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Everything posted by Wrench
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F-4J Phantom II (RAF 1 & 2) by Anthony Beardmore Basicly, these are the stock 3rdWire J models, reskinned for us RAF use. There are 2 versions available, with differing skins. The standard, USAF/USN type loadouts work perfectly well, but if you wish the 'RAF specific' loads, you can use the info below. Data ini: [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.48,0.37,-1.20 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,LGB,ARM,GP,IFP,MER,RP AttachmentType=UK,USN ModelNodeName=wing_pylon_outer_left01 PylonMass=52.62 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.48,0.37,-1.20 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,LGB,ARM,GP,IFP,MER,RP AttachmentType=UK,USN ModelNodeName=wing_pylon_outer_right01 PylonMass=52.62 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [LeftInnerWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.05,2.74,-1.29 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,LGB,EOGB,NUC,EOGR,CGR,ARM,EP,TER,TLR,RP AttachmentType=UK,USN ModelNodeName=AdapterLeft ;PylonMass= ;PylonDragArea= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [RightInnerWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.05,2.74,-1.29 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,LGB,EOGB,NUC,EOGR,CGR,ARM,EP,TER,TLR,RP AttachmentType=UK,USN ModelNodeName=AdapterRight ;PylonMass= ;PylonDragArea= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.0,0.37,-1.01 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=2050 AllowedWeaponClass=BOMB,LGB,NUC,GP,LP,IFP,DLP,FT,MER,RCN AttachmentType=UK,USN ModelNodeName=pylon_centerline PylonMass=48.08 PylonDragArea=0.01 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=Tank600_F4raf [sparrowStation1] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=-1.08,-0.65,-0.87 AttachmentAngles=0.0,2.0,5.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=226.8 AllowedWeaponClass=SAHM AttachmentType=UK,USN MinExtentPosition= MaxExtentPosition= [sparrowStation2] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=1.08,-0.65,-0.87 AttachmentAngles=0.0,2.0,-5.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=226.8 AllowedWeaponClass=SAHM AttachmentType=UK,USN MinExtentPosition= MaxExtentPosition= [sparrowStation3] SystemType=WEAPON_STATION StationID=8 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=-0.501,5.07,-0.84 AttachmentAngles=2.0,0.0,2.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=226.8 AllowedWeaponClass=SAHM,EP AttachmentType=UK,USN MinExtentPosition= MaxExtentPosition= [sparrowStation4] SystemType=WEAPON_STATION StationID=9 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=0.501,5.07,-0.84 AttachmentAngles=-2.0,0.0,-2.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=226.8 AllowedWeaponClass=SAHM AttachmentType=UK,USN MinExtentPosition= MaxExtentPosition= [sidewinderStation1] SystemType=WEAPON_STATION StationID=10 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.32,2.59,-1.20 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=UK,USN ModelNodeName=LeftRails PylonMass=19.5 PylonDragArea=0.001 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation2] SystemType=WEAPON_STATION StationID=11 StationGroupID=2 AttachmentPosition=2.32,2.59,-1.20 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=UK,USN ModelNodeName=RightRails PylonMass=19.5 PylonDragArea=0.001 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation3] SystemType=WEAPON_STATION StationID=12 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.77,2.59,-1.20 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=UK,USN ModelNodeName=LeftRails PylonMass=19.5 PylonDragArea=0.001 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation4] SystemType=WEAPON_STATION StationID=13 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.77,2.59,-1.20 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=UK,USN ModelNodeName=RightRails PylonMass=19.5 PylonDragArea=0.001 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [LeftOuterWingStationFT] SystemType=WEAPON_STATION StationID=14 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-3.47,0.37,-1.10 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=1400 AllowedWeaponClass=FT AttachmentType=UK,USN ModelNodeName=wing_pylon_outer_left PylonMass=41.73 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=Tank370_F4raf [RightOuterWingStationFT] SystemType=WEAPON_STATION StationID=15 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=3.47,0.37,-1.10 AttachmentAngles=0.0,-2.0,0.0 LoadLimit=1400 AllowedWeaponClass=FT AttachmentType=UK,USN ModelNodeName=wing_pylon_outer_right PylonMass=41.73 