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Wrench

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Everything posted by Wrench

  1. Lloyd: already in game with the semi-approiate weapons (hint: use WP, and FAB100 or...start importing via the new editor. NOTE: DON"T do a merge import...do it the old fashioned way, each single weapon) Your 60lb rockets already exist in the bunny pak == look for EYG 60lb. You'll still need the slipper tanks. All my earlier WoE Mid-East Wars stuff in already updated for WoI (loadout wise). Another quick pointer: all the Arab Hunters loads are porked....switch them to "WP", and use Soviet weapons; FAB250, UV32. Fuel tanks work ok edit: the vampire tanks use the tank_400_mig17.bmp Wrench kevin stein
  2. Yes. "Sams.bmp" "Drop_tanks_WWII.bmp" Wrench kevin stein
  3. I think I mentioned that a couple of posts up...all the stock WoI Floggers are wack. The F6 view has been active since day 1 in SF...you could always scroll through the all the aircraft in a mission. Now, in WoI it adds the parked aircraft to the 'viewable' list. Which, btw, do not have a fixed destroyed model for airfield strafing...they just disappear when they blow up, leaving an expanding cloud of vapor...and no wreckage Wrench kevin stein
  4. And then you'll loose all the weapons; wont have anything but a gun and drop tanks. Basic premise everyone ALWAYS seems to forget...including TK (look at the Hunters in WoI - pull the data and loadout inis...) You Cannot Load Friendly Weapons On An Enemy Aircraft Hence, the need for 'nationalized' weapons added (originally) in the Bunyap Pak, and hopefully soon to the TMF Pak. It'll also need the avionics tweeks to give it the new GM radar Wrench kevin stein
  5. to the cat question, the simple answer is NO As to the terrain cat pointer, YES, but you'll need a tile set, as WoI uses a different naming convention then SF, WoV and WoE. As to the cockpit question, say you need the cockpit side bmp for the F-100 (as its used for the Saar and Sambad pits -- btw, this was covered in the Official WoI mini-forum - as someone had already asked the question) Open you WoE objects cat with the extractor, and pull out any files pertaining to the F-100's pit. I think it's about 15-20 files including the lod. Drop them into the Saar's cockpit folder - which you'll probably have to create. Took me all of 2 minutes to do it... Then, you can d/l the hi-rez Hun pit from here, and just drop the new bmps into the cockpit folder. It couldn't be any easier. Wrench kevin stein
  6. I'd suggest having a look in the WW2 Axis planes section; you'll find a little update for the Betty I released in January...I belive your question will be answered in there... Wrench kevin stein
  7. Actually, guys. I'd hold off a bit...continue to use the overly bloated Pak as it stands.... When the new patches come out, EVERYTHING in the old pak (Bunys and TMF) will need rebilding. I know the TMF Pak is probably NOT going to support the WW2 stuff (which is ok), so eventually, a new one will be needed. The problem goes back to years and nations availibitlties...Buny had 'era specifc' paks, the concept really didn't work out. Now, mind you, for the 22 or 23 of use using it for JUST WW2 stand-alone installs, it may be a good idea to drege back up. Been experimenting with a 'Historic" WoI install, 1948-present and beyond. The props FMs are also going to need a major revamping; importing the needed ww2/post war weapons for Isreal and the Arab nations poses no real problem...they seem to work a little better actualy...but it's still kinda early to tell. Wrench kevin stein
  8. There's a Plane Jane P-400 there...it's just 1024, or whatever Wolf's stock template size was. It actually COULD use redoiing...never did like the panel lines. Gramps had a few P-39 skins that used for it. Wrench kevn stein
  9. What's the operational year fro the UAE block 60 (?)...bet it's beyond the general usage years as set without modding them in the options ini.... There's the "Arab Nations F-16" here in the d/l section, but again, it's beyond the stock year set. It also won't work right now with either weapons pak, as it carries 'friendly' nations weapons. I'm working on getting it set up with new loadout to use the TMF weapons pak. More later Wrench kevin stein
