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Posts posted by Wrench
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Why not use Kesselbrut Yak-3 pit??? I think it's a bit closer to 9s.
Also, check around in the download sections --I'm not sure exactly where-- but there's a modded Yak-3 pit for use on the Yak-15 Feather as well...
Wrench
kevin stein
ps: also moving this to the correct Forum, "Mods and Skinning" chat. This isn't a 'mission or campaign' question
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I wonder if it wouldn't be too much to ask you to convert those bmp into jpgs??? It'll help reduce bandwith useage here at the site, and make them come down for vieiwing all that much faster.....
Wrench
kevin stein
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Have a look at the DAT's WW2 planes, in specific, the TBF/TBM and the Kate and Jill, SM-79. You'll see how it's done in the data inis.
Use 2 hardpoints, duplicated to have the same position -one is set for bombs (if needed) and the other set for torps. I don't remember the weapons type off hand; it's either EOGR or something similiar.
(OTH, the Italian and Luftwaffe -He-111 for example, have their torp stations external)
Wrench
kevin stein
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Mab, those are exceptionall cool photos!!! Give my congrats to your Dad for them.!!!
Definatly things there that can be used. Perhaps he can put something down in the corner, like airliners.net does, so if used, that can be seen on the final screen (gives the credit to the photographer)
Wrench
kevin stein
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So, safe to say you don't have Kesselbrut's Infantry Paks??? They should be here some where at CA....check the "Non-Aircraft Object Mods" downloads section, or whatever it's called now.
As to the others, they're stock game objects (oildrum1, oildrum6, oildrum9) and can be see scattered around various and sundry airfields. Same for the truck, albeit more fueling vehicles strategicly placed would be nice. I've tried to do that on several of the map upgrades I've released.
As to the inevitable next question; no they don't drive around. However, that can be accomplished with scripted single missions. Just assign one a buttload of waypoint, and it'll follow them. Creating a continious driving loop...that I don't thing can be done.
A simple matter of placing them via the targets ini...once the X/Y coords are discoverd. (ie: huddata.ini set to Debug=TRUE)
Wrench
kevin stein
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I don't think those could fly high enough for the pilot to require oxygen...besides, the O2 tank & it's associated hardware probably weighs more then airplane itself!!!
BTW, you forgot the PaveSpike and the LGBs...perfect for zapping the pesky Zep hangers!!!
Wrench
kevin stein
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It's in the works....
Just trying to overcome some mapping issues with the stripes. Can't do them as decals (yes, I've already tried), so they have to be painted on. Figuring inthe offset in the template is real beeetch!! There's like 6 layers of just stripes, to try to get them to line up. Still neends FAA number decals, etc. Also, have to figure out which squadron, so I can make the patch for the loadout screen. In the works, but way down on the priority list. Mabye after the F-82 Upgrade (for Korea) and a 'What If" Seahawk FA.1, also for Korea.
This is in my WoE Mid East install, as I won't install any more prop-jobs to WoI - the Spits, Veltro, Mustang, S-199, etc are almost impossible to fly properly.
Wrench
kevin stein
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NKPAF MiG-15bis "The Hunters" Mod
MiG-15bis, North Korea "The Hunters" Mod
For SF/WoV/WoE/WoI
A small mod of Pasko's MiG-15bis into a 'nation specific' version as used by the NKPAF during the Korean War, and badged as seen in the movie "The Hunters". Albeit THIS version is a MiG-15, not a repainted F-84F <vbg>
This is an INCOMPLETE mod, meaing that I'm NOT supplying the aircraft lods, or the new Mig-15 cockpit by Richard Ordway -which is a MUST have!!!!-, or any of the other skins. So, this means YOU MUST HAVE THE MIG-15 INSTALLED TO COPY THE NEEDED PARTS FROM. Or download a fresh one from CombatAce, or wherever. See "To Install" below for a full parts list, and detailed instructions.
This is, basically, a re-decaling of the original North Korean silver skin as supplied with the aircraft, when first released. I've included the "GermanNum" tgas that are stock, 3rd Wire units. This makes it easier to have exactly the numbers I want to show on the aircraft. I cannot vouch for their histroical accuracy, but they look just fine on the nose. The lead aircraft represents "7-11" aka Casey Jones 'The Crapshooter', and his dice nose art, as well has the bort number of 7-11.
