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Wrench

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Posts posted by Wrench


  1. Edwards 1950s version, the payware one??

     

    You'd need to rebuild the targets and types ini to add the SAMs and radars.

     

    I do remember, waaay back in it's first edition (several years ago), it was set up with 'modern' air defenses; cause I had to remove them in rebuilding it for the 1950s (personal use - then he came out with the right ones). Don't know if it's still available...or even if I have a copy archived. I do remember it was NOT full sized (Real Life )

     

    Doable? Very much so.

     

    Wrench

    kevin stein


  2. Mirage Factory's Fishbed was built that way, for that model.

     

    There was a 'decal fix' for the Indian AF Type 74 (?)...I remember seeing it today in the downloads section...but can't remember where; maybe 'Templates and Decals'???

     

    Figuring out the mesh name and postion can be a real pain...as I remember from the Wraith!. Don't forget, too, I cheated a little and used a modified Scooter Hump to fill in part of it.

     

    Wrench

    kevin stein


  3. The info should be in Knowledge Base .... I know for a fact it's there.

     

    but you'll need to extract the HUDData.ini first...

    I think it's this entry...

     

    [Display004]

    DisplayType=RADAR

    PosX=0.865

    PosY=0.015

    Width=0.125 <---

    Height=0.16666667 <--- set these to 0 should make it go away

    Alpha=0.60

    InitTime=2.0

     

    another neat trick, to remove the background from the text:

     

    [infoDisplay]

    //BackgroundImage=TextBackground.tga <--comment out this line as shown

     

    colors can be adjusted as well, but you'll need to convert the RGB values to what the game uses. Look for the line that have "Color" in them

     

    Wrench

    kevin stein


  4. Excellent stuff!!! You could hear the whistle of the Merlins as the Lanc went past...never tire of hearing that sound.

     

    and thank God! A reporter with a clue!!

     

    Looks like I'd better order the DVD....

     

    thanks for sharing it!!

     

    Wrench

    kevin stein


  5. Hmmmm...maybe...

     

    "LeadComputing=TRUE"

     

    in the cockpit ini, with the needed specs for distance?

    This is all out of the stock FRS.2 cockpit ini:

     

    LeadComputing=TRUE

    MinLeadRange=300

    MaxLeadRange=1300

    DefaultLeadRange=500

     

    You need to make sure you can activate the different modes via ini edits, in the top, CockpitData section

     

    HUDMode=CAGED,AA,AG

     

    caged= fixed in place

    AA = lead computing

    AG = depressed for bombing (sometime rockets)

     

    Somebody correct me, if I'm wrong please!!

     

    Wrench

    kevin stein


  6. Again, I must confess to being a dumb-a$$; I've had it the whole time (for the Mirage F1) 5 minutes work, created an HAF nation-specific version. Good news about the newer version; so many nations around the Med (and the world) seem to be using them.

     

    thanks in advance, Sony, if you can find them! :biggrin:

     

    Here's a quick, early shot of the Phantom in Agean Blue. Please ignore the decals, as it'll probably get new ones - most definately the serials and fin flash.

     

    haf_phantom.jpg

     

    I'm no Sundowner...if I had 1/10 of Ant's skinning skill, I'd be 10 times the skinner I am!

     

    There's a 'GhostGray' skin here, but it's for the F-4B (which only required renaming the bmps to "F-4E") Needs some decal work, but that's no big deal.

     

    Wrench

    kevin stein


  7. Since the Libya Upgrade is nearly done, and the Balkan map(s) is well under way by others, I'd LOVE to see more of the aircraft from the region....

     

    HAF Mirage F.1 -- well, more Greek birds at any rate!

    LRAF Mirage F.1 -- definately more Libyans (btw, Dave's Mirage 5 tweek works really well here, too)

    Moroocan F.1s, ....

     

    Definately need more AMI birds too!

     

    I'd take on the Libyan F.1, but don't have a template! Don't suppose anybody's got one to share??

     

    So, how about some skinners popping out a few new birds??? You'll have at least one new map to fly over very soon...

     

    Wrench

    kevin stein


  8. As to the radar/cockpit...I'm assuming (as I've not looked this up yet), there'd be a display CRT somewheres in there...why not use Boopidoo's Su-15 pit, as it's got the twin-engine annunicators, the needed display, and may have something close to the look needed? Even if not 100%, it'll be 'close enough for government work'. Adjust the positionining accordingly in the cockpit ini, and see what's up.

     

    The green skin looks much better!!! Remember, "a good coat of paint hides a multitude of sins" :rofl: - always loved that one!

    You might want to think about resizing the main skin -- 12megs is kinda large for one with such low details; take it down to 1024x, and it'll still look good. Also, it reduces the size of the final package, increasing up/down load times. The model is low-detailed enough to get away with this easily.

     

    You could even switch the pilot from the 'RedAir', to Pilot00, which has a white helmet and green flight suit. It's on my site; and you're welcome to use it.

     

    I like it! Release it here as a Beta+, make some cockpit changes, etc. I'd say we're on track for winner here!

     

    Wrench

    kevin stein


  9. I did that for the Abrams for the DS mod ... the armor values were WAAAAY to low. Now it takes at least 3 direct hits from a T-72 to knock it out.

