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Everything posted by Wrench
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Tu-22K Blinder-B (model by 3rdWire, mods by howling1) data ini: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=9000 AllowedWeaponClass=BOMB AttachmentType=SOVIET NumWeapons=24 AttachmentPosition001=-0.482,-0.515,-1.132 AttachmentPosition002= 0.482,-0.515,-1.132 AttachmentPosition003=-0.482,-2.148,-1.132 AttachmentPosition004= 0.482,-2.148,-1.132 AttachmentPosition005=-0.482,-3.793,-1.132 AttachmentPosition006= 0.482,-3.793,-1.132 AttachmentPosition007=-0.482,-5.433,-1.132 AttachmentPosition008= 0.482,-5.433,-1.132 AttachmentPosition009=-0.482,-0.515,-0.624 AttachmentPosition010= 0.482,-0.515,-0.624 AttachmentPosition011=-0.482,-2.148,-0.624 AttachmentPosition012= 0.482,-2.148,-0.624 AttachmentPosition013=-0.482,-3.793,-0.624 AttachmentPosition014= 0.482,-3.793,-0.624 AttachmentPosition015=-0.482,-5.433,-0.624 AttachmentPosition016= 0.482,-5.433,-0.624 AttachmentPosition017=-0.482,-0.515,-0.110 AttachmentPosition018= 0.482,-0.515,-0.110 AttachmentPosition019=-0.482,-2.148,-0.110 AttachmentPosition020= 0.482,-2.148,-0.110 AttachmentPosition021=-0.482,-3.793,-0.110 AttachmentPosition022= 0.482,-3.793,-0.110 AttachmentPosition023=-0.482,-5.433,-0.110 AttachmentPosition024= 0.482,-5.433,-0.110 DiameterLimit=0.5 LengthLimit=1.5 BombBayAnimationID=3 MinExtentPosition=-1.00, -6.40,-1.41 MaxExtentPosition= 1.00, 0.46, 0.42 [AS4Station] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.0,-1.52,-1.20 AttachmentAngles=0.0,0.0,0.0 LoadLimit=15000.0 AllowedWeaponClass=ARM,ASM,RCG AttachmentType=SOVIET ModelNodeName= PylonMass=90 loadout ini: [Attack] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 Loadout[01].WeaponType=FAB9000 Loadout[01].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=0 Loadout[02].WeaponType=Kh-22 Loadout[02].Quantity=1 It should be noted, that given the 'in service' date for the Blinder B, replacing the FAB HE bombs with the RBK units for the ATTACK load would be a good substitition. It would look like this: [Attack] Loadout[01].WeaponType=RBK-250 PTAB 2.5 Loadout[01].Quantity=24 Wrench Kevin Stein
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Tu-22 Blinder A (by 3rd Wire) data ini: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=12000 AllowedWeaponClass=BOMB AttachmentType=SOVIET NumWeapons=24 (again, just showing the most important section) loadout ini: [Attack] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 [sEAD] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 [Anti-Ship] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 Wrench Kevin Stein
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Tu-16G {Tu-16 Badger-G(E,F)} (by Pasko) data ini: (again, showing just the top section) [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,-3.5,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=9100 AllowedWeaponClass=BOMB,NUC AttachmentType=SOVIET NumWeapons=24 loadout ini: [Attack] Loadout[03].WeaponType=KS-1 Loadout[03].Quantity=1 Loadout[05].WeaponType=KS-1 Loadout[05].Quantity=1 Loadout[01].WeaponType=FAB3000 Loadout[01].Quantity=3 [Anti-Ship] Loadout[03].WeaponType=KSR-2 Loadout[03].Quantity=1 Loadout[05].WeaponType=KSR-2 Loadout[05].Quantity=1 [Recon] Loadout[02].WeaponType=ECMPod Loadout[02].Quantity=1 Loadout[04].WeaponType=ECMPod Loadout[04].Quantity=1 Loadout[06].WeaponType=ECMPod Loadout[06].Quantity=1 The same applies to this model as well, about the "ECMPod". They are built in to the aircraft. Wrench kevin stein
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Tu-16C Badger {Tu-16 K-10-26 Badger C(D)} (by Pasko) NOTE: some of the called for items (ie: ECM pods) do NOT exist in the weapons pak. I believe they are 'vitrual', being built in to the aircraft itself. Therefore, they should be ignored, and nothing to worry about data ini: [FuselageStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,-0.75,-1.15 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=15000.0 AllowedWeaponClass=LGB,ARM,ASM,CGR AttachmentType=SOVIET ModelNodeName= PylonMass=100 [FuselageECMStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,-0.75,-1.15 