This mod has NOT been tested in WoI, but as the standard 15bis seems to work OK, this one should as well. Use at you own risk, however. The FM in in the data ini is as originally released; it has not been adjusted as per some of the newer versions as released by TazKiller and Dave.
As usual, you are ORDERED by our Beloved Leader to read the enclosed readme for full, detailed instructions on installing The People's MiG to your game. As well as the expected "Notes & Comments" section by the Political Officer. Your diligence will be rewarded....
Good Hunting!
Wrench
Kevin Stein
ps to Jug: here ya go, man. with only the minium of begging!!!
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Submitter
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Submitted06/20/2008
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Category
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The darker shader looks better to me!
Very cool!
Wrench
kevin stein
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File Name: TBM-3E Avenger, VS-23
File Submitter: Wrench
File Submitted: 19 Jun 2008
File Category: US Navy Aircraft
Grumman TBM-3E Avenger -- A Mod of the Dev A-Team's TBM
For SF/WoV/WoE -ONLY!!!!-
This is a mod of the DAT's TBM-3 Avenger of WW2 fame, into a post-war and Korean Era TMB-3E patrol, anti-sub and general 'go-fer' aircraft. I've set the Mission types to give you Anti-Ship, Recon, Armed Recon and CAS; not sure exactly what other mission they flew, as they were primarily ASW and Fleet picket planes. But this'll give you something else to do, other than fly around turning avgas into noise.
This is to be considered as an "incomplete" aircraft mod, due to the non-inclusion of certain files. I've NOT included the aircraft LOD file or the cockpit folder. See below "To Install" for a complete list of the necessary parts.
You -MUST- have the DAT's TBM-3 to make use of this aircraft, as you'll be coping files over from it.
This mod is designed for use with the Bunyap Weapons Pak of 6/06, as it contains all the needed weapons (minus the new AN/APS-4 under-wing radar pod, included in this package). If attempting to use this aircraft with any other weapons pak, you'll need to add ALL the WW2 era bombs, rockets, etc. They are NOT included in this package.
A new skin from a completly redrawn template, is based on Gramps' original, and represents VS-23 based aboard USS Bairoko (CVE-115) circa 1950. All the panel and rivet lines have been redone, new decals created with 100% historically accurate BuNums. That is to say, the NUMBERS are accurate in that they were used on TBM-3Es, I just don't know exactly which ones were used in VS-23!!!! :)
I've included all the inis I've modified, so you'll be copying the minimum number of bits. You'll also get a new Hangar screen, and a new Pilot figure (the same 'USMC50s' that's included in the F4U-4B mod). You'll also need the "WWIIGunnerCBNavy" for the turret dude; also from the original release. New damage tgas are also included.
=IMPORTANT: This aircraft is designed to be used in SF/WoV/WoE -ONLY-, as WoI has almost competly hosed the WW2-ish propeller plane flight models. If you attempt to use this in WoI, you do so at your own risk of flying 'quite oddly'.
So, make double sure you actually READ the enclosed readme, it's got everything you need to know to get this up and running.
Happy Landings!
Wrench
Kevin Stein
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Been working on this on and off for 2-3 YEARS!!!! You know how hard it is to find a picture of a pair of dice showing 7/11???? That's decent enough to even try and create a decal from!!! (ok, of course I could have used the digtal camera to take a picture of a pair of dice - but that never occured to me before right now -smack self on head )
Finally found what I wanted (close enough to the movie) a few months ago. And promptly forgot about it!!!! Since I been fiddling with these Korean War birds, I thought I'd revisit it. You see the result.
Should have seen me trying to make that decal!!! --- got Photoshop open in one window, and the DVD playing in another with the movie paused (during Saville and Casey Jones' showdown - there's a perfect shot of it as CJ rolls in behind Saville). Back and forth between them both, painting the various bits I wanted.
Interestering to note, there's 2 completly different styles shown of them in the movie -- when Casey Jones is getting ready to take off, and the dogfight sequence. Somebody in the contiunity department needs a spanking!!!
Jug: it'll be my pleasure to release this. I just need to rename ALL the 100 GERMANNUM tgs, cause I'm using the standard stock decals in WoE; that's how the NK skin's decals ini is set up. Of course, I could just leave them be. Sitting in D folder makes them aircraft specific....considering CJ number is 000.
It's a nationalized (meaning NK ONLY) version of Pasko's Fagot . So, it'll come with the modified inis etc; I just reused the 'stock' NKoreanSilver1 skin.
