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Everything posted by Wrench
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Oopps..forgot about your Hawk question... I can't remember EXACTLY where it is, possibly in the 'non-aircraft mods' section, but Nick Bell has posted an updated WoE targets ini with HAWK batteries set up, and with updated Hawk launcher, HIPR and Lopar radar data inis. It makes them super-deadly for the Red side!! Originally, the HAWK would act as you describe, sometimes blowing up on launch, and sometime blowing up on YOU!! Wrench kevin stein
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Well, look at the bright side, at least it wasn't Nigerian royalty trying to get it, to set up their 'funds recovery site' Wrench kevin stein
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Excellent work, people....I can see that overnight this has turned around and calmed down Let's leave this open for a while, and see if it stays this way. Wrench kevin stein
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(following the example, of trying to lighten the mood....) One of the reason's I don't wear boxers....and size issues (don't forget, us Jewish guys need to be trimmed at birth ) Zur, you know, I can actually HEAR my wife saying the same thing...probably a little more colorfully. Pat don't believe in holding back. I was actually going to stay completely out of this, simply because I didn't like where we all knew it would go.... Since I seem to be the most neutral one here, I really ain't got much to say. Other than.... how much work would it be to simply recreate the Argie Scooters??? You'd just need new skins, decals and a few ini edits to rebuild them. The little hump thingys are already in the weapons pak. And I KNOW new ones were/are in the making, as I'd seen them in not to distant past, for the upcoming (and much delayed) Falklands rebuild. And to mention a last point, the A-4AR isn't one of Diego's...it's from a dude calling himself "Ravins**t". It's sitting right here in my full objects install, with the readme saying so. I respectfully suggest.... We should mod in the SHAAAADDDEEE!!!! Wrench kevin stein
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DBS 2.0 Modders Consortium: sign up here
Wrench replied to Major Lee's topic in Mods/Skinning Discussion
I'm in already, right?? If not, then I express my intent. (wasn't I just volenteered for the US air defenses???) one skin already released, another on the way (well, soon...I had to redo all the decals -- had the wrong marks' serial numbers for the D) If you need me...that is Wrench kevin stein -
I learn something new about this everyday!!! Thanks CP!!! Maybe, someday, before the End of the World...I might figure out how to model...might actually take me that long, too!!! Wrench kevin stein
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thank you! But all skin credit really goes to Volksjager; I used his original skins to create a new template from, and removed the painted on numbers, so I could decal it with individual buzz and serials. Of course, all the rivet and panels had to be redrawn, but that was pretty easy. The only thing I couldn't figure out, was getting the sharkmouth on the nose gear doors...couldn't find what part of the map they're on (well, I could, but I'm getting lazy...ok, lazier) BTW, everything but the sharkmouth is a decal some other data ini edits, besides the 104 rockets mounted, canopy closers faster, landing llight, little bits and stuff. Wrench kevin stein
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I'm just wondering where "ligerty island" is .... perhaps it's a stargetic site???? Wrench kevin stein
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Yes, there is. You'll find your answer in the Knowledge Base, in my "Weapons and Loadouts Fixes" Thread. Happy Hunting!! Wrench kevin stein
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Well guys, that's fixed that... All I need do now, is write up the readme. This bird still has a little bit of a 'bobble' in level fllight, with plays havoc with the rockets, but that's just beyond me. It still works, though!! Expect this sometime tommorrow! And thank you gentlemen, I made a nuub mistake Wrench kevin stein
