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Wrench

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Everything posted by Wrench

  1. Is C5 going the way of CA?

    Hmmm...those eels look suspeciously like Ga'uld..... I wonder.... Wrench kevin steine
  2. Told you it PITA!!!! Great job, Nick...can't wait to see what you got when it's done! Wrench Kevin Stein
  3. The only lods I can find for the Twin Must, are the rocket racks and drop tanks. I think it's built directly into the aircraft model, as seen in the weapons data entry: [WeaponData1074] TypeName=F82_Radar FullName=F-82 Radar Pod ModelName= Mass=1.000000 Diameter=0.500000 Length=2.000000 AttachmentType=NATO NationName=USAF StartYear=1944 EndYear=1955 Availability=1 BaseQuantity=12 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=0.000000 BTW, this is the fix to get it to load every time; like the Scooter humps, turns it into a 0 strength jammer. (you can changed the number to fit you weaponsdata -- but it should be the same, just edited the 'what it is/does' sections. Edit the data ini as follows: [RadarStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.00, 1.00,-0.50 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1 AllowedWeaponClass=EP AttachmentType=NATO ModelNodeName=RadarPod PylonMass=500 PylonDragArea=0.01 note to self: finish off RAF/RN aircraft in KB, then move onto the 'oddball' American stuff (found some fixes for the Scorpions) Wrench Kevin Stein
  4. See my posts above, brother! The permanant, all inclusive, you-only-get-the-hump loadout. Wrench Kevin Stein
  5. You'll have to convert the "gmax" to a LOD file with the 3rdWire expoter (mind you, I'm no expert on 3d stuff). The game only uses the "LOD" format. If it's a weapon for USAF usage, you might want to get rid of the 'other guys' countries. Expecially them Commies!! A 360 deg field of view??? Is this for 'over the shoulder' launches??? Might want to narrow it down some (look at some of the other missiles, Phoenix, AIR-2, etc) Wrench Kevin Stein
  6. I've heard there is possiblity of eels building nests in the attachment points on the wings, but usually a few good shots from a CO2 extinguisher or flame thrower will dislodge them Failing that, do you have the weapons pak installed??? The tanks are in there Wrench kevin stein
  7. This is a screenie taken last night near !*&*&^%$, on the project I've been working on: This is actually the ONLY HAWK battery on that map, as all the airbases have plenty of their own defenses There area actually several more objects that should have showed up, but I misspelled one, and those that followed it, vanished. Flagpole, another powercart near the CWAR. The other powercart has been moved a little closer. Was trying to get 'spinner' rims for the truck, but the motor pool said they were 'special order from the factory, and on national/international backorder.' Really bummed me out.... --reminder to all terrain tweekers = not only checkthe numbers are sequential, but make sure you use the right name of an object!!! I also got the same results as Mr. Bell did...I was flying a fishbed, and they totally ignored me. Very strange! Wrench Kevin Stein ps: Ed, I did get the inis, just havn't installed the launcher stuff.
  8. That was just a generic set up for test. No, the noses aren't purple....they're a lovely shade of lavander I believe these missiles were built in West Hollywood, by an ex-interior designer! Wrench kevin stein
  9. don't most skins already come with the textureset ini included???? If the skin has a txini, you don't need to add it to the main aircraft ini; the game engine does that automatcally. You can, however, renumber them, if you want a favorite to show up 'first'. Below if from my F-4B: [TextureSet001] Directory=VMFA58 Name=VMFA-58 "Wildcards" Nation=USMC Squadron=VMFA-58 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 [TextureSet002] Directory=USNGrey1 Name=USN Grey Nation=USN Squadron=VF84 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 [TextureSet003] Directory=USMCGrey1 Name=USMC Grey Nation=USMC Squadron=VMFA531 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 [TextureSet004] Directory=USNVF111 Name=USN VF-111 Sundowners Nation=USN Squadron=VF-111 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 Once you've flown anything in game, yo can go back and 'move' the newly added skin to the top, and renumber. I haven't actually tried numbering them out of sequence; probably don't work! Wrench kevin stein
  10. What's next Ed, Gadflys???? With those monsters...... The 2 Pasko Paks (desert and Euro) have been tweeked (if I remember right) to SP4 standards. They are (as uploaded) NOT networked (for the Goa's and Guidlines) The WoE stock Gainfuls come networked stock from the 'factory' You just need to unzip the pack, and drop the vehicles into the /GroundObjects folder. There are also some modded data inis for some of the stock tanks & such, adding a coax MG. For wanting a link to my site, it's always down below, in my sig. Most of the ground objects, should be here at CA Wrench kevin stein
  11. There's a boatload of stuff; SA-3 of variying number of missiles, SA-7, AAA units (ZPUs, ZU, KS series, etc) tanks, vehicles, extra radars, HAWKS,in the revamped 'Pasko's SAMs & Vehicles Pak", hosted both at my site, and here at CA. Stinger available seperately - act now! supplies are unlimited!!! Just to let you know.... There are 2 versions 1) Desert skins 2) Euro skins (ok, green for use in WoV/WoE) Also, in the near future, the KS series, KS/S 60 will be getting an 'network upgrade', as I now have a working Fire Can FC radar!!! (well, it does the job, even though the vehicle is a re-inied Flatface. Just until we can convicne a 3d modler to make us the correct radar van) Wrench kevin stein
