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Wrench

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Everything posted by Wrench

  1. of course you can use (and edit as needed) my readmes!!! Have at it!!! :)
  2. View File XvT/BoP Imperial Operation: Technological Pursuits XvT/BoP Imperial Operation: Technological Pursuits 1/20/2017 This is the 6th set of a total of 20 mission sets/TODs that cover the time from from just before the Battle of Yavin, to just after the Fall of the Empire. In this mission set, you will be tasked with ensuring the Empire remains on the technological edge, with the development of a new starship. You will also be involved with maintaining pressure on tratorious forces within the Imperial Navy and those allied with them. 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. Wrench Kevin Stein original set for TFCD by Michael Raven circa 2000 Submitter Wrench Submitted 01/24/2017 Category Star Wars Games
  3. 13 downloads

    XvT/BoP Imperial Operation: Technological Pursuits 1/20/2017 This is the 6th set of a total of 20 mission sets/TODs that cover the time from from just before the Battle of Yavin, to just after the Fall of the Empire. In this mission set, you will be tasked with ensuring the Empire remains on the technological edge, with the development of a new starship. You will also be involved with maintaining pressure on tratorious forces within the Imperial Navy and those allied with them. 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. Wrench Kevin Stein original set for TFCD by Michael Raven circa 2000
  4. my pleasure!!!
  5. ok...looking at the terrain, I can see what's happening here. The original version (SF1) and the SF2 update (2010) makes use of the "expanded borders' trick. Wherein one edits the "world space". Unfortunately, one of the 2013 patches fucked that over completely, and it no longer works. as you can see in the image below, the region INSIDE the black square is the "usable" space within the wall. And now several target areas fall OUTSIDE it. So... the best fix is go through the targets ini and locate the following areas and change them from ENEMY to NEUTRAL Soema Kiratu Bengoi and possibly Namlea Namlea Airport. this should end that issue.
  6. the terrain: http://combatace.com/files/file/6089-modern-darwintimor/ update pak: http://combatace.com/files/file/11564-sf2-update-modern-darwin-terrain/
  7. You're welcome but that's not the most recent version....or any version I recognize. Target area 005 is [TargetArea005] Name=Maumere Position=279124,582385 Radius=3000 ActiveYear=0 Location=2 Alignment=ENEMY I'd suggest backing up that whole terrain (just stick the Darwin folder someplace NOT in the /Terrains folder) hitting the download section and get the most recent, with any updates that go with it.
  8. A-6A_DATA ini, the one with all the flight parameter statements. just rename that one to check. A new one can always be extracted from (whichever!) cat file it's residing in. If needed don't do anything to the main ini !!!!! (A-6E.ini) Otherwise, you won't be able to fly it anymore!!! The Toro, I don't remember what the fix was...hopefully some one else will pop in and answer that one!
  9. out of date data ini, with wrong or mismatched hardpoint statments. Fuel tanks are part of the physical model on most aircraft in SF2 series. This issue should be covered somewhere in the Knowledge Base (i thinks!) rename the data ini to X-****whatever, and the problem should go away.
  10. yeah...that's not on my map. I also just checked, and there's no such target area. I'd double check exactly WHICH map you're fiying on, and if it IS a Darwin, I'd check the dates of all the inis Mine show the most "recent" as April, 2012 you sure you're not on the DAT's Timor map??
  11. I wasn't sure, so just included EVERYTHING. When I did the copy/paste install for my GoG version, everything worked fine (or I just got lucky!!) REMEMBER FOLKS: most of us uploaders don't read these sections. So, please, if there's any issues, problems, comments, or information post it it the regular threads or the Release Announcment thread thank you! :)
  12. well, if we need any Titan missiles airlifted, this would be the bird to do it!!
  13. that's almost correct, but incomplete. Thusly: [TargetType193] Name=SA-3DL FullName=SA-3 Goa Dual SAM TargetType=SAM_LAUNCHER UseGroundObject=TRUE GroundObjectType=SA-3_DL ActiveYear=1962 TargetValue=100 RepairRate=0.555 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=100 the main problem with "direct call" AD units, is their associated radars (both search and track/targeing) will NOT show up on any RWR display (3-ring, vector, or TEWS). This is a major glitch in the game engine, and hasn't been (and never will be addressed).
  14. the air defenses HAVE to be built into the terrain. They just don't show up by magic. in the types ini, they (any and all SAM launcher units) should read "STATIC_SAM" (SA-2, 3, 4, 5, 11, 12) Eve the SA6 can be set as STATIC. SA-9 can be mobile, as it's on a BRDM chasis. your MANPADS (SA7 and etc) can be set as "MOBILE_AAA" in their data inis. They'll show up randmly replace gun-type AAA units. basically, means that whoever set up the terrain (and the desert is infamous for this) left them out
  15. View File XvT/BoP Imperial Operation: Rebel Pursuit XvT/BoP Imperial Operation: Rebel Pursuit 1/5/2017 For XvT =WITH= BoP addon (original CD) or the new GoG version This is the 5th set of a total of 20 mission sets/TODs that cover the time from from just before the Battle of Yavin, to just after the Fall of the Empire. In this mission set, in the aftermath of suppressing the Scavanger pirate group, you will be tasked with running down any of their remaining forces, and joining with the Secret Order and other Imperial Naval units to eliminate the Rebels. This set will have you tasked with craft inspection, blockade, and various other actions against enemies of the Empire; external and internal. 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 effectiveness 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 critical 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. Wrench Kevin Stein original set for TFCD by Michael Raven circa 2000 Submitter Wrench Submitted 01/17/2017 Category Star Wars Games
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  16. 11 downloads

