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Everything posted by Wrench
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Happy, if you do that to the Skyhawk cockpit, you'll leave a "hole" where the windscreen frame was. That part is 'cut', with the glass placed around it. Found that out ages ago, in 1stGens, so that trick won't work that specific pit
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you're infantry (and other AFVs) should NOT have and Air_and_Ground targeting statement in their data inis, unless, like a tank/APC/etc, you have a co-ax MG that was designed for that When we were building the original DS mod in 08, we found that setting that statement OVERIDES any and all ground targeting. Meaning: vehicles engaged with each other will stop firing, and start shooting at aircraft (you or enemy CAS birds), to the detriment of the mission. Now, OTH, if within the data ini, you have a "solider" with a dedicated MANPADS, you might be able to change the statement for that weapon only. Unfortunately, that removes the squadmate that should be operating the anti-tank missiles. The purpose of CAS mission is to destroy enemy armor (ok, in this case Infantry, as they are classed as a TANK), not enemy aircraft
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Thanks Raven! Right now, I don't even know what the menu bits are!! But I know that'll come in handy at some point!
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all mine work, in every era. the problem are, basically, the short range of the weapons carried (rifles and SMGs), and how the movements ini in the terrain was set up. Most have their "route points" too widely spaced to allow the infantry weapon to be brought to bear. The rare exceptions are those equipped with rocket launchers (bazooka, LAW or RPG), as they have a slightly longer range then the rifles. So, in truth, it's not the grunt's fault!
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sweet!! as I learn, I'll probably start with something simple, like a building or oil tank or a 'simple' solid
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BPF Seafires over Formosa
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seriously, everyone knows the Buzz Numbers for all the Shooting Star series are FT -- plenty of decals for that
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rivers and roads don't work. You need a REALLY good chart or map, find a matching spot (in this case Umm Qasar and the head the Gulf), and just make the best guess possible. You'll see I've already run the rivers in the IR2003 map when you see the road tiles, you'll see how I got around that. And every other tile. Just match the painted on lines
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sorry, I've been a little HUA the last few days! it's on the way!
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I would think, with a given footprint for the hanger, couldn't the destroyed lods from TK's stock ones be used? It could save time and effort. That's what I did with Stary's hangars, I just referenced the 'stock' destroyed lod hangar1 (rectangular, peaked roof) 46x48 m hangar 2 (rounded top, long like a Quonset hut) 28x44m hangar3 (largest square) 72x72m I use the hangar3_destroyed.lod for all of Stary's (and lots of other things!) As to airfield layouts, let me look around. I assume you want a more military look?
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Well, if you're experienced with MAX, I could sure use this P-47C to be finished. It's skinned, decaled, etc. All it needs is a lod with some corrections. It's in game, flys fairly well, but has some (ok, as I really don't know what's a major or minor glitch/fault/tweek, I won't lie!) further work IF you volunteering, I can pass on what I have, including the source file and all research materials (books and stuff on PDF). The good thing is, the C model can be used as a base for the Razorback D as well, with some changes. (addition of 2 more cowl flaps, different belly pylon, the addition of 2 wing pylons -- things like that). The Thunderbolts we have now (D razorback and D bubbletop) are from 2004-ish and in dire need of (freeware) replacements. in the screenies below, just ignore the green dot ... that's one of my skinning tricks to find what side is where
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yah, it's a stupid (non) function of the TE. You add the tile select "3-way", and save it. It'll be grayed out. Then, go BACK into the tile, and add the 3rd section. It's like a lot of other functions that TK just never finished. "The Story of Our Lives" Did you still want the TE? It's already got all the stuff all set up.
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Oh, you can bet I'm taking my time with this... I've still got terrains to finsh, one of which covers over 1/3 of this planet!! Along with everything else (skins, decals, and whatevers!)
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30 or 60 rounds with the NR-30 cannon(MiG-21F-13)?
Wrench replied to regula50's topic in General Discussion
yefrim gordon' book on the Mig-21 states 30 (a GREAT book, and should be required reading for anyone) -
3d guys see the world!!!!! what an amazing thing!!! Now, must learn how to work it.
