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Everything posted by Wrench
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1,150 downloads
Upgrade/Update for Lybia Terrain -- For Use With Polak's New Desert Tiles =ONLY= This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets, mostly to try to remove of 'floating' objects in the Gulf of Sidra, and to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, a Patrol Boat (stock object, but I'm including all the extracted parts anyway), a Lybian flag to wave in the breeze, and a few other things that'll be surprises. It should be noted, the water mod is NOT included in this pak...the oceans are just plain water, no wave action. This is fixed by the use of Polak's New Desert Tile Set, which includes modified water tgas. This package was designed for using JUST Polak's Desert tiles, so you'll have to go and get them from the CombatAce SF/WoV/WoE Terrain downloads section. The data ini included with this set is already set up for use with his tiles, and the water effects are activated. Vista users should read the note section below, as they are a 'special' case. This has been tested in SF & WoE; It should also work in WoV, but I've not tested it in there. There is, for some reason, a bit of strangness with the Anti-Ship missions. You seem be get given target areas that are NOT listed, far off from the routes I've defined in the movements ini. Also, there is NO provision for CAS missions, as this was originally set up for air strikes, recon, sweeps, etc. SO DON'T TRY ANY CAS MISSIONS - I'm not sure what would happen; you just might be sitting in the cockpit, and get a 'mission accomplished' or it may crash. Don't know. If anyone is so inclined, and wants to build a 'fix' for the shipping routes, please do so, and post it so all and sundry can have it! I've also fiddled with target area placements to give some kind of a front line, right across the Gulf. There are further, highly detailed instructions, especially for Vista users, in the enclosed readme -- so for your own sake, read the cursed thing!!!! Don't forget to grab Polak's Desert Tile set, here at CombatAce happy hunting! Wrench kevin stein -
Lightnings, Mustangs, Mossi's and perhaps the late model Jugs in WW2 had warning reciever...I remember reading that I was basically a flashing light that said something was coming up the tail. Not sure exactly how the Mossie 'boozer' worked, but I thing it was something similar, just a light (it's mentioned in several of the later 633 Sqadron novels) That's pretty much what I went for, in the ASA-M mod, without the RWR. I did add the jammer, I think. If there's enough 'call from the masses", I can easly updatd the cockpit ini to add it. Of course, we are still stuck with the stock Zipper pit..., as to instrument placement. Wrench Kevin Stein
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Yes, the insigina for the Canal Nazis is absolutely correct. If it's off the book cover...no question. As for CMs, just use the placements from the F-4G WW (inner wing pylons - might not be perfect, as it's based off J/N/S positioning, but it works). Don't know if the CN's had jammer pods though. Interestering to note, I hardly remember chaff/flares being mentioned in the books. ECM was used a couple of times, mostly probably during The Circle War to penetrate/eliminate/degrade the SAM Belt across the Badlands Border. Wrench Kevin Stein
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Ok...not so easy!!! Can't use the existing stuff I "borrowed" from WoE ... must use the avionics70.dll to get the hud working. With that, you lose the a-g radar; and it should have that. So should the ASA, only the M is pure a-a. But I was able to get a nicer looking gunsight by using the stuff from the Mud Hun.No real gains using that. No CCIP (didn't have one), and missile aiming stuff (circles, aimdot, whatever the hell it's called aren't there)...still needs more work. Might just be betteroff with what we have. But I was able to create the darker gray fuel tanks, using Dave's 195 gallon. My 170 Drak Gray is too shiny...don't know why. Wrench kevin stein
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Tristan: I have you're water mod archived at home. Would it be cool to upload it, or not??? Wrench kevin stein
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Super easy tweek... Just use the avionics in, cockpit ini, cockpit folder from this one. They all use the stock zipper pit, so all that's needed is the cockpit parts already supplied. The ini dancing has already been done. I didn't even know we had a S/ASA mod for Ajundairs. should take me a hour or so to make the tweeks. I 'll look at them when I get home tonight (still at the shop) Anyone want an RWR gauge to go with it???? Wrench kevin stein
