Jump to content

Wrench

ADMINISTRATOR
  • Posts

    28,331
  • Joined

  • Last visited

  • Days Won

    189

Everything posted by Wrench

  1. 155 downloads

    SF2 WW2 FAA Seafire Mk.IIb Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/10/2014 -- Something for the WW2 Players For Various Theatres -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as some minor fixes may be required. We wanted to get it out into the hands of End Users ™, both for your flying pleasure, and further examinations. The package contains the Seafire Mk.IIb as issued to Fleet Air Arm squadrons in 1942. Essentially (in Real Life), an extenisvely modified Mk.V, with new naval hardware, most importantly the A-frame arrestor hook. This version does NOT have folding wings. The data ini contains the SF2:NA required statements for carrier parking; unfortunately, the RN Fleet carriers we have use a smaller wingspan statement. Aside from that, it is fully carrier capable, in the NA environment; and was tested in such. Skin(s) included with the package are: Royal Navy: No. 885 NAS, HMS FORMIDABLE (circa 2/42 in the Atlantic; aka "Home Fleet") No. 807 NAS, HMS BATTLER (circa 1942, MTO, a CVE) No. 834 NAS, HMS BATTLER (BEIF, circa 1944, yes the same CVE) (In essence, a slight mish-mash of theatres! It is suggested that End Users ™ select the skin wanted/needed for a specific theatre, and delete the rest, editing them out of the aircraft's main ini (ie: SeafireIIB_CAF.ini) This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As all FAA Seafires (for the most part) were painted the same camo, this reduces the size of the package (slightly). Only the markings (squadron codes, national insignia) change. However..both 807 and 834 (folder called 'BEIF") have seperate 1 maps, as their prop spinners are different colors. All marking are decals, and decal randomization is TRUE. Other squadrons can easily be done by creating new squadron code letters. See "Notes" for more infomation on the individual markings. An SF2 version of my "box art" style hangar screens is included. It's more a 'generic' Seafire screen, as it depicts both I, IIb and IIIC models. All aircraft use a "pool" of serial numbers. The serial numbers, while 'generic' in nature (representing no particular aircraft), ARE correct for the variant depicted. The other markings are specific to each ship. The canopy operates via the Standard Animation Keystroke ™, Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. When in game, you'll see: Seafire Mk.IIb (CAF) on the aircraft selection dropdown menu. This will diferentiate =THIS= Seafire from any others you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division-
  2. copy/paste the GermanySC50A.tod into the terrain folder. If one already exists, it'll rename or save itself as ****_copy.TOD. Then rename to match the new tile no clue what color statement does
  3. which is WHY I gave the instructions above.
  4. ok, that's right, lets go ahead and believe this shit. Seriously, Stratos, it's not only a fucking hack job, as Fubar and I have discussed at GREAT length, it's probably not even done in game, but with a video editing progie. yeah, lets just let this go where it belongs ... waste of time
  5. View File SF2 WW2 Spitfire Mk.V Trop (RAAF, SoWesPac) Pak by Cocas Aircraft Factory SF2 WW2 Spitfire Mk.V Trop (RAAF, SoWesPac) Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/09/2014 -- Something for the PTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users ™, both for your flying pleasure, and further examinations. This package is for PTO (in particular, the Darwin and New Guinea regions of the South West Pacfic) Spitfire V Trops -ONLY!!!-. NOT to be used elsewhere! This is a Theatre Specific aircraft package! The data ini uses the correct dates for Mk V arrivals in Australia. = REMINDER: this is a Nationalized, Theatre-specific aircraft mod!!! = The Skin(s) included with the package are: No. 54 Squadron (RAF -tagged as RAAF for gaming purposes) (DL) No. 79 Squadron, RAAF (UP) No. 452 Squadron, RAAF (QY) as based in and round Darwin, NT, Australia, and that general region. For all intents an purposes, this constitutes No. 1 Fighter Wing. On the Loadout Screen, the plane-in-group letters that have a star (*) next to them have been 100% positively matched to their historically correct serial numbers. Those without a star, while having served within the Squadrons represented, could NOT be matched to any specific aircraft. This is true for all 3 Squadrons represented in this package. The Squadron Crests are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As almost all SWP (Oz, PNG) based Spitfires were painted the same camo, this reduces the size of the package. Only the squadron codes would need changing. Like the other CAF Spitfires, the skin is in jpg format. All markings are decals, and Decal Randomization is TRUE. The canopy operates via the Standard Animation Keystroke ™, Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. Guns, weapons, etc are NOT included, but the AvHistory Merlin engine sound is. You should have all the rest. When in game, you'll see: Spitfire Mk.Vb Trop RAAF (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- Submitter Wrench Submitted 01/14/2014 Category Spitfire
      • 1
      • Like
  6. Version 0.9

