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Everything posted by Wrench
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The same way we do things in the automotive industry: duct tape and hose clamps See my post on the Hun and Zipper cockpits (probably on page 3 or 4 by now) Simple text edit of the cockpit ini, once the nodeneame is known Wrench kevin stein
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Most of the time, it seem to do this when it's looking for something taht isn't there; either a missing GroundObject or something it looking fr in the terrain folder. Unfortunately, you might have to go line by line in the terrain types ini to see what's missing. Most defintely, check for missing bits in a ground object, or one missing altogether. Wrench kevin stein
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Yes, please, let's keep the political carp out of it, shall we??? Now, back to the Crusader, the 530 was mounted on the fues rails, just like the winder, IIRC. What I don't remember is, if it was a 'split' loadout...530 on one side, Sidewinder/Magic on the other. Isn't there an IR 530 version as well??? Like FC, said, it should be a pretty easy conversion using the E model (wish we had the J!!!) I've not seen any skins for the AN versions, are there any out there??? FC, I'd love to see you ini tweeks!!! :yes: Wrench kevin stein
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Little bit of a clean up... Using the F-4E_RWR.BMP, f-4e_radarPPI.bmp and just editing the avionics ini, you get the above. (not forgetting to extract said bmps, and place them in the cockpit folder) And taking a page from Lexx Luthors book, even the gauge faces could probably be replaced by those from Phantom, thereby cleaning up the pit enourmously! Just something else to put on the 'to do' list.... Wrench kevin stein
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File Name: 112 Squadron Kittyhawk 1 skin File Submitter: Wrench File Submitted: 14 Jul 2007 File Category: P-40 This is a new skin created for use on the Dev A-Team's Kittyhawk/P-40E Warhawk. It represents 112 Squadron after they upgraded to the Kittyhawk from their Tomahawks. (Please note, this is designed for a Kittyhawk aircraft, not the stock P-40E. It's suggested you create an RAF specific Kittyhawk for this skin to use. The decal ini is set up for "Kittyhawk" only) This was created in the nature of 'filling a request' to round out the aircaft 112 used in WW2. We now have (almost) the full progression from their Tomahawks, Kittyhawks, Mustang III. The only one truely missing is their Gloster Gladiators, but they never carried the Sharkmouth, so who cares, right??? ;) Original desert camo skin by Gramps, decals by me. Based off the template from SimmersPaintshop by Macwan. Happy Hunting! Wrench Kevin Stein Click here to download this file
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a-ha! I knew if I looked long enough, I'd find something.... http://www.tornado-data.com/History/overview.htm about halfway down the page, you'll see this line: Wrench kevin stein
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I'm pretty sure it's terrain-following and ground mapping only. Given the mission it's supposed to do...having an A-A radar is relitively useless. Don't forget, the sidewinder it carries are defensive ONLY (not that their mountable, per se, on the latest model -- they were left off on purpose) Checked both my LockOn and In Action book, and unfortunately, they don't say nothing. So, it looks like we might be stuck with the original style "HUD", no CCIP, working TA & GA radar, and more waiting for avionics80.dll. I sure hope it combines both A-A & A-G! Wrench kevin stein
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Yah, but not set the 0.50!!! A little too brite! (umm...LiteBrite!) Anyway, ain't that what NVGs are for???? Wrench kevin stein
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Do You Fly Single Missions or Campaigns?
Wrench replied to Nicholas Bell's topic in General Discussion
I like to look at the pretty airplanes, and the pretty clouds and the pretty ocean... and then dive down and blow the crap out of something... Mostly single missions; I don't think I've ever completed a campaing successfuely, all the back to the original in SF. In a side note, re: post-70s Flak, I'd just extract the data ini for each of the stock units (the Pasko SAMs and vehicle Pak are already there), and just change either the end service date to 2020 It's obvious that many 3rd World countries are/will still be using air defense systems that are long out dated in the 1 & 2nd world. Example: ww2 Bofor gun...it's too good a weapon to not have around for so long. KS series flak guns -- you can't think that the 85 & 100 mm versions aren't still in use somewhere??? The S/KS-60 was still in use in the 1990s during Desert Storm. Wrench kevin stein -
On the runway, unless I doing terrain work, then you need to start 'near target', to eliminate all the excess flying. (is there such a thing???) Alt-N is ok on some terrains, but watch out for those with high mountain ranges .... SPLAT!!! BOOOM!!! Cumulo-granite sucks! Wrench kevin stein
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Ah, guilty of that one, I think, Ed . I know I released a whole slew of landing light mods, about 2 years ago, and it's quite possible I stuck the light there. I know that mod is still here a CA someplace, and it should be at my site as well. And I'm sure I got most of the lights too bright. Wrench Kevin Stein
