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Wrench

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Everything posted by Wrench

  1. Look Who's 35 Today....USAFMTL

    Fraking children!!! I can remember when I turned 35....I think.... Happy Birthday Dave!!! Wrench Kevin Stein (who in less than 2 weeks turns 50)
  2. Use larger/multi purpose decals. (ie: like I did on the RAF mustangs, right and left side, with squadron letters/roundel/aircraft letter. like: GA o A as one) In that case, you need to make one for each side (r & l), and have them set to level=2 For a Navy/MC bird for example, you'd have the squadron tail code and aircraft number as one. Something like: YZ 1234 Also, it seem lately that only 2 per mesh seem to work. Now, mind you, this seem to be the WW2 birds in WoE. I do think something has changed since the last patch Of course, in some cases in just easier to paint them directly on the skin involved. Expecially works well with the loviz types. ot: hey Dave! how you doing?? Everything ok? I know all about surgeries...have been sliced open twice in the last few years (groin hernia and naval hernia). take it easy, and get healed soon! Wrench Kevin Stein
  3. Been there, done that. Well, at least for Fighters Anthology..... That's the thing I really miss in the SF series...a good, built in mission editor ala FA. And a way to write individual mission briefings, that each carries the storyline along. sigh....those were the days Warbirds, Force of Eagles, Firebreak (started and never finished Dark Wing) Flight of the Old Dog the first 6 Wingman novels..... the great heydays of mission buildings..... Wrench Kevin Stein
  4. http://forum.combatace.com/index.php?autom...ode=sst&id=4371 File Name: RAF Mustang III (MH) skin & ini mods File Submitter: Wrench File Submitted: 21 Mar 2007 File Updated: 7 Feb 2008 File Category: Allied Fighters File Version: No Information Website: No Information This is a modifcation of Wolf257's P-51C Mustang into the Mk.III version, as used the RAF in the ETO This is the model with the "Malcom Hood". This is a semi complete aircraft mod, creating a country specific version for use in your World War 2: ETO installs ONLY!! It represents aircraft from 315 Polish Squadron "City of Deblin" of circa 1944/45 (pre-invasion striped, or post invasion striped). IMPORTANT -- This mod does =NOT= include the aircraft's LOD file (the actual physical model) or the cockpit folder!! New, modified inis, decal tgas (including my new damage tga), skin bmps, etc are included making this almost a full aircraft add on. The cockpit folder itself is NOT included, but a modified cockpit ini (for the new gunsight tga) is. You will need to have the WW2 Plane Pak to make use of existing files that are needed for this aircraft's installation. Included, for your enjoyment, are brand new, never before released RAF Mustang III hangar and loading screens - only available in this mod!! Please see the 'readme' enclosed for full, detailed instructions! I'd like to thank him personally, for making his wonderful WW2 aircraft available, for letting us mod them to our hearts content. Good Hunting and Happy Landings! Wrench Kevin Stein Click here to download this file
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    This is a modifcation of Wolf257's P-51C Mustang into the Mk.III version, as used the RAF in the ETO This is the model with the "Malcom Hood". This is a semi complete aircraft mod, creating a country specific version for use in your World War 2: ETO installs ONLY!! It represents aircraft from 315 Polish Squadron "City of Deblin" of circa 1944/45 (pre-invasion striped, or post invasion striped). IMPORTANT -- This mod does =NOT= include the aircraft's LOD file (the actual physical model) or the cockpit folder!! New, modified inis, decal tgas (including my new damage tga), skin bmps, etc are included making this almost a full aircraft add on. The cockpit folder itself is NOT included, but a modified cockpit ini (for the new gunsight tga) is. You will need to have the WW2 Plane Pak to make use of existing files that are needed for this aircraft's installation. Included, for your enjoyment, are brand new, never before released RAF Mustang III hangar and loading screens - only available in this mod!! Please see the 'readme' enclosed for full, detailed instructions! I'd like to thank him personally, for making his wonderful WW2 aircraft available, for letting us mod them to our hearts content. Good Hunting and Happy Landings! Wrench Kevin Stein