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=50.0 AllowedWeaponClass=GP AttachmentType=SOVIET ModelNodeName=ECMPod PylonMass=1000 [LeftWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-7.53,-4.38,-1.0 AttachmentAngles=0.0,-1.3,0.0 LoadLimit=15000.0 AllowedWeaponClass=LGB,ARM,ASM,CGR AttachmentType=SOVIET ModelNodeName=LeftMissilePylon PylonMass=190 [LeftECMStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-7.53,-4.38,-1.0 AttachmentAngles=0.0,-1.3,0.0 LoadLimit=50.0 AllowedWeaponClass=GP AttachmentType=SOVIET ModelNodeName=LeftECMPod PylonMass=100 [RightWingStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=7.53,-4.38,-1.0 AttachmentAngles=0.0,-1.3,0.0 LoadLimit=15000.0 AllowedWeaponClass=LGB,ARM,ASM,CGR AttachmentType=SOVIET ModelNodeName=RightMissilePylon PylonMass=190 [RightECMStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=7.53,-4.38,-1.0 AttachmentAngles=0.0,-1.3,0.0 LoadLimit=50.0 AllowedWeaponClass=GP AttachmentType=SOVIET ModelNodeName=RightECMPod PylonMass=100 It should also be noted, that due to changes since this aircraft's initial release, the LGB function has been activatied for real. I've never seen any reference to Badgers carrying a designator pod, so perhaps EOGB should be more realistic. Seeing this was designed as a cruise missile carrier, the loadouts below should take care of all. loadout ini: [Attack] Loadout[01].WeaponType=K-10SN Loadout[01].Quantity=1 Loadout[03].WeaponType=Kh-26MP Loadout[03].Quantity=1 Loadout[05].WeaponType=Kh-26MP Loadout[05].Quantity=1 Loadout[01].WeaponType=K-10SN Loadout[01].Quantity=1 Loadout[03].WeaponType=Kh-26MP Loadout[03].Quantity=1 Loadout[05].WeaponType=Kh-26MP Loadout[05].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=K-10SN Loadout[01].Quantity=1 Loadout[03].WeaponType=Kh-22MP Loadout[03].Quantity=1 Loadout[05].WeaponType=Kh-22MP Loadout[05].Quantity=1 [Recon] Loadout[02].WeaponType=ECMPod Loadout[02].Quantity=1 Loadout[04].WeaponType=ECMPod Loadout[04].Quantity=1 Loadout[06].WeaponType=ECMPod Loadout[06].Quantity=1 Wrench Kevin Stein
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Tu-16A Badger A (by Pasko) data ini: some info snipped for laziness. As usual, the "change to SOVIET" fixes all! [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,-3.5,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=9100 AllowedWeaponClass=BOMB,NUC AttachmentType=SOVIET NumWeapons=24 loadout ini: [Attack] Loadout[01].WeaponType=FAB500 Loadout[01].Quantity=24 Loadout[01].WeaponType=FAB500 Loadout[01].Quantity=24 [sEAD] Loadout[01].WeaponType=FAB500 Loadout[01].Quantity=24 [Anti-Ship] Loadout[01].WeaponType=FAB500 Loadout[01].Quantity=24 On a side note, for the Badgers (all versions), if you have WoV or access to the cockpit of one the A-6 Intruders, this makes for quite a workable substitute cockpit. You can also use the Intruder avaioncs ini, as you'll only need the ground mappin and maybe terrain advoidance modes. If doing so, you'll need to adjust the 'pilot position' to match that of the aircraft (being the Badger is substantualy larger than the A-6) as show below. Remember: the cockpit ini MUST be placed in the aircraft's main folder; you should also have /cockpit folder if you wish a gunsight/bombsight. I also reccomend having all the cockpit bits in there as well, just to make sure. cockpit ini mod: copy/paste this over the cockpitseat section in the A-6 cockpit ini. DON"T FORGET TO RENAME IT "TU16_cockpit.ini" and leave in the Tu-16A's main folder. Make the needed change in the Tu-16A.ini to point to this cockpit ini!!! [CockpitSeat001] ModelName=A-6A_pit.LOD Offset=-0.004,0.00,0.01 Position=-0.40,10.55,0.80 ViewAngles=0.0,0.0,0.0 MaxYaw=150 MinYaw=-170 MaxPitch=150 MinPitchFront=-50 MinPitchRear=-40 LightRange=1.5 LightInnerConeAngle=43 LightOuterConeAngle=60 LightAngles=0.0,-35.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.55 NightLightColor=0.5,0.2,0.3 Gunsight=GunsightFront This will give your view out of the cockpit pretty close to reality. Wrench Kevin Stein