  10. Actually, your questions DO show you're reading the read me. Probably one of the 12 or 13 that reaaaally do! I don't take it as nit picking. It's refereshing to see folks actually going over the file structures, learning how and why things work and gaining an understanding, as opposed to decrying "this s**t don't work...this game sucks" The GO 'suggestions' are for use in having them show up in CAS and Anti-Slip missions. You'll notice the parked vehicles at the various army camps are just the stock ones. The ship entries (other than the missile boats) are left pretty much as Edward built it for WW2. I just like to have lots of things to blow up.... One day, I'll really mess with people, and have not one single stock item placed on the map, and not include them!!!! Or even tell them where to find them. Yah, I'm that way.... Wrench kevin stein
  11. oppps... that was my gunless mod of Capun's ship. I guess I forgot the release it. Same for the barges; they were supposed to be 'docked' as some of the enemy ports, but I decieded not to use them. Forgot the remove the entries. It won't hurt anything. Leastways, not that I've experienced. I found lots of stuff on some of the WW2 maps, that either never appears, or is just floating around in the terrain folder. (there's a bulldozer lod in the PTO terrains, the stock ones -- never could get it to appear, even after creating a new skin bmp for it) As to why it's entered twice; (ModelName=) I'm not exactly sure of the real reason, but I've seen it with other GO's used as terrain objects on other maps. I think it makes double sure that the proper model shows up. Using, in this case, the Guidelines, as a types object, assures they're arrival. They'll remain usefull for their full operational life. I'm going under the assumption of a 'cheaper' SAM (easier to purchase for these countries). You'll find plenty of other set to just "SAM_L"....had FC's Gammons show up yesturday morning during testing...which was quite a surprise for my Mirage pilots - me included! Also, was trying to stay with as few 3rd party units as possible, to make it more usable for those without the additional air defense units. Of course, that didn't include the Stinger and HAWKs...what with Western AD getting the smelly end of the stick...that's one thing that REALLY has never been addressed from The Manufacturer... fortunately, we've got the add-ons Wrench kevin stein
  12. So, what was the fix???? Wrench kevin stein
  13. copy/past the decal.ini here, using the quote box above, it'll keep any [ ] tags intact More than likely, a pathway problem. Now would be a good time to check out the revamped Knowledge Base, and find the decals tutorial; which is probaly also in the downloads section someplace.... Wrench kevin stein
  14. Change the AttachmentType= to "WP", and use the Paki winders...already in the weapons pak. (or they Egyptian or or or...) Also, you might need to add you fictional nation to the nations.ini, otherwise the game engine wont know what to do with them Everything must point to something..... Wrench kevin stein
  15. NicE!!! 2 seat NF, and glass nosed bomber!! Wrench kevin stein
  16. Change exported= to "FALSE". That ends the problem. Wrench kevin stein
  17. That's an odd one for Nuchakas... What map are you using? Does it have shipping routes defined in the movements ini???*** They normally don't show, as they're set as PATROL_BOAT; only 'Cargo_Ship' should show in A-S missions (normally) the radome fixtures are set as "EW_Radar". Best way to NOT have them show up (and this I KNOW!!) is to set them as terrain objects only -- add them parts directly into the terrain folder, add to targets and types inis, and set them down somewhere as a building Something along the lines above. Change name to suit circumstances. I've found that anything placed in the GO folders, winds up as in CAS and Armed REcon missions (the camonet was the first) FireCans tend to do that too, until fixed in place as terrain objects. Wrench kevin stein ***btw, WoI has NO A-S missions for the Arab side...they'll need fixing later
  18. I'll try to post some, if I can get airborne....there seems to be a slight controlability problem on the Floggers (all 3) They wander slightly right on take off, get to about 10-20 m alt, roll inverted, and crash. For right now, I'd reccomend using the TMF's 23MF; leave the stock one as AI only. Simple matter to re-use the Soviet camo (albeit slightly off ), and just change the nations to SYRIA, and change the SovNum decal to ArabSN...worked for me OTH, the Fishbed seem perfectly ok (well, as ok as MiG can be..... ) Wrench kevin stein
