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Everything posted by Wrench
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Yup, importing/exporting objects between any of the series is super easy.... "The Secret Sound Project" or this one, the remains of a famous landmark... You just need to pull all the needed bits out of the terrain's cat (or in the example above, place them in the terrain folder), add them to the types ini, and place them via the targets ini. Wrench kevin stein
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You know what makes this fighter the best?? FUNDING!!! No bucks, no Buck Rodgers (with aplolgies to Mr. Wolfe) Wrench kevin stein
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Interesting results... I left the object role as MOBILE_AAA, but changed the detect and weapons systems to ground, effectively creating a 'new' vehicle (new folder and everything) They will MOST definately engage anyting on the ground...and kill your frame rates at the same time!! I usually get anywhere from 35-60+, but watching them fire (free camera mode), dropped down to 10 fps. Tracer streams so thick you could walk on them!!! And standard tank rounds (M48A2) kills them dead! Well, wadda expect from a no-armoured vehicle. Talk about thin-skinned!! So, yes it is doable, but you'd need to create a "ZSU-23_G" that's just like a tank. Then, those would randomly apprear in CAS missions. Not really worth it. Easiest way is to have "AD Strongpoints" built into the map, either in user created single missions, or directly in the targets.ini, located at the end points defined by the movements ini. In user-built, single missions - I think Sag's done this - you can have them formate and follow the waypoints of your vehicle convoys. oh, well. worth trying, at least Wrench kevin stein
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That's an interestering question.... I've never done any campaign editing, so there's the possiblitly of them showing up, and only shooting at planes. OTH, and I don't know if this will work in the SF series -- it sure did when I was building missions for Fighters Anthology (and ATF, USNF, AFTGold), you could assign Zuses ground targets, and they'd shoot the hell out them. (did that in my "Warbirds" mission set, when Ras Assayna is being overrun, Ive ZSU's shooting at the hangars, barracks, etc -- worked really nice too!) Be an very interestering experiment...I know our M-42 Duster's had a secondary ground engagement capability -- I mean, really, how hard would it be to depress the guns to 0, and shoot at building or troops??? Their object role still would have to be "Mobile_AAA". And I've seen film of ZSU shooting at ground stuff (I think that did that in one of the "Mail Call" episodes...) One wonder if they'd advance towards the ground objective.... I'll have to play with this and get back to ya all....the wheels in my mind are spinning....hm....... Wrench kevin stein
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Maybe because it was built before there were air-to-air missiles??? The Swiss modified theirs, can't remember when, to carry winder and mavericks (1970s????) Wrench kevin stein
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Most of the early fishbeds ONLY lock in boresight. A quick look into the avaionics ini for those pits (they're in the cockpit paks) will confirm this. The search mode, if it even has one, will get you pointed in the right direction. Don't forget, and this modeled by the avionics ini, in real life they'd be vectored to the hostiles via GCI. Wrench kevin stein
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I'd stronglysuggest leaving it as it is...I spent a looong time experimenting with it, to get it as close to real life as possible (given game engine limitations). If you put Air_and_ground in, as soon as aircraft show up, the tanks will stop shooting at each other, and concentrate on them, thus defeating the whole purpose. If the mission or terrain builder has done his job, there'll be 'fixed' air defense units already placed on the map,covering the armoured units advance. Trust me on this....I know whereof I speak Wrench kevin stein
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A common problem...even happens on my Bf-109G6 mod, with the R-series gun pods. It IS kinda funny to see the landing gear flapping up and down like hummingbirds wings when firing the guns!! Wrench kevin stein
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Good possibility, as it supposed to cover the 67-83 time range. Wonder if it'll go eariler, and cover the 'Water Wars' of ~ 63-64 time frame??? Wrench kevin stein
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Those would be mine. :yes: They're available here at CA in the Updated Pasko Paks (Desert & Euro), and at my site. Included are data inis for the stock vehicles adding the co-ax MGs, and some included (mostly on APCs) the "AIR_AND_GROUND" tag for the weapons. And yes, if left that way, tanks will try to engage you with their main guns, and NOT their primary ground targets, hence it mostly not being used on them -- they should concentrate on their ground objectives. Like Sag said, it's one of the main faults of the in-game generated missions; no armoured unit is gonna move out without their indegenious AD units...anyone for suicide? When testing the CAS missions in the new as-yet-to-be-released DS mod, my Hog got taken down by a verrrry luck T-72 gunner. Which is why I took the A_a_G statement out of them!!! Wrench kevin stein