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=Tank370_F4raf Loadout ini, with RAF weapons: [AirToAir] Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9D Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9D Loadout[13].Quantity=1 [AirToAirLongRange] Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9D Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9D Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4raf Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4raf Loadout[15].Quantity=1 [Attack] Loadout[01].WeaponType=SNEB Rocket Pod Loadout[01].Quantity=1 Loadout[02].WeaponType=SNEB Rocket Pod Loadout[02].Quantity=1 Loadout[03].WeaponType=BL755 Loadout[03].Quantity=3 Loadout[04].RackType=TER Loadout[04].WeaponType=BL755 Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9D Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9D Loadout[13].Quantity=1 Loadout[01].WeaponType=Mk2_540_LD Loadout[01].Quantity=6 Loadout[01].RackType=MER Loadout[02].WeaponType=Mk2_540_LD Loadout[02].Quantity=6 Loadout[02].RackType=MER Loadout[03].WeaponType=Mk2_540_LD Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=Mk2_540_LD Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9D Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9D Loadout[13].Quantity=1 [sEAD] Loadout[03].WeaponType=SNEB Rocket Pod Loadout[03].Quantity=1 Loadout[04].WeaponType=SNEB Rocket Pod Loadout[04].Quantity=1 Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9D Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9D Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4raf Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4raf Loadout[15].Quantity=1 [Anti-Ship] Loadout[03].WeaponType=MK82 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=MK82 Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9D Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9D Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4raf Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4raf Loadout[15].Quantity=1 [FAC] Loadout[03].WeaponType=SNEB Rocket Pod Loadout[03].Quantity=1 Loadout[04].WeaponType=SNEB Rocket Pod Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank600_F4raf Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9D Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9D Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4raf Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4raf Loadout[15].Quantity=1 [Recon] Loadout[05].WeaponType=ReconPod Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9D Loadout[10].Quantity=1 Loadout[11].WeaponType=AIM-9D Loadout[11].Quantity=1 Loadout[12].WeaponType=AIM-9D Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9D Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4raf Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4raf Loadout[15].Quantity=1 happy hunting! Wrench Kevin Stein
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Super Stealth?
Wrench replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
FC: I'm not exactly sure, and hopefully someone with more knowledge will correct me if I'm wrong, but they are (as I understand it) differents 'sized' models based on how far away from the views (forced perspective, perhaps?) The further away, the smaller it becomes, with less detail (LOD stands for, i think 'level of detail'). Why the elevons would disappear on yours I don't know...I havn't looked at or flown the Hustler for a long while. I take a look later on, and post any results I might find Wrench kevin stein -
F-20 Tigershark
Wrench replied to Major Lee's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Louis St. Louis is gonna need them (20 to be exact) for the Football City Air Force!!! Wrench Kevin Stein -
Super Stealth?
Wrench replied to Caesar's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It's a 'visual distance' thingy... Here's the fix: Open your F-4EJKai.ini, and replace the lod callouts with this: [LOD001] Filename=F-4EJKAI.LOD Distance=8000 //[LOD002] Filename=F-4E_LOD002.LOD Distance=1000 //[LOD003] Filename=F-4E_LOD003.LOD Distance=4000 //[LOD004] Filename=F-4E_LOD004.LOD Distance=9000 //[LOD005] Filename=F-4E_LOD005.LOD Distance=12000 Note the 'commented out' section, and the main LOD (001) having a vis distance of 8000. I just tried this and it good! (even tried placing the F-4E lods directly into the folder, and it did'n't change anything. There was also a spelling error for lod002 -- it was just LOD0. Changed that, and it didn't work.) Just use the above data, and you're all fixed up! Wrench kevin stein -
Bf-109G6/AS
