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Wrench

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Everything posted by Wrench

  1. that message happens ALL the time, even when the textures are present. the only way to see if a texture is present, is go through the terrain folder, and physically confirm it's existence. If one has the texture list ini for that terrain, you can scroll through that as well, to find out where in the data ini it's listed Another, easier way, is use the 3W terrain editor -- you'll have pink squares for missing tiles, that you can "click on" to get it's name.
  2. JRL, you should wait until I get the 2 TF.X versions done!
  3. ah, bummer!! well, one COULD extract them from the 1stGen cats (or pre-locked st2), rename them and drop them into the Tu-104's main folder...
  4. Wrench

    I'm BACK!

    nice to have you back with us!!
  5. AFAIK, not that works with the new versions, and not on Win7. There used to be pilot editors, 15-20 years ago. Most sites are long gone... I have the same problem! Can't get past one Alliance mission (A-W, inspect and destroy freighters), and would like to see them all!
  6. you do know that the Skyraider templates were made years ago, and are readily available, right??
  7. correction to the fuselage cannon. I forgot about the shell casing ejection copy/paste the statements DIRECTLY OVER the existing ones in the data ini.... save the data ini, and that's it! My apologies for forgetting something as simple as this! A post on this subject, shell ejection corrections, for both the cannon and wing MGs (Mk.1 series) has been posted in the WW2 Forum's "Tips & Tweeks" thread
  8. Correction/Fixes for Beaufighters by Cocas This fix adds the positions for the ejected shell casing for the fuselage cannon, on ALL versions (Mk.1, NF, VI, etc). REMINDER-- this is ONLY for those Beaus that Daniel and I have done. Do NOT use these setting for Capun's Beaus. When I was doing them I totallly forgot about the shell ejection.. On subsequent releases, (VIC, TFX) this will be corrected. copy/paste the statements below at the end of each Cannon statement in the data ini: [Cannon01] ---- EjectShells=TRUE EjectPosition=-0.41,0.93,-0.92 EjectVelocity= 0.0,0.0,-2.0 [Cannon02] ---- EjectShells=TRUE EjectPosition=0.50,0.93,-0.92 EjectVelocity= 0.0,0.0,-2.0 [Cannon03] ---- EjectShells=TRUE EjectPosition=-0.40,1.40,-0.96 EjectVelocity= 0.0,0.0,-2.0 [Cannon04] ----- EjectShells=TRUE EjectPosition=0.40,1.40,-0.96 EjectVelocity= 0.0,0.0,-2.0 ------- Below are the ejection position fixes for the wing mounted machine guns (all Mk.1 variants WITH the mgs) [LeftWingMG01] ----- EjectShells=TRUE EjectPosition=-5.09,2.75,-0.21 EjectVelocity= 0.0,0.0,-2.0 [LeftWingMG02] ---- EjectShells=TRUE EjectPosition=-4.80,2.75,-0.26 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG01] ----- EjectShells=TRUE EjectPosition=5.07,2.75,-0.21 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG02] ----------- EjectShells=TRUE EjectPosition=4.78,2.75,-0.26 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG03] ----- EjectShells=TRUE EjectPosition=5.33,2.75,-0.17 EjectVelocity= 0.0,0.0,-2.0 [RightWingMG04] ----- EjectShells=TRUE EjectPosition=5.62,2.75,-0.12 EjectVelocity= 0.0,0.0,-2.0 my apologies for such an error!!
  9. I also have a VIC (Coastal Command, torpedo armed) version, if anyone is interested in that one