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Actually, it seems to work both ways; either as WARSHIP or MISC; as least for having them show up on the map. [TargetType146] Name=OsaII FullName=Osa II FAB ModelName=OSAII-mod-R3a.LOD TargetType=WARSHIP [TargetType147] Name=GunBoat FullName=Patrol Gunboat ModelName=PBoat-mod18.LOD TargetType=WARSHIP [TargetType137] Name=CargoShip FullName=Cargo Ship TargetType=WAREHOUSE ActiveYear=0 You can see I listed the cargoship as a WAREHOUSE; this will tasked to a strike mission. So far, I haven't see any of the docked ships, when listed as WARSHIP being tasked. I haven't experimented with this too much, but I know in the Lybia mods, I typed the docked patrolboats as MISC, and you would get them as targets for strike. (which means I'll probably be changing all the docked warships here back) Since they don't move at a Convoy Station, the KreigFlakDestroyer can stay typed as "Static_AAA". Docked warships, wither set as such or MISC, will still shoot at you!!! (don't go too near those Gunboats -- they is NASTY mean) EDIT: Ok, in a quick test, I switched them BACK to MISC, and you DO get tasked with them for a strike mission. But, apparently, NOT when they're classed as WARSHIP. So, is looking like docked ships should be MISC in the terrain types ini, but their own, individual data ini should still be left as WARSHIP. And they DO shoot at you either way!!! Wrench kevin stein
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http://forum.combatace.com/index.php?showtopic=12099 Also, have a look as some of the Phantom loadouts in the Loadout Thread (Iranian F-4E comes to mind) Should give you some ideas. Wrench Kevin Stein
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don't we have Italy and Scicly in Edwards North Africa and Tunisia maps??? I distincly remember bombing somethng in Taranto Can't remember how high up the 'boot' it goes...Rome? Adriatic coast??? have to check when I get home (easy to just look at a planing map!) Wrench kevin stein
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Yes, the types ini defines WHAT objects are allowed to be placed in the targets ini. Like in the original targets, you'll see "AAA". That allows the game engine to place any AA unit that is on the same side as the target area. You can further define that by editing the types ini, and listing specific objects (like Nick Bell did with the HAWK launchers). Adding a say, ZSU-24 and specificly pointing that to replace AA at an airbase or where ever I'm a work now, but when I get home I'll post some specific examples (ships/destroyers/Patrolbaots, etc) Look at the Lybia ver.3 types ini, and you'll see specifics Wrench kevin stein
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Or,you could just create a fixed station in the ocean (see the WW2 maps by Edward and myself, and my 2 recently released Lybia's) via targets ini edits. You just pick a spot on the sea, noting its coordinates (cameraposition= -- they're added just like any other ground object), and create a 'CV Station'. Now, mind you , they won't move, but you'll have a fixed spot in the ocean where a carrier can be 'parked'. this can be done for anti-shopping missions ("Convoy Station" full of merchant ships and escorts) - may also show up in strike as well, as they are now a fixed target. You could even go so far as to tweek one of the CVs data ini thereby creating a new object, removeing the invulernabilty by removin the runway (flightdeck), classing them as a MISC object, and have them in port. Needless to say, you'll have to add each of the ships to the terrain's types ini. One of the interesting side-effects of this, even as a 'parked vessal', warships with guns and SAMs WILL engage you! Wrench kevin stein
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No, but there are some 'tweeks'...check out Lexx Luthor's 'cockpits and strategic warfare' thread over that the 3rd Wire Forums ... some very interesting stuff over there... Wrench kevin stein
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Well, since you're on Death Door, I"ll let you in on the big secret.... It's a very complicated process called... wait for it..... ready??..... copy and paste. If you read the readme that came with it, you'll see it states that I used the existing data from the stock 3rdWire F-15A Not very hard at all. But, unlike the Tornada, the 104S-ASA-M don't need an a-g radar. In theory, something like that could be appllied to the F.3 ADV, but the model itself is well, 'lacking'. The GR/ECR/whatever strike variants will still need their A-G radar, and be stuck with the avionics60.dll. But there ARE workarounds, I'm sure (AD Corsair II comes to mind right off, and the MF Hornets that have the HUD, semi-multimode radars, and AG) Wrench Kevin Stein
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As the Worm Turns <-- Click Me!! Wrench kevin stein