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That would be used for your textureset ini; the part of the text added to the main ini that tells the skin what to do. Out of curiosity, IS there a textureset.ini with the skin??? Even if you add it to the F-4B.ini, you may still need one in the skin folder. What I need to see is there a decals.ini. That's what tells the game engine where, and what kind of, marking to add to the skin. Wrench kevin stein
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I'll give that a try!! What I think I was thinking, was the distance from center of the model....not thinking that it's a seperte piece. note to self: remember basic decaling --- coords are from CENTER of mesh, not gobal model. Heck, I'll try anything just to finish this off!!! Ken, is this one any better??? Late-model J without rocket pods. Still need some better pictures for finish skinning it and the early J WITH pods... Wrench kevin stein
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Good for you Kaizer!! As you requested, I edited you post to remove the picture link. If more people were as respectful as you towards others work, we'd have a lot less problems I thank you!!! Wrench Kevin Stein
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"See, we piddle, twiddle, and resolve Not one damn thing do we solve Piddle, twiddle, and resolve Nothing's ever solved in Foul, fetid, fuming, foggy, filthy Los Angeles!" (with apologies to the songwriters/lyricists of '1776') OK guys, it appears that even I need a little help every now and then.... As you see below, the revamped, re-number arctic red/metal skin for the 75th FIS. But I'm gong nutso trying to get the individual aircraft numbers (a 2 digit that matches the last 2 of the serial number, as was originally painted on) The number is supposed to go on the red area of the rocket pod, more or less centered between the checks and the outer blast ring (the black bit at the front) This is what I have in the decals ini: and this is from the out file (bless you Monty, for including it!!!) Based off the known position of the running lights, this should be just about there...albeit a few mms in Anyone want to ventrue a guess? or should I just let it go, and release it as is??? Just a few more data ini tweeks, to try and calm down the proposing...and it's ready. Wrench kevin stein
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Nice pilot skin!!! (this would be a lot easier if I could find my hex editor screen shot I made for the 'how to repaint a pilot' tutorial I never finished...) Most pilot figures have 4 files: Pilot**.bmp Pilot**.ini Pilot**.lod Pilot**_lod002.lod Personally, I've never seen the Falcon pilot figure...it' almost like it's built into the aircraft lod, but I could be wrong. Back to the subject at hand.... To get it to work, you need to use your hex editor, and search for "bmp". Now, the real trick, is in making sure YOUR pilot skin has the same amount of digits (the name length CANNOT exceed the original. That is... say the lod calls for Pilot07.bmp....that's 10 digits in length, including the file type suffix. So you only have 7 real places to work with. So, you just rename the pilot bmp to match, but keeping it identifiable. In your case, I'd use Pilt225.bmp. Back into the hex editor, you do a search again for the 'bmp'. Normally, each lod has 3 instances for it. You just re-type the new bmp name OVER ONLY THE FIRST SECTION OF BMP NAME, leaving the .bmp part alone. Now, since doing this would delete the original F-16 pilot, you do a "save as..." for each lod, and then you can rename it. NOW, you can use the full name, Pilot225. You do this for each pilot lod. Then you simply edit the ini to reflect the new lod names. Then, save the ini as Pilt225.ini . Then take all 4 (or in this case there seems to be 3 lods -- don't forget to edit them all), and toss the whole mess into the /objects/aircraft folder, as you normally do. You don't need to worry about the OUT file, that's generated when the lods are create in MAX, and has no bearing on this (unless you want to plot out decal positions for shoulder patches???) Then edit you're Falcon's data it to accept the new pilot: PilotModelName=Pilt225 ----------------- }{moderator mode ON }{ Now, there IS a problem with your skin: It's based off Diego's Sage Green, and he has pulled ALL his late model pilot skins, save a VERY few, from general usage. So, speaking as a CA Moderator, I'd reccomend NOT releasing this for the general public, but keep it for your own use. This will avoid a nasty scene for all parties involved. This goes for everyone -- you can do what you want in YOUR own games, but unpermissioned mods, and mods of items removed by their authors CANNOT be uploaded or shared on this or any other site. Please respect the author's wishes. }{moderator mode OFF}{ ------------- Wrench Kevin Stein