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Tu-16 Badger (stock 3rd Wire) NOTE: although a Badger A, this is NOT the one released by Pasko. data ini: again the standard "change to SOVIET" applies: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=12000 AllowedWeaponClass=BOMB AttachmentType=SOVIET NumWeapons=24 loadout ini: [Attack] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 [sEAD] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 [Anti-Ship] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 You'll note the lack of A-G missiles on the particular model. Not to worry, Pasko's version fixes that. Also, you may with to switch to RBK cluster bombs, when available, for use in the ATTACK (which is CAS btw) loadout. Wrench Kevin Stein
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Tu-4 Bull (by MontyCZ) We're going to do something different with this, as there have been several fixes for several different things. I'm going to try to 'cut' out the relevant sections, that you're going to 'paste' into you data ini. Ready?? Ok, here goes... the section below replaces the //Engines section in it's entirety, with the corrected exhaust emitter placement: [Engine1] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=1 SLPowerDry=3256375.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=-4.2,4.5,-0.4 ThrottleRate=0.51 AltitudeTableNumData=10 AltitudeTableDeltaX=5048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.0,0.982,0.834,0.982,1.0,1.034,0.982,0.834,0.788,0.606 SpinnerNodeName=Spinner01 StaticPropNodeName=Propeller01 SlowPropNodeName=PropellerDisc01 FastPropNodeName= SlowPropRPM=480 FastPropRPM=2000 MaxPropRPM=3000 IdlePropRPM=50 ExhaustEmitterName= ExhaustPosition=-10.06,2.70,0.24 SelfHealing=TRUE FireSuppression=TRUE MinExtentPosition=-10.68, 6.59,-0.27 MaxExtentPosition= -9.51, 4.72, 1.24 [Engine2] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=2 SLPowerDry=3256375.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=-9.3,4.0,0.0 ThrottleRate=0.5 AltitudeTableNumData=10 AltitudeTableDeltaX=5048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.0,0.982,0.834,0.982,1.0,1.034,0.982,0.834,0.788,0.606 SpinnerNodeName=Spinner02 StaticPropNodeName=Propeller02 SlowPropNodeName=PropellerDisc02 FastPropNodeName= SlowPropRPM=480 FastPropRPM=2000 MaxPropRPM=3000 IdlePropRPM=50 ExhaustEmitterName= ExhaustPosition=-4.91,2.75,0.24 SelfHealing=TRUE FireSuppression=TRUE MinExtentPosition=-5.49, 6.59,-0.27 MaxExtentPosition=-4.32, 4.54, 1.24 [Engine3] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=3 SLPowerDry=3256375.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition= 4.2,4.5,-0.4 ThrottleRate=0.51 AltitudeTableNumData=10 AltitudeTableDeltaX=5048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.0,0.982,0.834,0.982,1.0,1.034,0.982,0.834,0.788,0.606 SpinnerNodeName=Spinner03 StaticPropNodeName=Propeller03 SlowPropNodeName=PropellerDisc03 FastPropNodeName= SlowPropRPM=480 FastPropRPM=2000 MaxPropRPM=3000 IdlePropRPM=50 ExhaustEmitterName= ExhaustPosition=4.91,2.75,0.24 SelfHealing=TRUE FireSuppression=TRUE MinExtentPosition= 5.49, 6.59,-0.27 MaxExtentPosition= 4.32, 4.54, 1.24 [Engine4] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=4 SLPowerDry=3256375.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition= 9.3,4.0,0.0 ThrottleRate=0.5 AltitudeTableNumData=10 AltitudeTableDeltaX=5048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.0,0.982,0.834,0.982,1.0,1.034,0.982,0.834,0.788,0.606 SpinnerNodeName=Spinner04 StaticPropNodeName=Propeller04 SlowPropNodeName=PropellerDisc04 FastPropNodeName= SlowPropRPM=480 FastPropRPM=2000 MaxPropRPM=3000 IdlePropRPM=50 ExhaustEmitterName= ExhaustPosition=10.06,2.70,0.24 SelfHealing=TRUE FireSuppression=TRUE MinExtentPosition=10.68, 6.59,-0.27 MaxExtentPosition= 9.51, 4.72, 1.24 [ExhaustEngine1] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=5 ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=-4.2,2.5,-0.4 MinExtentPosition=-10.68, 6.59,-0.27 MaxExtentPosition= -9.51, 4.72, 1.24 [ExhaustEngine2] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=6 ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=-9.3,2.0,0.0 MinExtentPosition=-5.49, 6.59,-0.27 MaxExtentPosition=-4.32, 4.54, 1.24 [ExhaustEngine3] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=7 ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=4.2,2.5,-0.4 