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Wrench

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Everything posted by Wrench

  1. Yes!!! YES!!!! Fly my pretties!!! Soon, they will be everywhere...today Philly...tommorrow the World!!! They are unstoppable...unnumbered...fearless.. The only one that can stop the now is.. mmuuuuaahahahahahahahahaaaaa Wrench kevin stein
  2. There's an IDF hump in the weapons pak....look for A4N methinks... Wrench kevin stein
  3. The missiles are in the weapons pak The associated launchers and radars are in various vehicles pak (ie: Pasko's SAMs and Vehicle Pak, available in both Desert and Euro camos) Also available are the Stinger Site, upgraded Chapparels and a host of others...just be aware there may be a problem with the S-60 (or is it the KS-60??? -- some kind of LOD issue, so don't use it) Take a look in this thread: Link!! -->Filling In the Blanks: Ground Objects <--LINK!! Wrench kevin stein
  4. Thanks! They're kinda old now, might have to tweek them up a bit. It's based on MontyCZ original A-1H. The Suez skin was originally Gramps', I fiddled it for more decals, the other is from my imagination I think they're here at CA, somewhere. If not, they're on my site. And like C5 said, congrats! You'll have to pop into the Staff forum and announce your ascention to exaulted ranks of Moderator! Wrench kevin stein
  5. Well, if you want to side-step into the "What If..." relems... There ya go! Wrench kevin stein
  6. It's amazing what you can find out, when ya spend a few minutes actually reading the readme files, isn't it??? Wrench kevin stein ReadMe Writer, Extraordinanire
  7. PLAAF J-7E (by 101tfs) Ok, my friends, get ready for a LOT of work...there are many items that are going to be corrected/changed/tweeked. One thing we're not going to get into, right now, is a proper cockpit. There is, at present, NO single engined MiG style cockpit that incorporates the HUD and avionics70.dll. As experimentations are still in progress, that will be covered in later posts, Maybe. EDIT: 2/15/08: The "New Weapons" section has been moved to it's own post, down below. ------------ EDIT: this is the correct data for the 720L drop tank...replace what came in the package with this. It will now load and show up in-game Do the expected ini dance to add the weapons, and proceed.. Side Note: The Recon Pod is simply a copy of the existing one created by TMF. It's just now a PLAAF one. The 16 & 32 shot rocket pods are 'best guesses' on my part; some quick research I've done, looking at photos, suggests a 7-shot pod. One could easily be made using one the US ones, if needed. The bombs are basically copies of the Soviet FAB series, using the Mk.81, 82 and 83 shapes, also as suggested by photos. Just check the Hangar Screen for howling1's J-7 series...all the weapons are laid out, and they sure look like streamlines Mk.80 series to me! Also, I found NO data on any type of Cluster Bombs, although these would be easy to create by simply making a copy of one of the 250kg RBKs, and making it CHINA only. If anyone HAS info these, please get it to me, and I'll try and do them up. On to the data ini... in the top section, for the MissionData, I've added a couple of things. Again, I have no actual proof of this mission tasking, but since we have loadouts for it, lets fly it! Moving down, in the FlightControl section, add this to the bottom: This will help with strafing and rocket attacks In the AircraftData section, add this line (either at the top or bottom, it don't matter) UseMetricUnit=TRUE This will give you your speed, distance, targeting info (if you play with the info boxes on) in meters altitude, KMPH speed, etc. In the LeftWing add: SystemName[005]=LandingLight01 In the RightWing add: SystemName[005]=LandingLight02 Continue scrolling down to the InternalGuns section, and change the "30-1" (which dosen't exist in the gundata.ini) to: GunTypeName=30MM_NR30 Down below that, in the WeaponsStations section, here's my data. I'm just making sure that CHINA is the only attachment type: You'll note the addition of fuel tanks to the outboard stations, and the "RCN" callout for the new Recon Pod. Here's the adjusted loadout ini, with all the new PLAAF weapons (and some existing ones) Here is an alternative STRIKE loadout, without any self-defense missiles, and 4 bombs: Here are the new light data. They were WAAAAYYY to bright ... this thing was lit up like Time's Square on New Years Eve!! This is much more