Jump to content

Wrench

ADMINISTRATOR
  • Posts

    28,233
  • Joined

  • Last visited

  • Days Won

    184

Everything posted by Wrench

  1. No. They are Dev A-Team birds, and are availble at Capun's site. Don't forget, you have to register first. BTW, the NF13/14 aren't finished -- they're to be considered betas still. I have the both, and kinda stopped working on them a while back. (meaning I never finisehd the decals for the RAF NF.13; the IDF NF.14 is basically done, but needs some model tweeking of the lod -- big divot on the nose, but other than that....) There are various versions of the F.3, F.8 (EAF and IDF) available ... if one knows where to look (actually, the IDF F.8 never got released; since it was only an ini edit to create the 'country specific' version, using Gramp's IDF skin - which I've since repainted, cleaned up and fiddled with, and redecaled.) Also, you might want to have a peak in the Knowledge Base ... I've resurrected the "Big List" thread that has (well, mostly up-to-date) listings of what's availabe for aircraft, ground objects/ships, terrains and etc. Worth a look. Wrench kevin stein
  2. So....after 20 minutes of downloading, and then examining the contents...tell us, what's different with these from the ones we already have??? That little blurb above don't say much....in fact, it tells the end user nothing usefull towards install procedures. The historical background was nice, however. Also, where is the readme file???? ... that little text file nobody reads, that explains the install procedure, which weapons pak to use -if any, credits to whomever built the original's....sources used, etc, etc, etc....I see a lot of people's work in the various files; it'd be correct to list where they came from The loadouts also look no different from the 23s & 27s already listed in the KB's 'Loadout & Fixes Threads', with the exception of the Indian variant. Even though most Modelers/Modders are signatories of the Freeware Pact, folks still need to have them listed in a readme for the end user to see. -- that's a site policy!!! Don't forget, there are some people that DO NOT want their files used, without permission, in other work. Other Items: Missing the engine sound files, missing LD tgas....making this somewhat incomplete, doncha ya think??? All in all ... a package this size should have everything inclusive. In fact, it could have been pared down substantially, by only including 1 cockpit folder, and having instructions in the (nonexistant) readme to copy it over. I'd have suggested releasing each aircraft as a seperate download, so the end user could pick and choose which one they wanted. Obviously, most folks are probably going to get them all, but it might have made things a bit easier. Wrench kevin stein
  3. Now, THAT's what I call a readme!!! Looks vaguely familiar though.... Nice to have another Zeke to shoot down and/or fly in. Wrench kevin stein
  4. That would be great! Finally get them sorted out. Always wondered just WHY we never had the tank. At worst, we could cheat and "borrow" the lods/bmp/ini/whatever from WoI. Wrench kevin stein
  5. It's not a strange thing at all...it's how the game engine was designed. If you look in my loadout threads in the KB, some of the aircraft are set to pre-load later versions, for instance the 9M. If you choose to fly a mission on a date before the M winder is available, the Game Engine will load an earlier version of the missile, say an 9J or 9E It also goes in the opposite, or 'upwards' direction as you've seen.....say, for example, our F-4S (Late) is set to load 9H...you fly a mission on say, 1990, you might find it has the 9M. The engine loads the most 'date appropriate' weapon from the time frame. As Fubar said, ground objects are different, as they have no loadout ini, just fixed weapons loadouts as per their data ini statements. Wrench kevin stein
  6. Not looking very hard, are we?? From the stock WoI weaponsdata ini: Re-read the statement: It never existed.... at least not in WoE As for the rest, as pointed towards the KB, the cheat is using the Su-7 drop tank. There's a whole butt-load of tweeks for Floggers in there, using the bunyap pak. If you're using the TMF pak, no adjustments to the "AttachmentType=" line is necessary. There's a WHOLE 'nother thread for TMF Weapons Pak Fixes. Go spend some time over there, and see what's what. Wrench kevin stein
  7. Both the S models work perfectly fine for me. (S and S-Late) Chaff/Flare dispenser locations come from the original F-4G WW that's at C5's site. Easy ini edits. As to using the Sparrow M, I don't think they were ever carried on ANY Navy Phantoms (although we'd need 531_Ghost to confirm this, as he worked on the real ones) Have you looked at the weight differences?? Max Length and Diameter?? As far as I know, looking at my versions, they are loaded correctly. (the only thing 'not' correct is I have them carring the SUU-23 gunpod, which they didn't on carrier ops) Wrench kevin stein
  8. Remeber, it's NOT the folder with the pilot bits, BUT THE INDIVIDUAL ITEMS THEMSELVES - BMP, LOD AND INI that goes into the Objects/Aircraft folder Look at the file structure AGAIN in the screenshot in allen's post -- you'll see how it's done Wrench kevin stein
  9. It never existed.... at least not in WoE. If you'll check the Bunyap Loadout Thread in the KB, you'll find a fix for that. However.... it DOES exist in WoI. Wrench kevin stein
  10. Hmm...me thinks I might have hangar and loading screens for that sitting here, looking for a home! WRench kevin stein
  11. That's any easy one -- he's playing Strike Fighter on it!! Wrench kevin stein
