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Wrench

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Everything posted by Wrench

  1. actually, the sub-folder in the mods folder is just called /Flight
  2. you CANNOT use SF2 data in SF1, and vice versa Period all the nodes are different
  3. Thank YOU!!, Centurion it pains me greatly to see the sheer amount of double work that goes on around here.
  4. Full 5 Merged, with BOTH expansion paks My WW2 mods folders are all built from SF2NA exe, as the carrier coding is MUCH needed!
  5. nope
  6. the best way, while not perfect, IS to use the game generated parked aircraft. By use of Limited Nations on a specific terrain, you do lilmit what gets to park in the transient spaces. new one ARE easily added, but simply aren't worth the extra work (and sometimes, even WHEN plotted, the frakking game engine won't use them) the only thing truly adjustable, is the percentage chance. and why is this in the 1stGen Forums???
  7. as per your request in the Screenshots thread (which is getting too frakking jammed up with extra BS that's not needed....) the terrain: http://combatace.com/files/file/14002-ww2-europe-terrain-for-sf2-aka-eaw-euro/ targets fix it: http://combatace.com/files/file/14032-sf2-ww2-eto-targets-fixit/ I guess just clicking in the SF2 /Terrains downloads, and browse didn't work??
  8. not to MY knowledge!!
  9. the splinter paint job looks reaaaaaaally good on that!
  10. one of our PR Spits caught this odd place outside of Kiel....
  11. try this layout, just remove the ActiveYear= lline also, don't forget the "data link" the sam radar TO the SAM (I'm assuming it's the Natter?) add the NetworkType= to the natter as well also, in 'built' missions", sometimes the game engine will NOT generate all the units of an AD battery; in particular SAM sites. This is a known issue, and has been for QUITE a while (maybe even as far back as the 08 patch. Drives us targets guys bat-shit crazy!) EDIT: in the types ini, the Natter would be listed as SAM_Launcher. in it's data ini, GroundObjectRole=STATIC_SAM
  12. the amount of SAMs (or any air defenses for that matter) are set in the terrain's _targets.ini. If said _targets.ini has NO SAMs and their associated radars listed, none will generate.
  13. should be this one: http://combatace.com/files/file/13095-ww2-nations-formations-inis/
  14. nope, I meant THIS one....
  15. you have to OPEN the cats with the extractor, scroll until you find the wanted find, then extract. it'll create a separate folder (wherever you have the extractor pointed to) of the original named folder (think of it as a copy). From there, you can copy out the file and place it wherever it's supposed to go. Now, OTH, having spent the last 10 minutes going through all the cats in the core install's /Flight ... I can tell you we got fucked again... like the RWR lst, they no longer reside anywhere we can locate. (like ALL the lods, probably residing the locked-out ObjectDat002.cat One may have to extract them for a 1stGen MissionData.cat
  16. we have ILLUSTIROUS, albeit minus moving turrets. (along with Victorius and Formidible in there -basic- ww2 configuration) there's plenty of gun mounts, even if they don't move. You should be able to 'fake out' the game engine by adding the weapons to those approximate positions. We should also have a 4.5in around someplace...so you could convievalbe have both them and 40mms I remember that Hinch said years ago, even his Eagle is 'not quite right'
  17. (cough) Panel Finder (cough)
  18. could be an airfield that's not fully flattened. Are the runway ends/center 'normal' looking? which one? (of course, I'll have to find the archived TE zip that's got the Libya stuff in it ...) If the rest of the airbase is ok, I'd just ignore it
  19. if it's like everything else, 999 would be the max
  20. on the way!
  21. of course I adjusted the lights! In fact, I had to dig out my DVD of "The Big Lift", and watch it today!! The only thing I know of with enough visuals on the Skymaster. (since I don't have -or even know!- if "Fate is the Hunter" is on DVD) so, it's based on xyz, x being body length y being wingspan z being height (fues bottom to fin top??) but are the points based on the "world center" of the model, or something arbitrary, like CG positioning? I shot a pm to Veltro, and asked if he can find them in MAX in any case!! (my math really sucks!!
  22. As in "Flying The ..." (for those NOT in the US, it's a TV commercial for an insurance company)
  23. veltro's C-54
  24. looks like I have to retargeting to do for the WW2 Euro terrain.... (and _types ini editing, too. but that all be easy! since a placed a 'fake' Freya ... a simple /Objects replacement) those are looking OUTSTANDING Raven! We've needed those axis radars for a LONG time!! I have the Schiffer book on WW2 German radar systems on PDF, if that's any help!!
  25. how does one plot these? Are they set in MAX? simply put, I'm having an issue with bullets passing through the aircraft, as the data ini used "another" aircraft's setting for Min Max Extents and Collision points (the extents had to be commented out to get the free camera close enough to inspect lights, decals positions and panel lines. Even so, they're waaaaaaaayyy off for THIS aircraft) while flight testing, to make sure the damage textures works, got bounced by 12 enemy spitfires, and they expended their entire magazines, with the bullets passing THRU the aircraft. I know the destroyed model works, and I flew into a mountain to check it ... so, help and advice needed! tia!
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