MinExtentPosition= 5.49, 6.59,-0.27 MaxExtentPosition= 4.32, 4.54, 1.24 [ExhaustEngine4] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=8 ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=9.3,2.0,0.0 MinExtentPosition=10.68, 6.59,-0.27 MaxExtentPosition= 9.51, 4.72, 1.24 This section replaces the guns with the correct 23mm cannons. Shown in the example below, is for the TailGun1. You can simply just replace the "GunTypeName=" on the other stations to match. [TailGun1] SystemType=FLEXIBLE_GUN GunTypeName=23MM_NS23 <-- this the correct gun MuzzlePosition= -0.1,-19.0, 0.4 MaxAmmo=450 TracerLoading=5 BurstAmount=5 GunnerID=1 MinExtentPosition= MaxExtentPosition= HasArmor=TRUE ArmorMaterial=STEEL Here's the bomb bay, showing just the top sections, snipped for brevity: [bombBay1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,1.250,-0.50 AttachmentAngles=0.0,0.0,0.0 LoadLimit=31500 AllowedWeaponClass=BOMB AttachmentType=SOVIET NumWeapons=18 AttachmentPosition001=-0.6,3.25,-1.0 AttachmentPosition002= 0.6,3.25,-1.0 DiameterLimit=0.50 LengthLimit=3.5 BombBayAnimationID=2 (you can see, it's the standard "change to SOVIET" fix) and finally, the loadout ini: Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 Loadout[02].WeaponType=FAB500 Loadout[02].Quantity=8 Loadout[03].WeaponType=FAB500 Loadout[03].Quantity=8 [Attack] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=16 Loadout[02].WeaponType=FAB500 Loadout[02].Quantity=8 Loadout[03].WeaponType=FAB500 Loadout[03].Quantity=8 [Anti-Ship] Loadout[01].WeaponType=FAB100 Loadout[01].Quantity=16 Loadout[02].WeaponType=FAB500 Loadout[02].Quantity=8 Loadout[03].WeaponType=FAB500 Loadout[03].Quantity=8 [Recon] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=16 Loadout[02].WeaponType=FAB500 Loadout[02].Quantity=8 Loadout[03].WeaponType=FAB500 Loadout[03].Quantity=8 [sEAD] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=24 Loadout[02].WeaponType=FAB500 Loadout[02].Quantity=8 Loadout[03].WeaponType=FAB100 Loadout[03].Quantity=24 [FAC] Loadout[01].WeaponType=FAB100 Loadout[01].Quantity=24 Loadout[02].WeaponType=FAB250 Loadout[02].Quantity=24 Loadout[03].WeaponType=FAB100 Loadout[03].Quantity=24 I personaly do NOT use this (or the B-29) as flyable aircraft. Bombers just don't fly right for some reason, and it's harder than hell to bomb correctly (with the Bombsight fix), but mods are available if you wish to. It does, however, need a ground mapping radar. Wrench Kevin Stein
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Retrieved Bunyap's Campaign Tut
Wrench replied to jtin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I saved a copy to my HD. (now that I'm partialy back up again -- something blew in my tcp/ip interneto connectivitye stuff thingy...been down since yesterday afternoon) Is this the entire tut??? It 'feels' like there should be more. I'll try to get it 'installed' in the KB over the weekend Wrench Kevin Stein ps: jtin, thank you finding and rescuing this!!! -
112 Sqdn RAF Sabre skin
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: 112 Sqdn RAF Sabre skin File Submitter: Wrench File Submitted: 6 Apr 2007 File Category: SF F-86/FJ-2/3 Fury Skins Canadair CL-13 Sabre (RAF Sabre Mk.4) 112 Squadron skin set For SF, WoV & WoE Cold War installs What we have here is a skin representing RAF 112 Squadron, circa 1954-ish when they were equipped with the Canadair-built Sabres. They only used them for a short time, while awaiting the arrival of the new Hawker Hunter or Supermarine Swift. This skin set is particularly designed to add on to the RAF Sabre 4 mod I released some time ago, but can be used on any of the Canadair Sabres by Zur and Co. You'll also find another folder "misc-cockpit stuff" that has an updated cockpit ini and new gunsight tgas for use on the aforementioned RAF Sabre 4 mod. The cockpit ini also incorporates the fix for the EGT gauge. Good Hunting! Wrench Kevin Stein Click here to download this file -
Easy 2 Sugar P-51D Mustang
Wrench replied to pappychksix's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Dude, that like the best 'stang skin out there right now!!! Total beauty!! Wrench Kevin Stein -
Only 1 or 2 Planes in the sky...
