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Wrench

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Everything posted by Wrench

  1. start here: http://combatace.com/forum/191-modding-terrainsenviroments/ look for Gepard's "My way to make a terrain" (or words to that effect) threads. and good luck. terrain building is not for faint of heart....
  2. Remember, you'll probably need a full 5 merged install of SF2 -WITH- SF2:NA to fully make use of the special features dealing with naval battle groups The IsraelME map is nation limited because it has to be. Nobody else goes over there and messes about (with the exception of Operation Musketeer in 1956). Just go over the real world history of the region. There really is no need for American CVBGs laying off the coast. Or soviet or ...or.... (what I'm not sure of is having the NavalMap=TRUE will generate proper SAGs, as no one in the region has anything bigger than 'destroyer' class ships) also, iirc, eburger redid some of the original stuff we did for the 56 war, and there already exists a CV zoned IME map
  3. Wrench

    RAVEN

    Excellent news!! Been going through that medical stuff with my sister -- I think women get it worse. We're glad you're getting back on track! We need more folks like you around here, brother!!!
  4. <cough> terrain is nation limited <cough>
  5. no one has asked the obvious question: are you trying to make SF2 terrains work in SF1???
  6. This has been discussed at great length over the years.. there's simply not enough 'sea room' on the Germany map. you need a 300nm "bubble", as you AWACs waill always orbit 200km out from the carrier. Can't be done on that map, due the location of "The Wall", on one side, and enemy SAMs on the other. IsraelME has been done that way for year. It's just not very practical. There are other terrains, covering that part of the world, that do it better.
  7. yes, TISEO works. iirc, the mirage factory's Tomcat has it. and someone (ravenclaw?) was working on the F-4 physical model (lod) some years ago that had it on the wing.
  8. Bofors guns will be all over Allied territory. Did't I make a US 120mm gun??? the M-42 "start date" is 1945, but probably didn't see much service until after the war's end. Same can be said for the M19 https://en.wikipedia.org/wiki/M19_Multiple_Gun_Motor_Carriage the sad thing is, anything that's needed would need to be built (Crusader AA units, etc)
  9. would have been much simpler to just add a "EO camera" mod to the avionics, as I did for the U-2, without all this screwing around with faking it. The only other thing would be, adding the "shape" to the Rhino via fake pilot. But, in all honestly, what good what that do? and for the record, Pave Tack is a TARGETING system, that just happens to have video recorder. Some folks need to do a bit more research before posting things
  10. View File XvT/BoP Imperial Operation: Uprising's Ending XvT/BoP Imperial Operation: Uprising's Ending 3/3/2017 This is the 11th set of a total of 20 mission sets/TODs that cover the time from from just before the Battle of Yavin, to after the Fall of the Empire. In this set, continuing the story from NTB10, Imperial forces have finally cornered the leaders of the Uprising. Having fought them back and forth across these Outer Rim sectors, they've been run to ground. You will be tasked with the usual missions - interception, scouting and finally, the destruction of the leaders and their command ship. Once this is accomplished, the local Fleets can return to the business of putting down that annoying "Alliance to Restore the Republic". These are to be used/placed into your ...Balance of Power/Combat folder. All missions have been edited for fairness & balance (hopefully!), due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. Please pay attention to them, as some may save your life or your mission critcal craft. Also, when possible, other craft in the mission can be selected for Player use, or for multi-player. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense. Please note that this mission set =WILL= require one or another of the available Ship/Craft Patchs. Wrench Kevin Stein original set for TFCD by Michael Raven circa 2000 Submitter Wrench Submitted 03/04/2017 Category Star Wars Games
  11. 14 downloads

    XvT/BoP Imperial Operation: Uprising's Ending 3/3/2017 This is the 11th set of a total of 20 mission sets/TODs that cover the time from from just before the Battle of Yavin, to after the Fall of the Empire. In this set, continuing the story from NTB10, Imperial forces have finally cornered the leaders of the Uprising. Having fought them back and forth across these Outer Rim sectors, they've been run to ground. You will be tasked with the usual missions - interception, scouting and finally, the destruction of the leaders and their command ship. Once this is accomplished, the local Fleets can return to the business of putting down that annoying "Alliance to Restore the Republic". These are to be used/placed into your ...Balance of Power/Combat folder. All missions have been edited for fairness & balance (hopefully!), due the the enhanced AI and weapons effectivness in XvT/BoP. All have new briefings and descriptions. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. Please pay attention to them, as some may save your life or your mission critcal craft. Also, when possible, other craft in the mission can be selected for Player use, or for multi-player. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense. Please note that this mission set =WILL= require one or another of the available Ship/Craft Patchs. Wrench Kevin Stein original set for TFCD by Michael Raven circa 2000
  12. FE is well worth the investment. Just do it!! :)
  13. Truer words have never been spoken! It really does foul it up!
  14. yup Mitch is looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong gone
  15. the "ground platte" came with The Factory Place, circa 2005. The only name I know is "Mitch" as the creator.
  16. unbelievable!! RIP, man.
  17. we used to be able to move The Wall (I even wrote a tutorial for the KB on it) but one of the NA patches kicked that right in the nuts, and they're back locked at the 80km limit. of course, you can always redo the map and add another couple thousand kms, so those show up ... ducks and runs.....
  18. cash check (even traveler's checks) international money order credit card (use it and get points!!!)
  19. :) my pleasure! the water looks best in the NA map. I =DO= like the reflectivity
  20. yes, fix it. please
  21. Why are you using the "spoiler" link to attach images wiht? There's a button in the "full reply" screen, accessed by the "More Reply Options" located in the lower right of the standard reply window. As to why the tga's aren't showing up is you're using a SF1 avionics ini in an SF2 game. The avionics ini you posted is missing all the hud fx shader statements. (ie: hud material statement in the HUD, and the entire descirpton for the hud material iteself) Just look at the stock F-15 or F-16, and you'll see what's needed
  22. BE ADVISED!! There is a mis-count on the numbering list for these missions -- I've found that one number is doubled from a previous set. So, in this case, you'll need to use the number sequence below to add to the mission and imperial lst files: I'll have to find the original zip, and update the sequence in the readme as well. For those that have downloaded it already, make the edits with the text above. Sorry for that!!
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