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Everything posted by Wrench
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Ok, nearly ready.... original 'skin': and, there'll be a bonus too when I upload the pack. Color is taken directly off the 111C we have: Uses the same decals, so when it's installed, you'll just have to copy the "D" folder into the RAAFGray skin folder Should have it finished testing and uploaded tommorow/early next week. Will also include ini, data ini, and loadout ini to create an RAAF country specific version. Consider it another of my "What If..." models Wrench kevin stein
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Never liked 'Freedom Express' that much, even though it ends here in my hometown.... Ok, just a little 'senior moment' creeping in on me... Wrench kevin stein
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Depends on which book in the series: CherryBusters: F-100 (#1), later F-105 (#11) Guardians (#12) F-4 - no mention of model, but probably E Twisted Cross (#4) F-4 -- I always wondered if the E was correct for them... 4th Reich (#11) Toronado, Jag, possibly F-4F/ICE (they were originally from Germany) The 2 mercs that chased Hawk after the bombing of Otis (#1) F-104 And don't forget Roy from Troy, purveyor of fine reconditioned aircraft! I just can't seem to remember if any airpirates used the Voodoo...I'm sure it must appear somewhere! Interesting to note, I recall no mention of the CF-104 Starfighter, that should also have been used by the FCF. Wrench kevin stein
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Actually, either there's a missing bmp or someother issue...it didnt work in EAWEuro (of course, your milage may vary) I'll have to recheck and see if the bmp is in the terrain folder, or stuck in the cat. A little tickle at the back of my mind says "make sure it's in the folder, not buried in the terrain cat" (either that, or it's fleas) Wrench kevin stein
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You know you can add a runway that's NOT a runway, right???? From my as-yet-to-be-re-released Iran/Iraq update: [TargetArea116] Name=Kharg Island Position=799376,355882 Radius=2000 ActiveYear=0 Location=1 Alignment=FRIENDLY //AirfieldDataFile=desert_airfield3.ini //NumSquadrons=0 Target[001].Type=Radio_twr Target[001].Offset=-1250,273 Target[001].Heading=0 --snip for bervity-- Target[008].Type=Runway3 Target[008].Offset=-964,510 Target[008].Heading=300 You add the runway like normal, with the airfield ini callout, place the object, the comment out the airfield data (or even delete it). Then it just become another general target area. Wrench kevin stein
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Hope we finally get it!!! We'll need them for the Free Canadian Forces in the 'Wingman'.....heheheheheheeeee Wrench kevin stein
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Geez, I'd have at least asked for Diet Pepsi, or something like that! Hopefully, somebody'll will mod one of the existing carriers to a Russian one, and the 33 will have something to land on Wrench kevin stein
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Full instructions in the readme, quoted below (with a small edit to not insult anyone! )
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Well, the first thing I'd do, is create a seperate decals folder for the number decals (ie: "D"), transfer all the new numbers to that, then edit the decals ini to point to it. IE: F-4E/SEAnoshark/D There might be a problem with the length of the folder name, I'd rename the folder "RAAF", then adjust the path accordingly. Something like: F-4E/RAAF/D so the path, in the new decal ini would be something like this: [Decal011] MeshName=vertical_stabilizer DecalLevel=2 DecalFacing=RIGHT FilenameFormat=F-4E/RAAF/D/F4RAAFlg Position=-4.6,1.4 Rotation=0.0 Scale=2.2 DecalMaxLOD=3 The shorter path is always better for the skins (we've had some issues with that before, mostly on the original Tornado) I gotta say, though, that's is one of the longest ways around to get a skin to work. The textureset ini and decals ini SHOULD have been included as seperate files; that way is becomes a simple copy/paste/rename of the TNG1 skin set. Way tooo much work. Should be a simple drop/drag operation. Copy/paste the nose bmp??? Aren't the F-4E templates available here and @ 3rd Wire??? Easier to just repaint the one bmp, and let it overwrite the existing "f-4e_5.bmp". Some folks aren't up to speed on skinning, and may not have the necessary image manipulation programs (Photoshop, PaintShopPro, Gimp, etc) Also, a quick extraction and checking the NATIONS.INI, would have shown RAAF already exists - Nation038; RAN is Nation054, with no real need for editing. The campaign section looks at the first part (ie: Australian Navy), the single mission generator looks at the displayname=. I want the author to know I mean no disrespect towards the hard work put into it -- having made dozens of skins and literaly thousands of decals...I know what goes into it. But there are much easier and simpler ways, mostly because the end users always wind up scratching their heads going "huh???" -- cause I sure was!! Now, on to the matter of creating a Oz nation specific Rhino..... Wrench kevin stein EDIT: looks like I should have checked the file dates before speaking...kinda spoke out turn here.... This whole set dates from 2002, long before the textureset.ini and things were created by one of the patches. So, in the manner of an apology, I'll put together an update pak, and upload it as a 'fix', with the necessary inis and the fixed _5.bmp. My apologies to nosecone, if you're still out there, for my gaff. W