  12. Do you get an error message??? Do you have all the necessary WW2 ground objects? Do you have the WW2 modded nations ini? Do you have the weapons pak installed (for the WW2 weapons)? Also, you'll probably want to split that install -- one PTO, one MTO, one BoB (ie: one EAW Euro + the BoB). Otherwise you'll have Claudes flying over Malta! Wrench kevin stein
  13. The WW2 installs have a nice sound of a Merlin starting up ... nothing like that (unless its an R-2800!!) I wonder though, couldn't a sound be assigned for a specific aircraft via main ini edits??? Like: or something similiar??? Just a wild thought!! Wrench kevin stein
  14. Cool!! I like your version better than the Tiran I did; it's in the rebuild of your Isreal2 map. At least you got the MG on top dialed in better than I did!!! Thanks! Wrench kevin stein
  15. bringing this up where I can find it again, to sticky it wrench kevin stein
  16. I'd watch out for that runway postioning....those hills are a little too high and a little too close. The AI has problems when landing near 'mountains'. Ran into this several times too many in SoCal, ASW, Modern Darwin, the WW2 map rebuilds, and now in the Libya rebuild. when they 'stack up' on their landing approach, they'll may fly right into them. Might want to 'lower' them somehow (perhaps by extending the 'flatten airfield' area by 3-5 km). Even in not geographacily accurate, it'll keep them from crashing on landing. Wrench kevin stein
  17. It's a Dev A-Team WIP. Check with Capun over on his Forums Wrench kevin stein
  18. Really love the little details, all the placards and such. AND the personalized aircraft!!! Great work, Mike!! That LORAN rack will go nicely with the updated D's for Iran, too..... Wrench kevin stein
  19. MiG-25BM Foxbat-F {SEAD variant} by Team Foxbat. This post was originally to help out another member get the loadout sorted, but I thought it'd be a good idea to add it, so it dosen't get lost in the shuffle. The fixes herein will also include adding running and landing lights. I've moved the hardpoint around a little, and addind a 'stand-in' drop tank, as the 5500 liter version has never materalized. So, without further ado... data ini: Loadout Ini: Lighting Fixes: Note, these same fixes can be applied to any of the other Foxbat variants, excpeting perhaps the 2-seater. I haven't looked at that one yet. In the FUSELAGE section, add these SystemNames LeftOuterWing/RightOuterWing seem to already have the SystemName listings. In VertTail1, add... And in the empty //Lights section...add this junk below. And that should pretty much be that. Enjoy! Wrench kevin stein
  20. Yet another interestering development!! Mine were all tested in WoE!!! You got the bunyap wepons pak in, right???, Cause the Kilters aren't n the TMF pak. Easy enough to add, of course That weight will also allow for the other Soviet ARMs too, but they all have pretty much the same operational years, so mine defaults to the Kh-58s (as pointed to in the loadout ini) On a side note, whilst fiddling with this, it seems the smaller ones (Keglers?) can be loaded on some Fishbeds, along with the Su-17/20/22 (and the as-yet-to-be-seen) Su-24 and 25, and some Floggers. According to Yefrem Gordan's book Wrench kevin stein
  21. Nice!!! Reggio Calabria is 'aka' Tito Minnitti. Wrench kevin stein
  22. the 'factory5' object is a small cylindrical tank laying on it's side, with a support structure (like a propane tank). It also as an emitter for a small smoke stream... I renamed it 'cryo-storage tank', like for LOX or LNitogen, kinda thing. Had a picture of it, but can't seem to find right now Wrench kevin stein
  23. Tannethal: thanks for that, it's a big help to us terrain targets guys!! Wrench kevin stein
  24. Hmm...that was intrestering, as the Chinese curse goes. This is the stock, as issued loadouts, 500 kg max....here's the loadout screen: You'll note there's nothing listed, yet the hardpoints most definately have something loaded, as shown by the black dots. If they're colored in, the weapon has loaded. That shows that the weapon itself weighs more than the 'allowed max' of the hardpoint. In game: Kilters are most definately there. You'll note my experiment with the Su-7 tank. It's been replaced. Fiddlling with the max weight gave, like a I said, some 'interestering' results. 500kg, as seen above. 600kg; the same thing. At 700kg; you'd think that'd be more than enough, the hardpoint disappears....nothing can be loaded. So, I says to meself, lets split the difference. The missile weight 650, 700 makes the HP disappear, lets go to 675.... That seems to do the trick...I've also switched over to the 800lt Fishbed tank. I moved the hardpoints around, fixed the 'StationFT' callout. So. here's the weapons stations for the data ini: And your new loadout ini. Note, I didn't do anything with the centerline bomb stations. I figured it would need the fuel tank more. I have a lighting fix; don't remember if I ever posted it in the KB or not...it's off the 25PD, but as they all share the same physical sizes, it should work. In the FUSELAGE section, add these SystemNames LeftOuterWing/RightOuterWing seem to already have the SystemName listings. In VertTail1, add... And in the empty //Lights section...add this junk below. Be sumping like this... The wingtip light may need moving inboard a cm or so...it's close enough!! Wrench kevin stein
  25. Hmm....mine is already set that way. 4 Kilters, no tank. Have to fiddle with that DT, too. Wish we had that damn tank!!! Let me refly it, and get back to you. Wrench kevin stein
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..