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November 11 Update - Core Upgrade ×

Wrench

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Everything posted by Wrench

  1. Isreal 2 retiled (this will more match several other 'regional' terrains). Targeting enchancemts/corrections as well looking north at Port Said & Port Faud
  2. quote from an old sci-fi novel: "human engineers think in modules, don't they?" wbs, even these little bits (guns and turrets and such) look pretty damn good!!
  3. I'd say it looks pretty good. How does it compare the photos of the real one?
  4. you talking about Anson's Greece map? That thing was crap. Not even worth downloading. You might like better, the "Eastern Med" map (conversion of the ww2 North Africa) to modern times. Already sf2na compatable. Isreal2 is being rebuilt right now too. 90% retiled to 'new tiles', and the targets are getting major fixes -- many things were definitely in the wrong places and/or incomplete. Check the main screenshot thread for teasers.
  5. Madagascar is already been redone for SF2. One of Dave's (not so) secret projects. Be paitent (and yes, Lemurland is still there)
  6. one of my favorite lines from "!0 Commandments".... Into the molten wilderness of sin.... and sometimes, one pays for such arrogance (I2 retile test)
  7. :} maybe some screenies later...
  8. Then, perhaps you SHOULD DO SO??? Uploads policies and practices are clearly stated in this post, pinned DIRECTLY at the top of this forum Please read it http://combatace.com/topic/60088-a-reminder-before-you-upload-a-mod/
  9. had 2 fly in on Tuesday to Santa Monica Airport, I got to see them hover and land. SO COOL!!!
  10. that's be totally cool! Carlo (soulfreak/7eleven) has it for final testing. I should get his report early next week. I will issue it "as is" with the Hunter pit, and if you manage to do one whenever, Stary, easily issue an updated/replacement cockpitThanks! in the meantime, I'm rebuilding israel2 with all new tiles (IME based, except for the farm and bergwald tiles), and retargeting. It's really starting to look good!
  11. test on medium setting, and see what happens?? Worth a try, at least!! :)
  12. shouldn't that be stated in the release announcement????
  13. I just remembered, there's 2 "slit trench" in Polack's Object Library 1 they are af23foxholes af24folxholes they ARE difficult to place, but usable. (I forgot I used them on a ww2 map!) I also, yesterday, finished completely retiling the Israel 2 map. It now more matches the "EasternMed" (aka NAfrica) modern terrain, but I kept the original "desert" cities and farm tiles. IME tiles blow goats, with odd angles the unfortunate side effect is, it'll need a major upgrade to the targets ini, as some things need moving and enhancements screenshot is Port Said, Port Fahd, and the northern mouth of the canal
  14. TMF F4U-1C Corsair parked "wingfold" fix open the data ini, and at the very top, in the MissionData section, make sure these 2 line are present CarrierParkSpan=6.35 CarrierParkAnimationID=8 scroll down to the Fuselage section. add this following SystemName[009]=Wingfold scrolling down,, near the Crew section where the canopy animation statement is, make sure THIS statement is there: [WingFold] SystemType=ANIMATION InputName=ANIMATION_9 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=8 scroll further down, to both the right and left wing sections (BOTH the wing, and outerwing), and look for these lines: scroll further down, to the 'wing lever statements', below the fuel tank statement, and make sure it's commented out. that fixed the -1c for me. as to the FAA Corsairs, was unable to get them to show on any RN carriers parked (even to the point of REMOVING all other FAA aircraft) with or without folded wings. Can't determine if it's a CV fault or aircraft fault, but the wings will fold with the Standard Animation Keystroke (Shift/9) As time and other factors determine, I'll try and see what can be done with them. But, it may be a lod issue, and unfixable
  15. no, it isn't. the meteor has annunciators for TWO engines, we only need one set gauges
