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Wrench

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Everything posted by Wrench

  1. artifacts cause by "skin stretching' no fix is possible (yes, I've tried redrawing the lines, and they still blur) we need the MAX files so it can be remapped
  2. DAT needs work, though
  3. it's called (name of gunsight)*** gunsight tga, and it SHOULD be inside every cockpt folder (for aircraft WITH gunsights, and fixed, forward firing guns) If not, let the creators of said mod know they missed something if you still not getting tracers in your "standard" ww2 installs, rename your effects folder, as there MUST be a conflicth someplace. I never use aftermarket effect in my ww2 stuff -- unless I need a nuke or illuminator para-flares
  4. those AN series US bombs, and HVARs, 60# rockets, etc were being used by MANY nations well into the 1960s. end dates are best left alone
  5. pity there's no freeware Cobra's available...
  6. a sub note to the instructions; leeave at LAEAST one player flyable (skyhawk or phantom or such) and one NONE player flyable (Mig21 or such). seems to keep the game from regenerating all the stuff. you can leave the ground objects alone, as the ww2 maps have no call-backs to the SAMs and such
  7. usually, AAF used tracers every 5th round. don't know about the RAF, LW or Japanese what does your 303 data ini say? it should look like this: [GunData001] TypeName=303CAL_Browning FullName=0.303-cal Browning Machinegun Caliber=7.700000 ROF=1140.000000 MuzzleVel=745.000000 AmmoWt=0.011300 WarheadWt=0.000000 Reliability=97.000000 Accuracy=70.000000 AddLight=FALSE MaxLightRange=1000.000000 FireColor=0.150000,0.150000,0.150000 GunFireEffect=LmgFireEffect GunFireSound=50cal EffectClassName=LmgEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE
  8. 450 is a good spacing for rivets, for the most parts. that's what I use
  9. i think so ... since eburger released OpD after I'd re-released this newer version.
  10. what i'm tryin got figure out is the value for 3.5 meters of steel reinforced concrete
  11. you DON'T want to see the whites of their searchlights??? (Savo reference for those not remembering the incidents) with or without cv zones? remember with those 'in position', it will foul up any campaigns (old ones don't work anymore anyway), but newer builds will need to have a different WB without the zones next week ok?
  12. kodiak's map is exceedingly imperfect for Cuba OTC+. the one I made is historically correct. ------------ my apologies on the Yorktown -- I'd forotton her damage and quickie repairs before Midway. the screenie below shoudl reiterate the point. I made it last night, expecting the questions to be raised! the white box outlines the USABLE area within The Wall. But, it should be noted that anything with 50 km OF The Wall, behaves "oddly" Given that all but one of our surface warships (the Fletcher) has more than -at most- 3 working guns, limits their usablity/playabity for surface actions, adding the usn an ijn SAG 'zones' in the Slot would be an exercise in futility -- i can bet real money the damn boats would be sailing over hill and jungle in no time! (and I've seen it! it's already been tested by me) the main problem with how the game engine handles the naval zones, is they're permanent ... and it induces playability issues with naval aircraft being used from land bases ... you'll find your Marines flying from carriers instead of Henderson creating a water bmp, for just shippihg lanes, (which are quite well defined to keep them OFF te land!!) is just the matter of an hour or so's work.
  13. not you Martin, the other poster. you haven't flown it? I'm saddened!!
  14. pinned in the WW2 Forums... http://combatace.com/topic/74835-creating-the-eratheatre-specific-ww2-install/
  15. View File SF2 WW2 French Heavy Fighter/Attack Aircraft Pak SF2 WW2 French Heavy Fighter/Attack Aircraft Pak = For SF2 (Full4/5 Merged RECCOMENDED!) **Note: due to the extensive modifications to the cockpit and data inis, this mod will most likely -NOT- work in 06 level 1stGen game installs. 08 Level 1stGens may have some issues, but this has not/cannot be tested by me.** This pak contains a reissue of Veltro2K's WW2 French Air Force (Armée de l'Air) heavy fighter and ground attack aircraft. These are the complete aircraft, with various/sundry small changes. This pak contains: Potez Pz.630 GC 1/5 Brequet Br.693 GBA 1/51 All skins remain in their original bmp format, with new DDS damage textures. Decal randomization is set to "TRUE".Weapons (French guns and bombs) are included. All the 1stGen Hangar and Loading screens were either rebuilt to SF2-spec, or created new for this package. They are in jpg format. Ini tweeks include (but not limited to) "new" flight models -which, as always need some further refinments by Experten, replacement/repainted/recalibrated cockpits, gunsights, and new AvHistory engine sounds. See "Changes" in the Notes section for more details. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! PLEASE read the "Notes" section for the change list, and other important notations. Also, the Legal Statement has been changed with regards to these aircraft. For those that still have the original releases, it's advised you delete the aircraft and decals folders for them; this pak is desinged to replace them in total. **These aircraft herein are released in "AS IS" Condition. The source files have been lost, and there can and WILL be no modifications to the physical model. They 'are as they is' and you must accept them with this caveat in mind. Any and all issues/problems that cannot be solved via ini edits will exist forever, as new models are unlikely to be created** Happy Landings wrench kevin stein Submitter Wrench Submitted 02/14/2013 Category French Origin
  16. 346 downloads