  10. converting the skins from jpg/dds to bmp format, and inis from Unicode to ANSI will do you no good, if as I said above, the LOD itself is in Unicode. There's no way to convert that, outside of 3dsMax.
  11. might I suggest for the naval starfigher, keeping the single Vulcan gun, as was planned for it. MUCH easier to deal with, ini and skin wise!!
  12. +1
  13. View File SF2 WW2 ETO Bristol Beaufighter Mk.VIF (Late), v.9 by Cocas SF2 WW2 ETO Bristol Beaufighter Mk.VIF (Late), v.9 by Cocas 12/28/2015 -- Something for the WW2 ETO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *This mod will =NOT= work in SF/Wo* 1stGen game installs, at any patch level. It was built for SF2 ONLY!!.* *Note x2: This mod represents the late production Beau Mk.VIFs for ETO and MTO** usage ONLY! Seperate versions for other theatres, and the later marks, will be released when and as they are finshed. We are calling this "version 0.9", as there exists the possibility of more work being required. But, we wanted to get them out into the hands of our WW2 End Users ™ for their examination, flying pleasures and so forth.* **= will require new squadron code and/or individual aircraft letter decals. But the paint scheme is the same for MTO usage. However, SEAC is completely different, and will require the release of a "theatre specific" version. This is a BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This package contains 1 aircraft, representing the Beaufighter VIF fighter/intruder variant. This version =HAS= the dihedral horizontial stabs (they point up), the rear swivel MG mount, and the "thimble nose" AI/ASV type radar. The aircraft IS equipped to carry rockets as well as 2 bombs on the wing stations - but, obviously! not all at the same time!! Torpedo capability has been removed for this "Fighter/Intruder" version. This pack contains the following aircraft & skin/decal sets: Beaufighter Mk.V1F (late) Standard Day Scheme (Overall MSG/Dark Green disruptive) No. 604 Squadron "County of Middlesex" The Squadron Crest is used as the paint chip seen on the Loadout Screen. Skins are in jpg format, as are the bump maps. Everything is included (weapons, pilot figures, sounds, etc), excepting the guns (you should have all these already). All markings are decals, and decal randomization is set to TRUE. Other squadrons can easily be reproduced by creating new squadon code letters (either for ETO or MTO usage). As is my habit, a sample bmp is left in the Decals folder so you can match the font and size. All serials, while correct for the variant depicted, should be considered 'generic' in nature, as they represent no specific aircraft with the unit(s) represented. When in-game, you'll see: Beaufighter Mk.VIF (Thimble) (CAF) on the aircraft selection drop-down for this aircraft. The "CAF" (for Cocas Aircraft Factory) will diferentiate these Beaus from any others you may or may not have. It =IS= designed to replace any other Beaus of this type you may or may not have, from "other sources". The "thimble", of course, means this is the thimble-nosed radar equipped version (AI Mk.VIII). As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. Also, give the "Notes" section a read too. Happy Hunting! Wrench Kevin Stein - for Cocas Aircraft Factory - Submitter Wrench Submitted 01/01/2016 Category Other
  14. 171 downloads