subdued, and is closer to all the other aircraft. The Landing lights are the 'standard' Fishbed placements. If you find the running lights not bright enough at 0.02, I'd suggest stepping them up 1, to 0.03, and NO brighter!!! These same fixes; data ini adjustments, loadouts, lighting tweeks, can be applied several of the other J-7s as released by 101tfs. They are: J-7G J-7H J-7II in short, any of the PRC Fishbed variants that use 4 wing hardpoints. The JJ-7 and J-8 Finback will be the subject of follow-on posts. Wrench kevin stein Edited 2/15/08 to reflect the addition of the 720L drop tank, that should have been included with the aircraft, and changed names of the modern LD bombs
  8. That's definately the mesh name...Otto, you SOOOO tricky!!! But you all are right about the canopy...even after turning the fuselage on (ShowFromCockpit=TRUE), along with the broken glass, we have a single sided lod, that leaves a conspicious gap. (among other problems). This is also visbile from the outside, looking aft of the seat. The cockpit/fuse hump disappears. Well, even though it looks cheesy...it do work!! So, lets call this one a partial success. The HUD looks nice, though Wrench kevin stein
  9. That's probably the one I deleted, after making one out of the Beaufighters pit...hmm. off to look!! Hadn't thought about the canopy bits...nuts!! Wrench kevin stein
  10. I have, sitting here, a tweeked out A-4F pit (with A-A hud) that could possibly be used as a stand-in pit for later model MiG-21s/J-7s Now, we all know it ain't quite right, but it does work, and not too badly. (recalibrating the gauges for metric will be a real PIA!) My question...what is this part called???? this damn bulkhead thingy is basically what's holding me up... if I can drop it out of sight, and give a better over-the-shoulder view, this really might be a workable alternative, until a real one shows up. I've looked into the a-4f_cockpit.lod with the hexedtor, and just can't find the name (unless its something stupidly simple like 'sides'??) Anyway, thanks for looking! Wrench kevin stein
  11. I love the Czech stress team skin!!! But I asked for mahogany canopy rails and cockpit trim, NOT mahogany wings!!!! Brick lines wheel wells... well, if the aircraft get overturned and is sitting on it's back, we can use them for BBQ pits!!! No, really...super job guys!! More 2-seaters are fun!! Wrench kevin stein
  12. File Name: Ki-201B Kageryu "Night Dragon" File Submitter: Wrench File Submitted: 10 Feb 2008 File Updated: 29 May 2009 File Category: Axis Fighters Ki-201B Kageryu 'Night Dragon' A "What If..." aircraft for SF/WoV/WoE WW2: 46 PTO installs This is modification of the Dev A-Team's Me-262B NachtJager into a 'What If...' version as could have been used by the Imperial Japanese Army Air Force, during late 1945 through the end of the war in the 'Secret Weapons of the Pacific' world of WW2:46. This is a complete aircraft, with all the needed parts supplied; ready to unzip, install, and fly away. This skin, being completly fictional, represents the 100th Independant Air Company, 5th Chutai There are NO individual aircraft numbers for these aircraft; is it assumed that there were/are very few produced, possibly as little as 6 or 8, and had none assigned. A new Revi 16 gunsight has also been included. I've also taken the liberty of giving this aircraft an Allied codename. Since it's based off a wholy German design (and I'm assuming ATI would know this), I've called it "Franz" A new, WoE-style Hangar Screen has been privided as well. Only available in this mod!! ==YOU MUST HAVE THE LATEST WEAPONS PACK WITH THE WW2 WEAPONS!! == ==You WILL be using the Weapons Editor to Add a New Weapon - Make sure you have the latest version!== Please see the enclosed readme for (once) simple, easy to follow install instructions Happy Hunting! Wrench kevin stein IMPORTANT NOTE: This is a PERMISSION aircraft ONLY!!! It is not to be included in any mods without express, written consent of the Dev A-Team. It is not to be shared in any other way!! Even though I, The Wrench, am a Freeware Signatory, this mod, and any other mods of DAT Procudts are NOT covered by the Freeware Treaty. Click here to download this file