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View File F-104S-ASA-M Starfighter Mods A Small Modification of Jet-Zs excellent Italian Air Force F-104S-ASA This is a modification of, like it says in the title, of the F-104S-ASA in the final, pen-ultimate Super Starfighter as used by the Italian Air Force. It is based on JetZ's work, along with Crab_02 3d modeling to create the weapons pylons and a few other niceties that were needed. In fact, very little of the original data ini has been changed, other than updating the weapons types, and service years, and cockpit tweeks by me. All the rest, is still their work. This mod/upgrade/tweek package makes use of several items from the stock games...it is MOST important you have the original 3rd Wire stock issue of the F-104G. Many of it's components are used. --PLEASE NOTE: this is not to be used with any of the Starfighters built and released by Ajundair; it is for the stock 3rd Wire 104G -ONLY-!!!! == THIS IS NOT A COMPLETE AIRCRAFT - YOU WILL NEED THE STOCK 3RD WIRE F-104G TO MAKE USE OF THIS MOD == You MUST have the latest weapons pak installed to make use of the pylons/ventral strake kit necessary for your missiles and other neat things!!! 1) Most important, you'll need to have the stock 3rd Wire F-104G Starfighter, as this is the airframe base. If you don't have it already in game (ie: for WoV*), you can get it at CombatAce or from 3rd Wire's downloads section. *It should be noted, that in fully patched up versions of ALL the sims - especially WoV- all the needed lods are already in place inside the object.cat.* 2) You'll need JetZ's really cool "ITLowVis" skin, available at his site: http://www.12packproductions.com/JetZ/index.html If you're a Zipper-head, he's got some SUPERB skins there for the 104. I'd also reccomend getting his F-104S, and 104S-ASA, not only to round out the set, but they're nice additions. And the original basis of this work. The lo-vis skin is part of the 104S/S-ASA package, so you might as well get it all, don't ya think???? There are further, fully detailed instructions in the read on how to create the full aircraft -- PLEASE read them!!! Credits: all credit goes to JetZ and Crab_02 for creating the S and S-ASA version of the Zipper, TK for giving us the F-104 in the first place, and WoE (where I got the cockpit parts) I can only take credit for some ini editing, that gives us this last operational, full interceptor version of the Starfighter. Happy Landings! Wrench Kevin Stein Submitter Wrench Submitted 06/26/2007 Category F-104 Starfighter
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1,243 downloads
A Small Modification of Jet-Zs excellent Italian Air Force F-104S-ASA This is a modification of, like it says in the title, of the F-104S-ASA in the final, pen-ultimate Super Starfighter as used by the Italian Air Force. It is based on JetZ's work, along with Crab_02 3d modeling to create the weapons pylons and a few other niceties that were needed. In fact, very little of the original data ini has been changed, other than updating the weapons types, and service years, and cockpit tweeks by me. All the rest, is still their work. This mod/upgrade/tweek package makes use of several items from the stock games...it is MOST important you have the original 3rd Wire stock issue of the F-104G. Many of it's components are used. --PLEASE NOTE: this is not to be used with any of the Starfighters built and released by Ajundair; it is for the stock 3rd Wire 104G -ONLY-!!!! == THIS IS NOT A COMPLETE AIRCRAFT - YOU WILL NEED THE STOCK 3RD WIRE F-104G TO MAKE USE OF THIS MOD == You MUST have the latest weapons pak installed to make use of the pylons/ventral strake kit necessary for your missiles and other neat things!!! 1) Most important, you'll need to have the stock 3rd Wire F-104G Starfighter, as this is the airframe base. If you don't have it already in game (ie: for WoV*), you can get it at CombatAce or from 3rd Wire's downloads section. *It should be noted, that in fully patched up versions of ALL the sims - especially WoV- all the needed lods are already in place inside the object.cat.* 2) You'll need JetZ's really cool "ITLowVis" skin, available at his site: http://www.12packproductions.com/JetZ/index.html If you're a Zipper-head, he's got some SUPERB skins there for the 104. I'd also reccomend getting his F-104S, and 104S-ASA, not only to round out the set, but they're nice additions. And the original basis of this work. The lo-vis skin is part of the 104S/S-ASA package, so you might as well get it all, don't ya think???? There are further, fully detailed instructions in the read on how to create the full aircraft -- PLEASE read them!!! Credits: all credit goes to JetZ and Crab_02 for creating the S and S-ASA version of the Zipper, TK for giving us the F-104 in the first place, and WoE (where I got the cockpit parts) I can only take credit for some ini editing, that gives us this last operational, full interceptor version of the Starfighter. Happy Landings! Wrench Kevin Stein -