    XvT/BoP Imperial Operation: Rebel Pursuit 1/5/2017 For XvT =WITH= BoP addon (original CD) or the new GoG version This is the 5th set of a total of 20 mission sets/TODs that cover the time from from just before the Battle of Yavin, to just after the Fall of the Empire. In this mission set, in the aftermath of suppressing the Scavanger pirate group, you will be tasked with running down any of their remaining forces, and joining with the Secret Order and other Imperial Naval units to eliminate the Rebels. This set will have you tasked with craft inspection, blockade, and various other actions against enemies of the Empire; external and internal. 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 effectiveness 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 critical 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. Wrench Kevin Stein original set for TFCD by Michael Raven circa 2000
  17. due to their historical nature, from the original release of SFP1, combuildings* are a REQUIRED item in every target area (the Old Hands will get the joke!!!) (* = hereinafter forever known as "evildamncombuilding"
  18. "inactive".. now, THAT'S hella clever!!! thanks Happy!!!
  19. the pink/other colored tiles are Missing from the terrain folder; that's what's always been the case with my experience. Zoom in, and do a "info" as to the tile name, and see if it is actually residing in the terrain folder.
  20. somewhere around here is a hi=rez for the 100D by hgbn (it's REALLY good!). They're pretty much mapped the same, so it can probably be adapted for the A & C models. the A-7E (navy) one by me should be around here too. Should be (fairly!!!) close to the others. edit: chcking the links, Rene beat me too it!!! <grin>
  21. yes again, one must know to work with layers.... generate, or use the planning map from (in this case Anotolia) I use the planning map 3, the biggest. Then, take the largest IME planning map (the 2048x one), drop it over the Anotolia map - it now becomes layer 1, and fade the opacity so you can see "through" it. super easy
  22. the wall on ALL maps is 80km in from the edges Jamie, you haven't see my IME rebuild?? While not fully modern ... it address a lot of stuff TK left out... http://combatace.com/files/file/15546-sf2i-israelme-terrain-remod/
  23. all the industrial stuff works in SF2 with no issues -- I've used them MANY times and several already completed and uploaded terrains. The file formate (LOD) is the same across all the 3rd wire games, with the exception of stock "2" series lods being in unicode. Earlier ansi lods for 1stGen game work just fine in both. nice to see the weapons carrier!!!
  24. not really possible. It can be done, possibly, by user created single-missions. the map is far too small, with far to little sea room for CVBG (or SAGs) (minium 200-300 km radius is required). Also, none of the 1stGens really support carriers. Lacks the coding brought with SF2:NA.
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