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Wrench

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Everything posted by Wrench

  1. maybe you might want to let us know for WHICH game this question is related??? Otherwise, we can't give you an answer (or move this thread to the correct Forum)
  2. Wrench

    Health update

    You'll get through this!! We're all right there with you!!! Stay Strong and Have Faith!!
  3. I cannot believe those stencils are actually legable!! You can read every word!!! Fantastic Detail!!! (tm)
  4. Unfortunately, CA has gone to a subscription mode. You have to buy one of these (there are several choices) to be able to download. Sorry, that's just the way it is
  5. AAAAAGGGGHHH!!!! I've been looking for good parked statics for DC-9/MD-80/B727!!!! We NEED some good statics; civilian, general aviation and military!!! looks like a PM to JimBib is in order!!
  6. check the WEASPON's data ini, the missile itself. I don't have that one, but here's an example from the stock SA2: These, of course, are the stock 3W sounds. (note, the Guideline has no sustainer rocket). At worst, you can swap out any differing sounds from that missile to these, and see if they work
  7. I've not downloaded or installed it yet, but I did get a fresh GOG copy of XW. I'm gonna wait a bit, as their site said "you may have to uninstall when updates arrive" or something to that effect.. BUT IT LOOKS FUCKING AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Well, there don't seem to be a link for the editor to download from ...hmmm...
  8. There should be a sound listed in the data ini, in partucular for the missile itself. Check in there, and see what it's named, and if you have the wav in your /Sounds folder. If not, try a stock sound, to double check that it works.
  9. and you MISSED the EvilDamnCommBuilding?????? ======= On an equally silly note found under "Oddball things you see on terrains"
  10. in the meantime, maybe as a stop-gap measure, data ini edits could raise/increase the armor protection. I'd double the thickness, and make sure TITANIUM is used. Apparently, that's the strongest material we have in game. I remember when doing the up-armoring for the original Desert Strom mods, it took 3 rounds from a T-72 to kill an Abrams
  11. Small progress report --- Cadiz, and the Bay of. San Fernando in the distance, and Puerto Real to the left. Unfortunately, there's not enough room (tile wise) to add Puerto de Santa Maria, which I'd really like to. Given the historical significance, as Columbus sailed from there. I'll try and figure something out. (and yes, I do know the penninsula is faaaaaaaaaarrrrrrrrr to fat!!!)
  12. Yeah, this works. Did some minor upgrading, minor tweeks. I'll leave any of the major (non 3D) fixes to any/all of our naval engineers ... I just dropped it into the bay; as you can see, there's not port or naval facilities as of yet . Just wanted to make sure it showed in game
  13. that should work!! Dummy me didn't even think to look in 1stGens! Thought everything had already been converted! Thanks Gunrunner!
  14. oh, poop! I wanted to have it in=port when I build the Rota Naval Station .. Oh well. Maybe I'll just stick a US boat there!
  15. I know we have the Dedalo , but I swear I've seen the Príncipe de Asturias somewhere. Or am I just high?? If we do have (and I've looked!), can someone point me in the right direction? TIA!
  16. Pretty good. Still not fully comfortable with how 11 handles folder structure (10 was easier to find, in my opinion), but it has only been about 2 weeks. The thing is FAST!!! So, overall, I'm liking it!
  17. I can't find the Yakarov version, but looking at the original Sabre Dog -- in the "DetectSystem" section, find the MaxVisibleDistance line. I thinks it set waaaaaay to small! (500!!!!). Change it to like 8500, and test again. That's distance in meters from your eyeballs, and it just might be cloaking itself!!
  18. you realize on the scale of the aircraft, and texture sizes, given a "known" distance from the aircraft, you probably wouldn't even SEE the rivets. Wrinkles in the skin? Maybe (I know I have). Panel lines would be visilbe, but very faint.
  19. not really needed; the AI data is mostly for the Game Controlled (tm) aircraft. Why they became unselectable as a target...in over 20 years in this game, I've never heard of that!!! This is for visual targeting, yes?? Or trying to lock the radar?
  20. my cousin Alan was an Air Policeman during the VN war. Stationed on Guam, they stood guard AT the aircraft. He used to know exactly how many rivets there are on a Buff ...
  21. Unfortuately, Kev, I don't. Never had any. If he's still around, maybe check with Pete Fredrico (pappychksix). He'd done some skins 'way back in the day.
  22. Unfortunately, it's not working. Can't unzip, or unrar, with an error message stating the LOD file(s) are corrupted. The LOD viewer shows, it, but it does not appear in - game. Sad, as I need a small AOR right now for a project terrain
  23. There simply isn't enough way to say "Thank You" to those that gave everything.
  24. hmm... try this. Copy/paste the skyscraper lod "up and down" into the terrain folder, and rename to "Hochhaus1_col.lod" . Edit the types ini accordingly, and retest. If that works, do the same to the other skyscrapers. That's all I got!!! ??? Blade: love to know how you got "solid" trees. (did you take them from FE?? I know they have a tree lod in their terrain cats)
  25. Yep, need a Col mesh, just like some of the add-on ships need(ed). The example method Blade gave works! Here's a stock example: mind you, some (many?) stock building have a collision lod already
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