  16. I'm very aware of what they do. taking time out for other, more important projects that REALLY need doing, to revist something from several years ago, I was able to fix the -1Cs parking wing fold. Wasted half a day between this and the Corsair II & IV. --- open the data ini, and at the very top, in the MissionData section, make sure these 2 line are present CarrierParkSpan=6.35 CarrierParkAnimationID=8 scroll down to the Fuselage section. add this following SystemName[009]=Wingfold scrolling down,, near the Crew section where the canopy animation statement is, make sure THIS statement is there: [WingFold] SystemType=ANIMATION InputName=ANIMATION_9 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=8 scroll further down, to both the right and left wing sections (BOTH the wing, and outerwing), and look for these lines: scroll further down, to the 'wing lever statements', below the fuel tank statement, and make sure it's commented out. that fixed the -1c for me. as to the FAA Corsairs, was unable to get them to show on any RN carriers parked (even to the point of REMOVING all other FAA aircraft) with or without folded wings. Can't determine if it's a CV fault or aircraft fault, but the wings will fold with the Standard Animation Keystroke (Shift/9)
  17. black objects (lods, etc) usually mean the textures are missing also, in SF2 pilots need to be in a separate, named folder within a /Pilots folder. you folder paths would be //Object /Pilots /*nameofpilot* folder in my experience, black terrains are caused by mission tiles or a wrong cat pointer line. That shouldn't be an issue, as Rends Germany replaces the stock GermanyCE, and points to that cat Just be be safe, you might want to spend time in the SF2 Knowledge Base, as things (as they set up in the mods folder) ARE slightly different. the other thing is, perhaps your comp is running out of texture memory?
  18. true. this was easier to build (well, for me!)
  19. not reading readmes, are we??
  20. actually, it's using the Hunter pit. It fits better, viewpoint-wise. Even if it's missing the prop and mixture levers (which also aren't on they Wyvern, as it's a turbine). Even though it lacks the standard UK "spade grip" stick... in the screenie below, I've zoomed back a bit to give a wider angle
  21. ok, took some doing, but I finally found what I'd started. Now, it's an unfinished layout. The original, completed with M109 positions may have been in 1stGen SF: Israel, which in no longer around (even zipped archive!) the layout below was designed for Gepard's Isarel2 map, so disregard the Position = line, as it won't match anything. iirc, the 'bunker03' and "hwzsite" are from the Desert Storm map, from the USMC firebase thingy. I know the M-109s would sit in those positions. the pits all point "west" towards Egypt. I know there's maps available that show where the forts were. Translating THAT to the IsraelME map is where the talent for reading terrains vs real world maps really comes in (but I think Gerwins TFD tool now has a function for something like that. well, good luck! Let me know if you can't find the objects, and I'll shoot you the whole Israel2 terrain (already converted for SF2 usage) EDIT: ok, found a DIFFERENT version of the terrain, this one has 8 bar lev forts. Below is a screenshot of the layout. No arty, oddly! ya know, I could really fix that map up with "new" (read: renamed) tiles...hmmmmm is it worth it though?
  22. like most things around here, they wouldn't (or more accurately, COULDN'T) get done without a lot of really good folks pitching out.
  23. ya know, it looks better with the stripes!! LOL!!
  24. don't know how they work in campaigns, but placing them is pretty easy. I've used them a lot on various maps. For other units, I'd suggest looking in some of my WW2 terrains, the ASW (American SouthWest) terrain has several arty sites, and so forth. for Isreal, don't forget we have an M-109 SPG around here somewhere!! I'd used them in some of the (never finished!) Bar Lev forts. Wonder where those went... iirc, it was for 1stGen. Have to check my archives!
  25. excellent info guys! Gunrunner, I edited my original post, as I'd read the number of Battles wrong. It's now back to 2.<g>. I've also updated my Tribal stand-in as well, adding RCN and RAN boats. It'll be included in the Sea Fury package (or I can release it separately as well to update the ones -I think released seperately!!!- for WW2. I like Tribals, too. Had the Revell model 'way back when I was kid. ok, it seems NOT right way for stripes, eventually. I can fix that with another skin, using the StartDate= tag, and have the RAN Furys stripes 'turn on' at a given date. as to markings, yes; standard tri-color roundel, no roo. Others will need to finish my partial template for the bird, as to be able to repaint it for later RAN and whoever eles used it (Kon Marine, later FAA, etc) I REALLY wish we has something to use for the River class frigates .. but, well we all know how it is!!
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