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What??? Elvis is gonna be here in 2 weeks???!!! Sweeeeettt!! The King Rules!! To answer Sparko' question, yes Wrench kevin stein
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There's a sticky post directly above us, pointing to the F-22, Bone, etc. Who needs a search button, when all ya gotta do is look at the top of the page!!! What's also happening, is the modders are awaiting the arrival of WoI, to see what (if anything) gets changed in the game engine. Be pretty harsh, having finished and released a 'modern' aircraft, only to have to send it back to the builder for upgrading, huh? Paitence, young Padawan, will always be rewarded (except in Sparko's case...he never did get his pony - or Alyssia Milano) Wrench kevin stein
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It was originally, IIRC, built with the desert cat in mind for SF Having said that, it should be made usable in WoE. Needed to make it work: a Desert tile set some ini editing a few minutes to do above (not counting the time it takes to locate & d/l & install said desert tile set) A quick browse of the Knowledge Base will get you the information needed to (hopefully!) get it up and running in WoE. Look for a subject header along the lines of "Getting Terrains to Work" or something like that. It should be noted there are several different tile sets...some will work better than others due to differences in the construction of the terrain's map. A little experimentation might be necessary. Wrench kevin stein
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I know adding the armor definately helped in the WW2 plane mod I've done (in particular the FW-190s). I noticed them taking a lot more damage, and NOT blowing up, from my Mustang's 50 cals than before. Again, it goes back to a solid 'slug' projectile vs and exploding one (20mm cannon and above). Structrual integrity, hit boxes, etc, that are built into the model also make a difference. We've all heard the stories from Korea, of Sabres filling MiG-15s full of holes, and the aircraft NOT going down. Obviously, some of this also goes to real-world physics -- there ain't enough air at 40,000 feet to start a fire with. Hence, the move away from machine guns to cannon. With exploding shells. Overall, I'd say armor does make a difference. Albeit based on other factors. Wrench kevin stein
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That is just TOO righteous!! As for effects, maybe a rebuild of the willie pete...changing the smoke color to something more...hmm...how to say this delicately...fecal??? Definately have to be something 'lingering'...too bad this game isn't in smellavision That'll show the bad guys what we think of them! Ha! Wrench kevin stein
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View File F-89H Scorpion F-89H Scropion For SF/WoV/WoE: This package is a modification of MontyCZ's F-89D into the later H model (with wing-tip rocket pods and 'internal' Falcon missiles) It is a semi-complete package, including everything needed, -excepting the aircraft LOD files. You will have to transfer them over from your F-89D's. Included are all the needed inis necessary to create the new aircraft. The skins included are for the 437th FIS based at Oxnard CA, circa 1957-ish, a repeat of the 75th FIS skin from Pesque Island, and a generic USAF natural metal. All the skin bmps have been repainted, using new templates created by me, based off Volkjager's original skins. I've duplicated his original work, so all credit goes to him for skin creation...I've basically just redone them to make use of the new panel, rivet lines and new decals created by me for the serial and buzz numbers. Included also is a brand new WoE-style Hangar screen, only available with this mod. Damage tgas are here as well. == You MUST have the latest weapons pak installed to make use of the needed missiles == --You should also have already installed the F-89D Update, which includes the new version of the Mk.4 Mighty Mouse FFAR -- the weapons data for this rocket is NOT included with this package!!! -- PLEASE read the readme for install instructions, important notes from General Explainations (a really nice guy), mostly concerning the Falcon missiles and other weapons. Happy Hunting! Wrench kevin stein Submitter Wrench Submitted 12/23/2007 Category US Air Force Aircraft
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1,227 downloads