It's soooo nice that Fox finally released "The Hunters" on DVD a few years ago....such super flying scenes. Even if Montana is standing in for Korea...
Didn't like the book too much, though....
Wrench
kevin stein
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Looks like he's back in business...
Wrench
kevin stein
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The 'cat's got some scratch!!! Intercepted a flock of Oscars and Zekes, and MAN to them cannon tear up them little IJN/AF beer cans.
Haven't tested the NF in Korea yet, but it sure looks great!!!
Many thanks Geo!!!! A long awaited bird!!! (or feline, or whatever!!)
Hey Lexx, there's an update for the TwinMust (ie: as a G model) in the works too. I'm redoing all the decals, and retouching the black skin. Adding a few nose arts, etc.
If you need a generic Natural Metal, let me know...since I have the templates!! May touch up the Alaska skin too
(this is sort of like what I've done with the F-89s -- just some weapons edits, decaling, minor clean ups)
A coupla weeks...it'll be out after the TBM-3
WRench
kevin stein
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Jeeeaazzz...c'mon people!!! Help a brother out!!
There has to be SOMEONE in this vast community that make a skin from the UVmaps!!! I'd give it a shot myelf, but my last couple of efforts (for DAT planes) were less than stellar...
Makes me wonder sometimes...all the talkers and so few doers....
Wrench
kevin stein
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Po-2 already has a stand in:
Avaliable at my site...the link in in my sig. It's on Page 2 of the Aircraft
Wrench's Toolbox: Aircraft Hanger 2 <---clicky here!
I have a mod of the IL-2M3 for NK, just not finished with it. Albeit not correct for a -10, it's close enough for government work (or to shoot down!)
ojcar: do spent some time in the Knowledge Base; there's a WHOLE thread in there listing what's available, and what's under construction
Click Me!!! --->The "What Available" Thread <--- I'm A Link!!!!
Wrench
kevin stein
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That, my friend, is how the game engine works!!! Which makes it super easy to transfer one set of 'traget areas' from one map to another.
How the offsets work is they're x/y coordinates from a Zero point in the target area...
Let's say we have the SAM battery above. It's MAP coordinates are 220500, 404040 -- always 6 digits; these define the position from the 000000,000000 point on EVERY map, which IIRC, is the lower left corner. Distances are ALWAYS in meters.
The same is in the target area itself, in this case, it had a radius (or is it diameter?) of 3km (3000). The center of the target area would have an offset of 0.0,0.0. The bit that I always have a hard time renembering is: which minus offset is in which direction. Example:
Target[***].Type=AAATarget[***].Offset=-200,-200
Target[***].Heading=90
This puts a gun at 200 meters off center for arguments sake, we'll say minus numbers are south and east of center, whereas 200,200 would put it north and west of center. So, -200,200 may put it south and west; 200,-200 would put it north/east. That would define a 'box' with the guns at the 4 corners. You would then change the heading to match various compass points to have them face outwards. Figure they're at 90 degs off the center; so the 90 we have would be wrong; for the s/e gun shown, it should be 140, the s/w would be 240, n/w 320, the n/e 60.
So, looking at our SAM site, you can see the 2 radars are NOT quite centered in the ring of death...a normal Guidline site would have the FanSong directly in the center at 0.0,0.0. Since this is a GENERIC battery; with no particular SAM named, the game engine will fill in the spots with approiate units, based on their service years.
There's a nice tutorial on this subject in my "Shipwreck" object, that available in the Non-Aircraft Object Mods downloads section here. Have a look at it, it's worth the read.
Wrench
kevin stein
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ALL of Turtledove's Alternate History works are good!!! It's always been such a fascinating subject the "What If..." of this or that place in time.
For that series, I even have these laying around:
Wrench
kevin stein
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Somebody wants this?????
All it's good for is a target, hell, they don't even show up in single missions. Since the game dosen't support AWACs type of birds (meaning no data linking or even target vectoring), and there's no mission statement other than TRANSPORT for them, it's just a kinda lame duck -or lame Bull in this case!!!!
Wrench
kevin stein
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That Tamiya one is one of the boxarts that'll be on the Hangar Screen!! :yes:
Here's how it stands now, for VS-23:
New template by me, redrawn panel and rivet lines; completely NEW decals -- ALL the markings are decals! Pilot figure's from the -4B Corsair I just released. More period looking than any other right now. I even re-routed the canopy animation, so it opens and closes with landing gear retraction/extension.