Wrench replied to GregCrack's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Oh, you HAD to remind me!!!??? After I get through updating the Commies, I'll get started on the WW2 stuff. Nazi Germany and Imperial Japan definately need some tweeking, especially on the older birds (ie: earlier released than 6/06) Wrench Kevin Stein -
Version
128 downloads
Canadair CL-13 Sabre (RAF Sabre Mk.4) 112 Squadron skin set For SF, WoV & WoE Cold War installs What we have here is a skin representing RAF 112 Squadron, circa 1954-ish when they were equipped with the Canadair-built Sabres. They only used them for a short time, while awaiting the arrival of the new Hawker Hunter or Supermarine Swift. This skin set is particularly designed to add on to the RAF Sabre 4 mod I released some time ago, but can be used on any of the Canadair Sabres by Zur and Co. You'll also find another folder "misc-cockpit stuff" that has an updated cockpit ini and new gunsight tgas for use on the aforementioned RAF Sabre 4 mod. The cockpit ini also incorporates the fix for the EGT gauge. Good Hunting! Wrench Kevin Stein -
Only 1 or 2 Planes in the sky...
Wrench replied to GregCrack's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
and don't forget the WW2 Nations ini...otherwise nobody comes out the play! Wrench Kevin Stein -
Mayday, Desert.cat needed!
Wrench replied to Shin_kazama's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Surefire way to get the desert cat: 1) locate and purchase Strike Fighters, or alternatively; 2) locate and purchase Strike Fighters Gold, or alternatively; 3) read the Knowledge Base thread "Third Party Terrains" with a few simple ini edits, just about all terrains can use the GermanyCE cat (or for WoV, VietnamSEA.cat) *note, some exceptions apply with some 'desert-type' terrains, and therefore the alternate terrain tiles come into play. Also, some airfield 'sizes' may need adjustment in aircraft data inis or terrain inis.* Like they said above, it's all do-able with a few line edits and mouse clicks! Wrench Kevin Stein -
A310 MTT Where?
Wrench replied to Shin_kazama's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yeah, and I made an AWAC out of it too!! Along with the Tu-4, and a B-49 variant. could release, if I asked/got permission from the Ck 6 guys to use their rotodome. Wrench Kevin Stein -
Tu-4 engine sound is mute......
Wrench replied to Shin_kazama's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
1) why are you putting US weapons on a Ruskie bird??? They won't work due to it's an 'enemy' type aircraft 2) end service date for the Bull is WAAAAY to early for guided weapons 3) what does your //Sounds section look like??? This is from mine, and works just fine: (well, excepting for the damaged engine sound..) [sound] EngineSoundName=PropLoop3 AfterburnerSoundName= DamagedEngineSound=TankEngine FlapsSoundName=Flaps AirbrakesSoundName= GearsSoundName=Gear 4) are you guns fixed? ie: the correct type??? They should be NS-23s The Tupelov series bombers are next up on my list of updated data and loadouts for the KB, so hang tight! I may be the King of What If.. for the SF/WoV/WoE series, but some of you folks have gone 'round the bend!!! Make me feel like I'm flying "The Wingman" stories again (which, btw, I really enjoy!!!!!!!) Wrench Kevin Stein -
B-52 problem
Wrench replied to i90807065's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Which game? It'd help to know.... Wrench kevin stein -
Desert Pink camo for RAF Eagle FGR.1
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Desert Pink camo for RAF Eagle FGR.1 File Submitter: Wrench File Submitted: 4 Apr 2007 File Category: F-15 RAF Eagle FGR.1 Desert pink camo skin for WoE: This is a repaint for the F-15A Eagle that comes stock in WOE. Someone was complaining that they wanted a camo skin (ok, so they what they really wanted was a gray/green RAF - this was easier). So this is what you get. --NOTE: this is for use on the STOCK 3rd Eagle from WoE, and is designed with the RAF mod in mind that I released a little way's back. Like the lo-viz gray, it makes use of existing serial number decals. Included are 'lo-viz' versions of the fin flash and roundels, which, when all is said and done, were supplied