Wrench replied to Major Lee's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Looks pretty good! I guess I did better job on the template than I thought!!! btw, add this to the //Crew section, just below the pilot figure call out: SeatModelName=SEAT_F-100 SeatPosition=0.00,-0.98,0.3 Gives Fritz a little something to sit on, and fills that empty space behind him Major Lee, if you want numbers (blockschrift), I have them in yellow with the black border, black with a white border, light gray with no border and black with no border. (actually, they're also in the 109F, 109G10 and Fw190 updates here at CA. Guess I better whip out a set in red with a white border, too....) Is the stab chevron painted on?? I had some decals for those, but could never get them to work quite right (size issuses) Wrench Kevin Stein -
P-47D
Wrench replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No, but the skin templates should be in each aircraft's folder, so it'd be fairly easy to make one. I think Simmers Paintshop has a psd template with the FAB insignia (a Mexican air force would be a good one, too, for the Pacific) Wrench Kevin Stein -
SF/WoV/WoE Flag Pak 1 View File This is just a small package of flags for use in placment anywhere on (just about) any map. Several of these were added to the WW2 Range mods I release a 'ways back, for both Axis & Allied. There are also (hopefuly) several modern, more current flags for use in the 50-and up for NATO. This pak includes (with their actual part name): WW2: Imperial Japan - ijflag Nazi Germany - 3rflag (for 3rd Reich) Italy (fascist) - itflag (house of savoy sheild) 50s and Later: American Flag - AMFlag Iraq - IQFlag Israel - isflag Egypt - egflag NATO sheild - NOFlag (I know, NO should be Norway, I'll that that one probably as NW) Netherlands - NLFlag Belgium -BLFlag UK - UKFlag Saudi Arabia - SDFlag Playboy Bunny - pbflag West Germany - GWFlag East Germany - GEFlag Russia - RUFlag (ok, Soviet Union -- it's still Russia to me!!) There are full, very detailed instructions in the readme, with a complete listing of the flags that can be transfered over to your terrain of choice's ***_types ini, and instructions on how to place (or replace) an existing object with one of the flags. Please!!! read it!!!!! With thanks to Major Lee, who's DBS US flag inspired me to create these! Sorry, there's no screenshot. Enjoy! Wrench Kevin Stein Submitter Wrench Submitted 05/03/2007 Category Structures
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233 downloads
This is just a small package of flags for use in placment anywhere on (just about) any map. Several of these were added to the WW2 Range mods I release a 'ways back, for both Axis & Allied. There are also (hopefuly) several modern, more current flags for use in the 50-and up for NATO. This pak includes (with their actual part name): WW2: Imperial Japan - ijflag Nazi Germany - 3rflag (for 3rd Reich) Italy (fascist) - itflag (house of savoy sheild) 50s and Later: American Flag - AMFlag Iraq - IQFlag Israel - isflag Egypt - egflag NATO sheild - NOFlag (I know, NO should be Norway, I'll that that one probably as NW) Netherlands - NLFlag Belgium -BLFlag UK - UKFlag Saudi Arabia - SDFlag Playboy Bunny - pbflag West Germany - GWFlag East Germany - GEFlag Russia - RUFlag (ok, Soviet Union -- it's still Russia to me!!) There are full, very detailed instructions in the readme, with a complete listing of the flags that can be transfered over to your terrain of choice's ***_types ini, and instructions on how to place (or replace) an existing object with one of the flags. Please!!! read it!!!!! With thanks to Major Lee, who's DBS US flag inspired me to create these! Sorry, there's no screenshot. Enjoy! Wrench Kevin Stein- 1 review
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Hawk Missile battery?
Wrench replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
As far as I've been able to tell, as long as the object is listed in the types ini, and the callout in the targets ini matches, the object (and here's the operative word...) should show. Here's the generic Nike battery I built; I've taken the Target number out, so you can add it to your own: [TargetArea337] Name=Zweibruken NIKE Battery Position=293750.00,321843.00 Radius=500.000 ActiveYear=1954 Location=1 Alignment=Friendly Target[001].Type=NIKE_HIPAR Target[001].Offset=-160,250 Target[001].Heading=90 Target[002].Type=NIKE_L Target[002].Offset=280,-320 Target[002].Heading=90 Target[003].Type=NIKE_L Target[003].Offset=340,-320.0 Target[003].Heading=90 Target[004].Type=NIKE_L Target[004].Offset=320,-320.00 Target[004].Heading=90 Target[005].Type=NIKE_L Target[005].Offset=300.0,-320.00 Target[005].Heading=90 Target[006].Type=NIKE_L Target[006].Offset=-325,440 Target[006].Heading=0 Target[007].Type=NIKE_L Target[007].Offset=-305,440 Target[007].Heading=0 Target[008].Type=NIKE_L