    119 downloads

    SF2 WW2 Spitfire Mk.V Trop (RAAF, SoWesPac) Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/09/2014 -- Something for the PTO players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users ™, both for your flying pleasure, and further examinations. This package is for PTO (in particular, the Darwin and New Guinea regions of the South West Pacfic) Spitfire V Trops -ONLY!!!-. NOT to be used elsewhere! This is a Theatre Specific aircraft package! The data ini uses the correct dates for Mk V arrivals in Australia. = REMINDER: this is a Nationalized, Theatre-specific aircraft mod!!! = The Skin(s) included with the package are: No. 54 Squadron (RAF -tagged as RAAF for gaming purposes) (DL) No. 79 Squadron, RAAF (UP) No. 452 Squadron, RAAF (QY) as based in and round Darwin, NT, Australia, and that general region. For all intents an purposes, this constitutes No. 1 Fighter Wing. On the Loadout Screen, the plane-in-group letters that have a star (*) next to them have been 100% positively matched to their historically correct serial numbers. Those without a star, while having served within the Squadrons represented, could NOT be matched to any specific aircraft. This is true for all 3 Squadrons represented in this package. The Squadron Crests are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As almost all SWP (Oz, PNG) based Spitfires were painted the same camo, this reduces the size of the package. Only the squadron codes would need changing. Like the other CAF Spitfires, the skin is in jpg format. All markings are decals, and Decal Randomization is TRUE. The canopy operates via the Standard Animation Keystroke ™, Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. Guns, weapons, etc are NOT included, but the AvHistory Merlin engine sound is. You should have all the rest. When in game, you'll see: Spitfire Mk.Vb Trop RAAF (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division-
  7. the one we built for KAW is far superior, and designed for SF2. (not to detract from Geary's work. pasko's model is just old)
  8. I did an Iraqi version (for the NEW IqAF) like 3 years ago. Was supposed to be in Op Darius, but was cut at the last minuite. maybe I should see if I can find it, and upload it to the What if section. As in the modern Real World ™, IqAF is now FRIENDLY
  9. you're going about it all wrong. this was done like 8 years ago. there are dirt versions of 1,5,6 in many of the PTO terrains. Done this in both directions (dirt to concrete, concrete to dirt) 1st Question: can you hex edit?? if not, don't mess it. ---------- the only PROPER way is to create 'cloned' airfields. For example, you want runway1 to be all dirt. You extract ALL the lods (including the distance ones), there are 4 lods in total for all the airfields. Extract all the bmps and tgas that create the runways, parking pads, taxiways, and the perimeter roads. Extract the airfield1.ini and airfield1_data ini (you'll see why later) After Identifying which bmp is what part of the airfield (search function in the hex editor), you can then repaint it (cheat hint: runway 3 bmps can be used for this, as a copy/paste in PS or other imaging program as a 'new' layer, then merged down to replace the concrete). The same is done for the roadway tgas. You MUST save the repainted bmps and tgas as a slightly different, unique name. Example: M_runway1.bmp could become M_runway2.bmp sometimes, using up the blank space (the underscore) is good idea too -- adding a unique letter or number -- even a "d" would be good, to signify that it's now a dirt colored skin map. Mdrunway1.bmp notice the total digit count remains the same. you MUST keep the total digit count EXACTLY THE SAME AS THE ORIGNAL. This is extramely critical for the hex editing phase. Because if you screw that up, you effectively destroy the lod, and have start over with a freshly extracted one after repainting all the bmps and tgas, you open each of the lods in the hex editor, find the bmp listing, and VERY CAREFULLY REPLACE 1 DIGIT WITH THE ONE THAT MATCHES THE NEWLY REPAINTED AND RENAMED BMP. This will be done multiple times, as there are many entries scattered inside. "Save as..." the lod as a new name, call it "Airfield1a.LOD". Renaming lods hurts nothing, and is the smart way to do it. For inexperienced folks, after saving close the hex editor. Do this for the other distance lods as well, doing the "save as.." by adding the "a" like thusly: airfield1_lod002.lod --> airfield1a_lod002.lod and so on Now, reopen it, and do the same search for tga. Again, VERY CAREFULLY REPLACE 1 DIGIT WITH THE ONE THAT MATCHES THE NEWLY REPAINTED AND RENAMED TGA Do this for all the remaining lods. now, having previously extracted the airfield1.ini and airfield1_data.ini, rename them to airfield1a *name of ini* Open the (newly renamed) airfield1a.ini, and edit the lod callout pointers.... Example: [LOD001] Filename=airfield1.lod Distance=5000 becomes.... [LOD001] Filename=airfield1a.lod Distance=5000 do this for ALL 4 callouts. save and close you can now place these items into the terrain folder of choice. Then open the terrains _types ini, locate the entry for runway1, copy and paste to the end of the list, renumbering to suit, and rename like so: save and close the types ini. locate a runway 1 in the terrains _targets.ini, that you want to replace. Now, you just simply change the pointers .... save and close using a targets test msn, set your start position over the target area in question, and see how it looks. However -- caveat: this is NOT something to be attempted by someone with no experience with sort of thing.
  10. we're hoping too. All depends on Daniel's work loads we could use some Griffon Seafires, too. Both for FAA and Aero Navale use
  11. The very reason we created the Knowledge Base start here: http://combatace.com/forum/99-thirdwire-strike-fighters-1-series-knowledge-base/ read, and enjoy!!!
  12. I think you been lucky!! Sometimes, I've had winges dumber than fence posts (dropping bombs 5 miles from the truck convoy --which has been a bug for a while, it seems-) Others are Experten; (btw, this can also be tailored directly IN the aircraft's data ini)
  13. had to test Cocas' new beau on the Darwin map (man, oh man ... does THAT need rebuilding from the HFD up!!!) 22 Squadron Beaus out to give someone a bad time..
  14. I knew you were! That's why I dropped all other work, and concentrated on finishing it for you!! Enjoy!!
  15. View File SF2:I REAF/EAF Spitfire Mk.V Trop Pak by Cocas Aircraft Factory SF2:I REAF/EAF Spitfire Mk.V Trop Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/06/2014 -- Something for the Mid-East -- = For SF2:I, and/or Full-5 Merged +Expansion Paks (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire, and early EAF roundels. It is designed to be =ONLY= used in the SF2:I environment. Anything else is 'at your own risk'. (although it WILL work in a FUll-5 merged +2 Expansion Paks) * This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users ™, both for your flying pleasure, and further examinations. As stated, above this aircraft package is for use ONLY in the SF2I environment, and only between the years of 47-49 (although tagged with a 44 start date). This is required, as the national marking reference ALL stock 3W decals. All markings are decals, and Decal Randomization is set to TRUE. You have 26 historical serial numbers, in Arabic characters. Skin included with the package is: EAF: No. 2 Squadron (post-45, just EAF; previous user, REAF) Finished in the Standard Desert Day Scheme, as delivered from RAF stocks during WW2. The canopy operates via the Standard Animation Keystroke ™, Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. No weapons or guns are included -you SHOULD already have these-, but the pilot figure and drop tank are. When in game, you'll see: Spitfire Mk.Vb Trop EAF (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other EAF Mk.Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- Changes for verson 0.95: Revamped all hit boxes Submitter Wrench Submitted 01/13/2014 Category Spitfire
  16. Version 0.9