with the game. I just de-saturated them to dull the colors. It's not a real great skin, but it's for fun, so what the heck, right???? You'll also have some (between 60-70) nose art decals, too. Some are 'borrowed' from some of my other sets, some are new taken from photos or drawing of real RAF aircraft (mostly Tornados or Victors) that had a nice Desert Storm or Telic feel to them, others are brand new, many for fun and lots just because I could do them, and had the artworks available. As usual, the standard semi-clothed or nekked female form is quite prevelant -so be warned! You'll also find various other types, since this is a more modern skin, from classic style pinups, TV, movies, anime, anything I could find to liven it up a little. Install instructions are in the readme enclosed; it's just a simple skin, so no 'brain science' here :) Remember: this is for the STOCK, 3rd Wire Wings Over Europe F-15A (well, really the RAF version) ONLY. The Mirage Factory's is just too beautiful, and I won't mess with that one! Enjoy! Wrench Kevin Stein Click here to download this file -
Frustrating myself
Wrench replied to Madmalamute's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's a quick fix I discovered almost a year & 1/2 ago, that solves several problems with some of the non-functional avioncs pods (in particular, the Skyhawk humps, 17PFU Izumrud radar pod, F-82 radar pod, the F-6 pylons, and host of others) It forces the game engine to load them everytime, and with a jamming strength of 0 or 1, hurts nothing and costs nothing. As to adding a hardpoint, there's absolutely nothing too it. You just need the entries in the relevant sections of the data ini (ie: if it's a wing station, on the right or left wing), and then the call out in the Weapons Stations section. How ya think I got HVARs to mount on the F4U-1D, when they didn't have any (or, an actual -1D for that matter!) Isn't there something in the KB about editing hardpoints???? Maybe we can talk Lexx into posting a few screenies of his experimental MiG...I seem to remember seeing them over the 3rd Wire boards.... It DOES look kinda cool! (this from the reigning King of What If...) Wrench kevin stein -
Yak-28P Firebar (by Pasko & Co.) Remember, this is another gunless bird!! data ini: [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.52,-3.70,-0.55 AttachmentAngles=0.0,0.0,0.0 LoadLimit=350.0 AllowedWeaponClass=SAHM,IRM,BOMB,RCKT,RP AttachmentType=SOVIET ModelNodeName=LeftOuterPylon PylonMass=90 PylonDragArea=0.02 [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=4.52,-3.70,-0.55 AttachmentAngles=0.0,-1.537,0.0 LoadLimit=350.0 AllowedWeaponClass=SAHM,IRM,BOMB,RCKT,RP AttachmentType=SOVIET ModelNodeName=RightOuterPylon PylonMass=90 PylonDragArea=0.02 [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-3.8,-3.00,-0.68 AttachmentAngles=0.0,0.00,0.0 LoadLimit=350.0 AllowedWeaponClass=SAHM,IRM,BOMB,RCKT,RP,FT AttachmentType=SOVIET ModelNodeName=LeftInnerPylon PylonMass=30 PylonDragArea=0.01 [RightWingStationInboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.8,-3.00,-0.68 AttachmentAngles=0.0,0.0,0.0 LoadLimit=350.0 AllowedWeaponClass=SAHM,IRM,BOMB,RCKT,RP,FT AttachmentType=SOVIET ModelNodeName=RightInnerPylon PylonMass=30 PylonDragArea=0.01 loadout ini: [AirToAir] Loadout[01].WeaponType=R-3S Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-8MR Loadout[03].Quantity=1 Loadout[04].WeaponType=R-8MT Loadout[04].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=R-3S Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-8MR Loadout[03].Quantity=1 Loadout[04].WeaponType=R-8MT Loadout[04].Quantity=1 [Recon] Loadout[01].WeaponType=R-3S Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-8MR Loadout[03].Quantity=1 Loadout[04].WeaponType=R-8MT Loadout[04].Quantity=1 [ArmedRecon] Loadout[01].WeaponType=R-3S Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=UV32 Loadout[03].Quantity=1 Loadout[04].WeaponType=UV32 Loadout[04].