Target[008].Offset=-285,440 Target[008].Heading=0 Target[009].Type=NIKE_L Target[009].Offset=-265,440 Target[009].Heading=0 Target[010].Type=NIKE_LOPAR Target[010].Offset=350.0,60.00 Target[010].Heading=90 Target[011].Type=AAA Target[011].Offset=-472,110 Target[011].Heading=135 Target[012].Type=AAA Target[012].Offset=-350,373 Target[012].Heading=225 Target[013].Type=AAA Target[013].Offset=184,389 Target[013].Heading=45 Target[014].Type=building3 Target[014].Offset=-60,440 Target[014].Heading=0 Target[015].Type=building3 Target[015].Offset=390,22 Target[015].Heading=0 Target[016].Type=shack1 Target[016].Offset=2,15 Target[016].Heading=90 Target[017].Type=Bunker2 Target[017].Offset=150,-320 Target[017].Heading=0 Target[018].Type=Bunker2 Target[018].Offset=190,-320 Target[018].Heading=0 Target[019].Type=building2 Target[019].Offset=-115,-275 Target[019].Heading=90 Target[020].Type=fueltank3 Target[020].Offset=244,-88 Target[020].Heading=180 Target[021].Type=USFuelTruck Target[021].Offset=112,145 Target[021].Heading=190 Target[022].Type=USJeep Target[022].Offset=-142,-260 Target[022].Heading=180 Target[023].Type=USTruck Target[023].Offset=-164,443 Target[023].Heading=180 Target[024].Type=USTruck Target[024].Offset=362,-166 Target[024].Heading=180 Target[025].Type=USTruck Target[025].Offset=32,161 Target[025].Heading=180 Target[026].Type=fire_dept Target[026].Offset=15,155 Target[026].Heading=180 Target[027].Type=USFlag Target[027].Offset=-140,-280 Target[027].Heading=0 Target[028].Type=USJeep Target[028].Offset=11,5 Target[028].Heading=45 Target[029].Type=oildrum9 Target[029].Offset=250,-40 Target[029].Heading=270 Target[030].Type=AAA Target[030].Offset=-47,374 Target[030].Heading=90 Target[031].Type=AAA Target[031].Offset=250,-22 Target[031].Heading=180 Target[032].Type=AAA Target[032].Offset=51.114,-324.744 Target[032].Heading=30 Target[033].Type=ground_platte3 Target[033].Offset=0,0 Target[033].Heading=0 Target[034].Type=Bunker2 Target[034].Offset=250,-320 Target[034].Heading=0 Target[035].Type=Bunker2 Target[035].Offset=215,-320 Target[035].Heading=0 Target[036].Type=Bunker2 Target[036].Offset=-265,395 Target[036].Heading=0 Target[037].Type=Bunker2 Target[037].Offset=-286,395 Target[037].Heading=0 Target[038].Type=Bunker2 Target[038].Offset=-310,395 Target[038].Heading=0 Target[039].Type=Bunker2 Target[039].Offset=-330,395 Target[039].Heading=0 Target[040].Type=ASR Target[040].Offset=3,7 Target[040].Heading=0 Target[041].Type=barrack1 Target[041].Offset=14,-50 Target[041].Heading=0 Target[042].Type=barrack1 Target[042].Offset=50,-50 Target[042].Heading=0 Target[043].Type=GeneratorBuilding1 Target[043].Offset=225,-60 Target[043].Heading=0 Target[044].Type=fueltank2 Target[044].Offset=125,160 Target[044].Heading=180 Target[045].Type=fueltank2 Target[045].Offset=90,160 Target[045].Heading=180 Target[046].Type=Warehouse1 Target[046].Offset=410,-160 Target[046].Heading=0 Target[047].Type=Warehouse1 Target[047].Offset=410,-230 Target[047].Heading=0 Target[048].Type=Warehouse1 Target[048].Offset=130,-50 Target[048].Heading=90 Target[049].Type=CommBuilding1 Target[049].Offset=-180,-270 Target[049].Heading=0 I'm assuming that now you've got the HAWKS placed, adding to the types ini is become old hat But these are what I used, just so's you'll have a reference: (again, renumber to fit) subnote: the USFlag was 'borrowed' from DBS, I have a later version, along with East & West Germany, Netherlands, NATO and Russian flags. I've having some connection issuses (AGAIN!!), so I'll zip up a little package of them, and post them here to CA as soon as I can. When they get uploaded, change the "USFLAG" to "AMFLAG" (mine has 50 stars, Major Lee's only has 48) [TargetType***] Name=NIKE_L FullName=Nike SAM Launcher TargetType=SAM_LAUNCHER ActiveYear=0 TargetValue=100 UseGroundObject=TRUE GroundObjectType=NIKE_L RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=100 [TargetType***] Name=NIKE_HIPAR FullName=High Powered Acquistion RADAR TargetType=SAM_RADAR ActiveYear=0 TargetValue=200 UseGroundObject=TRUE GroundObjectType=NIKE_HIPAR RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=LargeBombEffect DestroyedModel=crane_destroyed.LOD SecondaryEffect=LargeTallStructureCollapse SecondaryChance=100 [TargetType***] Name=NIKE_LOPAR FullName=NIKE Early Warning Radar TargetType=EW_RADAR ActiveYear=0 TargetValue=250 UseGroundObject=TRUE GroundObjectType=NIKE_LOPAR RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=MediumBombEffect SecondaryEffect=MediumStructureEffect SecondaryChance=100 note to self: at some point in time, post data for adding parked ships so other's can have them. (added quite a few for some of the port cities) Wrench Kevin Stein -
Hawk Missile battery?
