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November 11 Update - Core Upgrade ×

Wrench

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Everything posted by Wrench

  1. the zeps and sheds look VERY cool!!!
  2. amending the statement above should read: -- I know the larger smoke most likely will effect frame rates, so maybe used sparingly? don't forget, you can also add destroyed objects to the terrain (like blown up vehicles, buildings, etc). All you need is to clone the objecet in the types ini, and add it as a ****d name. I've done this on several terrain, creating completely destroyed cities. Something like this:
  3. ok, a couple of quick tests... since I had the particle system ini already pulled, I went down the list, testing a few likely suspects 1st picture uses the AircraftSmokeEffect (it's a bit on the large size; maybe good for burning buildings?) 2nd uses the GroundComponentSmokeEffect (a bit small methinks) now, mind you, this is in SF2, so I'd extract the particle system ini from the Flight cat, and start looking. I'm reasonably certain they should be the same for the most part edit: forgot to add the types entry, with the effects statements
  4. should work "as is" in the _types ini; the statements I posted are FROM the types ini for many of my terrains (albeit for a docked boat).
  5. working fine for me! Make sure your setting are right this is a godsend for building rail yards!! I did in 2 hours what used to take 8-10!! (expecially good for India and East Asia!) blessings on you Mue!!
  6. secondary effect is what happens after the main, or destroyed effect. To add a persistent smoke (or at least until the player flys away), I'd recommend the VehicleFireEffect, as it's relatively small that smoking crater idea is BRILLANT!! what about using the ship smoke?, it should be darker (don't know if the crater would need a virtual engine), but in SF/SF2, when I place docked ships, I use the following entries: ExhaustEmitterName=ShipSmoke ExhaustPosition=0.00,-16.0,9.0 <--- of course, that'll be different! ExhaustEmitterSize=1.0
  7. adding trees is done in the Terrain Editor. Both versions are (someplace!) here in the downloads section. (most likely, in SF/Wo* downloads). Look in the Tool/Utilities category There are 2, one desert only, and "WoE". The "WoE" version can be used for anything, includind desert, with very little work. It's slightly better for TOD object placement (and overall, slightly better)
  8. View File SF2 Hawker Sea Fury FB.11/Mk.60 DN (SB) Export Models Pack SF2 Hawker Sea Fury FB.11/Mk.60 DN (SB) Export Models Pack 1 6/21/2015 = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: There is a distinct probability that this mod will =NOT= work in SF/Wo* 1stGen game installs at any patch level. End Users ™ that attempt it, do so at their own risk. A Full 5 Merged install is reccomened at the LATEST patch level.* This package contains a NEW aircraft for SF2, the Hawker Sea Fury FB.11/Mk.60 Export, De-navalized versions by Skippybing. This is the reason the folder is named "Sea_FuryDN_sb". The "DN" stands for de-navalized. The tail hook has been removed by the data ini trick, and the wingfold deactivated. Skins included with the set are for the following units: Egyptian AF: No. 2 Squadron, REAF Iraqi AF (aka "Iraq Single Seat"): No. 7 Squadron, RIAF All skins are in jpg format, and Decal Randomization is TRUE. Almost all markings are decals (Iraqi serials are from PauloPanz' excellent upgrade of the orginal Sea Fury by Simon Porter; the EAF serials are mine), with the exception of the fuselage ID bands on both. Canopy operates via the 'standard animation keystrokes' (shift/0 for the window). Weapons are included (excepting the 60# rockets) as are the pilot figure and AvHistory engine sound. New DDS damage textures are included. These can be used on the other Skippybing Sea Fury's too. There are no hangar screens. When in-game, on the aircraft selection menu you'll see: Sea Fury FB.11/Mk.60 [sb] This not only tags is as "skippybing", but will diferentiate it from Simon Porter's older one, AND tells you it's the de-navalized, export version. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Also, take note of the "Legal and Usage Disclaimer', it's been changed for this aircraft. Good Hunting! Wrench Kevin Stein Submitter Wrench Submitted 07/01/2015 Category Other
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  9. 247 downloads

