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Wrench

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Everything posted by Wrench

  1. purely an End User ™ choice. most of us have all 5 mods folders, and usually keep only the stuff that's pertinant and specific to that theatre (particularly for SF2V and SF2I), but have ONE that's an "all is everything"
  2. HasArmor=TRUE ArmorType=Titanium Armor[FRONT].Thickness=500 Armor .Thickness=500 Armor .Thickness=500 Armor[REAR].Thickness=500 Armor[TOP].Thickness=500 Armor[bOTTOM].Thickness=500 do that for ALL components (wings, fuselage, tail, et) and all control surfaces (ailerons, spoinlers, rudder, elevators, etc) increas thickness to suit
  3. is that overall green? should be in the A pak. if camo, no. BUT... the templates are in the pak!!
  4. as said, they mostly exist already. what is needed are REPLACEMENT, freely available no-strings-attached versions of those no longer freely available note to self: bug cocas about the spit 5.....
  5. Melbourne is it's own self, so it should only have it's one number
  6. well, honestly if you're using MY terrain, it's designed with a 100 year operational life span ... not just the historik Korean War, but anything after. and yes, everthing get added back every time you add ANY stock 3W item. Add a DLC and see happens ... a real bitch and half for us WW2 players too. But that's just the way it is, and we learn to adapt to it
  7. prolly not, given the length of time that's passed
  8. if it's DAT, only from them ----------- I have a working waterbmp, with carrier station for Modern Darwin, if you want it paulo
  9. flip lat and long setting if necessary might also help to know WHICH terrain? kinda diffucult to diagonse with no informaton...
  10. all the decals fro the P-61 will be the ones I did for the original relaeas ... serials are matched to the nose arts, 98.6% historically accurate
  11. if you look at the Saint Nazaire basin, that LARGE square structure to the west end (left side of image) IS the sub pen
  12. if you're talking about the "Flying Frisbee", it's been out since 2007. a search in the aircraft downloads section will turn it up
  13. some discussion, never really started. it was about the time the DAT left the general community, 2009ish?
  14. look in the downloads (what if) for the A-12 Avenger II. I did it up a few years back. FM does need tweeking, but would be a good starting point http://combatace.com/files/file/12280-a-12-avenger-ii-by-rhugouvi-for-sf2/
  15. one also shouldn't forget our members in the region; expecially when he's doing a bang-up job on skinning Veltro's 262.. I'll have to import a nice house for him (cheatau?sp?) This one's for Coupi (and it'll add at least another week....this exists at the -one time- southern edge, where the water started. now heavily retiled several hundred KM inland to accomodate the city and remove visual oddites) now the question ... during ww2, were there bridges across??? If the 2 sides are too far apart, blame me. thoe are sea-2-city tiles, as opposed to city-river tiles. If need be, that can be fixed!
  16. or blastshields, like I did on the Mississippi and other rivers on the MidWest USA map. if you look around the drydockd DD, you just see the 'train siding' lod repurposed as the lock edges (at the foot of the cranes).
  17. if you can type text here to post, you can edit an ini
  18. says the Tile Master!!! (actually, might be as little as 15 tiles, and most are various seaports) == looks a bit better when populated...(yes, the drydock is operational, unless one wants to believe the ship in it is HMS Campbeltown)
  19. OUTstanding!!
  20. ok, here's the basic layout for Saint Nazaire...minus the Joubert drydock (and other small details) Now, it IS possible to 'build' it; however, but since no physical object exists (or even comes close) to a drydock, it'd have to be done by repainting the concrete mole section, just to the right of the large building into 'water'. I could make 'gates' using one of the thin "plattform" objects like I've done on many others. But the drydock will constantly be a 'wet'dock. Or, simply not do it, and leave the tile as is. Thoughts? (also, this and the other 30-odd "special" tiles will be the overpowering reason as to why you'll NOT see the EAW Euro retiled to GermanyCE & 4 seasoned)
  21. right on Allen! either him or Turtledove, eh??
  22. or, HasRWR=FALSE does the same thing
  23. judging by the total LACK of terrain objects, you have the cat pointer line NOT looking for the proper tarrain cat. iirrc, that ancient terrain needs the desert cat. should be something about 'the terrain cat pointer line' someplace n the Knowledge Base
  24. Moved to the correct Forum -------- ALWAYS check the SF/Wo* Knowledge Base -- your answers are there http://combatace.com/topic/9323-adding-weapons-to-sfwovwoe-a-tutorial/
  25. ahh....then you AIN'T in WW2, my friend!!
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