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Wrench

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Posts posted by Wrench


  1. 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! :crazy: }

     

    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


  2. 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)

     

    [CockpitSeat001]

    ModelName=a-4b_cockpit

    Offset=0.0,-0.08,-0.03

    Position=0.0,1.437,0.658

    ViewAngles=0.0,0.0,0.0

    MaxYaw=152

    MinYaw=-152

    MaxPitch=90

    MinPitchFront=-43

    MinPitchRear=-20

    LightRange=1.5

    LightInnerConeAngle=43

    LightOuterConeAngle=60

    LightAngles=0.0,-35.0,0.0

    DiffuseLightFactor=0.5

    NightLightOn=0.55

     

    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


  3. 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


  4. 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


  5. 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


  6. Thanks for your input, but it looks like it removed my star instead of bringing it out. And yea I'm running the MiG-21PFM in WOV, does it apply the same to the other Mig-21 variets like the MF?

     

    oh, just for the sake of creating a new thread, is there a way to check your framerates in WOV?

     

     

    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


  7. 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)


  8. 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


  9. "What If..." RAF Eagle FGR.1


    McD/Boeing RAF Eagle FGR.1 Mod for WoE ONLY!!

     

    Another "What If..."

    This is a package of ini and skin (well, decals, anyway) mods for the stock F-15A that comes with WoE. It creates a new aircraft, for use by the Royal Air Force.

     

    From the ReadMe:

     

    = TO INSTALL:

     

    It IS suggested that you have the latest weapons pak installed to get the maximum use out of the available weapons capabilities....but this is easily changed to use the "stock" non-modifed weapons. More on that later....

     

    == REMEMBER: This mod is for use in WOE -ONLY!!!- as all the parts ONLY exist there ==

    --- Also -- this if for the STOCK 3rd Wire F-15A ONLY - NOT the MF version ---

    REMEMBER -- this is NOT a full aircraft, and you MUST have Wings Over Europe to make use of this aircraft mod.

     

    When you unzip to a temp directory, a new "Eagle_FGR1" folder will be created. In it you'll find everything you need to just copy/paste this new bird into your /objects/aircraft folder. Including all the modified stock inis and new damage tgas, somehow overlooked, which are also usable on the standard WoE F-15A. But you'r not ready to fly yet.....

     

    All the cockpit files, cockpit ini, etc, are making use of ALL the stock WoE bits. They are NOT included, but the ini is (to make your life a little easier; & cause I forgot to remove it!)

     

    You'll find a bunch of inis, bmps, tgas, whathave you for this install. The data ini has had the NationName= set to "RAF", so when you fly you'll get RAF medals, and have British flightmates. The loadout has also been adjusted to use UK and USAF weapons.

     

    Just about all types of weapons are loadable, most particulary EOGB, ASM, ARM, EOGR, TV guided missiles, iron bombs and CBUs. The aircraft is NOT equiped with a laser designator, so LGBs are not an option.

     

    REMEMBER -- this is NOT a full aircraft, and you MUST have Wings Over Europe to make use of this aircraft mod.

     

    You'll have the skin folders; "RAF" which just contains a few decals and inis -- you'll need to transfer over the 6 skin bmps from your stock WOE F-15A, as these are reused. In fact, even the decals are the stock ones, just desaturated by me to give them that 'lo-viz' look. The RAF serials are also stock in-game from the F-4M Phantom. They may not be historically correct (yeah, like anything in this mod IS???), but they fit into the era, and look nice.

     

    -getting the point?? this is for WoE ONLY -- I will not violate copyright and upload files that at not leagle to share. --

     

    There are further, more detailed instructions for those without the weapons pak -- folks, I spent a lot of time on the readme (actually, more on that than modding the bird!!!), so for the love of flying, I beg you -PLEASE- read it!!

     

    With thanks to all the other crazies out there like me that just can't leave a good thing alone!

    Take that Fighter Mafia!!! :diablo:

     

    Good Hunting!

    Wrench

    Kevin Stein


     


  10. You are not going to be able to add sidewinders to the Tornado GR1/IDS without it messing up the placement of the current weapons on there. That is why we didn't have them in the first place. The original max files were lost so couldn't fix that.

     

    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


  11. You don't need to add the weapons pak...everything was included the NF download.

     

    My advice, as is say in the readme:

     

    IMPORTANT: It is highly recommended that you apply this package to a clean installation of Wings Over Europe. Some existing files will be overwritten during the install process! Also, maike certain that the 8/30 patch for WOE is installed BEFORE you install NATO Fighters.

     

    Nothing else is needed!

     

    Delete your NF install, make a copy of your original 'clean' install (you do have an unmodded, patched, clean install for backup, right???)

     

    Create a new clean install, call if "WoE_NATOFIGHTERS", then run the NF.exe (or whatever it is) into that.

    That should do it.

     

    Hope that helps!

    Wrench

    Kevin Stein


  12. Got lots of question, Brian! Don't forget to check out the screenies in the gallery

     

    mostly dealing with the front line and the dogfights ini.

     

    I know the front line is based off target areas, but for this map I don't think it's all that critical.

     

    Have no real idea what the dogfight ini does, by the little voices I keep hearing :crazy: tell me it might be only for online play.