  12. I finally got the to show around a few bases by creating new target areas (as above), but there still seem to be the 'poplulation' problem -- at time not everything shows up in the area. Or the target area shows, with nothing on it. I think the game engine spawsn/generates the placed objects at random times. These were added directly to Spangle's target's list, but there's supposed to be a powercart next to the HIPAR. Don't ask me why it worked that time....still seems best to have a seperate, very small (500.00) sized target area to add the battery too. I've been taking a break from this for the last week (and for a week or so to come), as I'm working on the 'Red Side', for something for another terrain. But we WILL return to this....far too important to let languish Wrench kevin stein
  13. I just released it; credit has to go to the whole team: Capun - 3d model Charles - flight model Gramps - original skin (tweeked by me) Wrench - hangar screen, some ini edits, decals I guess the announcment should actually read: "The Dev A-Team presents the Me-262A1U4" all the rest still applies (beta +version, etc) Wrench Kevin Stein
  14. File Name: Me-262A1U4 'Snouted Swallow' File Submitter: Wrench File Submitted: 23 Apr 2007 File Updated: 29 May 2009 File Category: Axis Fighters Me-262A1U4 Tank Buster "Snouted Swallow" -Beta 'Plus' Version- For SF/WoV/WoE WW2 Installs A Complete aircraft for your flying pleasure! This skin represents Me-262A1U4s from KG(J) 54 'Totenkopf' in the late 1944 plus time frame in the ETO, for the world of "What If..." SWOTL WW2 '46. It is a semi-fictional skin, as the A1U4 never went into production (only 2 aircraft were actually built). Historically, KG (J) 54 DID convert to Swallow, and flew them in the "Jabo" role, as well as interceptors. The skin included in the pak is based off their paint scheme. This version has a single 50mm cannon centrally mounted on the nose, with 2 30mm Mk.108s as well. It also has the capability on carry up to 2 250kg bombs, drop tanks and 24 R4M unguided rockets on the wings. You'll also find 2 versions of the skin; One with the swastika painted on and, another WITHOUT the swastika painted on This aircraft is to be considered as a "Beta +" version, as there are still some issues with the physical model (lod file). There are at present no plans to update the lod, but if/when time presents itself, there may be an updated version available. These manifest themselves as several stray vertices on the nose, where the wing/engine nacelle meet, a "divot" on the nose aft of the cannon barrel, and the 50mm cannon barrel itself being slightly low, and missing the aerodynamic 'humpish like' shroud fairing blending it into the nose. So, what this means -- you've been warned of inaccuracies, told what they are, so basically....Live With It!! With thanks to the rest of my Dev A-Team members for the support; Capun, Gramps, Charles and Kesselbrut for his superb cockpit! More, detailed info is in the read me, so PLEASE!! -- read it!! Wrench Kevin Stein IMPORTANT NOTE: This is a PERMISSION aircraft ONLY!!! It is not to be included in any mods without express, written consent of the Dev A-Team. It is not to be shared in any other way!! Even though I, The Wrench, am a Freeware Signatory, this mod, and any other mods of DAT Procudts are NOT covered by the Freeware Treaty. Click here to download this file
  15. What was you fav off the wall Sci-Fi movie

    What!!!???!!! No one mentions the greatest sci-fi movie ever made??? Plan 9 From Outer Space best quote: Alien Leader: 'You earth people are stupid!! Stupid, Stupid Stupid" Our Hero: "I've had all this I'm gonna take"!!! Don't forget 'Dark Star' Sci-Fi OWNS!! Wrench Kevin Stein
  16. That's exactly what I need right now...a Soviet-style FC radar for use with their bigger AAA guns (KS12,19,30, etc). It'd really help with this project I'm working on..... Hmm....wonder if I can mod one of the existing units, like the Barlock or Flatface, something mounted on a truck, maybe?? Shilka's (should!) already have the Gun Dish installed... Well, looks like I got some more research to do!! Wrench Kevin Stein
  17. Good British stuff at 'Thunder and Lightnings', can't remember the URL off hand... good photos of the aircraft, too! Wrench kevin stein
  18. I like the 'bleached' one. What I've done on some of my skins, to get a faded look, is add another layer to the template, flood it with white, and then adjust the opactiy way down, to 'leech' some of the color out. Of course, that has a way of sometime 'adjusting' the tire color a little gray, but I figure they aren't out there with ArmorAll making them look nice and black Wrench Kevin Stein
  19. This setup seem fairly close: Where *** in TargetArea is the next number in sequence, and where ** -words- ** is the position coordinates (taken from 'camera position' with HUD debug truned on). Where "Macho Grande Defense Battery" is...a lot of good pilots were lost. Including George Zip. Most of you probably don't have the USFlag in you types ini, but if you have DBS, you can borrow it form there or the WW2 Allied bombing range. Or, you can delete it and just renumber the the following entries back to sequence. Don't forget, you'll need to add it -and most imoprtantly- ALL the HAWK bits, to the GermanyCE_types.ini. Extract the ini as needed. The tent is standing in for the BCP. Still some problems with the battery 'populating'....sometime only parts of it show. bTW, these use the stock launchers, not Fubar's modified ones. I haven't loaded his ini fixes yet, as I'm trying to stay 'close to reality' (yeah, like my wife will believe that one!) Wrench Kevin Stein ps: this is just so damn frustrating, about ready to chuck the whole damn thing!!! If it weren't so important....I mean, the map itself is lacking so many things.....