Wrench replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
40mm Bofors is in the WW2 game objects (pretty sure it's with edwards ww2 euro terrain). If not, maybe I can ask him if I can release a WW2 AAA set (including the Brit 3.7in, 88mm Flak 36 - although some might be either Polaks or Pasko; maybe even Geo!...don't remember). For the US, ther's a 90mm AAA stand in (based off the 3rd Wire KS12 over on my site). You're welcome to use it When I get home tonight, I'll post the Nike batter set up I used in the screenshots. Not perfect, mind you, but something to start with. The only thing needed in the 'ground plate' from the Factory Place.. Wrench Kevin Stein -
BF 109G
Wrench replied to Major Lee's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Major Lee: I redid all the lines and added rivets for the G10 when I cleaned up the existing skins (on those ones released a few months ago). I make no claim whatsoever as to accuracy of their placement.... But if you want the PSD file, I'll zip it up and send you a link Wrench Kevin Stein -
SFP1 and weapons
Wrench replied to gumpy's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Brother Gumpy; please put in a little punctuation!!! Having a real hard time trying to follow what you're trying to say!! Like USAFMTL said (and it should also be stated in the WepPak readme, either txt or pdf; "if you don't have a weapons folder in your /objects folder, create one".) EDIT: only if not using the auto-installer; it creates one on it's own. Gundata.ini gundatat.dat missileobject.ini all go into the /objects folder (the MAIN OBJECTS folder, where the cat is) Weaponsdata.ini Weaponsdata.dat all the little misc & sundry bits (various inis, lods, bmps, etc) go into your.... NEW WEAPONS FOLDER!!! Now, of course, you'll have to go over EVERY, Single, Stinking One of the Red Air birds, and update their data and loadout inis, as they're attachment types have been changed, as have the Ruskie missiles. (I"m telling you this now, so the next post won't be "My MiGs/Sus/Tu, etc, don't have any weapons. That's what the Weapons Wiki (by bunyap), and the 'Editing Loadouts" in the Knowledge Base thread is for. It's a simple copy/paste job; nothing to it. Wrench kevin stein -
F(P)-82 Issue
Wrench replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You're very welcome!! Wrench kevin stein -
Hmmm...those eels look suspeciously like Ga'uld..... I wonder.... Wrench kevin steine
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Hawk Missile battery?
Wrench replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Told you it PITA!!!! Great job, Nick...can't wait to see what you got when it's done! Wrench Kevin Stein -
F(P)-82 Issue
Wrench replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The only lods I can find for the Twin Must, are the rocket racks and drop tanks. I think it's built directly into the aircraft model, as seen in the weapons data entry: [WeaponData1074] TypeName=F82_Radar FullName=F-82 Radar Pod ModelName= Mass=1.000000 Diameter=0.500000 Length=2.000000 AttachmentType=NATO NationName=USAF StartYear=1944 EndYear=1955 Availability=1 BaseQuantity=12 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=4 StoreType=0 JammerStrength=0.000000 BTW, this is the fix to get it to load every time; like the Scooter humps, turns it into a 0 strength jammer. (you can changed the number to fit you weaponsdata -- but it should be the same, just edited the 'what it is/does' sections. Edit the data ini as follows: [RadarStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.00, 1.00,-0.50 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1 AllowedWeaponClass=EP AttachmentType=NATO ModelNodeName=RadarPod PylonMass=500 PylonDragArea=0.01 note to self: finish off RAF/RN aircraft in KB, then move onto the 'oddball' American stuff (found some fixes for the Scorpions) Wrench Kevin Stein -
Avionics hump
Wrench replied to grumpapotamus's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
See my posts above, brother! The permanant, all inclusive, you-only-get-the-hump loadout. Wrench Kevin Stein -
My Nuke
Wrench replied to i90807065's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You'll have to convert the "gmax" to a LOD file with the 3rdWire expoter (mind you, I'm no expert on 3d stuff). The game only uses the "LOD" format. If it's a weapon for USAF usage, you might want to get rid of the 'other guys' countries. Expecially them Commies!! A 360 deg field of view??? Is this for 'over the shoulder' launches??? Might want to narrow it down some (look at some of the other missiles, Phoenix, AIR-2, etc) Wrench Kevin Stein -
wing tanks
Wrench replied to gumpy's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've heard there is possiblity of eels building nests in the attachment points on the wings, but usually a few good shots from a CO2 extinguisher or flame thrower will dislodge them Failing that, do you have the weapons pak installed??? The tanks are in there Wrench kevin stein -
Hawk Missile battery?