Wouldn't doubt that for an instant... don't forget, the Kosov terrain was never quite finished, and some and/or many mistakes can be expected (I'm not even going to mentiion the coastlines, with the ocean halfway up the mountains! - be good for surfing, maybe??? ) Wrench kevin stein
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Can you see/find the difference???? Now, before the rivet/gauge/switch counters go all ballistic on me, I know this is NOT historically correct. I just did it as an experiment, as I'm about to release the F-104S-ASA-M mod, and was wondering if anything like this existed in the Last Starfighter.... Also, while fiddling, I was reminded of a post over at SimHQ about something similiar.... Interesting, isn't it??? Wrench Kevin Stein
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View File Lybia Terrain Upgrade Ver.2 Update/Upgrade of USAFMTL's Lybia terrain From the Readme: This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets, mostly to try to remove of 'floating' objects in the Gulf of Sidra, and to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, a Lybian flag to wave in the breeze, and quite a few surprises. It should be noted, the water mod is NOT included in this pak...the oceans are just plain water, no wave action. You can get Tristan's Lybia water mod here at CombatAce, in the SF/WoV/WoE Terrain Mods section. If you're so inclined... (the DATA INI is already set up for it's usage) As I always reccomend, unzip to a temp director that's easy to find. == REMEMBER TO BACK UP YOUR ORIGINAL LYBIA DATA, TARGETS, TYPES AND MOVEMENT INIS !!!!! == (just my way of saying I ain't responsible for you doing dumb things!!) = A REALLY Important note: The targets ini in this pak is designed with the ORIGINAL tileset that came when this map was first released. I've tested it, in one of my many installs, with Polak's New Desert Tile Set - and it looks SPECTACULAR! But.... there is a problem with using this newest targets ini -- all the stuff will be buried by the latest terobjects (buildings built into the tiles). It makes the cities look how they're supposed to, but the entire targets ini will need rebuilding to move or remove all the added buildings, AA & SAM units, vehicle depots, industrial centers, parked ships, POL depots, well you get the idea -- everything must be tweeked AGAIN to make use of his tile set. So, I reccomend NOT using his latest and greatest work, until I can get things moved around again. Which means, expect another version of the targets ini built to work with the newest desert terrain tiles. It's almost ready, so it won't be more than "2 weeks" <vbg> This is just a sample from the readme -- it's very extensive, and give FULL, CLEAR instructions on how to get it to work in all 3 versions of the sim. It also describes in detail what you can expect to see and experience; mostly. There is even MORE information for Vista users on disabling the shader (actually, a full DATA ini already adjusted just for them!). REMEMBER: follow the instructions exactly as they're presented to you...you should have no problems getting this to run. A full listing of credits and other people to blame are in the readme as well HapPy HunTing!! Wrench Kevin Stein Submitter Wrench Submitted 06/24/2007 Category Terrains
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Wrench (hands Dave a piece of paper): USAFMTL, what can you make of this??? Wrench kevin stein
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I must disagree..... This is right out of the stock P-35 Barlock: [MissionData] NationName=SOVIET ServiceStartYear=1959 ServiceEndYear=1980 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON This is from the P-12 Spoonrest: [MissionData] NationName=SOVIET ServiceStartYear=1959 ServiceEndYear=2010 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON From the HAWK HIPAR/PAR: [MissionData] NationName=USMC ServiceStartYear=1959 ServiceEndYear=2000 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportAvailability=COMMON As for the HAWK PAR, mine most definately has the under line _ on both the folder name and the ini name "EWR" is the type of radar, defined by the terrain types ini; it allows the game engine to randomly popluate the terrain with various radars. It is NOT the GroundObjectRole.