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View File MiG-19PM Farmer-E Mod -Ver 2.0 MiG-19PM Farmer-E upgrade Ver.2 for SF/SFG/WoV/WoE/WoI and maybe SF2/SF2-V UPDATED to Version 2.0 5/5/09 This is a simple upgrade that will bring this aircraft to the latest patch standards (08 Level) This is ALL the other bits from before complied into a complete package, all inclusive, and is designed to TOTALLY replace any earlier upgrades. The changes implimented herein are mostly in the switching of the Izumrud nose bubbles to a 'pilot seat', ala FastCargo's trick. This will allow it to show on aircraft parked on the line. Included is Mago/Paladrain's cockpit from the Mig-21PFM. While not a perfect match, it's the 'bestest closest fit', and works REALLY nicely!! Other data ini edits remove all 3 gun barrels and the xtra weapons pylon. A new skin, based off my 1024 templates is also included, with the ejection ports and fusleage gun-blast shielding removed. Decal ini edits move the bort numbers aft and make them slightly smaller; meaning they're not -quite- correct, but at least now something will show up on the nose. For those wishing to resking for Czech or Hungarian usage, you'll have to plot the new postions yourselves, as they placed them on the aft fuesleage. The avionics ini has been updated to include an audio-only RWR; not sure of what type, probably some kind of a Serina, but it does work. The cockpit ini has also been modified to use the original style radar and radar display that Pasko created. No other changes have been made to it. So the instructions given in the original 'readme' still apply for target aquisition, tracking and firing. The is the 'Interception Procedures.txt' included in the main folder. You'll also find an updated data ini to 08 standards. I've split the Alkali stations, to allow for a "mixed" loadout of either/or the IR or SAH versions of the AA-1, even though I've turned up nothing that says that a mix could be used. It's part of my gaming belief system "playbility & fun sometimes takes precedence over historicality" (and everyone knows what a stickler I am for historical correctness!!) The original 'box-art' style hangar screen is included, along with a new WoE 'on the runway' version, so you can choose which you like best. It is designed for use with any/all weapons paks, or none. I've incuded the Alkali A & B missiles from the 06 Bunyap Pak; still in their RS-2US and RS-2U naming conventions, in the 'seperate folder' format now usable in all post patch games. For those with SF2 and SF2:V, the weapons data ini for each missile is included in each of the folders. As I don't have these games, you all'll have to figure out the numbering on your own. But, with TKs release of the SF2 weapons editor, this should pose no major problem 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. Happy Hunting! Wrench Kevin Stein Submitter Wrench Submitted 08/02/2007 Category Soviet Union/Russian Aircraft
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View File MiG-19P Farmer-B Mod This is a modification of the stock MiG-19S Farmer-C into the limited all weather, radar equiped 19P. Since the base aircraft exists in all versions of the game, no LODs are included. In fact, everything, but the radar nose, cockpt, and few other bits, are all stock items! =NOTICE: you MUST have the latest weapons pak installed to make use of the Izurmud radar nose, and missiles!!= Hopefully, you'll have Magoo & Badger the Bad's MiG-21PFM's cockpit around somewhere, as you're going to be needing it!! If you don't have it, go and get it. You'll probably be wanting it for your Fishbeds anyway, so head over to "SF/WoV/WoE" downloads section, and pick it up!! This package includes some 'new' weapons, so you'll be using the weapons editor to add them. There are full, detailed install instructions in the readme. There are also some explinations as the the "what's and wherefore's", and an extensive credit list. Most of the credit goes to Lexx_Luthor, for his ideas concerning the 'radar bubble' nose, on this and 19PM Farmer E. Happy Hunting!! Wrench Kevin Stein Submitter Wrench Submitted 08/02/2007 Category Soviet Union/Russian Aircraft
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2,011 downloads