Wrench replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This is a screenie taken last night near !*&*&^%$, on the project I've been working on: This is actually the ONLY HAWK battery on that map, as all the airbases have plenty of their own defenses There area actually several more objects that should have showed up, but I misspelled one, and those that followed it, vanished. Flagpole, another powercart near the CWAR. The other powercart has been moved a little closer. Was trying to get 'spinner' rims for the truck, but the motor pool said they were 'special order from the factory, and on national/international backorder.' Really bummed me out.... --reminder to all terrain tweekers = not only checkthe numbers are sequential, but make sure you use the right name of an object!!! I also got the same results as Mr. Bell did...I was flying a fishbed, and they totally ignored me. Very strange! Wrench Kevin Stein ps: Ed, I did get the inis, just havn't installed the launcher stuff. -
Hawk Missile battery?
Wrench replied to Hawk MMS's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That was just a generic set up for test. No, the noses aren't purple....they're a lovely shade of lavander I believe these missiles were built in West Hollywood, by an ex-interior designer! Wrench kevin stein -
don't most skins already come with the textureset ini included???? If the skin has a txini, you don't need to add it to the main aircraft ini; the game engine does that automatcally. You can, however, renumber them, if you want a favorite to show up 'first'. Below if from my F-4B: [TextureSet001] Directory=VMFA58 Name=VMFA-58 "Wildcards" Nation=USMC Squadron=VMFA-58 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 [TextureSet002] Directory=USNGrey1 Name=USN Grey Nation=USN Squadron=VF84 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 [TextureSet003] Directory=USMCGrey1 Name=USMC Grey Nation=USMC Squadron=VMFA531 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 [TextureSet004] Directory=USNVF111 Name=USN VF-111 Sundowners Nation=USN Squadron=VF-111 Specular=0.300000 Glossiness=0.750000 Reflection=0.000000 Once you've flown anything in game, yo can go back and 'move' the newly added skin to the top, and renumber. I haven't actually tried numbering them out of sequence; probably don't work! Wrench kevin stein
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What's next Ed, Gadflys???? With those monsters...... The 2 Pasko Paks (desert and Euro) have been tweeked (if I remember right) to SP4 standards. They are (as uploaded) NOT networked (for the Goa's and Guidlines) The WoE stock Gainfuls come networked stock from the 'factory' You just need to unzip the pack, and drop the vehicles into the /GroundObjects folder. There are also some modded data inis for some of the stock tanks & such, adding a coax MG. For wanting a link to my site, it's always down below, in my sig. Most of the ground objects, should be here at CA Wrench kevin stein
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There's a boatload of stuff; SA-3 of variying number of missiles, SA-7, AAA units (ZPUs, ZU, KS series, etc) tanks, vehicles, extra radars, HAWKS,in the revamped 'Pasko's SAMs & Vehicles Pak", hosted both at my site, and here at CA. Stinger available seperately - act now! supplies are unlimited!!! Just to let you know.... There are 2 versions 1) Desert skins 2) Euro skins (ok, green for use in WoV/WoE) Also, in the near future, the KS series, KS/S 60 will be getting an 'network upgrade', as I now have a working Fire Can FC radar!!! (well, it does the job, even though the vehicle is a re-inied Flatface. Just until we can convicne a 3d modler to make us the correct radar van) Wrench kevin stein
