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Wrench

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Everything posted by Wrench

  1. Draw distance had a huge discussion some years ago (I'd suggest doing a search in both the SF1 and SF2 forums). But none of that is usable anymore, and SF2 has things 'locked down' (iirc) to a certain distance. So, no I don't believe it can be changed anymore. Also, don't forget, we're acutally using a 1990 based engine, so don't expect DCS level graphics
  2. The answer is NO. There are No animations, for player flyable aircraft set at the factory for use by the player. Oddly, OTH, if you make the B57/Canberras, Beagle, B-52 flyable, you can open and close the bombay. But, again, all animations MUST be added to you control ini, and always need to be cross checked via the aircraft data ini
  3. this is the old, SF1 original version (not fully updated to SF2, but easily done). There's also a couple of fixes in the SF2 Terrains section that give in minor upgrades Use it as a base, if you want
  4. Ok, as promised, after hitting 300 pages, I've closed that old thread, and have now opened a new one!! Remember, no posting without a screenshot!! Have it people!!! Enjoy!
  5. there's a total of 10 animation slots available. Not all aircraft use them; all STOCK birds do NOT have a lot of manualy (ie: player) controled animations without going into the data ini and adding them (they're already there, mostly, just not turned on). AI onlys usually don't, other than canopies. But as they AI -- not needed unless made Player Flyable (tm) Long story story short -- ain't worth messing with
  6. Yeah, it's part of the "DestroyedShipEffect". Does the same anyplace there's water, and a boat sinks. Unfortunately, it's not burning, like one see in "Atlantic Fleet"
  7. Hi all

    Indeed! Nice of you to drop by!!
  8. Unfortunately, we've had to go to a subscription model. That means no more free downloads. You can purchase a subscription off the front page; look for the tab marked "Store"
  9. All these years, one never knows what Ant has up his sleeve ...
  10. should be in the most recent (well, several years old ....) Scorpion packages. If not, I'll go through my mod fiddlers and find the specific one (it station specific for ONLY the 89s) EDIT: in this pack
  11. Why not just use the rockets I built for 89s? They have no drop, as they have a sustainer (cheat!!) and fly pretty straight with the stock gunsight. They act like bullets, and can actully hit a bomber sized target. Just my thoughts! (you're doing a hellava good job with these!! keep it up!)
  12. Well, for that, I"d need a Rolls Royce, to leave (abandoned) in the Himilayan foothills, like they did on Top Gear --- I"ll be over here in the corner, giggling to myself...
  13. I think it's just because we're getting old ....
  14. why would you need rocket depression for air-to-air rockets??? Scorpions did NOT have a ground attack function.
  15. well, yes, that would be ideal, right???
  16. IIRC, i think TK once said the HasRWR=TRUE in the data ini was just for the AI planes. I could (and might) be wrong, though. Something about the 'players should always be aware/work. not so much for AI flightmates".
  17. Ok folks ... screenshots for WW2 mods lets keep it like the other Screenie Thread .. clean with images only. All other comments, jokes, and unwanted posts WILL be deleted --- to start off, trying to replicate a painting hanging on the wall my living room
  18. Don't forget there's a screw up on terrains with 'directly called out and named' air defense units (SA-2, Barlock, etc). When that's used, the RWR goes dead. For some idiotic reason, only generic call outs activate the display (SAM_Launcher, ERW, Sam_Radar). Check, and try again on another map (with generics) and set Air Defenses to HEAVY
  19. ...and just for grins and giggles after FINALLY figuring out how the TOD editor works, I've been looking over the India-Pakistan map, and rearranging the fugly TODs that I've hated from day one!! A major improvement in being able to have building ACTUALLY follow the street grid and not be all over the map (pun intended). Also will let me fix a bunch of things I never go right the 1st time
  20. Right! I meant the pylons on the bird. You can't remove them from the 142, as it's not an aircraft
  21. It never fit right, even in 1stGens. That's why I removed it. Best way, would be a new, correctly spaced/sized unit. Or, a new EF-4C specific aircraft lod, with it built in Pylons can be removed via the 'hide component trick'
  22. THIS statement says it all ... something got corrupted during the install of those other items. What you gotta do now, is rename that entire mod folder. Run the executable again, so it creates a NEW one. DO NOT ADD ANYTHING TO THIS NEW MOD FOLDER!!!!!!!! Play a few missions, testing that things are actually working as they're supposed to. Then, and ONLY THEN, start adding your mods ONE AT A TIME, following the instructions in the supplied readmes. Play a mission after adding each item. When, and if, things to south, you'll know where the problem is. Report back to us, if all goes well, or borks itself
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