F-89H Scropion For SF/WoV/WoE: This package is a modification of MontyCZ's F-89D into the later H model (with wing-tip rocket pods and 'internal' Falcon missiles) It is a semi-complete package, including everything needed, -excepting the aircraft LOD files. You will have to transfer them over from your F-89D's. Included are all the needed inis necessary to create the new aircraft. The skins included are for the 437th FIS based at Oxnard CA, circa 1957-ish, a repeat of the 75th FIS skin from Pesque Island, and a generic USAF natural metal. All the skin bmps have been repainted, using new templates created by me, based off Volkjager's original skins. I've duplicated his original work, so all credit goes to him for skin creation...I've basically just redone them to make use of the new panel, rivet lines and new decals created by me for the serial and buzz numbers. Included also is a brand new WoE-style Hangar screen, only available with this mod. Damage tgas are here as well. == You MUST have the latest weapons pak installed to make use of the needed missiles == --You should also have already installed the F-89D Update, which includes the new version of the Mk.4 Mighty Mouse FFAR -- the weapons data for this rocket is NOT included with this package!!! -- PLEASE read the readme for install instructions, important notes from General Explainations (a really nice guy), mostly concerning the Falcon missiles and other weapons. Happy Hunting! Wrench kevin stein -
Yes, they are. I believe that's mentioned in the readme. Also, out of curiosisty, what terrain map does it do this in? All or just some??? Might be that airfield problem cropping up again Wrench kevin stein
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Unfortunately, they are no longer available. They were: HGU-26 HGU-55 HGU-68 They were removed (along with any variants thereof) at the request of their author. Wrench kevin stein
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This is really cheesing me off!!! I, literaly, spent all day yesturday fiddling with this damn thing (well, other than a few hours refining some target placement and building the movements ini -- which is a WHOLE 'nother story; interestering to see a full on tank battle in the Santa Catalina Channel ... right offshore of Catalina island!!! I didn't know T-55s were amphibs!! ) As to the city list,the one I rebuilt is using the full length coordinates.. here's the whole thing: I notice Gepards only uses the 1st 3 digits. Is this important? Should I NOT use the full coord??? Also, is not having a texturelist ini all that critical? I'm using 'stock' tiles (albeit Deuces desert repaint). Nothing seems to want to 'save' ... when opening the citylist in the TE, the 'terrain type' window is blank. So, I insert the name, desert or sea depending on the location. I had the same problem in the Desert Storm map, with the 'buried' flat objects (factory complex, truck depot, corrected/new airfield locations), and I sent everything to JSF_Aggie for flattening, and he didn't seem to have any (or much) problems in flattening them (or at least Brian didn't say anything!!). I'm missing something ... I know this... but have abso-freaking-loutely NO idea how this thing works. So, I think I"ll go fiddle with target placement for a bit, and add a few more areas (that don't need flattening) Strangely enough...with these additional airfields, targets, etc...it's starting to look a LOT like the original JetFighter map!!! I'm not giving up on this map... Wrench kevin stein ps: I added TJ, in case some folks wanted to go see the 'donkey shows'...pervs!!!
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I'd also most definately suggest having a look at the game's manual, it's a pdf file in a folder called "Manual". It should have a listing of all your default keystrokes, and what they do. Well worth a quick look...might even answer a few other questions that might pop up... Wrench kevin stein
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No, you have to REMOVE the references to NATO -- take a look at the "Weapons Fixes and Loadouts" Thread again...all the Zipper are covered, both the stock 3rd Wire and Ajundairs. Wrench kevin stein
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Dave and his nukes.... As they say, "be afraid, be VERY afraid" Wrench kevin stein
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Ok, I actually managed to find and update the 'city.ini' that came with (and renamed to citylist.ini) last night, moved the entire SoCal folder to another install (so what happened to Darwin won't happen here....), 'opened' the hfd file, opened the city list, went through the list and opened each one the areas that needed flattening, made sure it said 'has airfield'. Went to the 'flatten airfield' drop down, saved. I could see that the hfd had updated (new date and time). Went into the game, selected a mission, and started it. The game crashed at 80% loading, with a terrainengine.dll fault. Now, mind you, this 'clean' Woe install is missing some of the objects (Nike stuff, HAWK stuff), but would that cause the CTD or did I mess up on the terrain edit??? All other items are either in the terrain folder (factory center, vehicle depot) or use stock objects. If anyone has a easy to follow, step by step guide....I'd be appriciative! (ie: Terrain Editing for Dummies!) (btw, Ken, all the links at the Aerodrome for the turorials seem to go to dead links at SimHQ) I'm gonna keep fiddling with it...with 2 backup copies, I can always throw a defect out... Thanks dudes! Wrench kevin stein
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Ufortunately, I don't have the cities list ini...it was never shipped with one (this is originally from 2003!!). And the last time I tried using the editor, I destroyed 3 months of work on the Modern Darwin map. So, I guess I create a cities list??? I'm completly in the dark on terrain editor useage...weapons, avionics, target placements....all that I can do! This is new!!! Wrench kevin stein
