Jump to content

Wrench

ADMINISTRATOR
  • Posts

    28,322
  • Joined

  • Last visited

  • Days Won

    188

Everything posted by Wrench

  1. well, they were kind of disapointing in Pakistani service (104A) against Indian MiG-21s. But, as always, it's the pilot using his aircraft's strenghs against the opponents weaknesses
  2. pink holes means it can't read the tiles. Safe to assume these were sea and/or sea-land transitions? tgas -- the sea, river, and sea-land transition tiles MUST remain as 32-bit tga (RGB + Alpha) make sure you save as.. ***.tga being unfamiliar with either gimp paint.net, I'm guessing that "scale" would be the same as Photoshops "resize".
  3. one need to be especially careful with the tgas, as some programs tend to "eat" the alpha channel. I'd try something like Gimp or Paint.not (gimp first) to resize them. Both are free programs
  4. and... for the amount of TOD objects
  5. isn't that pretty much what I wrote back in 2010? http://combatace.com/topic/54856-converting-sfwo-terrains-to-sf2-usage/ basiclly, you're adding the shader statements (ter****.fx) why they (may have) been missing before on this terrain is beyond me.
  6. It's a problem I've never seen before, or even heard of!!! are the proper airfield inis residing within these terrains?? Which terrains are these, by chance?
  7. yup If one looks at the destroyed statements for any stock aircraft that share a shape (Mig-21, Mig-17, Mig-19, Phantoms, F-100) you'll see they all have the same destroyed model. and the pathways can be either name-of-aircraft folder/name-of-destroyed model (when said destroyed model resides within the aircraft's folder) or name-of-destroyed model (when model resides in the root of the /Objects/Aircraft subfolder ----- as to it's shape... it's a dead, burning pile of metal. All you should be seeing, if you're flying correctly in the cockpit, would be the funeral pyre and the "blackened carcass".
  8. emptied the p0rn folders, eh??? LOL!! now that stock effect are working, comes the hard part. remember, add one at a time. the green smoke thingy had me thinking ... perhaps there's a callout for the wrong tga is some ini somewhere, or a mis-colored tga. Running these things down is like trying to find an intermittent (un)grounding problem in wiring harness...time consuming. I'm positive you'll find it eventually!!
  9. I wouldn't say so much of "the carrier being neglected", but more of the case of the CODING ignoring carriers. Remember, before NA you could only use carriers in campaigns or scripted missions. Now, with the "NavalMap=TRUE" terrain coding, and proper water bmp, they turn up everywhere.
  10. not released yet, in progress
  11. if you delete the custom "effects", and you get NO stock effects, there is something very wrong with your install itself. Basic diagnostics -- common to one, or common to.all what I'd do, as a test, rename the mods folder (x-name-of-folder), let the exe rebuild at new, clean mods folder and retest with only all stock items. If the stock effects come back, you'll have to start chasing down what items were added that caused the fauilue
  12. View File SF2 Vought TF-8 Crusader Pack (What If...) SF2 Vought TF-8 Crusader Pack 4/8/2016 = For SF2 (Full-4/5 Merged Reccomended) = *Note: you =MUST= have, as stated above have, at minimum, a Full-4 merged install, as this mod makes use of many items, from several versions of the games. A Full 5 with NA is reccomended. There are many "bits" required, most notably the cockpit referenced is from the A-7E Corsair II.* This package contains a (somwhat) fictional outgrowth of the Vought F-8 Crusader. In the Real World ™, only ONE TF-8 Crusader was built (it's on display in the Naval Aviation Museum at Pensocla, FL). This assumes that Vought and the Navy chose to expand the production/refurbishment of early model Crusaders into the 2 seat variant seen here. The aircraft has expanded capabilites in both Air-to-Air and Air-to-Ground mission tasking (see Notes for more details on the factory modifications, and squadron decals used.) This package contains the following skin sets: USN, early (Gull Grey/White USMC, early (Gull Grey/White USN, Late (TPS low visibility grey) French Navy, early (Gull Grey/White) French Navy, late (Overall Blue) - both tagged for Flotille 12 The SF2 "date switch" is used for the USN and French Skins. The USMC skin stays in Grey/white for it's service life. All skins are in jpg format. Damage textures are in DDS format. All markings are decals, and with few exceptions, reference stock 3W Modex and Squadron tail markings. Decal randomization for all skins is TRUE. All weapons used are also stock items (note: the WalleyeIIIER -may- be an SF2NA only weapon; this has not been confirmed) As always, fairly easy to follow, detailed install instructions are included. So, please read them. Indeed, one would be well served by reading all the Notes section as well. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 04/13/2016 Category What If Hangar
  13. 286 downloads