    SF2 Hawker Sea Fury FB.11/Mk.60 DN (SB) Export Models Pack 1 6/21/2015 = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: There is a distinct probability that this mod will =NOT= work in SF/Wo* 1stGen game installs at any patch level. End Users ™ that attempt it, do so at their own risk. A Full 5 Merged install is reccomened at the LATEST patch level.* This package contains a NEW aircraft for SF2, the Hawker Sea Fury FB.11/Mk.60 Export, De-navalized versions by Skippybing. This is the reason the folder is named "Sea_FuryDN_sb". The "DN" stands for de-navalized. The tail hook has been removed by the data ini trick, and the wingfold deactivated. Skins included with the set are for the following units: Egyptian AF: No. 2 Squadron, REAF Iraqi AF (aka "Iraq Single Seat"): No. 7 Squadron, RIAF All skins are in jpg format, and Decal Randomization is TRUE. Almost all markings are decals (Iraqi serials are from PauloPanz' excellent upgrade of the orginal Sea Fury by Simon Porter; the EAF serials are mine), with the exception of the fuselage ID bands on both. Canopy operates via the 'standard animation keystrokes' (shift/0 for the window). Weapons are included (excepting the 60# rockets) as are the pilot figure and AvHistory engine sound. New DDS damage textures are included. These can be used on the other Skippybing Sea Fury's too. There are no hangar screens. When in-game, on the aircraft selection menu you'll see: Sea Fury FB.11/Mk.60 [sb] This not only tags is as "skippybing", but will diferentiate it from Simon Porter's older one, AND tells you it's the de-navalized, export version. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Also, take note of the "Legal and Usage Disclaimer', it's been changed for this aircraft. Good Hunting! Wrench Kevin Stein
  10. I've been using normal all time, but with one exception. When we were doing KAW, and testing the Sabres, I used hard. (but did switch back) Also, iirc, the AI only uses normal, regardless of what YOUR setting is
  11. look in Cat 012. That's where mine are
  12. I have the mushroom yellow series book on the gladiator on pdf, if you might need it.
  13. 42
  14. mind you, while the instructions are for SF1, and using a different extractor tool, the procedures are the same (more or less) http://combatace.com/topic/32706-using-skypats-cat-extraction-tool/ You'll need the 3rd Wire extractor, and its available here in the SF2 Utilities section. Also located someplace on the 3rd Wire site too.
  15. interesting.. on the profile, the undersides (wings and horizontal stabs) almost look likes silver dope...???
  16. iirc, some at Malta were also Sea Gladiators, too.
  17. I see a tailhook....
  18. no, it looks like it changes the displayed language in MAX from English to Spanish. (one of the advantages of living in a region once owned by Spain and many things named still in Spanish! shoot, the name of the my city alone! El Pueblo de Nuestra Senora la Reyna de los Angeles)
  19. the folding wings were only for storage in the bomb-proof tunnels at the dispersal sites. Since there were no carriers left, and those low-thrust, long spool up engines made it unsuitable for deck ops... Do you have the Monogram Close Up on the Kikka? (unfortunately, there's next to nothing on the J7W -- but I did find a paper model of it!! -- other than the info in Fancallion's book) btw, should change the MinBaseSize = to Medium -- it really needs the longer runways. LARGE would be better, but that'll have to wait until I can rebuild the Home Islands main airbases. I also gave it a ATIU code name of "Luke" (as in 'he was our last hope' <grin>)
  20. did you download and/or install an AircraftObject ini? sometimes they also mess with the controls. DLCs should install right the to 'core files', as they add to the CATs, and create their own sub-folder for themselves. After that, each game will need to be run, so they install to each mods folder. At least, in Winge7, that's how it work. Hopefully, Winge8 hasn't changed things!!
  21. isn't there a code statement like "DeployOnlyOnGround" or something like that? (Gears maybe?) Could be used for the reversers?? Wish I could remember the actual statement!!
  22. here's a thought I'd like to toss out to our shipbuilders... how about something rather simple, like barges and lighters? True, not a sexy as warships, but quite useful to us terraformers. They'd look nice in the harbors!
  23. if I could find the proper DEMs, I'd love to do a terrain from northern Formosa to the Kuriles, covering Korea, Manchuria and parts of Russia, and of course, all of the Home Islands. I, too, miss the terrain from ATOP 46, where you could fly over Tokyo. a map of most of the eastern pacific basin, say from Guam to Kamchatka would just be impossible to work with as it is now, I'm over 6 months behind on the CBI terrain.
  24. oh my. sigh.... now, that means I really have to go back and rebuild the Okinawa/Home Islands terrain (now that I have access to correct, period maps of ALL the cities...), and can 'get it right'.
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