MiG-19PM Farmer-E upgrade Ver.2 for SF/SFG/WoV/WoE/WoI and maybe SF2/SF2-V UPDATED to Version 2.0 5/5/09 This is a simple upgrade that will bring this aircraft to the latest patch standards (08 Level) This is ALL the other bits from before complied into a complete package, all inclusive, and is designed to TOTALLY replace any earlier upgrades. The changes implimented herein are mostly in the switching of the Izumrud nose bubbles to a 'pilot seat', ala FastCargo's trick. This will allow it to show on aircraft parked on the line. Included is Mago/Paladrain's cockpit from the Mig-21PFM. While not a perfect match, it's the 'bestest closest fit', and works REALLY nicely!! Other data ini edits remove all 3 gun barrels and the xtra weapons pylon. A new skin, based off my 1024 templates is also included, with the ejection ports and fusleage gun-blast shielding removed. Decal ini edits move the bort numbers aft and make them slightly smaller; meaning they're not -quite- correct, but at least now something will show up on the nose. For those wishing to resking for Czech or Hungarian usage, you'll have to plot the new postions yourselves, as they placed them on the aft fuesleage. The avionics ini has been updated to include an audio-only RWR; not sure of what type, probably some kind of a Serina, but it does work. The cockpit ini has also been modified to use the original style radar and radar display that Pasko created. No other changes have been made to it. So the instructions given in the original 'readme' still apply for target aquisition, tracking and firing. The is the 'Interception Procedures.txt' included in the main folder. You'll also find an updated data ini to 08 standards. I've split the Alkali stations, to allow for a "mixed" loadout of either/or the IR or SAH versions of the AA-1, even though I've turned up nothing that says that a mix could be used. It's part of my gaming belief system "playbility & fun sometimes takes precedence over historicality" (and everyone knows what a stickler I am for historical correctness!!) The original 'box-art' style hangar screen is included, along with a new WoE 'on the runway' version, so you can choose which you like best. It is designed for use with any/all weapons paks, or none. I've incuded the Alkali A & B missiles from the 06 Bunyap Pak; still in their RS-2US and RS-2U naming conventions, in the 'seperate folder' format now usable in all post patch games. For those with SF2 and SF2:V, the weapons data ini for each missile is included in each of the folders. As I don't have these games, you all'll have to figure out the numbering on your own. But, with TKs release of the SF2 weapons editor, this should pose no major problem 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. Happy Hunting! Wrench Kevin Stein- 1 review
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1,274 downloads
This is a modification of the stock MiG-19S Farmer-C into the limited all weather, radar equiped 19P. Since the base aircraft exists in all versions of the game, no LODs are included. In fact, everything, but the radar nose, cockpt, and few other bits, are all stock items! =NOTICE: you MUST have the latest weapons pak installed to make use of the Izurmud radar nose, and missiles!!= Hopefully, you'll have Magoo & Badger the Bad's MiG-21PFM's cockpit around somewhere, as you're going to be needing it!! If you don't have it, go and get it. You'll probably be wanting it for your Fishbeds anyway, so head over to "SF/WoV/WoE" downloads section, and pick it up!! This package includes some 'new' weapons, so you'll be using the weapons editor to add them. There are full, detailed install instructions in the readme. There are also some explinations as the the "what's and wherefore's", and an extensive credit list. Most of the credit goes to Lexx_Luthor, for his ideas concerning the 'radar bubble' nose, on this and 19PM Farmer E. Happy Hunting!! Wrench Kevin Stein -
'Bout time we get a Fantan!!! Great work, marcello!!! Wrench kevin stein
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Quay, worfs, piers, etc... Isn't this the fix, as I remember: SolidObjectTexture=TEROBJECT_BUILDINGS_euro.BMP AlphaObjectTexture=terobject_tree_oak.tga Goes in the EAWEuro_data.ini, with each of the terrain tiles listing. Wrench kevin stein
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Hopefully, you can do a better job than I did with the moviements ini for shipping routes...there's 4 or 5 in there, but the damn mission generator kept putting me over the middle of the desert, NO where's near where I'd plotted the route. In the readme, I think said something like "ppphhhfffttt on it" Wrench kevin stein
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Broken radar displays on SU-9A/B/, SU-11
Wrench replied to MechaStalin's topic in Mods/Skinning Discussion
You getting the fuzzy green display??? I remember the fix was just using a plain, all black bmp for the radar display. You can pull the F104RADAR.BMP out of the objects.cat, and drop that into your /cockpit folder. Then, adjust the avionics ini to point to it: RadarTexture=cockpit\f104radar.bmp I personally use the RP-21 bmp, as it has the little range readout ticks/thingys Wrench kevin stein -