  19. Didn't the EAF modify their Fresco's to have 2 additional stations on the fues, aft of the nose gear...I remember seeing pictures of them...but can't remember the model name...17BS??? Be easy to create, like I did for the 15 F/B version...hmm...time to do research!! Wrench kevin stein
  20. View File Modern Darwin/Timor Modern Darwin Terrain Ver 2.0 for SF/SFG/WoV/WoE & SF2/SF2:V/SF2:E UPDATED to Version 2.0 6/11/09 This is a rebuild of MY rebuild of Edward's WW2 Pacific Theatre map of Northern Australia, Timor, and parts of Indonesia. This moves it up into modern-ish times; the operational time frame I've designed it for is apporximately 1950-2050. Modern place names have been used were needed (and discoverable!). It has been extensively updated for Post-08 Patch Level installs for the Classic Series ™ {herein after to be known as "TOS"}, and is usable in the New Series {herein after to be known as "NextGen"}. The Update is designed to COMPLETLY replace the earlier version I'd released some years ago, and is a COMPLETE terrain with just about everything needed for installation. It has been extensively re-tiled, with the addition of MANY parts from the WoV "GreenHell" ™ mod by Brain32 & CA_Stary, while still using ONLY the original stock tiles (in other words, TODs for the jungle/paddy/grass. City TODs are still the stock ones, due to target placements within the cities) . The target areas have been 'cleaned up' and enhanced, including some that are of a 'fictional nature' to enchance gameplay. The movement ini has had some additions for CAS missions on Timor., The data ini has also been brought up to present (post-08) standards, with all effects activated. For mission and campaign builder, 2 Friendly Carrier stations have been added. I've included several new ground objects, mostly to replace some that have gone missing from General Usage ™. Included are 1 new destroyer, 2 1/2 aircraft carriers, and some other things. (I say 2 1/2 carriers, as one, HMAS Australia, is just ini edits to create a "What If..." for the RAN). There's also quite a few surprises ... so keep a sharp eye out, especially when flying near coastlines/ports at night ... *NextGen users take note -- you =MAY= be making data ini adjustementst for use in SF2/SF2:V/SF2:E. I've experienced NO anomalies during testing. Your mileage may vary* **SF/SFG/SF2 Only users take note: you will be missing 2 of the naval vessels; the SumnerFRAM2 destroyer and the SCB-125 Essex class aircraft carrier. You will have to import the various and sundry bits from WoV or Post-08 Patch WoE. Or find "other alternatives". Or switch to WoE/WoV as your main gaming install. It is also suggested (read: REQUIRED!!) you have the latest weapons pak installed for the various guns, SAMs, and whathaveyous. This is mostly for the ships, and air defense units --this is MOST critical for NextGen SF2 series users!!!! Any additional Ground Objects you can get your hands on, is also HIGHLY reccomended!! (Pasko's SAMs and Vehicles Pak, Kesselbruts Zil Trucks, you get the idea...) As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It is also HIGHLY reccomended you read this document ALL the way through to get an understanding of what's to be accomplished, and how to do it. Happy Landings!! Wrench Kevin Stein ps: yes, I've reused the same screenie. Just too lazy to take/make a new one Submitter Wrench Submitted 02/23/2008 Category Terrains  
  21. 1,598 downloads