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can you post the decals ini??? Wrench kevin stein
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FOBS???? I'd also like to amend the previous statement on the Kytushas....we also have working SSMs on the ships, as well as land based (ie: Silkworms) Wrench kevin stein
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View File MiG-17PF (SP-16) Upgrade Pak Ver.2 MiG-17PF (SP-16) Fresco-D upgrade for SF/SG/ WoV/WoE/WoI and maybe SF2 & SF2-V UPDATED 4/21/09 This version is designed to completly REPLACE the mod I released some time ago..... This is an almost complete rebuild of Madcaddie's MiG-17PF (SP-16) 'Fresco-D' limited all-weather, radar equipped interceptor. This has been tweeked to use a modified UV-16 rocket pod as an air-to-air weapon, along with new-ish versions of the S-5 unguided rocket. This aircraft is also equiped with the RS-2U 'Alkali' beam-riding missile. This mod also makes ue of the 'station specific code' for the rocket pods, disallowing the use of other weapons as a saftey measure. Most of the data for this weapons tweek was worked out by Lexx_Luthor in a thread over at the 3rd Wire Message Boards, using some data I've discoverd in the past. (see "Notes" section below for more details). The Flight Model parameters themselves have been copied directly from the latest Fresco-C's, so they are the most current. There is also a completly new skin, created from a new template, made by me, based off the original 3rdW units. I've resized it up to 1024x1024, with completly redrawn rivet and panel lines. And, ONLY available in this mod, a new WoE-style Hangar Screen; the original 'artwork' type is also still included You =WILL= be using the weapons editor to add the new rockets and rocket pod, if you are adding this mod for the first time. However, there HAS been a slight change in the UV-16AA rocket pod. These changes are documented below, in the "Weapons Installation" section. == IT IS HIGHLY SUGGESTED YOU HAVE THE LATEST WEAPONS EDITOR == As always, it's reccomened you unzip this package to a temp folder, or your desktop, to gain access to the rest of this readme for the full, easy to follow install instructions. Or, in other words..... You WILL also be reading the enclosed readme, by order of the State Ministry of Instructions, which contains fully detailed, step by step procedures for installation. There is also a substantial section by Comrade "General Notes", that you will find interestering and explanitory. If not, the uranium mines of Siberia await.... Enjoy! Wrench kevin stein Submitter Wrench Submitted 12/05/2007 Category Mig-17 Fresco
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1,105 downloads
MiG-17PF (SP-16) Fresco-D upgrade for SF/SG/ WoV/WoE/WoI and maybe SF2 & SF2-V UPDATED 4/21/09 This version is designed to completly REPLACE the mod I released some time ago..... This is an almost complete rebuild of Madcaddie's MiG-17PF (SP-16) 'Fresco-D' limited all-weather, radar equipped interceptor. This has been tweeked to use a modified UV-16 rocket pod as an air-to-air weapon, along with new-ish versions of the S-5 unguided rocket. This aircraft is also equiped with the RS-2U 'Alkali' beam-riding missile. This mod also makes ue of the 'station specific code' for the rocket pods, disallowing the use of other weapons as a saftey measure. Most of the data for this weapons tweek was worked out by Lexx_Luthor in a thread over at the 3rd Wire Message Boards, using some data I've discoverd in the past. (see "Notes" section below for more details). The Flight Model parameters themselves have been copied directly from the latest Fresco-C's, so they are the most current. There is also a completly new skin, created from a new template, made by me, based off the original 3rdW units. I've resized it up to 1024x1024, with completly redrawn rivet and panel lines. And, ONLY available in this mod, a new WoE-style Hangar Screen; the original 'artwork' type is also still included You =WILL= be using the weapons editor to add the new rockets and rocket pod, if you are adding this mod for the first time. However, there HAS been a slight change in the UV-16AA rocket pod. These changes are documented below, in the "Weapons Installation" section. == IT IS HIGHLY SUGGESTED YOU HAVE THE LATEST WEAPONS EDITOR == As always, it's reccomened you unzip this package to a temp folder, or your desktop, to gain access to the rest of this readme for the full, easy to follow install instructions. Or, in other words..... You WILL also be reading the enclosed readme, by order of the State Ministry of Instructions, which contains fully detailed, step by step procedures for installation. There is also a substantial section by Comrade "General Notes", that you will find interestering and explanitory. If not, the uranium mines of Siberia await.... Enjoy! Wrench kevin stein -
