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November 11 Update - Core Upgrade ×

Wrench

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Everything posted by Wrench

  1. well, having had an in-depth look at the P-51B/C/Mustang III data inis, I can tell you with 100% certainty that they did almost EXACTLY what I did when I updated the original Wolf257 models (available here in the WW2 Fighters section). A copy/paste of the 3W P-51D's FM statements, with some modifications -- and mostly removed/commented out statements relating to higher mach numbers in the controls (ailerons, rudder, elevators) statements. The only thing I haven't been able to pin down, is if B/C used WEP -- I'm reasonably certain later production models did, and it MAY have been retrofitted (like was done to Jugs). I haven't had time to fully explore the new envelope, but can say the "new" Mustangs have a more 'slippery' feel to them, a LOT closer to what written accounts state. I've made the same changes to the 3W D, but still need to test at standard combat configurations. Remember, a LOT of the published data is for unloaded aircraft; full of ammo, fuel, external tanks 8-track players & tapes, performance WILL be reduced. for those with the aeronautical bent, here's a site with more data (use the dropdowns at the top to select other aircraft) http://www.wwiiaircraftperformance.org/ Warrior: Are you using the ones from here, SF2 updated? or the original 1stGens? Anyway, when I get the 3W D tested a bit more, I'll post the data ini, so you all can wring it out.
  2. all the Fishbeds and Floggers you'll ever need are already stock in game
  3. Moved to the Correct Forum -------------------------------------- Reading the supplied readme usually (if the uploader has done their job correctly!) helps try this too, for a better understanding of SF2 folder structure: http://combatace.com/topic/62302-what-is-the-mod-folder/ there's another one I can't seem to find, written by MigBuster, that's REALLY detailed on the SF2 structure
  4. TK's prop FMs need work. This is a known thing. Spits and Skyraiders have the same issues (Skyraiders are also lacking the WEP they all used since the XBT2D) I can almost bet the lift/drag tables are off. Unfortunately, I don't know enough about that to render a fix. I take it you've been reading the DAT Forums about their new B/C models? (you know, the only difference between the B and C is the B was built in Inglewood CA -just down the road from me!, and C in Dallas Texas)
  5. FE2 uses it's various "objects" the same way as SF2. Like Gatling said, pilot can go into a separate /Objects/Pilots folder. Where in everything must be named the same (folder the same name as the pilot's ini) OTH, you can still use the old 1stGen method of tossing all the pilot bits (ini, lod, bmp) into the ROOT of the /Aircraft folder. Also, like G20 said, to swap out pilots, you'll need a particular aircraft's data ini to change the pilot figure in the PilotModelName= line like Quack said, NOTHING goes into the /PilotData folder. That's contains the high scores thingy for Instant Action, and your (player) pilot record
  6. the TSF Grippens that are a separate download (I got them Friday), and it took me a couple hours to NOT see the difference in the image file name. this package: http://combatace.com/files/file/14351-tsf-saab-jas-39-gripen-flygvapnet-package/
  7. All right, everyone. That's enough I've edited the file announcement text by adding the words A "What If..." Scenario. Any further discussion is pointless.
  8. to repair the non-functional RWR, open the avionics ini for ALL the Grippens, and change the RWRTexture=cockpit\rwr.bmp to RWRTexture=cockpit\rwr.jpg
  9. Wrench

    Godzilla

    well, IF he is too fat, they can blame it on his diet of Americans??
  10. http://combatace.com/files/file/14351-tsf-saab-jas-39-gripen-flygvapnet-package/ TSF Griffons
  11. at first, I thought I'm not going to like this.. but it looks DAMN cool!! good one Alfie!!
  12. None of which will fix the issues the OP has. It's an AIRCRAFT problem, NOT a game problem. There are major differences in how SF2 reads the physical properties of model. In his case, the data ini needs updating in many facets, in particular the landing gear for the "bouncy bouncy happy joyjoy, flip over and die" problem. The "double cockpit" issue is a know problem on 1stGen models, and is easily fixed with ini edits. We even have thread in the Knowledge Base about how to fix it.
  13. the Eritrea terrains covers (most) of the region. But not enough of Somalia, unfortunately
  14. unfortunately, there's no template for AD's version Which, btw, is a Ki-43Ia, as evidenced by a lot of things too numerous to list here. Those were probably out of service (read: worn out or shot down) by the end of 42, and were replaced by the later marks. The Ia's were never used operationally in anything but camo. Later markes, especially in the Home Defense role, some Sentai's were in NM (actually silver dope paint)
  15. well, you might want to consider moving to SF2
  16. Really? I had NO trouble finding it.. http://www.microsoft.com/en-us/download/details.aspx?id=34429
  17. Wrench