    200 downloads

    SF2:I REAF/EAF Spitfire Mk.V Trop Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/06/2014 -- Something for the Mid-East -- = For SF2:I, and/or Full-5 Merged +Expansion Paks (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire, and early EAF roundels. It is designed to be =ONLY= used in the SF2:I environment. Anything else is 'at your own risk'. (although it WILL work in a FUll-5 merged +2 Expansion Paks) * This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users ™, both for your flying pleasure, and further examinations. As stated, above this aircraft package is for use ONLY in the SF2I environment, and only between the years of 47-49 (although tagged with a 44 start date). This is required, as the national marking reference ALL stock 3W decals. All markings are decals, and Decal Randomization is set to TRUE. You have 26 historical serial numbers, in Arabic characters. Skin included with the package is: EAF: No. 2 Squadron (post-45, just EAF; previous user, REAF) Finished in the Standard Desert Day Scheme, as delivered from RAF stocks during WW2. The canopy operates via the Standard Animation Keystroke ™, Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. No weapons or guns are included -you SHOULD already have these-, but the pilot figure and drop tank are. When in game, you'll see: Spitfire Mk.Vb Trop EAF (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other EAF Mk.Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- Changes for verson 0.95: Revamped all hit boxes
  17. it's in my SF2I mods folder, needing finalization. think I'm going to let all those decal go to waste!!! ??? LOL!!
  18. then extract the relevant inis from a terrain cat, place in the terrain desired, and edit them it doesn't get any simplier than that
  19. no bombs were dropped by radar
  20. yes, but even "What If.." has to remain plausable
  21. if you're talking about the last pic, those are SG tiles, not rivers the ones in the german forum, shows an sg-rivl or rivr. the other tiles are SGs (with the Yak-38) why they keep screwing up has to be something on your end -- I'm using the same GCE tileset for the northern Europe map, and don't SEE any of these issues. you've got to be doing something wrong with the tiles themselves (alpha or the RGB channels), the data ini, the tile's _hm.bmp, the heightmapscale=, or something. I just don't know. without having each and every tile, and/or the entire terrain in front of me, there's no way of knowing.
  22. thanks for the link dsawan, but those are mk.IIIcs. I need data on IIBs nigel: of course it would be me ask right!!???? BPF is fairly easy, as I plan on resuing the decals from my mod of the old DAT Seafire IIIC, in BPF colors. I know the BEIF used an SEAC style roundel, and white ID stripes, on the IIIC and I'm assuming (oh! that word!!) the IIb as well. Since most of the carriers in the 43-45 timeframe were CVEs, I've been able to run most of them down (name wise) good thing the IIIC isn't ready yet!! Still needs more LOD work, but the IIB is. Just want to have a few more skins for it (oth, they'll be a mish-mash of MTO, ETO and hopefully!!! EIF thanks!
  23. View File SF2 WW2 SEAC Spitfire Mk.V Trop Pak by Cocas Aircraft Factory SF2 WW2 SEAC Spitfire Mk.V Trop Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/09/2014 -- Something for the CBI players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users ™, both for your flying pleasure, and further examinations. This package is for CBI (in particular, Burma and India aka "SEAC") Spitfire V Trops -ONLY!!!-. NOT to be used elsewhere! This is a Theatre Specific aircraft package! The data ini uses the correct dates for Mk V arrivals in India. REMINDER: this is for use =ONLY= in a WW2 CBI-centric mods folder. The Skin(s) included with the package are: No. 615 Squadron "County of Surrey" RAuxAF as based in the Chittigong region of India (present day Bangledesh) upon arrival in-theatre. The Squadron Crest are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As almost all SEAC (Burma/India) based Spitfires were painted the same camo, this reduces the size of the package. Only the squadron codes would need changing. Like the other CAF Spitfires, the skin is in jpg format. All markings are decals, and Decal Randomization is TRUE. The canopy operates via the Standard Animation Keystroke ™, Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. Guns, weapons, etc are NOT included, but the AvHistory Merlin engine sound is. You should have all the rest. When in game, you'll see: Spitfire Mk.Vb Trop (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division- Submitter Wrench Submitted 01/11/2014 Category Spitfire
  24. Version 0.9