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Ran across this, too, when building the S92 for SF. Rather interesting 'what if'. Given the IDF's penechant for secrecy, it's quite possible that they may have 'experimented' with one. Easy enough to add one to the game to find out....simple redecaling and some ini tweeks Wrench kevin stein
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Hell, I'm looking for a Rapair and M-109 series of SPGs!!! Wrench kevin stein
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Don't know much about dropping the cockpit (other then maybe adjusting it's height in the cockpit ini???), but changing the color of the sight should be pretty easy, it's just a tga w/alpha channel Open the setka.tga in whatever image program you've got that handles tga w/alpha, like photoshop. In the layers/channels window, set to 'channels' you should see the 3 rgbs and the alpha. Selecting the RGB, you can paint 'under' the alpha any color you want. I kinda think of the alpha as a 'hold-out matte', like they used to use for movie special effects; it only shows through on the parts 'open' (in this case, the sight grid). Save and close. It should work. (just to note, I've done this several times for decals, and vehicle reskins that have the radar grid) Wrench kevin stein
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721 downloads
Update/Upgrade of USAFMTL's Lybia terrain From the Readme: This is mostly a 'fix' of the targets, types, and movements inis. I've peaked and tweeked the targets, mostly to try to remove of 'floating' objects in the Gulf of Sidra, and to add more things for everyone to blow up. I've added the Factory Place, Truck Depot, a Lybian flag to wave in the breeze, and quite a few surprises. It should be noted, the water mod is NOT included in this pak...the oceans are just plain water, no wave action. You can get Tristan's Lybia water mod here at CombatAce, in the SF/WoV/WoE Terrain Mods section. If you're so inclined... (the DATA INI is already set up for it's usage) As I always reccomend, unzip to a temp director that's easy to find. == REMEMBER TO BACK UP YOUR ORIGINAL LYBIA DATA, TARGETS, TYPES AND MOVEMENT INIS !!!!! == (just my way of saying I ain't responsible for you doing dumb things!!) = A REALLY Important note: The targets ini in this pak is designed with the ORIGINAL tileset that came when this map was first released. I've tested it, in one of my many installs, with Polak's New Desert Tile Set - and it looks SPECTACULAR! But.... there is a problem with using this newest targets ini -- all the stuff will be buried by the latest terobjects (buildings built into the tiles). It makes the cities look how they're supposed to, but the entire targets ini will need rebuilding to move or remove all the added buildings, AA & SAM units, vehicle depots, industrial centers, parked ships, POL depots, well you get the idea -- everything must be tweeked AGAIN to make use of his tile set. So, I reccomend NOT using his latest and greatest work, until I can get things moved around again. Which means, expect another version of the targets ini built to work with the newest desert terrain tiles. It's almost ready, so it won't be more than "2 weeks" <vbg> This is just a sample from the readme -- it's very extensive, and give FULL, CLEAR instructions on how to get it to work in all 3 versions of the sim. It also describes in detail what you can expect to see and experience; mostly. There is even MORE information for Vista users on disabling the shader (actually, a full DATA ini already adjusted just for them!). REMEMBER: follow the instructions exactly as they're presented to you...you should have no problems getting this to run. A full listing of credits and other people to blame are in the readme as well HapPy HunTing!! Wrench Kevin Stein -
Viggen: Now your work is just beginning..... In the Knowledge Base, you'll find a whole slew of data and loadout inis all pre-set and adjusted for use with the weapons pak. The thread is "Weapons/Load Fixes" or something like that. Just look for the HUGE thread with my name on it! The first several post explaing what, why and how to do it. For the most part, it's a simple copy/paste job. If you have any questions, or run into a problem, feel free to give me a shout ... since I'm the official Keeper of KB, that's my job! Don't forget to get the cat extraction tool, here at CA in the "SF/WoV/WoE Utilities Section". It's the most valuable tool you can own!!! Wrench Kevin Stein
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Those are Edwards superb terrains...well worth the download. AvSim is a well known and respected site. btw,there are full sized (ie: actual real world size) versions of the 2 two fo them right here at CA, plus here excellent North Africa and Med maps. I can't remembe which of the PTO maps are the full sized ones ... New Gueina? Burma...disremember. Of course, you'll want to do a seperate install for the North Africa stuff..... Actuallly, you'll need a seperate PTO install as well....you don't want Messerschmitt's showing up to defend Tokyo, do you??? Wrench kevin stein