    SF2 WW2 French Heavy Fighter/Attack Aircraft Pak = For SF2 (Full4/5 Merged RECCOMENDED!) **Note: due to the extensive modifications to the cockpit and data inis, this mod will most likely -NOT- work in 06 level 1stGen game installs. 08 Level 1stGens may have some issues, but this has not/cannot be tested by me.** This pak contains a reissue of Veltro2K's WW2 French Air Force (Armée de l'Air) heavy fighter and ground attack aircraft. These are the complete aircraft, with various/sundry small changes. This pak contains: Potez Pz.630 GC 1/5 Brequet Br.693 GBA 1/51 All skins remain in their original bmp format, with new DDS damage textures. Decal randomization is set to "TRUE".Weapons (French guns and bombs) are included. All the 1stGen Hangar and Loading screens were either rebuilt to SF2-spec, or created new for this package. They are in jpg format. Ini tweeks include (but not limited to) "new" flight models -which, as always need some further refinments by Experten, replacement/repainted/recalibrated cockpits, gunsights, and new AvHistory engine sounds. See "Changes" in the Notes section for more details. As always, fairly easy to follow, yet detailed install instructions are included. PLEASE read them!!! PLEASE read the "Notes" section for the change list, and other important notations. Also, the Legal Statement has been changed with regards to these aircraft. For those that still have the original releases, it's advised you delete the aircraft and decals folders for them; this pak is desinged to replace them in total. **These aircraft herein are released in "AS IS" Condition. The source files have been lost, and there can and WILL be no modifications to the physical model. They 'are as they is' and you must accept them with this caveat in mind. Any and all issues/problems that cannot be solved via ini edits will exist forever, as new models are unlikely to be created** Happy Landings wrench kevin stein
  17. were they 'out of service' by that time?? shouldn't be!! or does the campaign ONLY supply you with Phantoms??? I'd pull the campaing inis and have a line-by-line look see
  18. to be honest, I ALWAYS hated those tiles I used ... even comparing to GE and talking ot CA members that've been there (OIF,etc) , there is NO tiles that really fit the region. Isreal may be the closest; the the open 'desert' regions have always seeemed far to white/bright for my taste
  19. it's obvious that someONE has never even SEEN or flown over the Iran/Iraq map...cause I can tell ya, the guy that built it used that very same map 3 years ago Plus sat imagery, and other references like the Osprey books everything on that terrain is within 5-10 km of real life locations, given the inherent scaling issues of the 3W terrain engine (and original HFD issues from 2005 when the map was first released)
  20. yup, it is. just use a decal for that, leave the others painted on. it happnes a lot on curved surfaces (sometimes, even with declas, too! --exmaple, F4F wildcat)
  21. listing badly to port (and starboard!!!) ... better the the DC guys busy on counterflooding!!!
  22. and as far as I can tell, all the terrain objects (lods for the various buildings used on terrains) and the ground object lods (tanks, ships, etc)
  23. trust me on this ... the only 'viable' locations are east of Tulagi or east of New Georgia -- this is due to the existence of The Wall (80 km border around the map edge), and the fact the IJN commited NO CVs to Solomons defense -- all IJN/IJAAF aircraft were based on New Gerogia, New Britian and New Ireland you're hisotry is a littel off ... Lexington - sunk at Coral Sea (not actually on this map) Yorktown -sunk at Midway (another map) Wasp - ambushed by sub in the general vicinty of solomons (maybe on this map) Hornet - sunk during battle of santa cruz -(on this map, but it just won't fit) the NA CV zone coding, as compared to IcelandNA, requires an area covering apprx 1/2 the map, for either side. (look at the IcelandNA water bmp -- that's how the coding is uspposed to work ) using the 'zones' as we (ok, I) have, actually allows the shihps to wander all over not just within their specife areas Play the Persian Gulf map, and youll see what I mean you'll problay find several fleet formations in the Omani desert
  24. bmps, tgas, lods (which are no longer accessable) MUST be in the destination terrain folder, IF said "additonal" terrains does NOT reference the original (3W) terrain cat where said items reside. But yes, if one knows the stock terrain cats inside and out (like someone I could name) it WAS doable at a time to be honest, the Desert terrain only exists are a 'testing ground' for objects ...it's truely a worthless piece of (un)real estate
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