    95 downloads

    SF2 WW2 SEAC Spitfire Mk.V Trop Pak by Cocas Aircraft Factory & Co (ver 0.9) 1/09/2014 -- Something for the CBI players -- = For SF2, Full-5 Merged (Reccomended/Preferred) = *Note: having whichever expansion pak gave us the Spit Mk. IX is required, as this mod references the stock 3W destroyed Spitfire* This is tagged as Ver 0.9, as we're sure some minor fixes may be required. We wanted to get it out into the hands of End Users ™, both for your flying pleasure, and further examinations. This package is for CBI (in particular, Burma and India aka "SEAC") Spitfire V Trops -ONLY!!!-. NOT to be used elsewhere! This is a Theatre Specific aircraft package! The data ini uses the correct dates for Mk V arrivals in India. REMINDER: this is for use =ONLY= in a WW2 CBI-centric mods folder. The Skin(s) included with the package are: No. 615 Squadron "County of Surrey" RAuxAF as based in the Chittigong region of India (present day Bangledesh) upon arrival in-theatre. The Squadron Crest are used as the paint chip, as seen on the Loadout screen. This pack makes use of the Brain32 trick of having the skin maps in the MAIN aircraft folder, NOT in the individual squadron folders. As almost all SEAC (Burma/India) based Spitfires were painted the same camo, this reduces the size of the package. Only the squadron codes would need changing. Like the other CAF Spitfires, the skin is in jpg format. All markings are decals, and Decal Randomization is TRUE. The canopy operates via the Standard Animation Keystroke ™, Shift/0. Guns are also grouped, MGs in Group 1, the cannon in Group 2. Guns, weapons, etc are NOT included, but the AvHistory Merlin engine sound is. You should have all the rest. When in game, you'll see: Spitfire Mk.Vb Trop (CAF) on the aircraft selection dropdown menu. This will diferentiate THIS Spitfire from any other MK Vs you may (or may not) have. As always, fairly easy to follow, yet detailed install instructions are included. So, please read them. Good Hunting! Wrench Kevin Stein -for Cocas Aircraft Factory, Prop Works Division-
  25. only in the terrain editor. Gerwin's tool is really good for 'seeing' target areas, generating the planning maps and water bmp, and generally getting the 'lay of the land'. This is NOT a slight to Gerwin; its a fantastic piece of programming, and helps out a great deal with a LOT of things I (and others) do. But, even with all it's faults, I can still do things in the 3W TE faster, and more accurately than the TFD tool. Especially when new tiles are needed. again, without screenshots, we're working in the dark. If you're describing what I think you are, you need to repaint those mismatched sections of the river/sea transition. TKs tiles, well there's no way to put it gently -- suck on a LOT of the tile-to-tile match ups a properly done city-river-to-sea tile looks like the one below. This is were the clone tool comes in handy
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..