    Godzilla

    the trailers show it more like the Toho (aka: Classic) Godzilla. I wanna see Rodan!!!
  18. pity the sarcasm didn't come through on the written words, in my post above. But, whatever. Keep on believing that
  19. and of course, EVERYONE can access their downloads.
  20. aaaahhh..... XP maybe? did you reinstall DX9?? 1stGen won't run in Win 7, Win 8 and maybe Vista, without it. honestly, not a wise choice in getting WoE and WoV for Win8. Like MB said above, see if you can get a refund, and/or swap them for SF2:V and SF2:E
  21. You still haven't answered the questions FastCargo asked. To quote Asimov "there is insufficient data for a meaningful response". And I'll add a few more: WHICH F-16 mod are you having trouble with?. Supply the link. Also, post the loadout ini for said F-16 (copy/paste). Is it a USAF Viper, or some other nations? You said you had installed a weapons pak? Which one - give us the link. For what patch level? There's are 06 and 08 versions available. Is the weapons pack compatible with the patch level of the game (which is WHY I linked to the 08 patch; which is the last one available for the SF/Wo* series). There were, and still are, issues with trying to get earlier weapons mounted on aircraft with weapons packs and game with differing patch levels (should be a thread in KB, something about 'what needs updating for the 08 patch', but can't remember exactly). Are you using the correct weapons editor for your patch level? Have you opened the weaponsdata ini from the weapons pack with the weapons editor, and just hit the 'save' button, to rebuild to the current patch level (creates a new weaponsdata.dat file)? Do the weapons called out in the the loadout ini even exist, either in the stock install (without weapons pack) or are they listed in the weapons pack's weaponsdata.ini?? To check the stock weapons, they should be listed on the Loadout Screen, on both panes -- the left side showing available weapons, and the right pane -your aircraft-, on the individual hardpoint locations. Speaking of hardpoints ... on the Loadout Screen, are the circles white or black? Is anything listed in the 'windows' for said hardpoints? Can you hand load ANY of the weapons, of any type, on the Loadout Screen, via the individual hardpoint dropdowns? Does anything actually show up on the aircraft, when viewed 'in game'? Post a screenshot. --------------------------------------- you might also want to review this pdf (in the zip). Now, some bits won't be relevant, but the description of the weapons stations (from aircraft data inis) and weapons attachments, etc, might be of some help. This is one of the major reasons 99.9% of everyone has moved away from these dead end 1stGen games. The SF/Wo* series isn't even supported by the maker anymore. In SF2, weapons are folderized, with all inis and bits within, and are a "drag and drop" install. As to rewriting the KB, prolly ain't gonna happen. As mentioned before, SF2 is far superior and far EASIER to mod. Just saying; we stopped beating dead horses a 'ways back.
  22. engine fires due to overheats has been modeled since at least 2005 (when I first experienced it!) yeah, it pretty cool!!
  23. that's rebuilding the GAME's nations ini, and messing with the userlists. Something not usually recommend for a 'general' install. For a stand alone, perhaps like in your case above, for 56 Suez war, it can work He's asking about the terrain itself, which was answered. In P's case, you'd not only have to edit the nations, but ALL the GroundObjects that have the EXPORTED=TRUE tag, further narrowing what available for said specific terrain and you know you can use the standard (US) format, to even further narrow it down the 'operational' window ... MM/DD/YYYY
  24. it's called "RollingRadius", and is in each of the landing gear statements BE ADVISED: messing around with that on 1stGen models ported to SF2 can cause serious malfunctioins
  25. we REALLY appreciate all the hard work. I don't think you can set a 'parking slot' in the hangar bay, but one could always build a static into the lod (but why add extra work)?
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