    Modern Darwin Terrain Ver 2.0 for SF/SFG/WoV/WoE & SF2/SF2:V/SF2:E UPDATED to Version 2.0 6/11/09 This is a rebuild of MY rebuild of Edward's WW2 Pacific Theatre map of Northern Australia, Timor, and parts of Indonesia. This moves it up into modern-ish times; the operational time frame I've designed it for is apporximately 1950-2050. Modern place names have been used were needed (and discoverable!). It has been extensively updated for Post-08 Patch Level installs for the Classic Series ™ {herein after to be known as "TOS"}, and is usable in the New Series {herein after to be known as "NextGen"}. The Update is designed to COMPLETLY replace the earlier version I'd released some years ago, and is a COMPLETE terrain with just about everything needed for installation. It has been extensively re-tiled, with the addition of MANY parts from the WoV "GreenHell" ™ mod by Brain32 & CA_Stary, while still using ONLY the original stock tiles (in other words, TODs for the jungle/paddy/grass. City TODs are still the stock ones, due to target placements within the cities) . The target areas have been 'cleaned up' and enhanced, including some that are of a 'fictional nature' to enchance gameplay. The movement ini has had some additions for CAS missions on Timor., The data ini has also been brought up to present (post-08) standards, with all effects activated. For mission and campaign builder, 2 Friendly Carrier stations have been added. I've included several new ground objects, mostly to replace some that have gone missing from General Usage ™. Included are 1 new destroyer, 2 1/2 aircraft carriers, and some other things. (I say 2 1/2 carriers, as one, HMAS Australia, is just ini edits to create a "What If..." for the RAN). There's also quite a few surprises ... so keep a sharp eye out, especially when flying near coastlines/ports at night ... *NextGen users take note -- you =MAY= be making data ini adjustementst for use in SF2/SF2:V/SF2:E. I've experienced NO anomalies during testing. Your mileage may vary* **SF/SFG/SF2 Only users take note: you will be missing 2 of the naval vessels; the SumnerFRAM2 destroyer and the SCB-125 Essex class aircraft carrier. You will have to import the various and sundry bits from WoV or Post-08 Patch WoE. Or find "other alternatives". Or switch to WoE/WoV as your main gaming install. It is also suggested (read: REQUIRED!!) you have the latest weapons pak installed for the various guns, SAMs, and whathaveyous. This is mostly for the ships, and air defense units --this is MOST critical for NextGen SF2 series users!!!! Any additional Ground Objects you can get your hands on, is also HIGHLY reccomended!! (Pasko's SAMs and Vehicles Pak, Kesselbruts Zil Trucks, you get the idea...) As always, unzip this to a temp folder or your desktop, and you'll have access to the rest of the readme for it's instructions. It is also HIGHLY reccomended you read this document ALL the way through to get an understanding of what's to be accomplished, and how to do it. Happy Landings!! Wrench Kevin Stein ps: yes, I've reused the same screenie. Just too lazy to take/make a new one
  22. I know what you mean...for the WoI vulture, I stuck in the F-4B pit, gave it a very weak radar, and its 'good enough', although I'm pretty sure they didn't really have one. The 104 pit actually looks closer to real one, and even that's not quite right. My "2Jet cockpit" (mod of the Beaufigher) has the damn canopy upper rails in the way, but it has a gunsight, and twin engine gauges. Wrench kevin stein
  23. Audio-only is nothing..just text edits. Using the not-by-any-means-close A-4F pit, already has one. Using Paladrains MiG pits, the inidicator thingy on the right, somebody got it working by underlaying the RWR bmp. -- not sure who it was, or how they did it. An accurate pit, single engined -not borrowed from a twin, would need to be done from scratch. Didn't somebody had a HUD to one of Paladrains Fishbed pits??? WRench kevin stein
  24. The PTO P-55 Ascender, generic metal P-51D. You'll find a lot of repeats, so you'll have to view each one to edit out the duplicates. I'm thinking perhaps I should release the Stargate/Sci-Fi pak that I'e got for the F-302 Mongoose....lots of 'egyptian-ish' styles (agains, some reused), and several new. They just don't show on the Mongoose, as it needs a new nose mesh cut to apply them to I particulary like the 'Carter of Egypt' one...as in Samantha Carter.... (well, before she plumped out as seen in SG:Atlantis). A verrrryyy nice nearly nude Jessica Alba fake.... Plus, the various 'classic' cartoon types -Duck Dodgers characters, Leela from 'Futurarama', Cartmam from South Park ("Screw you guys..I"m killing G'aould") etc, etc, etc. Of course, the classic Petty, Vargas, all the greats... Wrench kevin stein
  25. They're re-used. They're my nose arts from various WW2 and other mods. There's something like 250+ to choose from Wrench kevin stein
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