     

    Yes, they are simple data ini edits. Figuring out HOW much to add is hard part! Ships, like the tanker, should be pretty resistant to small arms/little bombs. Being so internally compartmentalized, they should be fairly resistant to damage (excepting the Exxon Valdez...) The cargoship and Liberty, maybe not so much. Destroyers/Firgates/P-Boats should also be minimal

     

    (I remember the line from 'Bedford Incident' .. "We're mostly aluminum above the waterlines, so having a doctor isn't that important", or something like that)

     

    For example, in Real Life , the Israeli attack on the US Intell ship -cant remember the name right off- rockets, cannons, etc, and she didn't sink. Albeit, many casualities amongst the crew, but the ship didn't go down.

     

    They all could use a little upgrade, methinks!

     

    Wrench

    kevin stein


  10. Yah, sorry for the confusion..it was late last night when I wrote that.

     

    It would go into EACH of the radar missile's weaponsdata. A rather inelegant, more of an arcade or console game, fix than for a air combat simulator.

     

    And like Fub said, it would be the global sounds as used on the IRMs. But there should be a way to make a new entry for a "radar missile locked" sound, but I'm not sure how. I just do it real way, watch the InRng light or HUD pipper.

     

    Wrench

    kevin stein


  11. All the information, with HIGHLY detailed, step-by-step instructions, is in the enclosed readme.

     

    What, exactly, is the problem???

     

    Remember, you MUST have one of the original terrain folders (Desert, VietnamSEA or GermanyCE) in your WoI/Terrain folder for this to work. Make your adjustments in the 'cat pointer' line as outlined in the readme.

     

    Converserly, if you DON'T have one of the original terrains available, it'll never work. This is clearly stated.

     

    Wrench

    kevin stein


  12. The J-5A/MiG-17PF and JJ-5 will be released soon!

     

    Fresco E, you mean one of these?...

     

    plaaf_fresco-e.jpg

     

    That's been around for about 3 years. Be nice to see one with the nose molded in, though. Provided everything else is up to snuff.

     

    BTW, since you're using the stock Fresco mapping on the wings and such, shouldn't you go all the way, and use the rest of the body as well??? That way skinners could make use of that really nice 1024x1024 template I created. Cause, I gotta tell ya, the fuselage skin really looks terrible.

     

    The decal ini is also not correct; it's calling for an "81" decal that dosent' exist. I'd suggest end users just change the callout to look something like this:

     

    [Decal001]

    MeshName=Right_Wing

    DecalLevel=0

    DecalFacing=TOP

    FilenameFormat=Insignia <--change the pointer here

    Position=3.8,-1.2

    Scale=1.52

    Rotation=-45

    DecalMaxLOD=3

     

    You all really gotta get it together ... let's start seeing some readmes, things that work 'out of the box', completed packages. We have a lot of users here who need the exact instructions given to them, so they may enjoy to the fullest your hard work. These all have a very 'rushed' and incomplete feeling to them. Please, spend a little more time testing and refining the product!! It benefits the entire community, and in the end makes YOU and your team better Modders.

     

    Give what I've said some thought, huh??

     

    Wrench

    kevin stein


  13. It's progressing, right now i'm just finished some eye candy and finalizing some object placements ... building some semi-sheltered harbors at Tripoli, Benghazi and Siracusa. I'd like to do one at Tunis, but the terrain slope to the water is too excessive. So, maybe just a few ships in the bay. And adding a few of the expected 'Easter Eggs'...hehehee....just you all wait!!!

     

    As to Mommar's tent...no one knows exactly where it is anyway!

     

    Actually, I was fiddling with some stuff here at the site, and several of the new planes that came out, so I kinda got delayed. In reality, it's done... just need to finish off the readme to my own high standards. The "Notes" section is quite extensive.

     

    Very soon, I promise!!!

     

    Wrench

    kevin stein


  14. Weeell....honestely, as much I a like the BunyPak as it covers everything from the 1930s to the Present, the TMF pak has nicer visual models.

     

    What I would do (and have done! - as I have 3 WoI installs, 1 plain, untouched, 1 BunyPak, 1 TMF pak - this is for many reasons that don't pertain to this conversation), is use the TMF pak, and just add the needed weapons, such as the Meteor, Hellfire & Brimstone.

     

    You can always 'import' bits over as needed from the BunyPak, for 'nationalized' weapons that are required for some aircraft. One nice thing about the TMF pak, is it uses the stock 3rdWire naming conventions (ie: WP, NATO, etc), and the NATO style naming of the Soviet weapons (ie: AA-2, AA-8, etc), as opposed to the correct Russian naming (R-3S, R-60).

     

    What that means is, you don't have to edit the aircraft's data and loadout inis; you can pretty much just drop in the TMF pak and have a 99.9% certainty that things will show up as advertised.

     

    A few notes on importing weapons from the BP to the TMFP:

     

    A simple copy/paste of the data (ie: the weapons data entry for the particular weapons) will get it listed - don't forget to change the number to fit the sequence! Doing the 'add weapons dance via the editor' is next to finaize the entry, and update the dat file the game needs.

     

    Copying over the various lods, bmp, inis (if needed) takes a little more work...as it's not always obvious what bmp (skin) goes with which lod. If you're familiar with a hex editor, you just open the lod and 'search' for bmp, or tga as needed, and it'll tell you. If you're not, you can always ask someone -- it only takes a few seconds to find it, once you've done it a couple of times. If that's something you want to learn, there's a lot of good free hex editors around the Web. I use one called XVI32, and it's real easy to use.

     

    Yes, it is a little time consuming, but the end results are usually worth it.

     

    So, to answer the original question, as I seem to have gotten off track, d/l the BunyPak, and unzip to a temp folder someplace; that way it's not conflicting with anything in-game. And work out what you want to move from there. If that is what you want to do!

     

    Wrench

    kevin stein

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