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don't be sorry! don't ever be!!! You've nothing to apologize for!! You've done outstanding work on the planes we did; the community, and myself, are most grateful. Russo has the Seafire, and will give it a look over. Hopefully soon, we'll have one for everyone in the near future!! you take care of yourself, my friend! If you ever feel like coming back, there's ALWAYS a place for you here!
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that'd be GREAT Russ!! Basically, all that needs doing is the tailwheel of "off" when the weight is on it. As it lifts off the ground, it reattaches itself to the gear strut. Put it in game, and you'll see it right away I'll PM you the aircraft, with the max file Daniel posted
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Now that we have Daniel's max files, I need someone to volunteer to help me finish off the Seafire Mk.IIIc and, if possible, the P-47C. The Seafire, which is literally 98% finished, needs a "fix" on the tail wheel. Everything else (save some decals for other units) is done (although it may need the meshes for the Volkes removed, but I've 'hidden' it via the compentent removal statments) . I have the templates, screens, and stuff all ready to go. Just need a finalized lod So, who wants to help a brudda out???
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yes to both!!! LOL!!! (actually, the airfield is UNDER the island ... it's an odd thing)
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interestering idea to do them as a decal. Looks fairly good! when I did the PRU Spits, I painted the "lens" on the skin, and used drop shadows and bevel and emboss.
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Stratos: yes, it should be in Series 1. I only converted the one in my PTO mods folder. It will have some issues in SF2 (being kind to my own work. It HAS issues!!) Blaze: IF you, at some point do choose to do all new, to get around the "standard too small stock size", when importing the DEM, you do this (see image) Because, what is (approx.) 63 x 2??? the 'size' would be a least 2000 km, maybe even more. The most difficult part is figuring what the Lat & Long for the upper left corner would be. Google Earth can help with that Don't worry about the Height Scale at 150 ... you can fix that at the very last thing, when the terrain is finished by using the "smooth height field" function. I'd REALLLY reccomend reading Gepard's terrain tutiorials in the 1stGen Knowledge Base, at least on the "getting started" bits.
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Thanks Daniel!!! I've been trying to get ahold of you via FB to get the Seafire max files, so the tail wheel could be fixed and the thing released!! They should have been uploaded to the Modder's Depository, though. Being in the open like this, could induce pirate downloads. So I'm going to edit the post, and upload them there. Keep Strong, brother!!
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I don't think LOD objects work for terrain masking. Mountains and hills, as they're "real" in the height field DO block radars and radar guided missiles. That's been true since day one in SFP1
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If you want the TE, just let me know. Hidden inside it, in the IR terrain sub-folder is a new DEM for the region. Note the outlined box, as to what the size should be I should also remind everyone, the IR and DS terrains are "standard" 3W scale, NOT full scale. Meaning, they're 63% of the Real World . What that means is, to correctly fix the issues, an entire NEW terrain is needed .
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View File Canadair Sabre Mk.6 AMI NM Skinpak Canadair Sabre Mk.6 AMI NM Skinpak 9/21/2014 = For SF2 (Any & All, Full-5 Merged Prefered) = This package is designed for use on the Sabre 6 Pak available at the following URL: http://combatace.com/files/file/13497-sf2-canadair-sabre-mk6-rcaf-and-ami/ You'll need to have the above listed aircraft to add this skin pak to. This package contains 2 new skins, in Natural Metal , representing the following units as first delivered to the AMI: 2 Aerobrigata (8 Gruppo) 4 Aerobrigata (Cavallino Rampante) Included are updated texture set inis for the 2 AMI Euro camo skins, adding the "Start Default Date" SF2 switch, that will (hopefully!) turn on the camo skins in 1959 (best guess date). They have also had the "displayed name" changed, so you'll see, for example, either 2 AeB (NM) or 2 Aeb (Camo) Making it easier to select. As always, fairly easy to follow, detailed install instructions are included. So, please read them .... Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 09/23/2014 Category F-86