  6. Seeing the little byplay about the DS terrain, got me to thinking and fiddling with it. Adding target areas in no real big deal (by use the HUD debug and QMD). It's a simple copy/paste job. So... I've got about 5-8 new target areas (by using the old standards of the Factory Center and Vehicle depot), Polak's Oil Field as seen at simhq -- which looks really cool outside Kuwait City. Still have a few HQ centers to add; both from the Factory center and one that someone put together a long time ago. Added about 10 truck routes, 2 shipping routes (they may have the 'ship that sails over land and sea...might have to add another port or 3) Now, my basic questions are: Dogfight ini -- there aint one. How are the corrdinates figured? ie, do they center over airbases?, with the x/y like truck routes? movement ini -- building a new one, but don't understand the routing for GROUND_ATTACK. Truck and ship routes aint' nothing to do. Is the GA set simililary, and is this used for CAS missions?? and what does this all mean: I'm assuming the "FrontLine" creates the red line on the map, showing the border between the Good Guys and Evil Minions? Using this one above, kinda creates an inverted V shape, so I'm thinking of adding other coords that represent other target locations, ie Kuwait City at the eastern end and however far west I can find or place something (maybe a depot or Coalation listening post) just to anchor the western edge. so.. do they have to be airfields, or will any target center do? When this gets figured out, maybe add this to the knowledge base! I'll post some screenies tommorrow with some of the 'rebuilt' target areas and such like. TIA! Wrench Kevin Stein
  7. No difference, still uses the A-4B pit. (open the Mig-15bis.ini, and you'll see the pointer "CockpitDataFile=A-4B_Cockpit.ini") So, unless Fubar wants to cut loose with the modded Fitter pit... (or, at least tell us what's needed to tweek it :) ) Wrench Kevin Stein
  8. Not "might", WILL overwrite. You need seperate installs for YAP and NF; otherwise problems will ensue. While not truly incompatable, they are designed (especially NATO Fighters), as stand alone units. (the NF readme states this pretty clearly) So,you need : 1) install of WoV for Yap and 2) install of WoE for NF. {can't say about merged installs, as when I 1st installed WoE, for some reason it never asked me. Let me tell you, it was mind-bogglingly difficult to copy/paste the VietnamSEA terrain folder into WoE! } I've got something between 9-12 installs for all the games (SF,WoE,WoV and FE). Modded, unmodded, test installs (for weapons tweeking), theatre and era specific, etc IT's the only way to fly!! Wrench Kevin Stein
  9. Have Toko Ri on both VHS & DVD. You'll find a 'Brubaker' and 'Cag Lee' pilot figures on my site, as well. Wrench Kevin Stein
  10. UFS (Unknow Flight Sim)

    EAW maybe??? Or CFS 1?? Never knew anybody'd made the bird. Interesting to see Wrench Kevin Stein
  11. It's probably using all the old name and attachment types. Go here F9F-5 Page at the Weapons Wiki for updated data and loadout ini information. A few quick tweeks, and you're off bombing Commies Wrench Kevin Stein
  12. And absolutely positively, MUST have the WW2 nations ini in the flight folder!!!!!! Wrench Kevin Stein
  13. There are no drop tanks for the Panthers -- they're part of the wing structure (the tip tanks), and are not jettisonable. Are you saying you can't load ANY weapons? (it only carries bombs and HVARs) The -5P is a recce bird, and carries NO weapons. Wrench kevin stein
