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Everything posted by Wrench
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I wonder how many times a year will the same fantasy keep being re-stated. Time to move on people. The game is what it is -- it will never be better or changed or updated or improved, internal code-wise. Lets just keep building the best mod add-ons we possibly can, with in the confines of the code. I think this thread is just about done.
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are we NOT noticing this statement ????? DummyComponent=TRUE
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how about testing the easiest way possible: simple rename or delete THAT mods folder, run the exe, run the game, set up your controls -DO NOT ADD ANYTING!!!!- and see if they start working again??
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over the years, this has been discussed. we suspect the limit of aircraft per mods folder may be 999. I've go one mods folder with well north of 500, and never had a problem
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It happens, the reason 15 years ago I wrote a tutorial on "having 2 aircraft named the same" and how to keep them seperate. hint: as you've discovered, unique names
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seriously? Did you notice the DATE of this thread? 2012??? So, you can probably bet it was "made for personal use" and never uploaded
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SF2 McDonnell F2H-2 Banshee (KAW) by Veltro2K
Wrench replied to Wrench's topic in File Announcements
yes, we tried everything. it's even stated in the read me. physically, the hook does NOT have to touch the deck. the length parameters are in the data ini, so that's where the "contact' happens. There are even aircraft here, dating back to 1stGens that are carrier capable, that don't even HAVE hooks on the physical model, that catch the wire just fine. so ... there ya go -
in the cockpit ini, look for anything releated to "Head" or words to that effect
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Interestering I assume (oh! that word!) there'll be a drop down, like in the TE for selecting the type of solid object? (the differing buldings)
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I'll almost bet the root cause was a missed number someplace in the terrains' data ini of tile listings. I've seen something similar in the TAE, when a number is missed in the _types ini AND in the targets ini; for instance, a target area item listing will still show the items in the TAE, even after the break. On the target area view pane in the TAE, you can see a break, but the later listed items. Same for the types ini, although thats MUCH more rare; it usually won't show a broken numeric sequence, but stops at the break at least, that's been my experience
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Alexis: when you delete (or re-delete) the unneeded aircraft leave ONE each of the later model Player Flyable (tm) and AI. What I do, for a period specific install is leave one of the Skyhawks and the MiG-21MF. I've never had the "others" respawn by doing that. (that's how I have all my WW2 installs). Try that and it should work fine!
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Connecticut has a completely different tail design; and were all in NMF/ADC gray (serials are placeholders)
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did you add the appropriate lines to the 23's main ini???
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can you tell us the steps you took, one by one, to install the mod?? Right now, we don't have enough info to help out
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well, shit. the one I have the "c" model
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almost all the AI aircraft are missing that engine data. I even check an old extracted WoE 08 level data ini, and it's not there either. I think it was assumed (!!oh that word!!!) that the AI birds would be left that way, as simple targets, and never would need them. If one REALLY wanted to finagle those statements in, I'd find an engine fairly close in thrust, and just use those (mystre IV, F-100A, etc) and see where it takes you
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you mean Zur's old model??? It's not in the 1stGen downloads??? I know I have it, give me a few days. Lots of serious personal real life (tm) issues with the wife health right now ....
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Anti-Radiation missiles from bomb bays?
Wrench replied to macelena's topic in Mods & Skinning Discussion
if you have the SF2 weapon's editor, yes. it works -
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Anti-Radiation missiles from bomb bays?
Wrench replied to macelena's topic in Mods & Skinning Discussion
Found it... it's a mod of Pasko's 1stGen Hustler -
Anti-Radiation missiles from bomb bays?
Wrench replied to macelena's topic in Mods & Skinning Discussion
I guess you haven't tried the SEAD version of the B-58 I did, like 10 years ago. Based off the #6 ship from "FailSafe" (movie and book). They're externally mounted anti-radar missiles (4 of them), with a special (weapon) touch. I'll see if I can't find the link again ... it's been a (quite) a while. As to your ARM armed Stratojet ... my suggestion is to clone the original bay/hardpoints for ARMs only. See if that works. A hell of a lot easier than screwing around with the 'main' bay. Also, by default, iirc, 32 is max number of "carrying items" for any single station