  20. Based on the pic above from USMCHawker, looks like we need a new control cab. the closet in-game objects are either the Flatface or Spoonrest, and they're just not quite right. I'm sure one could be used temporarily, just to get the ground 'footprint' for placement Hopefully, we'll get all the little bugs worked out. The biggest one I found last night, is the inability of the game to accept additoins to airbases. (should have realized and remembered this from trying to place national flags at bases.... Was trying to put the launchers, specificly named, on the little 'parking areas' near the taxiways, just back of the runway: Added these to Spangdalham (sp?), and they don't show. NOTE: CWAR not placed But, it you create a target area nearby, they should. Just like the ones shown inthe screenies above. Most peculiar.... But you can switch an object for something else; that's how I got the flags to show up. Would just have to loose a few barracks buildings or other 'airfield eye candy'.....very annoying!!! Wrench kevin stein
  21. in the scrolling window , click on the title of the terrain. It should hilight, and link from there Wrench Kevin Stein
  22. F-4S = F-4J F-4GWW = F-4E should work just fine (that's how mine are set up!) Wrench kevin stein
  23. Map placement would be the important thing...I just been tossing them around like empty soda cans. Based on USMCHawker's drawing, if got this set up: Very basic, using a tent for the CP. Just can't get the sucker to show up!!! Of course, I am testing it on the desert map....might have to go all Euro on it. Like everything else, we're making do with what's available. Could use the EOR shack if we had to, just for now to get the CWAR to rotate, back up the original Hawk_CWAR_data.ini, and replace the relevant sections with those below: (can't find any of my non=tweeked so, there may be more info than needed) [GroundObjectData] DamagedModel= DestroyedModel=Radar_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=36000.00 Component[001]=Chassis Component[002]=Radar [Radar] ParentComponentName=Chassis ModelNodeName=Swiwel MaxExtentPosition= 4.00, 4.00, 7.60 MinExtentPosition=-4.00,-4.00, 1.07 HasArmor=FALSE SystemName[001]=Radar1 DetachNode[001]=Box02 DetachNode[002]=Box08 [Radar1] SystemType=RADAR YawModelNodeName=Swiwel RadarSearchTime=2.5 RadarType=SEARCH that should get it to sweep. Wrench Kevin STein
  24. USMCHawker: that's the kind of stuff I been going nuts trying to find What was used for the CP? A permant building, tent??? Based on what we have in game, it shouldn't be too difficult to re-create that layout. Once positions are figured, they could even be placed directly ON an airfield, in one of those empty spots near the runway ends (remove those usless outhouses/shacks/beer stand or whatever they are!), or even off into the grass nearby. Wrench KEvin Stein
  25. Ed; that be great! You have MJ fix on the rotating radar, right?? (CWAR??) Like I say, this layout is based on using the available concrete pad. I just HATE sticking launcher and radars out in the middle of some poor SOBs bean field !! Although I'm sure it's much more accurate that way.... have a few truck/jeep sitting around, hot dog stand, few dancing girls...sorry, dirfted away there for a sec... Ed, didn't you do the original layout for the Desert map a million or so years ago?? [TargetArea080] Name=HAWK Battery Alpha Position=441441.000,467299.000 Radius=500.000 ActiveYear=1969 Location=1 Alignment=Friendly Target[001].Type=HAWKL Target[001].Offset=-100.203,-100.53 Target[001].Heading=0 Target[002].Type=HAWK_HIPIR Target[002].Offset=50.137,50.891 Target[002].Heading=90 Target[003].Type=HAWK_CWAR Target[003].Offset=000.0,000.0 Target[003].Heading=90 Target[004].Type=HAWKL Target[004].Offset=100.203,100.53 Target[004].Heading=180 NOTE to all readers: the coords are for the SF desert map only! Batter set up is OK for other maps, you'll just need to adjust offsets and create, if you wish, a new target area That's just soo tiny, and no support AAA. But probably better, historically. You, know, Polaks beta ground objects has some nice sand bag revietments...be interesting to see if those could be placed accurately around the launchers. Add some eye candy, at least! Time for more experiments....muuuuuhahahahahahaa!! Wrench Kevin Stein
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