    SF2 Vought TF-8 Crusader Pack 4/8/2016 = For SF2 (Full-4/5 Merged Reccomended) = *Note: you =MUST= have, as stated above have, at minimum, a Full-4 merged install, as this mod makes use of many items, from several versions of the games. A Full 5 with NA is reccomended. There are many "bits" required, most notably the cockpit referenced is from the A-7E Corsair II.* This package contains a (somwhat) fictional outgrowth of the Vought F-8 Crusader. In the Real World ™, only ONE TF-8 Crusader was built (it's on display in the Naval Aviation Museum at Pensocla, FL). This assumes that Vought and the Navy chose to expand the production/refurbishment of early model Crusaders into the 2 seat variant seen here. The aircraft has expanded capabilites in both Air-to-Air and Air-to-Ground mission tasking (see Notes for more details on the factory modifications, and squadron decals used.) This package contains the following skin sets: USN, early (Gull Grey/White USMC, early (Gull Grey/White USN, Late (TPS low visibility grey) French Navy, early (Gull Grey/White) French Navy, late (Overall Blue) - both tagged for Flotille 12 The SF2 "date switch" is used for the USN and French Skins. The USMC skin stays in Grey/white for it's service life. All skins are in jpg format. Damage textures are in DDS format. All markings are decals, and with few exceptions, reference stock 3W Modex and Squadron tail markings. Decal randomization for all skins is TRUE. All weapons used are also stock items (note: the WalleyeIIIER -may- be an SF2NA only weapon; this has not been confirmed) As always, fairly easy to follow, detailed install instructions are included. So, please read them. Indeed, one would be well served by reading all the Notes section as well. Happy Landings! Wrench Kevin Stein
  14. you can make them turn on earlier, by editing the cockpit ini. in fact, TK has be using "our" fix for several years... the color is also easily changed, if one knows what the RGB value of the color is, and then converts to (iirc) hex otherwise, one would need access to the MAX files for the cockpit and adjust via (i think this is right -- somebody correct me if not) self-illuminating meshes (or tga??)
  15. streak, this has got the be one of the most hilairous posts I've read in a looooooooooooooooooooooooooooooooooooooooooooong time!!! as to the mytai skins, a know a number of us have converted them to SF2, albeit using the standard size, stock skins. It's just a matter of screwing around with the decal positionings, cleaning up some of the decals themselves, and (well, for me) simple small adjustments Aren't they already in the downloads section? Or have they not been fully converted? below, his VF-102 (2048x jpg skin maps, all his decals)
  16. we are very well aware of the mapping issues. It will be handled (we are working of 4 different aircraft all at the same time, so keep your shirt on! )
  17. in ObjectData 001 cat, there's a "AircraftAIData.ini" as well, that has each level listed, plus the various ground attack profiles (including cruise missile)
  18. hmmm... the only thing I've found wrong with the lights, are the landing lights. They should both be on the right wing. Other than that... and this is from the package as it stands right now.
  19. those forts REALLY dress up the landscape!!
  20. indeed, individual, tailored AI resides in ONLY that one aircraft's data ini. it should have no effect whatsoever on other aircraft, or flights of aircraft. why it would effect the E/A is completely beyond reason; but like Nick said, there's some very strange shit that goes on sometimes!! Perhaps the Game Engine ™ is reading the enhanced AI of said particular aircraft, and is bumping up the others to match? That would call for some rather sophisticated programing routines, that we've never seen or experienced before.
  21. it's being (re)worked on, be patient!
  22. just seem odd, seeing Viggen's over the Falklands!! LOL!! keep up the work, angel --------- enoc, I remember it took half a day to figure out how to add the sig banner, and looking at the "edit signature" in my profile, found this should be the code bit: ]sharedmedia=gallery:images:32034[ (turn the brackets around, so the image shows, when you go to edit your sig EDIT: never mind! It appears, as a site Admin, I have the rights to edit members! I add the code to your signature; hope that was ok!
  23. right click, save the image, and you'll need someplace to store it and link too or maybe try this, link to mine http://combatace.com/gallery/image/32032-post-1-0-01188100-1454270327/ you'll have to edit your profile to add the signature image and, welcome to the club!!
  24. ain't that the truth ... I remember one time at the museam in Sacremento (CA), their Mig-17 had standard, garden variety hardware store bought sheet metal screws holding down some wing panels (I'm sure even the Russian AF didn't do that!!) --- back to the subject... feature creep is a major bug-a-boo. The "just this one more thing ... just need to do ____ (fill in blank). As difficult as aircraft are, terrains are, IMO even worse. One wants to make sure it (as accurately as possible) represents location XYZ in the Real World ™. Even if we all know that's impossible, not just with this game engine, but in general. Personally, i think ALL modders - for aircraft, skins, decals, terrains, what-have-yous - are all borderline OCDs. Having crossed that line more times than I'd like to think (both in gaming mods, and in my career), I'm pretty sure where the line is. Like Martin said above, and was pounded into my head by my instructors (as a mechanic, we WERE dealing with most likely the most deadly weapon ever designed by humans - automobiles!!), "Do it Right, Do it Once. People's Lives Are On the Line. And You Don't Get Paid To Do It Twice". Things like that. Fortunately in gaming, nobody really get hurt! But yes, there comes a point where "it IS good enough", and let it go.
×
×
  • 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..