I just may attempt that FAA one...the Suez Stripes are gonna be a beeeaayatch!! (some possible mapping issues) Wonder if I can reuse the one's off the FAA Skyraider??? Hmmm......time to break out the old templates from Monty's SPAD....
Have to match that color...off to SimmersPaintShop!!!
I could actually have the USN version out by mid-week; just waiting of final permissions.
Wrench
kevin stein
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Here's a nice, generic Soviet-style SAM battery, with supporting non-specific, generic AAA units. I use this in damn near ALL the terrain mods I've doing.
Where *** is...
TargetArea, next number in sequence
Name will show in the briefing display (say something like "Benghazi Defense Battery 69",
Positon in the X/Y coordinates on the map
ActiveYear, well that should be pretty obvious
[TargetArea***]Name=***
Position=***
Radius=3000.0
ActiveYear=***
Location=2
Alignment=ENEMY
Target[001].Type=AAA
Target[001].Offset=-292,206
Target[001].Heading=90
Target[002].Type=SAMLauncher
Target[002].Offset=-392.00,381.00
Target[002].Heading=330
Target[003].Type=SAMLauncher
Target[003].Offset=-192.00,381.00
Target[003].Heading=30
Target[004].Type=SAMLauncher
Target[004].Offset=-32.00,140.00
Target[004].Heading=90
Target[005].Type=SAMLauncher
Target[005].Offset=-492.00,206.00
Target[005].Heading=270
Target[006].Type=SAMLauncher
Target[006].Offset=-192.00,31.00
Target[006].Heading=150
Target[007].Type=SAMLauncher
Target[007].Offset=-392.00,31.00
Target[007].Heading=210
Target[008].Type=AAA
Target[008].Offset=0.00,0.00
Target[008].Heading=45
Target[009].Type=SAMRadar
Target[009].Offset=50.00,20.00
Target[009].Heading=90
Target[010].Type=AAA
Target[010].Offset=-50.00,20.00
Target[010].Heading=135
Target[011].Type=SAMRadar
Target[011].Offset=292,-206
Target[011].Heading=90
Target[012].Type=SAMLauncher
Target[012].Offset=392.00,-381.00
Target[012].Heading=330
Target[013].Type=SAMLauncher
Target[013].Offset=192.00,-381.00
Target[013].Heading=30
Target[014].Type=SAMLauncher
Target[014].Offset=32.00,-140.00
Target[014].Heading=90
Target[015].Type=SAMLauncher
Target[015].Offset=492.00,-206.00
Target[015].Heading=270
Target[016].Type=SAMLauncher
Target[016].Offset=192.00,-31.00
Target[016].Heading=150
Target[017].Type=SAMLauncher
Target[017].Offset=392.00,-31.00
Target[017].Heading=210
Target[018].Type=EWR
Target[018].Offset=60,-60
Target[018].Heading=0
And there you go. You'll just need to edit the terrains ***_targets ini to add it to specific locations
If wanted, you can change out the "SAMLaucher", "SAMRadar" and "AAA" to describe specifc GroundObjects, as long as said GroundObjects are defined in the terrain's ***_types.ini
Wrench
kevin stein
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You know, TS, I was thinking the same thing when I was working on this!!! I had just about ALL the Monogram 1/48th birds.
There ARE a few actual model of the M out -- you'll be seeing the box art on the Hangar screen, provided I can entice a 3d modeler to build the 2nd pit and then add it via ini edits like the pod or maybe FastCargo's xtra pilot fix ala canards.
I have a couple of drawing of the cockpit pod...so if anyone is brave enough.....
Wrench
kevin stein
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They're on the case and trying to get it sorted. Hang in there a bit; they'll fix it!!
Wrench
kevin stein
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Ultra, safe to assume you haven't look on my site?? The link's in my sig at the bottom. Some of the eariler ones are kinda lousey, but there's a whole slew of them over there.
Enjoy!
Wrench
kevin stein
The links down here..
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Excellent!!! That helps imensely in finished off the TBM-3E -- at lease now I know where they were flying from!!
Wrench
kevin stein
bombardier learjet 25
in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Posted
Moving this to the "Mods and Skinning" Forum, as this ain't a mission or campaign building thread
Wrench
kevin stein