    New movement ini has been created, and it works pretty damn good!!

     

    I'm just guessing at a lot of this stuff, so if things work, I'm really pleased (could use a few successes in my life right now!)

     

    Let me put a package together and PM you and Dave, so you can have a look see at what I've done (that sounds baaaad!)

     

    You'll need the factory place and truck park in you DS terrain folder; all other objects are pretty much stock in game, includng Polaks oil feilds -- those look really cool, and blow up just fine!! I"ll include my shipwreck, as I dropped that around a few places. I just hate to waste a good object!!

     

    TIA!

    Wrench

    Kevin Stein


  13. My experiment at KKMC came out slightly better than I'd hoped for. With judicious editing, and simple replacments, you can change just about anything (structure wise)

    The screenies below show KKMC, with the airbase (original) plus the addition of the vehicle depot and barracks complex (edited from the factory place - which got edited again into the Al Basra Republician Guard barracks)

     

    I know this is NOT historically accurate, I remember seeing lots of pics of the tent city. The Citybuliding2 kinda reminds me of Kohbar Towers....

     

    Aerial view

     

    ds_kkmc.jpg

     

    Close up of the barracks complex

    ds_kkmc_barracks1.jpg

    ds_kkmc_barracks2.jpg

     

    Target areas are pretty much done. Just awaiting, still a reply at the 3rdW forums about the dogfights ini.

     

    Wrench

    Kevin Stein

     

    ps: wish me luck -- I've a job interview in about 30 minutes...my first job interview in like 25 years!


  14. Ok, as promised Ive uploaded a few screen shots to the Gallery of some of the 'upgraded' targets. Actually, there's nothing really new, just throwing the old one (factroy and truck park) out into newly created target areas.

     

    I also got the 'floating' building out of the Gulf and dropped them on that island off Kuwait city. 2 are from a test CAS mission, supported Bradley's attacking Al Grabass AB, another overflight of the Kuwait oil fields, factroy center at somewhere, the generic truck park, and 2 of the flags I've added. Somehow, I forgot to take a shot of the Iragi flag; it's the one used pre-invasion, and should be correct for the time frame up to then.

    Fixed the untextured buildings (the white ones), got the water effect working. Like Dave said before, it really needs a complete overhaul; need the Tigris and Euphrates cutting through Bagdhad and out to the sea...would look really cool!

     

    Still have one 'experiment for KKMC, and then USAFMTL and JSF_Aggie can have their shots at it. Of course, once TK or someone over on the 3rd Wire boards answer the dogfights ini question.

     

    Enjoy!

    Wrench

    Kevin Stein


  15. Due to extingincies of budget constraints, the recently procured Eagle FRG.1 will only be available in the air-superiority gray. We feel this is in the best interest to the taxpayer, in saving them pounds/Euros/dollars that could be spent on other, more vital parts of the support infrastructure, and to the pilots and ground crews of the aircraft themselves, as the paint would add unnecessary weight to the aircraft, and cause the mainainters to spend many extra man-hours 'touching up' as it is worn away. Also, in it's primary role of air superiority, we feel the gray is much better to blend in with the background sky. It's speed, manuverability, and offensive/defensive weapons suites negate the need for camoflague, as previously seen on other aircraft, in the low -to- medium altitude stirke role.

    It should also be understood of the extreme laziness of the modder, who just didn't feel the need to create a green/gray camo for it. 'Too much bloody work', he was quoted as saying, 'You try getting those damn color lines to match up! Beside, I searched all over 3rd Wire and CombatAce, and didn't find the templates'. "

     

    -------- MOD announcement released via the Public Information Office, RAF

     

     

    btw, I'll be uploading it today, both to my site and, of course, here to CombatAce, in increase the 'uneasiness' of the pointy-nosed Fighter Mafia :tongue:

     

    Wrench

    Kevin Stein


  16. Well, based on what I 'figgured out' on the ww2 range for truck routes, it seem like they only need a start and end point with the coordinates (here's where the QMD come in handy!!)

     

    [Route001]

    RouteType=TRUCK

    StartArea=Baghdad

    EndArea=Karbala

    RoutePosition[001]=403699,635860

    RoutePosition[002]=396691,534810

     

    one of the shipping routes goes like this:

     

    [Route008]

    RouteType=SHIPPING

    StartArea=Basra Oil Fields

    EndArea=Kuwait City

    RoutePosition[001]=709312,421917

    RoutePosition[002]=662487,366013

     

    which I'm sure the game engine will take a straight line right across the desert.

    btw, got the water effect working too.

     

    I'm up to about 50 total target areas, some within others. Oh, and I added flags to the Iragi bases, and a few to the Coalition too, (Saudi, US, UK). And just for fun, my shipwreck off Kuwait City. (I hate to waste a perfecly good object...hmmm...might do a little CE3K with that too...)

     

    Front line is all weirded out though. Once a get a few more target areas placed, I'm gonna try something with the GROUND_ATTACK sections. Just to test an idea.

     

    Just placing the damn things, even though it's simple copy/paste is a damn nightmare! Gotta be a way to totally automate this process (man, do I miss the mission builder in FA!!!!)

     

    I'll to get some screenies posted later.

     

    Wrench

    Kevin Stein

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