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=R-3S Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=FAB250 Loadout[03].Quantity=1 Loadout[04].WeaponType=FAB250 Loadout[04].Quantity=1 [sEAD] Loadout[01].WeaponType=FAB250 Loadout[01].Quantity=1 Loadout[02].WeaponType=FAB250 Loadout[02].Quantity=1 Loadout[03].WeaponType=UV32 Loadout[03].Quantity=1 Loadout[04].WeaponType=UV32 Loadout[04].Quantity=1 Although primarily an interceptor, these 'attack' 'anti-ship' and 'sead' loadouts are best guesses on my part. I don't actually think the VVS would use a valuable missile carrying interceptor to go shoot up boats or get shot full of holes punching through the NATO air defenses. But... Also, you may load the humongous S-24 rockets on any of the hardpoints; these, although unguided, will sink any merchant vessel, and blow really big holes on most buildings (aircraft shelters, fuel tanks, etc). Personally, I prefer the UV series of rocket pods Wrench Kevin Stein
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Yak-28 Brewer C data ini: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,-2.250,0.00 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3000 AllowedWeaponClass=BOMB,NUC,LGB,LP,IFP,DLP,RCN AttachmentType=SOVIET NumWeapons=24 (some info snipped for brevity. these top lines are the important ones!) loadout ini: [Attack] Loadout[01].WeaponType=RBK-250 PTAB 2.5 Loadout[01].Quantity=12 Loadout[01].WeaponType=FAB500 Loadout[01].Quantity=6 [Recon] Loadout[01].WeaponType=FAB100 Loadout[01].Quantity=24 [sEAD] Loadout[01].WeaponType=FAB100 Loadout[01].Quantity=24 [AntiShip] Loadout[01].WeaponType=FAB500 Loadout[01].Quantity=6 -- it should be noted that although the "LGB" weapon type is called out, this aircraft is not equipped with a laser designator. One could be easily added via data ini edits, but I have no information if these aircraft actually carried one. Perhaps an EOGB would be more realistic?? As it stands now, these loadouts are 'good enough' The "IFP" and "DLP" items do NOT exist, either as weapons or in the various avionics.dlls Wrench kevin stein
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Yak-25B Brewer (by Pasko & Co.) data ini: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,0.55,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=5000 AllowedWeaponClass=BOMB,NUC AttachmentType=SOVIET NumWeapons=1 ModelNodeName= PylonMass=30 PylonDragArea= // DiameterLimit=0.6 // LengthLimit=3.0 // BombBayAnimationID= // BombBayOpenTime=0.8 // BombBayCloseTime=0.8 // MinExtentPosition=-0.61,-1.16,-1.12 // MaxExtentPosition= 0.61, 4.31,-0.45 [LeftWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.18,1.95,-0.47 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=FT,BOMB,RCKT,RP AttachmentType=SOVIET ModelNodeName=LPylon PylonMass=30 PylonDragArea=0.03 FuelTankName=Tank540_MiG19 [RightWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.18,1.95,-0.47 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=FT,BOMB,RCKT,RP AttachmentType=SOVIET ModelNodeName=RPylon PylonMass=30 PylonDragArea=0.03 FuelTankName=Tank540_MiG19 loadout ini: [Attack] Loadout[01].WeaponType=RDS-4 Loadout[01].Quantity=1 Loadout[02].WeaponType= Loadout[02].Quantity=0 Loadout[03].WeaponType= Loadout[03].Quantity=0 Loadout[01].WeaponType=RDS-4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank540_MiG19 Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank540_MiG19 Loadout[03].Quantity=1 [sEAD] Loadout[01].WeaponType=FAB1500 Loadout[01].Quantity=1 Loadout[02].WeaponType=UV32 Loadout[02].Quantity=1 Loadout[03].WeaponType=UV32 Loadout[03].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=FAB1500 Loadout[01].Quantity=1 Loadout[02].WeaponType= Loadout[02].Quantity=0 Loadout[03].WeaponType= Loadout[03].Quantity=0 [Recon] Loadout[01].WeaponType= Loadout[01].Quantity=0 Loadout[02].WeaponType=Tank540_MiG19 Loadout[02].Quantity= Loadout[03].WeaponType=Tank540_MiG19 Loadout[03].Quantity= Note: this bomber/attack bird holds ONE bomb: either a very large HE unit or the RDS nuke. It is concievable, of course, that you can add the UV rocket pods for both the ATTACK or ANTI_SHIP by just adding them to hardpoints 2 & 3, as seen in the SEAD loadout. Wrench kevin stein
