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Wrench

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Everything posted by Wrench

  1. the fishpot's gonna need some work ... dragged the drop tanks on take off, caught fire and BLEW UP!! (need to find a better cockpit --suggestions??) It's also MISSILES only (Fishpot B) --and we get new AA-1s, too! the Spit 22 come with Syrian and Egyptian skins/decals (in Arabic). the 'merlin' sound he's been using NOW has the correct engine (Griffon) for it's use! here's the FR.XIVe ... all the others look pretty much the same
  2. my pleasure, my friend!!
  3. GRIFFION Spits!!! I was just wondering about those the other day... needed for late WW2 and "others" ok, he gets me for those! and an Su-9??? interesting!
  4. ship collision meshs displaced?
  5. here ya go! Elvira is at the 0/0 position
  6. well, I used your values, Wilches, and it got WORSE! Of course, this on my data ini posted above, 5/13 patch. Mains and tail wheel were above ground, in fact the aircraft was level with respect to the ground, then dropped. Went back to my originals, and all I get is slight chrip. left the prop at YOUR values, however (just in case! ) maybe moving the CG to -0.50, and keep experimentating? Usually what I do, is .25m increments in (whatever) direction. Time consuming? Hell yes!! Raven, is the aircraft's world center 0,0,0?? Wish we had something TK-ish to compare with, like his Spits or mustangs
  7. doesn't changing the prop diameter change the engine performance curves? or is that only for "collision" calculating?
  8. absolutely!! much EASIER that way!
  9. I can do the ww2 stuff; nobody knows "what goes to whom, when" better than me for that i'd suggest adding a USNavy section as well I DO like the idea of MB being a moderator; he's been doing pretty much the job for quite some time!
  10. wilches: have you TRIED the data ini I posted above??? give it a shot, and see what you think (after all, you are one of the ex-EAW dudes)
  11. really. over a YEAR ago, after the July patch, I asked why the 'expanding borders' trick by modifying The Wall limits was locked out. (yes, it don't work no more) Never received any answer. in the Support Thread, just last month (iirc) a customer was complaining of install issues. HE never got an answer. personally, I think we're on our own
  12. raven's original skin, with some dirt added, and my 112 squadron decals (as you all know how I HATE wasting good decals...)
  13. forgot the mention this is JUST for the USAAF version. I haven't installed the MTO RAF one yet!
  14. View File SF2:I IsraelME Movements Ini Tweek SF2:I IsraelME Movements Ini Tweek = For SF2 (Full4/5 Merged RECCOMENDED) *Designed for use in the standard/stand alone SF2:I Mods folder (suggested usage). But will work in all versions of SF2 with the IsrealME terrain.* **This mod =WILL= work in 1stGen WoI, but End Users ™ will have to 'save as..' back to ANSI formatting. The ini herein is in Unicode** This pak contains a major expansion of the movements ini for the stock IsrealME terrain. 16 new routes have been added, mostly truck routes within Isreal itself (giving the Red Side something to do), but a few in the Sinai, and an additional shipping route or 2. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Good Hunting wrench Kevin Stein Submitter Wrench Submitted 06/09/2013 Category Environmental Mods  
  15. 243 downloads

    SF2:I IsraelME Movements Ini Tweek = For SF2 (Full4/5 Merged RECCOMENDED) *Designed for use in the standard/stand alone SF2:I Mods folder (suggested usage). But will work in all versions of SF2 with the IsrealME terrain.* **This mod =WILL= work in 1stGen WoI, but End Users ™ will have to 'save as..' back to ANSI formatting. The ini herein is in Unicode** This pak contains a major expansion of the movements ini for the stock IsrealME terrain. 16 new routes have been added, mostly truck routes within Isreal itself (giving the Red Side something to do), but a few in the Sinai, and an additional shipping route or 2. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! Good Hunting wrench Kevin Stein
  16. man, I gotta say, that has one of the, if not THE best cockpit's I've seen in like, forever!! (sorry stary!) but, I'm (well, was) having problems with the AI controlled wingmen mushing into the ground on take offs. So, I located a 'like sized' aircraft, and used those aerodynamic parameters. it seems to have helped greatly. mind you, it may be 'better' than real life. this is just a quick and dirty fix (engine power is also upped - maybe too much) so, here's a attached zip with the "newish" data ini, a destroyed model, and the new sf2 'box art' hangar screen. Also the AvHistory Allison 1710 engine sound. canopy was switched to the Shift/0 animation key (sorry brother R!) BACKUP THE ORIGINAL DATA INI FIRST BEFORE INSTALLING THIS!!! PLEASE test and report. there is still some bounce and the 'tire touch' sound at mission start... I just don't know what's up with that. frakking 5/13 patch no doubt
  17. ed, you want the mushroom book on the Jack??
  18. ok, I don't see any major changes, other then the addition of _water.bmp and -get this- _location.bmp in Desert, Germany, Vietnam even better ... the location bmps are NOT in any of those 3 terrain cats. Germany, desert, Israel all have _water bmps. VNSEA does not Unless they got locked away, my only other conclusion is they got forgotten! SG: terrains SHOULDN'T affect the gears, but something most definitely is. It could be the pivot for wheel axle we've seen that before on 1stGen models in sf2. As to the long take-off runs, to me is seems like some birds are either not developing enough lift or have too much drag. I just don't know. In the new WWW DAT PTO terrains, Edward has added this line to them main ini: TerrainType=TOD_BASED so, I added it to the New Guinea terrain's main ini: give this a shot and see what happens. I've no f88king clue what's causing any of our 'new' issues with terrains.
  19. so here's the question .... how the hell DOES one get back to the 7/12 patch after executing the 5/13??? After all, it patches ALL SF2 exes, with means ALL have to redone back to 7/12 delete EVERYTHING (backing up mods folder of course), and reinstall fresh all the game exes?? I've never understood how I read/seen people say that they one exe/mod folder at some earlier level, and others at the latest
  20. maybe some terrain cat ini extraction is warranted, to examine them for any changes.....hhmmmmmm
  21. 23rd FG is china right?? I know very few Ds made it to mainland china (some did, though) have to check the source books and C models are just B models built at the NAA Dallas plant. BOTH B and C models in the ETO & MTO occasionally got the Malcom hoods
  22. 99% of those were never activated; all the FAC calls (expecially from ground forces) are left over from 1stGens; like WK said, FAC no longer exists
  23. yahaaaaooooooooo!!!! thanks Raven!
  24. what's the pivot point's axis on Foxhound's rudders? Could be fixable-only-in-MAX issue.
  25. my hat's off the spillone! deleting the data inis from the spit and mig15 in SF2I fixed the problem. Good catch my friend (which explained WHY my WW2 ETO ones worked -- new data inis!!) well, that's one down (actually 3..but who's counting) note to KAW users: extract new MiG-15bis_Data.inis, and put into the Fagot's folder in you KAW mods folder
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