We already have working Kytusha's.... An IRBM should be buildable Wrench kevin stein
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Martin B-657B Canberra (3rd Wire Stock) Well, since we're on the subject of bombers, might as well post a little fix for the Canberra. data ini: [LeftWingStation1] SystemType=WEAPON_STATION StationID=1 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-8.38,1.61,0.32 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=USAF ModelNodeName=LeftPylon01 PylonMass=40 [LeftWingStation2] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-7.57,1.61,0.22 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=USAF ModelNodeName=LeftPylon02 PylonMass=40 [LeftWingStation3] SystemType=WEAPON_STATION StationID=5 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-6.75,1.61,0.13 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=USAF ModelNodeName=LeftPylon03 PylonMass=40 [LeftWingStation4] SystemType=WEAPON_STATION StationID=7 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=-5.96,1.61,0.04 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=USAF ModelNodeName=LeftPylon04 PylonMass=40 [RightWingStation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition= 8.38,1.61,0.32 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=USAF ModelNodeName=RightPylon01 PylonMass=40 [RightWingStation2] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition= 7.57,1.61,0.22 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=USAF ModelNodeName=RightPylon02 PylonMass=40 [RightWingStation3] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=EXTERNAL AttachmentPosition= 6.75,1.61,0.13 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=USAF ModelNodeName=RightPylon03 PylonMass=40 [RightWingStation4] SystemType=WEAPON_STATION StationID=8 StationGroupID=5 StationType=EXTERNAL AttachmentPosition= 5.96,1.61,0.04 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=372.0 AllowedWeaponClass=BOMB,RCKT,RP,FT AttachmentType=USAF ModelNodeName=RightPylon04 PylonMass=40 [bombBay] SystemType=WEAPON_STATION StationID=9 StationGroupID=6 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2043 AllowedWeaponClass=BOMB AttachmentType=USAF NumWeapons=12 AttachmentPosition001=-0.371,-0.053,-0.550 AttachmentPosition002= 0.371,-0.053,-0.550 AttachmentPosition003=-0.371, 1.747,-0.600 AttachmentPosition004= 0.371, 1.747,-0.600 AttachmentPosition005=-0.371, 3.547,-0.650 AttachmentPosition006= 0.371, 3.547,-0.650 AttachmentPosition007= 0.000,-0.053,-0.220 AttachmentPosition008= 0.000, 1.747,-0.270 AttachmentPosition009= 0.000, 3.547,-0.320 AttachmentPosition010= 0.000,-0.053,-0.620 AttachmentPosition011= 0.000, 1.747,-0.670 AttachmentPosition012= 0.000, 3.547,-0.720 DiameterLimit=0.43 LengthLimit=2.2 BombBayAnimationID=3 BombBayOpenTime=0.8 BombBayCloseTime=0.8 MinExtentPosition=-0.61,-1.16,-1.12 MaxExtentPosition= 0.61, 4.31,-0.45 [LeftWingtipStation] SystemType=WEAPON_STATION StationID=10 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-9.56,0.63,0.74 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2041.2 AllowedWeaponClass=FT AttachmentType=USAF FuelTankName=Tank_B57 [RightWingtipStation] SystemType=WEAPON_STATION StationID=11 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 9.56,0.63,0.74 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2041.2 AllowedWeaponClass=FT AttachmentType=USAF FuelTankName=Tank_B57 In this case, it was a weight problem...they were set just a few kilograms too low. This is my loadout ini, it's sort of designed for later use, when CBU's come into more general usage during that little mess in SouthEast Asia...adjust your loads to taste loadout ini: Loadout[05].WeaponType=M117 Loadout[05].Quantity=1 Loadout[06].WeaponType=M117 Loadout[06].Quantity=1 Loadout[07].WeaponType=M117 Loadout[07].Quantity=1 Loadout[08].WeaponType=M117 Loadout[08].Quantity=1 