  14. In the SF d/ls section, you'll find MK2's repaints of the Skyhawk pit for use with the Migs (etc). There's a green and a black dashboard version. The only problem with that is, it uses the stock A-4B cockpit ini, which puts the pilot in the wrong place. What I've done (kinda experimenting with upgrading them a little) is the following: 1) Extract the A-4B_cockpit.ini 2) Place in (this case,) the MiG-15s folder. 3) Rename to "Mig15_cockpit.ini" 4) Make sure the pointer in the MiG-15bis.ini points to your new cockpit ini (ie:CockpitDataFile=Mig15_cockpit.ini) 5) Adjust pilot position as follows: (you may wish to copy/paste the following date OVER the existing lines in your new cockpit ini) you'll notice it's been move more towards the center, based on pilot position in the data ini. Also, I've turned the light one earlier (NightLightOn= line -- thats a Moonjumper fix, btw). That should get you pretty close to the actual physical position you see on the outside view. Feel free to tweek/adjust/fine tune the pilot position you your liking. I also have a new soviet gunsight for it too, and if anyone is interested, I'll upload it. That way, you ain't stuck using the USN Mk.8. Wrench Kevin Stein
  15. Like NE says above, you'll probably want at LEAST 3 installs. PTO ETO MTO You could even take it further, provided you have the hard drive space, and sub-divide the theatres (ie: PTO, CBI) And of course, you'll want that way out in left field install for SWOTL2: WW2 1946 Euro (or even a PTO version ....) There's an Eastern Front map in the works too, if I remembers correctly! Wrench Kevin Stein
  16. Whoops! my fault. I never actually put the link and pictures up on my site, just a link to them in the "Talon Alpha ready for download" thread around here somewhere. Here's a direct link: Talon Pilots there's a male and female, so you gets your choice. Wrench Kevin Stein
  17. I couldn't match the flesh tones properly, expecially the bikini lines, so I gave up on the nude I almost went crosseyed and blind staring a literlery HUNDREDS OF THOUSANDS of nude women, and couldn't what I wanted. Sad, but true. Wrench Kevin Stein ps: the skins are at my site.
  18. Ok, what about af.mil??? Grab the gif or jpg or whatever and make a decal out if it. I've done that for most of the RAF and USAAF squadron skins I've done. Wrench Kevin Stein
  19. ALL the Fishbed can be made flyable. You just need a cockpit (there's that superb one here at CA by Magoo). Now , mind you, using the modded Scooter pit for the 15, 17 & 19 while good, needs some position adjustments. You probably need to d/l the modded Skyhawk pits in green or black, as you'll need all the pit bits in the /cockpit folder (this assumes, of coures, you rename you ini to fit the aircraft ie: Mig17_Cockpit.ini). I've got a couple I've moved the pilot positon on, just have to put it together (Mig15, most of the 17, La-15 Fantail) And don't forget there's a bunch of updated 'stand in' cockpits based off the Skyhawks for the Red Air birds here and at my site. IIRC, there are 2 mig packs over at AvSim by Madcaddie (disremember the URL), but every single one will need updating to the current standard weppak. I'm pretty sure I got most of them up on the Weapons Wiki. If not, let me know and I'll update the listing. Wrench Kevin Stein
  20. Python: the decal listing above is what i have for ALL the stock 3rd Fishbeds. Sure you're not looking a the Mirage Factory's F-13?? That might be different, but don't know for sure. SargKAR98: same as above, it should fix all the stock MiG-21s. Seeing you screenie tell me that you have several things happening: 1) the nose number is painted on. (bet if you looked a the skin bmps, you'll see it painted in there) 2) it's calling for the VPAF nose numbers in the decal ini. (you could try deleting the references to the numbers in the decal ini) Where did you get the skin; I'd like to look at the whole thing, and have in 'in hand' so to speak to see what's up. 3) Adding another Fresco will do nothing -- the stock one in WoV is the Fresco A, all the others use the Fresco C (afterburning version - Mig-17F). Since I don't play WoV anymore (WoE is much better, IMHO), I have both versions in there, albeit the A uses the stock Soviet Silver skin. If I remember, there are only 2 physical models for the Mig-21 in game (don't remember which is which, though). Madcaddie's old More MiGs Pak mostly used the MF and (I think??) the PFM models for the base airframe. Wrench Kevin Stein