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They're doing a Elric movie!!!???? How did I miss that...cool!!! Ok, once you've got the HUD debug on, and you have the coordinates, two strings of six digits each, you'll need to adjust the RoutePosition= in the movement ini.... like below (from Iran/Iraq) [Route020] RouteType=SHIPPING StartArea=Khrak Island EndArea=Manama RoutePosition[001]=792849,352397 RoutePosition[002]=753908,253380 The break down as to what's what is like this: Route20 -- defines which number route. There are 3 types, GROUND_ATTACK, TRUCK, SHIPPING RouteType -- what kind it is (GROUND_ATTACK is you CAS missions; TRUCK is your Armed_Recon; SHIPPING is, well, anti-ship strikes) Start Area End Area -- both defined by the targets ini. Basicaly, beginning and end points. Hopefully, someplace offshore or out to sea RoutePosition01 RoutePosition02 -- these are the map grid coordinates. The way I do is, using the KMD, open one of the planning maps, and basically look for a set coordinates near which ever port I want to start from, and then follow a route (just like aircraft waypoints). I don't know what the maxium allowable wapoints are, but for the DS mod, you'll find this one: [Route029] RouteType=SHIPPING StartArea=Al Basra Oil Fields EndArea=Kuwait City RoutePosition[001]=715630,418154 RoutePosition[002]=717629,415520 RoutePosition[003]=722504,403936 RoutePosition[004]=711189,391720 RoutePosition[005]=688299,378005 RoutePosition[006]=669804,368930 RoutePosition[007]=662487,366013 This one starts 'upstream' inland, and follows the Tigris (Euphrates? -whichever river-) around the marshland, islands, out into the Gulf, to Kuwait City. Anyway, sorry for the digression.... With the KMD you can get fairly close, but I've found that you can be off in the start/end points a little as a few hundred meters to as much few thousand meters. And with rivers or islands to navigate around, that can be a problem Hence the need for the 2nd step... Fly an anti-ship mission -with the HUD debug still on. Also, change you start option to "Star Near Target" Then you can see the coordinates displayed. Make note of them, and adjust as necessary in the movement ini. Come to think of it, its no different than laying out any other target location, excepting you need more than one position coord to define the route. It goes without saying, that you'll need the planning maps, targets and movement inis IN the terrain folder in question, so they'll need extracting from the terrain's cat file (ie: Desert.cat, GermanyCE.cat, VietNamSEA.cat). They stay in the terrain folder. The beauty of this game engine system is, if you screw it up, you can just extract the in again. Wrench Kevin Stein
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I was actually thinking along those lines yesturday.... For those that remember my ATF/FA mission sets, 'occasionally' there was something odd that would appear (Atomic Moth, Quetezalcoatals, whatever) We need something like that to pop in once and a while....wonder if I can convert Capun's Giant Turtle into a tank.....or maybe use the Super Eagle as "The Giant Claw"..... Or maybe we can get a 3dmodeler to make us Mutated Giant Cockroach?? Talk about bugs in the program!!! Set the availabilty to "VERy_RARE".....hmmmm Giant Turlte as a cargoship...... (Wrench runs off, the wheels in his head spinning furiously with ideas.....) Wrench kevin stein
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Dude!! That's insane!! Probably used an Kodak Brownie (like my mom still has -- 60 year old camera, probably would still work, if we could find 126 film!!) Wrench Kevin Stein
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View File F-104 Starfighter series Recon Pod This is just a littly quicky fix to create a generic Recon Pod for all the different Starfighters out there. It's alwyas bugged me we didn't have anything, and all the Zipper call for one in their loadout inis. The shape is pretty generic, too. Rather bullet like, as it's based off the BLU-27 napalm canister. Since we don't actually have a proper shape, especially for the Canadian Vikon pod, this will have to suffice until a 3d modeler steps up and creates a real one. I'm pretty sure I've got everybody covered, end user wise. You'll note the fairly complete listing of countries in the Attachemnt types: USAF, ITALY, W_Germany, Norway, Japan, WP - this is for Pakistani and possibly Jordanian Starfighters - if you've created a country specific version for Jordan. I figgured it couldn't hurt to add it, right? Dutch and Belgian users (of the Zipper, not players!) shouldn't have any problems loading it. I've also included the layered psd file, in case anyone wants to mess with it. I think I got a pretty good 'sampling' of camera ports; 2 vertical, 2 staggered oblique panoramic. I mean, after all, it don't work anyway; its just for show! Happy Photoing! Wrench Kevin Stein Submitter Wrench Submitted 07/08/2007 Category Single Ordnance Files
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471 downloads
This is just a littly quicky fix to create a generic Recon Pod for all the different Starfighters out there. It's alwyas bugged me we didn't have anything, and all the Zipper call for one in their loadout inis. The shape is pretty generic, too. Rather bullet like, as it's based off the BLU-27 napalm canister. Since we don't actually have a proper shape, especially for the Canadian Vikon pod, this will have to suffice until a 3d modeler steps up and creates a real one. I'm pretty sure I've got everybody covered, end user wise. You'll note the fairly complete listing of countries in the Attachemnt types: USAF, ITALY, W_Germany, Norway, Japan, WP - this is for Pakistani and possibly Jordanian Starfighters - if you've created a country specific version for Jordan. I figgured it couldn't hurt to add it, right? Dutch and Belgian users (of the Zipper, not players!) shouldn't have any problems loading it. I've also included the layered psd file, in case anyone wants to mess with it. I think I got a pretty good 'sampling' of camera ports; 2 vertical, 2 staggered oblique panoramic. I mean, after all, it don't work anyway; its just for show! Happy Photoing! Wrench Kevin Stein -
"The only time you have too much fuel, is when you're on fire" Fuel totals are listed in the data in, in the fuel tank sections (below weapons stations). Cant remember if it's in kilograms or liters. Wrench kevin stein