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Well, kinda.... Now mind you, if you're really cleaver, and are super good with the mouse clicker, you can extract all the little bits, goodies, thingamabobs, do-jobies and etcs, and can drop the whole package into any of the Sims (excepting FE, that is -- I mean, really, would you waste a Skyflash on a Fokker D.VII, no -- you'd fly real close, and slow, get right in front of him ..... and LIGHT THOSE BURNERS ... fry his a$$ right up!! Yeah, I'm kinda evil that way....) You'd need: all the aircraft lods (including the shd -shadow- file) all the cockpit 'parts' for the readar, pit lod, all the cockpit tgas, bmps and whatnot. All easily done with the cat extractor. Then you could put it into SF or WoV with minimal muss and fuss. Wrench kevin stein ps: if you think THOSE fantasy-art decals are cool, I've got some super sci-fi ones for a (hopefully) upcoming Dev A-Team aircraft. If it never materalizes, or they just don't work, I'll find a use for most of them! W
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Yup. It's all good...our little brother just needed a nudge in the right direction. Ob: you got it right??? I figured that once you could see YOUR Lybia ini, and compared it to Sag's, that all would become clear. Happy Hunting! -- kick Kadaffy Duck for me while you're over there, huh?? Wrench kevin stein
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Ok, I see what happening...this is definatley a cat pointer problem. Can you do a copy/paste of you Lybia ini, just the top sections like Sag posted?? Somewhere, it's a simple line that's not pointing to the GermanyCE.cat. that's all it can be, due to the lack of 'stock objects' showing up Wrench kevin stein btw, just to let everyone know, in what little spare time I have, I'm reworking the modern Lybia targets ini to straighten out the misplaced objects. Should have it ready in a few weeks....
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Honestly, I was never obvious to ME either!!! Now, thanks to your work, I know what those little numbers mean (kinda always wondered...) I just took them for granted, that they meant something, just never knew what. As to knowing what kind of weapon was loaded on a particular aircraft, I just been using what I've learned over the years, research books I have (hundreds!!!!), photos, and web searches. There are certain obvious things you wouldn't be seeing, like a TER of Mk82s on P-51 (I know that's a lousy example, but....) A lot depends on the aircraft itself. You won't see, for instance, a Walleye on F-100. It has nothing to use as a TV sight (EOGB). You would see it on a Phantom, or Skyhawk (C or later), or Corsair II. Conversely, you CAN have a Bullpup on the Hun, or anything else that 'hardwired' for the controls - since it requires no visual link. RCG type OTH, going back to our Hun (stock F-100D), since it dosen't have any kind of RWR, mounting a ARM on it might not be realistic. None of the Weasel stuff I've rearched has given any indiction of the use of an anti-radiaton missile. (most photos I've seen show, F-100F we're speaking of) bombs and/or rocket pods. But the game allows us to load one. Yes, I know the F had some kind of RWR for the Bear. But the Shrikes may not have been availble at the time, or the aircraft had no more room for electronics 'growth'. Which is actually true; hence the mods for the Thud G into the next WW. I think the loads are more of a 'common sense' things...what's available, and is the bird wired to handle it?? I now pass on the most important thing I've ever learned in all my combat flight simming -- Research, Research and More Research. It has to make 'real world' sense. Bright_Blue_skies: the pdf doc in question is called "Weapons_pak.pdf" and its included in the weapons pak. It should also be at the Weapons Wiki, and might even be here in the Knowledge Base (I'll have to check that) Wrench kevin stein
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What exactly isn't working in Lybia???? no terrain? no targets?? Don't forget, Lybia will also need desert terrain tiles (since you can't use the desert.cat without SF) Can you take and post a screenshot of the problem??? I'd reccomend Deuces desert replacement tiles (they should be either here or at SFMods.com - his site). They're enhanced versions of the 'stock' tiles. And the water effects will need adding, too. That fix is here at CA. Just to let you know, Lybia is also one of the terrains wherein you'll find things sorta 'misplaced'....they'll be lots of building out in the Gulf of Sidra, along with various AAA and SAMs too (they like to swim!!) I'm not sure, have to check, but I know I did an upgrade in moving objects 'back' onto the coast or at least inland enough to be out of the water. This is for modern Lybia, not the WW2 stand-in I did a coupla years back. Wrench kevin stein
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....and that's when you release the tiger!!!" (pulls lever) Wrench kevin stein