Loadout[09].WeaponType=M117 Loadout[09].Quantity=4 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [Attack] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=CBU-24B Loadout[05].Quantity=1 Loadout[06].WeaponType=CBU-24B Loadout[06].Quantity=1 Loadout[07].WeaponType=CBU-24B Loadout[07].Quantity=1 Loadout[08].WeaponType=CBU-24B Loadout[08].Quantity=1 Loadout[09].WeaponType=Mk81 Loadout[09].Quantity=8 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [sEAD] Loadout[01].WeaponType=LAU-3A Loadout[01].Quantity=1 Loadout[02].WeaponType=LAU-3A Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[05].WeaponType=LAU-3A Loadout[05].Quantity=1 Loadout[06].WeaponType=LAU-3A Loadout[06].Quantity=1 Loadout[07].WeaponType=LAU-3A Loadout[07].Quantity=1 Loadout[08].WeaponType=LAU-3A Loadout[08].Quantity=1 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [Anti-Ship] Loadout[05].WeaponType=M117 Loadout[05].Quantity=1 Loadout[06].WeaponType=M117 Loadout[06].Quantity=1 Loadout[07].WeaponType=M117 Loadout[07].Quantity=1 Loadout[08].WeaponType=M117 Loadout[08].Quantity=1 Loadout[09].WeaponType=M117 Loadout[09].Quantity=4 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [FAC] Loadout[01].WeaponType=HVAR1 Loadout[01].Quantity=1 Loadout[02].WeaponType=HVAR1 Loadout[02].Quantity=1 Loadout[03].WeaponType=HVAR1 Loadout[03].Quantity=1 Loadout[04].WeaponType=HVAR1 Loadout[04].Quantity=1 Loadout[05].WeaponType=HVAR1 Loadout[05].Quantity=1 Loadout[06].WeaponType=HVAR1 Loadout[06].Quantity=1 Loadout[07].WeaponType=HVAR1 Loadout[07].Quantity=1 Loadout[08].WeaponType=HVAR1 Loadout[08].Quantity=1 Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 [Recon] Loadout[10].WeaponType=Tank_B57 Loadout[10].Quantity=1 Loadout[11].WeaponType=Tank_B57 Loadout[11].Quantity=1 The FAC loadout is actually kind of a joke...if so used, I'd probably load it up with smoke rocket pods; of which we have many of varying colors! Wrench kevin stein
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Douglas B-66B Destroyer (by bunayp) Basically, the problem lies in the max diameter and max length specs in the bomb bay. Replace the bomb bay section with this: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=3060 AllowedWeaponClass=BOMB,NUC AttachmentType=USAF NumWeapons=12 AttachmentPosition001=0.4, .806,-0.117 AttachmentPosition002=-0.4, .806,-0.117 AttachmentPosition003=0.4, 3,-0.117 AttachmentPosition004=-0.4, 3,-0.117 AttachmentPosition005=0.4, .806,-0.487 AttachmentPosition006=-0.4, .806,-0.487 AttachmentPosition007=0.4, 3,-0.487 AttachmentPosition008=-0.4, 3,-0.487 AttachmentPosition009=0.4, .806,-.887 AttachmentPosition010=-0.4, .806,-.887 AttachmentPosition011=0.4, 3,-.887 AttachmentPosition012=-0.4, 3,-.887 DiameterLimit=1.6 LengthLimit=4.2 BombBayAnimationID=5 BombBayOpenTime=3 BombBayCloseTime=3 MinExtentPosition=-0.61,-1.16,-1.12 MaxExtentPosition= 0.61, 4.31,-0.45 By increasing the allowed length and width (diameter), you can now get the 8 M117's aboad. I have NOT tested this with any of the nukes, and 'lob-tossing' hasn't worked for me. Wrench kevin stein
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Oh, great, now I just have to figgur out where to put them.... Google Earth ain't gonna be much help now (not like DS and Iran/Iraq!!) where did I put that url for the Nike sites listing...... Here's what I did for WoE's Germany Map: Reusing the 'truck depot' parking lot Capun, how about some parked C-47s??? Can't go after "The Thing" with them, or search for John Wayne on his 'Island in the Sky'... Wrench kevin stein
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I have the fix for it...also I'm updating the skins so they have new, individual serial and buzz numbers. 84th BS is nearly done, just having a small decal issue on the nose...as in too many for the mesh. I'll post the bomb bay fix in "Loadouts Thread" over in the Knowledge Base later today. Wrench kevin stein
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Sweet! DBS is one of my favorit maps... There's that new arctic Starfire skin I just released (with this in mind!), and I've almost got the D Scorpion arctic skin re-vamp ready, just having a small decal issue for the wing-tip rocket pods (as in the decals don't show up....) Will we be seeing Nike and HAWK batteries added??? I hope so!! If there's any stuff of mine you need, PLEASE use it!! Wrench kevin stein opps..forgot...Get ahold or Erik or Buff, and see if they can do for you like they did for us on the DS mod.