  13. interestering to note the 'fixed' ships...the DDs are definatley NOT moving (look at the smoke), and CV definately IS...ture, the destroyers ARE fixed in place via the targets ini.... Also looks like the facing of the DDs could be changed, or I'm assuming the game generates it's own wind direction, on a per mission basis?? The destroyers could always be moved outwards from the center point; perhaps add 1000 to every position number? Target[001].Type=DD Target[001].Offset=1320.07,1860.34 Target[001].Heading=267 and so on Wrench kevin stein ps: be nice to have a little AO (fleet oiler) to add to the 'task force'
  14. If I remember right, the 10 is also a single seater; no rear gunner I have a 'stand-in' version in my KAW install, still using the IL-2, the summer skin, and just stuck some NKAF insignia on it. Needs a slight decal tweek to the SovNum on the tail (just a little too large). Other than that, it's a semi-done deal. I'll try and post a couple of screenies when I can. Wrench kevin stein
  15. That cause it came out before carrier ops were implimented...it's an easy fix just add the "CarriedBase=TRUE", change the base size to small and double check the tailhook. This is what I have in mine: There was a change in spelling of 'arrestor' as I recall Wrench kevin stein
  16. That is the explination I was looking for!!! Now I understand how and why it works! So the campaign engine adds it, as long as the station is defined. That's a big help in object/target area placement Thanks Gocad!! Wrench kevin stein
  17. Capun: I'll go back and recheck them.... thinking back on how they were set up at the strongpoints, there's a disticnt possibility they were shooting themselves in the foot (firing angles into the berms in front of them!!!) Wrench kevin stein
  18. Part of the problem (other than my thickheadednes....) was I had the original 2003 version!!! Went and got the new one, extracted all the desert tiles, coverted the tgas to bmps, put them in the TE folder,...went to load the stock terrain.... and nothing happened!!! excepting the damn editor crashing. No progress bar, I can open the heightfield thingy (the green/blue mapish do=hicky). But nothing else seems to work. I've got 3 maps sitting here; Modern Darwin (one backup copy that works...thank the Great Maker i was smart enough to do that!!!), SoCal, and ASW... Me thinks I'm going to take a deep breath, forget about learning the TE, and just stick to target placements. I"ll let you guys handle the rest. The thing that really makes me mad, is that I can't even begin to think of profanity scathing enough for how I feel!!! Well, I better finish the hangar screen for the Karuy nightfighter somebody must be waiting for...and skin the pontoons on the FloatFires....at least I can do that!!!! Wrench kevin stein
  19. Aren't both (well, SFGold, anyway) available for purchase/download over at 3rdWire.com???? Wrench kevn stein
  20. MS Paint!!!???? Geezzus... go get IrfanView, it's free and does lots of interesting stuff. Wrench kevin stein
  21. Well, you both have my thanks!!!! Have a cold one on me, bros!!! EDIT: there's 2 german bombers/attack planes in the Allied Bomber section; Hs-129 and Ju-188 And before he says it, doncha think Zur's P11 should have it's own section???? Wrench kevin stein
  22. Ok...rereading the threads in the other forums.... How DOES one get the texturelist???? If that's all I need for flattening SoCal....plus the tile bmps in the TE folder!! - that was never covered!!! We REALLLLYY need a detailed turorial for this stuff... Wrench kevin stein
  23. A quick look a the bmp for the 15bis and 15UTi, show the wing and tail identically mapped. The body is different for the UTI, and it adds the 'nose.bmp'. Looks like the canopy and extra stuff for the 2 seater is there. There's always the long way...make a new template from the existing bmps. Lots of time consuming, eye-crossing work, but then you'll have a template to work off of. (I should know!!! I've made a few of 'em!!) Wrench kevin stein
  24. I used them in Desert Storm...they explode on firing, but I never figured out what caused it. Defective ammo? Damn lowest bidders!!! The D-20 (from Pasko) and M-59 I made for Iran work perfectly! (think I used the KS-19). Wrench kevin stein
  25. Have you added the CVA-34 to the types ini?? I know the targets ini (at least the one I'm working on) calls out "Carrier Station" for some of the TFs, but I don't think the actual ship is declared. Wonder if that would be part of the problem...???? Example: It just says it's a carrier station...my question is, how does the game engine (or even the terrain engine) know which/what ship to add??? Or is it an automatic 'given'??? Wrench kevin stein
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