    SF2 WW2 ETO Bristol Beaufighter Mk.VIF (Late), v.9 by Cocas 12/28/2015 -- Something for the WW2 ETO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *This mod will =NOT= work in SF/Wo* 1stGen game installs, at any patch level. It was built for SF2 ONLY!!.* *Note x2: This mod represents the late production Beau Mk.VIFs for ETO and MTO** usage ONLY! Seperate versions for other theatres, and the later marks, will be released when and as they are finshed. We are calling this "version 0.9", as there exists the possibility of more work being required. But, we wanted to get them out into the hands of our WW2 End Users ™ for their examination, flying pleasures and so forth.* **= will require new squadron code and/or individual aircraft letter decals. But the paint scheme is the same for MTO usage. However, SEAC is completely different, and will require the release of a "theatre specific" version. This is a BRAND NEW aircraft, brought to you by Cocas Aircraft Factory & Co. This package contains 1 aircraft, representing the Beaufighter VIF fighter/intruder variant. This version =HAS= the dihedral horizontial stabs (they point up), the rear swivel MG mount, and the "thimble nose" AI/ASV type radar. The aircraft IS equipped to carry rockets as well as 2 bombs on the wing stations - but, obviously! not all at the same time!! Torpedo capability has been removed for this "Fighter/Intruder" version. This pack contains the following aircraft & skin/decal sets: Beaufighter Mk.V1F (late) Standard Day Scheme (Overall MSG/Dark Green disruptive) No. 604 Squadron "County of Middlesex" The Squadron Crest is used as the paint chip seen on the Loadout Screen. Skins are in jpg format, as are the bump maps. Everything is included (weapons, pilot figures, sounds, etc), excepting the guns (you should have all these already). All markings are decals, and decal randomization is set to TRUE. Other squadrons can easily be reproduced by creating new squadon code letters (either for ETO or MTO usage). As is my habit, a sample bmp is left in the Decals folder so you can match the font and size. All serials, while correct for the variant depicted, should be considered 'generic' in nature, as they represent no specific aircraft with the unit(s) represented. When in-game, you'll see: Beaufighter Mk.VIF (Thimble) (CAF) on the aircraft selection drop-down for this aircraft. The "CAF" (for Cocas Aircraft Factory) will diferentiate these Beaus from any others you may or may not have. It =IS= designed to replace any other Beaus of this type you may or may not have, from "other sources". The "thimble", of course, means this is the thimble-nosed radar equipped version (AI Mk.VIII). As always, fairly easy to follow, yet detailed install instructions are included. So, please =READ= them BEFORE installing this mod!!!. Also, give the "Notes" section a read too. Happy Hunting! Wrench Kevin Stein - for Cocas Aircraft Factory -
  15. as 98.6% of the new lods are in Unicode, they are unreadable by 1stGens. maybe it's time to think about evolving up to SF2??
  16. as some folks have mentioned the lack of 'distance lods', I came up with this idea (below). Now, I haven't had a chance to test this, as I'm busy trying to get the next set of Beaufighters done and out...but, here goes... as the Tu-16 is pretty much part of all base SF2 installs (excpeting stock SF2V, but IS availalbe due the merging of cats), one can give this a try backup the main Tu-104.ini, for safety. Then, copy/paste the statements below over the existing lod listings: PLEASE experiment with the varying distances -- these are just 'WAGs' I did from the Badger's main ini. This should help with some of the visual stuff (maybe help with frame rates? ). Anyone that does test it, please report back, either here or in the main Mods/Skinning thread
  17. cat file pointer must be incorrect also, make sure the Desert_Airfield***.ini (all 6) are present WITHIN the ANW terrain folder, if using something other than the Desert.cat pointer
  18. but I do.... pm aces and see if he'll send it to you. if not, I will.
  19. Anzac Strike Wing
  20. ok, let's do this again... in a full-5 merged setup, the mission editor (if/when installed) is available in ALL 'versions' (read: mod folders). to have a naval group(s), the TERRAIN must be set up as "naval map = true", and have the proper zones set on the corresponding *name-of-terrain*_water.bmp. The minimum is 2, one for each side. There also must be enough "sea room" on the terrain to allow for them to spawn or be placed via the mission editor. (GermanyCE ain't got anything close to that) From what I've seen, the "cv zones" must be a minimum of 200km in radius (as the allows spawning of carrier based AWAC aircraft, that orbit at approx. 200km from the boat). So, in essence, if the terrain is NOT set for naval groups, they will not spawn properly* , if at all. * = they could appear anywhere on the terrain, most likely on dry land
  21. ok, guys. keep it in English...and discussions DO NOT BELONG in the Screenshots thread. We have entire forums for that
  22. it's stored in the modder's depository. if aces' doesn't send you the max files via pm, I'll be GLAD too! (they'd look good on several of my ww2 maps!)
  23. closer, but then again, you're going to run into the TOD building issues...they're not going to match. I built the city tods to match the existing 3w tile patterns. To say nothing of the placements of target objects within the city tiles. They're placed to fit with certain boundries and "open spaces". Using different tiles means the entirety of the target areas will need to be rebuilt. I'd not reccomend that. trust me on this ... I've doing this since 2005!! When I build a terrain, I have a very specific "look" in mind, a really clear vision. Everything is done for a reason. :)
  24. yeah, that does a whole hell of a lot of good, for the majority of people that CAN'T download their stuff.
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