm officially impressed! My personal thanks to ALL you people in uniform, past and present, who served. As I never got my chance too... BZ!!! Wrench Kevin Stein
  18. I'm always having some kind of issues!!! Leastway, that's what my wife says!! Jarhead, nothing like being at the a$$ end of alphabet, huh??!!! Wrench Kevin Stein MJ: i'm checking that out later tonight! Thanks, bro!
  19. 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
  20. I guess my kid likes planes too...

    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
  21. 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
  22. 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
  23. 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
  24. It wasn't in my Foxbat Pak; I just swtiched if over to the standard Fishbed bruner Wrench kevin stein
  25. Because the source file was obtained (ie: 3ds or max) Wrench kevin stein
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