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Yak-25 Flashlight (by Pasko & Co.) data ini: (note, certain missiles are set to 'never load', don't worry, this works!) [LeftWingStationInboard] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-1.05,2.55,-0.37 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=LPylon03 PylonMass=20 PylonDragArea=0.03 [RightWingStationInboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=1.05,2.55,-0.37 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=RPylon03 PylonMass=20 PylonDragArea=0.03 [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.44,2.02,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=LPylon01 PylonMass=10 PylonDragArea=0.02 [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.44,2.02,-0.35 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=IRM,SAHM AttachmentType=SOVIET ModelNodeName=RPylon01 PylonMass=10 PylonDragArea=0.02 [LeftWingStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.18,2.55,-0.6 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=SAHM,IRM NotAllowedWeapon=RS-2U NotAllowedWeapon=RS-2US NotAllowedWeapon=R-3S AttachmentType=SOVIET ModelNodeName=LPylon02 PylonMass=30 PylonDragArea=0.03 [RightWingStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=1.18,2.55,-0.6 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=SAHM,IRM NotAllowedWeapon=RS-2U NotAllowedWeapon=RS-2US NotAllowedWeapon=R-3S AttachmentType=SOVIET ModelNodeName=RPylon02 PylonMass=30 PylonDragArea=0.03 [CenterlineStation] SystemType=WEAPON_STATION StationID=7 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.0,3.0,-0.77 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1020.6 AllowedWeaponClass=FT AttachmentType=SOVIET ModelNodeName=CenterlinePylon PylonMass=30 PylonDragArea=0.03 FuelTankName=Tank675_Yak25 loadout ini: [AirToAir] Loadout[01].WeaponType=RS-2US Loadout[01].Quantity=1 Loadout[02].WeaponType=RS-2US Loadout[02].Quantity=1 Loadout[03].WeaponType=RS-2U Loadout[03].Quantity=1 Loadout[04].WeaponType=RS-2U Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=0 Loadout[06].WeaponType= Loadout[06].Quantity=0 Loadout[07].WeaponType=Tank675_Yak25 Loadout[07].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=RS-2U Loadout[01].Quantity=1 Loadout[02].WeaponType=RS-2U Loadout[02].Quantity=1 Loadout[03].WeaponType= Loadout[03].Quantity=0 Loadout[04].WeaponType= Loadout[04].Quantity=0 Loadout[05].WeaponType=R-8MR Loadout[05].Quantity=1 Loadout[06].WeaponType=R-8MT Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank675_Yak25 Loadout[07].Quantity=1 Wrench kevin stein
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Absolutely useless....
Wrench replied to Sundowner's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Parked, partly disassembled airplanes??? That's sweeet!! (old mechanics...gotta take things apart, and see how they tick!!) Wrench kevin stein -
Version
105 downloads
RAF Eagle FGR.1 Desert pink camo skin for WoE: This is a repaint for the F-15A Eagle that comes stock in WOE. Someone was complaining that they wanted a camo skin (ok, so they what they really wanted was a gray/green RAF - this was easier). So this is what you get. --NOTE: this is for use on the STOCK 3rd Eagle from WoE, and is designed with the RAF mod in mind that I released a little way's back. Like the lo-viz gray, it makes use of existing serial number decals. Included are 'lo-viz' versions of the fin flash and roundels, which, when all is said and done, were supplied with the game. I just de-saturated them to dull the colors. It's not a real great skin, but it's for fun, so what the heck, right???? You'll also have some (between 60-70) nose art decals, too. Some are 'borrowed' from some of my other sets, some are new taken from photos or drawing of real RAF aircraft (mostly Tornados or Victors) that had a nice Desert Storm or Telic feel to them, others are brand new, many for fun and lots just because I could do them, and had the artworks available. As usual, the standard semi-clothed or nekked female form is quite prevelant -so be warned! You'll also find various other types, since this is a more modern skin, from classic style pinups, TV, movies, anime, anything I could find to liven it up a little. Install instructions are in the readme enclosed; it's just a simple skin, so no 'brain science' here :) Remember: this is for the STOCK, 3rd Wire Wings Over Europe F-15A (well, really the RAF version) ONLY. The Mirage Factory's is just too beautiful, and I won't mess with that one! Enjoy! Wrench Kevin Stein