  21. Well, that's just WEIRD!! That's the fix I used on all of mine! Position=2.63,-1.99 Hmm....ok, the first number is right/left (minus numbers are left, positive numbers are right...) The second number is fore/aft (minus numbers being aft of center) ....try moving the decal forward, to say -1.25, and see if they show up again. That should put them WAAAAAY forward on wing, and you can adjust them 'backwards' by making the number larger (ie: -1.5, or -1.75) See how that works. to see frame rates, the default keystroke is Alt/H Wrench Kevin Stein
  22. All the Fishbed's got buggered by the last patch. (at least those based on existing 3rd Wire models) Not only the pilot position, but the afterburner emitter position, and all wing decals. You did have a look at this section, Soviet & Warsaw Pact Weapons Notes at the top of the "Soviet Union" section, that lists all the MiGs?? Going down a little further, you'll see the PFM Fishbed F is listed, with the links to the updated sections for the data ini and loadout ini. Try these for the afterburner emitter: MinExtentPosition=-0.55,-6.03,-0.55 MaxExtentPosition= 0.55,-0.64, 0.55 Try these for the decal ini (for the wing stars): [Decal003] MeshName=RightOuterWing DecalLevel=0 DecalFacing=TOP FilenameFormat=Insignia Position=2.63,-1.99 Scale=1.5 DecalMaxLOD=3 [Decal004] MeshName=RightOuterWing DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Insignia Position=2.63,-1.99 Scale=1.5 DecalMaxLOD=3 [Decal005] MeshName=LeftOuterWing DecalLevel=0 DecalFacing=TOP FilenameFormat=Insignia Position=-2.63,-1.99 Scale=1.5 DecalMaxLOD=3 [Decal006] MeshName=LeftOuterWing DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Insignia Position=-2.63,-1.99 Scale=1.5 DecalMaxLOD=3 As to your VPAF numbers, me thinks you have a fouledup decal ini. I've never seen a Hungarian skin (of course, that don't mean there ain't one). It's possible it's using the VPAF 4 digit numbers. As to being in Italian, I"d suggest a nice chianti (sp??). Perhaps they bought them at a discount??? (or whoever did the skin is Italian, and wrote the ini in his native language) As to the weapons wike guys, it's Buny's page, I just do the data inputs Wrench Kevin Stein edit: btw, are we talking about the PFV model in WoV?? It'd be a great help to know, as they may use a ChiCom version of the missiles, instead of a Soviet)
  23. Did you find the flags??? Not sure if got one at each Iraqi base. Weird thing is, they can't be added by themselves, but if used to replace something, JBD or that little shack near the hangars, they always work. Might be because of them being set as a 'windsock'. No real idea, though. Also, there's a little easter egg of sorts at the KKMC Barracks complex. Since I was too lazy to renumber everything, I changed one of the faccory objects into something reallllly small, and stuck it under the eaves of the warehouse. It actually looks like it belongs there (use the free camera view, and get down to ground level and scroll around) Reminds me of my old FA mission building days....always had something 'hidden in plain sight' just for fun. I got a beta of Polaks' new ground object library, was thinking adding some Worfs for a port facility near Abluaziiz. But I'm gonna check the maps, to see if something like that was actually in the area. Be nice to have some Coalition ships parked somewhere. Al Basra could use a port facility too (well, near the oil field at the coast anyway) Wrench Kevin Stein
  24. I'm actually more concerned that they get the point its for WoE ONLY!! Think I mentioned it enough times???? :) Wrench Kevin Stein ps: perscription has been renwed. just takes 24-36 hours for a refill
  25. POOP!! And that, of course, answers my question: "why can't we put them back??" Too bad, it'd be nice to put them back. I guess we'll just do a lot of running, and screaming and ..... Wrench Kevin Stein
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