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Wrench

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Everything posted by Wrench

  1. These will look great parked on the Alaska/Bering Straits terrain!! many thanks!
  2. why do you think we've been using the 3w Mystere cockpit since WoI came out??
  3. sound like you're creating a "theatre or era specific" install. these instructions, albiet geared more for WW2, may be of assistance there's also a link in there to a Knowledge Base post. You may also want to read this one: as it relates to adding a new game, patch, or DLC
  4. What are we supposed to be seeing? flashing textures very rarely show up in "still frames" of a screenshot
  5. thanks! (yes YOU are a guru! you can work in MAX, and I can't!!!) on further examination, and closely observing the gear movements, it seem those AREN'T main gear doors after all! I'll let Veltro know, and he can reassign the meshes to the airbrakes, and add the animation
  6. I know I've seen this somewhere .. one mesh have 2 animations. So, how is it done? The reason for asking is, one of the aircraft we're working on now uses the forward main gear doors as airbrakes. When the gear is cycled up, the door (as usual) sit flush with the fuselage. When we operate the airbrakes, you hear the nose, but the "doors" don't move. The question is: can one of you remaining MAX guru's give us some pointers on how to do this? It sure would be nice to have these work like on the real aircraft! thanks in advance!
  7. the first and foremost question is: where did you put it? in FE2, it has to go into the Mods Folder, up in the *your name*/Saved Games/FE2 folder
  8. it's isn't just ansi vs unicode again... that skin isn't white. your seeing the blank material of the model; which in 1stGens is white (actually very light grey) FE2/SF2 shows untextued material as black can you use a hex editor? You may need to. The only texture types SF1/FE1 can see are bmps (and tgas). It's simply not worth the extra work to make 2 different versions for the 2 game. Experience with SF2 tells us this.
  9. it you want to see it more as a "period piece", locate 1944's "Wing and a Prayer". Even though filmed on an Essex (some footage from YORKTOWNs -CV-10- shakedown cruise, isn't all that bad. even THEY got it wrong (historically, those that know the Battle and the time frame will know what the glitch is. Once you've seen it, and haven't figured it out, I"ll tell you)
  10. Riiiiiiight.... "historically accurate" (as said in the link). As soon as I say a a women's name in the cast, I"m already suspect (pointing back to the original with Heston's sons Japanese girlfriend and that whole diversion) So, lets see... cgi YORKTOWN class carriers; pretty simple to do cgi TBDs - pretty easy I guess. AND we might finally see them in a film. Same can be said for the Zeke, Vals, Kates, Dauntless and Wildcat (I'm not mentioning TBFs, as there were only 6 in the Real Battle). Good thing is, there are plenty of "original" or replica (IJN replica birds left over from Tora, Tora, Tora) Not gonna pass real judgement until something substantial appears.
  11. it's a standard Beagle, no subvariant, not ecm or countermeasures (extract the data ini and see -- it's in object cat 12). what it may be doing is "beaming" the missile; turning towards it and forcing an overshoot via the range gate. or, you're shooting from too far way. 7D's are pretty shitty
  12. A true American Hero!!
  13. that's for text files (inis, etc). I don't think that'll work for a LOD; the coding is locked in when the model is exported (as I've been told -- never learned to use my copy of MAX 2009!!)
  14. Is the LOD in ANSI or Unicode? 1stGens can't see Unicodes. OTH, SF2/FE2 can see both
  15. I see to remember updating it a few months ago (editing the names list). Maybe I should have left on the "show this thread has been edited" tag
  16. Yes, like the other have said, it's a LOADOUT edit. You don't need to touch nothing in the data ini's hardpoint sections.
  17. looks good! that's always been an issue with the SF/FE series -- the "alpha objects" have no material substance (well, actually neither do the "solid objects") in the TOD files. This one suspects they are holograms () I remember hitting trees in in IL2 - that was "interestering"
  18. mind you, this isn't an exact shot, as one of the folder is open, but you should be able to see the main locations Don't know if you've seen this the SF2 Knowledge base, (if you have, just ignore it!)
  19. those are also radiator doors
  20. that is really odd, considering the Su-7s all have working flaps. Oh well, .. what can you do?
  21. This is Deuces Kosovo terrain from 2004. I suggest amending you credits and readmes accordingly It was never completed then, and is just as incomplete now. BTW, You can use the TFD tool to create the necessary 3 planning maps
  22. I remember long ago, (45+ years - I was a teenager) I went to the museum at March Field. They had the "set piece" of the cutaway nose/cockpit of the B-47 used in the last half of the film. I KNOW I took a picture of it, but don't have a clue where it might be. The description plaque said it was used in the movie MB: didn't I post pictures of the B-36 at the Castle AFB museum in the Digital Recon Forum??
  23. there's EXCELLENT footage in this film, not only of the Peacemaker, but the Stratojet (B-47). AND the sharp eyed will be looking in the background for all sorts of other eye candy.
  24. in fact, the radar isn't even really for "searching". GCI would vector you in, and get you within range (5-10 miles) THEN the pilot/rio could take over the intercept. Just like WW2
  25. ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn Human, you should be on you knees worshiping The Great One; praying he ends you swiftly ======================= Dan added that in the original release. It's incorrectly placed, as everyone know R'lyeh is a the bottom of the Pacific, untouchable by Man. (longtime Lovecraft reader, longtime (but retired) Call of Cthulhu RPG player -- I've some knowledge of The Great Old Ones)
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