Just to let you all know, the America Northwest series of terrains has gotten an overhaul. Major Lee has the ANSpring right now, and I'm awaiting his approvel before releasing it. The best thing is....you can use all the new stuff in ANY of the others too, by simply renaming the inis to match the terrain. BTW, I've experienced that some problem...now I know the fix. Gonna go and re-do the targets ini for ANW series... off to work.... Wrench kevin stein
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Nato fighters suggestion
Wrench replied to Emp_Palpatine's topic in Mission/Campaign Building Discussion
Ok, so a pretty straight-forward ini tweek. It already has the R-3, so that's done. Just need to re-add the RP designation, and re-do the mission types So, how does this look: PrimaryRoles=RECON SecondaryRoles=CAP,INTERCEPT,CAS Then adjust the loadout ini to match. Nothing to it!!! Probably go with the centerline tank, nothing on outboard pylons - probably not wired for IRMs Wrench kevin stein -
Nice catch JM!! I wondered who was gonna get the CE3K reference. I'm also given to under stand the coords given in the move DON'T match those of Devil's Tower. So, given their lack of terrestrial navigational skills, it's understandble that the boats would wind up in downtown Tripoli!!! FL: you know how to use the de-bug to find the off number right? On that map, I 'think' its the second coord (example: Offset=987,1234 that should move them whuorehouses closer inshore. Heck, I'm just glad I got 99.9% of stuff moved! It always bothered me to have the mosque's in the middle of sea. To say nothing of everything else. Wrench kevin stein
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Righton bib!!! The closer you get to the stock ones, the worse they look!! I swear, it makes it seem the russians put their planes together with rivets the size of my fist!!! Anyway, here's a little 'fix' for the new Izumrud nose for the PM: That took a LOT longer than I thought it would, to find the part that was showing. It seem the 17pfu nose (now renamed and hex edited to 19PM), is a lot further in than I first thought. Still can't get rid of the gun barrels....hey, it's a hack job, what can I say??? (with NO insult meant to Lexx, as this wouldn't be happening without his terrific idea!) When it released, it'll be a PVO version. You all can re-decal it taste Wrench kevin stein
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Thanks, d! It's nice to know other folks love the 'stang as much as me!! So, given the interest in the Farmer B, how about this one: A rather early shot (taken just this afternoon!), you'll note MAJOR problem in the cockpit....the 17PFU nose bubble obscures the pilot. I'm working out how the bmp is mapped, so I can paint the offending section black, and kinda hide it from prying eyes. Of course, that also means, via hex editing, creating a "19PM" nose/pylon set -- which is relativley easy. I also don't have the 4 digit CzAF buzz numbers, but I'm sure someone would be happy to make them....and figure out their placement on the rear fues. I can't really take too much credit for this one...a lot of the brain work was done by Lexx, and a bunch of pretty good folks in figguring out a 'work around' for the misplaced nose/pylons/nose assemblies (it in 2 parts - 17PF nose, and 17PFU nose/pylon set). Gotta thank Pasko for creating the 2 nose bubbles...they make these 2 mods possible! I just basically assembled all the bits using their suggestions. There's a thread here somewhere, kuklino can probably point it out; a search for "MiG-19PM" should turn it up. Again, this one makes use of the 21PFM cockpit. I'm sure it's not right, what with that heavy gunsight hanging down from the top, but it works...and works pretty good, too! Other than the aforementioned external cockpit view glitch (nose), and writing a readme that gives the right people credit, and of course, the 'how to', it's ready to fly. Actually, both are ready to leave the nest. Just lazy right now...don't feel like writing just as yet. Wrench kevin stein
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Nato fighters suggestion
Wrench replied to Emp_Palpatine's topic in Mission/Campaign Building Discussion
Vigilant: get me whatever data you can find for the 21R, and I'll update the Loadout Thread to reflect it. I must admit, I just went with whatever the loads were that Madcaddie had; I didn't do any follow-up research to confirm if it was right to start with!!! m'bad!! Wrench kevin stein -
Easy, X!! Stop shouting, we can hear ya, brother! :yes: Ok, just looked in all my WW2 folders, there is NO db603 file in existence. It's most likely that it wasn't included in the Uhu d/l package. why not just switch it over to something else, may I suggest the "do335.wav"?? It has a nice deep tone, or even Hinch's 'LavEngine' wav, but that's a little too raspy -- better used for pure radial (FW190, Wildcat, La-9,etc) Wrench Kevin Stein
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There certainly is, in the pdf file that came in the Weapons Pak, you should find this: Happy Hunting!! Wrench Kevin Stein
