Jump to content

Wrench

ADMINISTRATOR
  • Posts

    28,322
  • Joined

  • Last visited

  • Days Won

    188

Everything posted by Wrench

  1. it that lockup on ALL terrains, or just WW2 maps? I'd test on the standard Desert or Range first. Worry about carriers later. lock at 100% is most likely an aircraft fault.
  2. wouldn't do any good...the models were revamped for SF2 (the lods have been changed) don't see why you couldn't add an "invisible" skid 1/2 meter below the bottom of the aircraft, though. It'd have to be pretty large however (like, the size of the plane) or rewrite all the collision points, but that would through everything else (damage boxes, etc) out of wack)
  3. they're not showing on the list, or not flying properly???
  4. why aren't you using WBS's Essex/Tico class?? He built them specially for use in WW2 and Korea
  5. Cthulhu Why vote for the lesser evil???
  6. I think they mean something like these: (done like 10 year ago! -- the SF2 ones that is! <g>)
  7. i have 2 maps of the Shanghai region (east and west), dated 1954, but based on Japanese 1942 data, and some earlier surveys dating to 1917. They're yours if you want 'em. I can't find any of my other maps, that I used for the WW2 China terrain remod. But I'll keep searching the archives.
  8. at some point in time, I really should finish off the CBI terrain......
  9. unfortunately, you can't remove/hide meshes on Ground Objects, only aircraft. OTH, this one wonders if a "damaged or destroyed" model could be added? But, again, if its "under water"....????? (playing too much Atlantic Fleet, methinks! <g>)
  10. i think that due to Real Life ™, Ed has retired from modding. We haven't heard from him in several months, and are trying to finish off the Sea Venom
  11. ohhh....groan!!! bad pun!!!! amariani, check your PMs
  12. have you tried LittleFriends .com (double check url)
  13. bomb release sounds have never worked in the SF series. Yet another thing TK never gave us odd, that I've never had that problem with any of the Corsairs, but hey! Great find and an excellent fix!!!
  14. out standing!!! that sure does look like Ocean Park Pier (the ferris wheel looks to be missing.??) that damn Fighting Machine is over my house!!!!!
  15. wip
  16. indeed, unfortunately, none of the Max files for the 3rd Wire and TMF products are available.
  17. again, as has been stated over and over, you CAN'T. Once the file has been exported from MAX into the final Lod format, it's locked "as is" for all time. The only modifications that can be done, are to the original source (max file), and then exported again to the final Lod format. Other than hack via the remove component trick or scabbing on things via 'fake pilot'. and why one would want to screw around with the Thud, when it's perfectly fine the way it is, is beyond me.
  18. don't have that one, either.
  19. don't have YAP stuff the gunner fix is using a figure model that's already facing backwards
  20. in the menudata cat, campaignscreen ini. there's also one for campaignedscreen, as well
  21. still have to reposition the fuel tank hit boxes (like the entire wings are gas tanks!!), and the tail gunner's hit box but these are what the corrected boxes, minus those above look like (this is where having the "Detail & Scale" books pays off)
  22. I guess using the already existing data inis from various WW2 and post-war mods wasn't an option?? 99.9% the work has already been done (excepting the tail figure). as to the gunner figure, you can't use the actual "gunner" statements as you've shown. The figure won't show that way. In fact, I've spent part of yesturday and today updating all the hit boxes (post WW2 version, but easily carried over to others, including the Tu-4) -- they are totally fouled up -- not even close to the aircraft's shape in some cases.
  23. it all depends on how you write the statements in the data ini
  24. you can't get them to operate ... they'll only exist as static objects. Also, unless you use a "date specific switch" in the targets and types inis, they'll always exist in they're preset locations which is the reason they were left off the original EAW Euro WW2 map
  25. yup!!! looks good too!!!!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..