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Wrench

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Everything posted by Wrench

  1. The ones on my site are broken into sets for a easy reason: Different terrain types require different camo paint jobs. Hence, the Desert skinned object pak, Euro-style skinned object pak, and a few snow-camo skinned thingys. Not counting the snow camos for DBS at Major Lee's site. To be honest, I've been the only one even attempting anything like this for nearly 3 years. I've been maintaining the "Filling the Blanks With Ground Objects" thread at SimHQ for some time (albeit, due for an update caused by the release of the arty by the Dev A-Team -- note to self: do so soon) A GOPak is actually a really good idea But... with the differing types of terrain, this allows the end user the ability to pick and choose which to install to go with what terrain. I mean, it looks somewhat odd having a snow camoed T-54 crawling across the Saini desert (unless this is, of course, after the Great Asteroid Impact, and is the result of the Global Winter) Conversley, seeing a Desert camo Centurion engaging on the Euro terrains looks kinda odd too. As to getting permission, lots of the original stuff (now updated for the latest patch, and no longer needing the groundobjectdata.ini -which no longer exists- to be messed with) were created by Pasko, and he's a bit tough to get a hold of. As to adding listings to the groundobjectdata.ini; sounds like you might need to patch to the latest level. (see above, and also in the Knowledge Base here) So, all in all, a good idea, but it's already been done. At least as far as I can tell :) Wrench Kevin Stein
  2. Can you post the data ini and loadout ini changes? (just the relevant weapons sections), and perhaps the nose/fuselage systemname= bits? I completly forgot about the PF....hide the nose INSIDE, give the plyons the correct placement! Sounds like a very workable solution..! Wrench Kevin Stein
  3. http://forum.combatace.com/index.php?autom...ode=sst&id=3111 File Name: P-55A Ascender, 80th FS PTO File Submitter: Wrench File Submitted: 20 Aug 2006 File Updated: 9 Feb 2008 File Category: USAAC/USAAF File Version: No Information Website: No Information For "Secret Weapons Over the Pacific", SF/WoV/WoE Reskin of Dev A-Teams P-55A for the 80th FS, PTO. Includes serial numbers, LOTS of nose art, and a cockpit tweek for some new gunsights. Please read the readme for full instructions and list of those who helped out. Happy Landings! Wrench Kevin Stein Click here to download this file
  4. Alkali missiles are relatively short ranged, and will miss quite often. Below is copied from the MiG-17PFUs' readme, entitled "Interceptions Procedures" -------------------------- It is recommanded that you use easy or normal HUD mode due to limited simulation of RP-2 radar imposed by limited access to avionics60.dll. Refer to GCI and approach the target. Stay bellow and close to target's 6 o'clock. Arm radar selecting RP-1 Izumrud Radar and AA-1 (press same weapon selection switch twice). Select Search mode and you will see RMin bar at the bottom of the scope. It should be moving from left to right continuously. Once you are within 6 nm of the target you will see blip on the scope. But you can't designate the target in search mode. In order to designate the target you have to use boresight mode and its maximum range is only about 2 nm. So make sure the target blip is very near to the RMIN bar before switching to boresight mode. Once the blip is close to, but not below the RMIN bar, switch to boresight mode. You will see faint B weep line along with RMIN bar in case you selected AA-1. Keep the formation of targets at the center of your HUD. If you are using easy or normal HUD then keep your target padlock at the center of HUD. Once target acquisition begins the RMIN bar will desappear. But you have to wait for 5-10 seconds during which acquisition is being processed. Closer to the target when you initiate your target acquisition, it will take shorter. In this simulation, at less than 1nm with C-130 size target it takes no longer than 2 seconds to complete the acquisition although real life data may be different. AFter 5-10 seconds, if you use easy or normal HUD mode you will see yellow diamond overlaying on your target. If you don't use easy or normal HUD look at radar lock light on the left of your HUD glass. If it turns bright green from dark green radar is successfully tracking the target. Keep target slightly under HUD center, fly straight and you can fire now. If missile starts tracking, it will make distinctive turn towards target. Keep aim steady until missile hits! Do not forget that this is not easy and takes practice to perform it correctly! ------------------ And the AA-3 should be a semi-active radar homer. Lock up the target, and keep the yellow diamond in the CENTER of the hud/sight glass until it hits. You might also want to review the game manual on using missiles, check the Knowledge base here, and if you're missing your weapons, check the Weapons Wiki here Aircraft Database I've updated ALL the Fishpots to the latest Weapons Pak standard. NOTE TO MODERATORS: Please put a link in the Knowledge base to the Weapons Wiki....it'll be a big help to lots of folks :) I thank you! Wrench Kevin Stein
  5. Wow! The game now models St. Elmo's Fire???? Is it only the Zipper, or are any other planes doing it? check you graphic setting in the Options menu. Reflections or something like that Wrench Kevin Stein
  6. it is necessary to reewrite all files for each aircraft ??!!! In a word, YES. You must manually update the //Weapons section in ALL 3rd party aircraft to meed the current nation name and attachment type standards (there are a few exceptions, WW2 stuff mostly) You must also maunally updated the loadout ini for ALL Soviet/WP aircraft, as they no longer use the old style of NATO designations for weapons. Several other countries have also had their 'names changed', and they are being worked on. Slowly but surely. Most of the relevant aircraft data and updates can be found here: http://bunyap2w1.com/SFP1_Wiki/index.php?title=Main_Page Due to the diligent work of myself, bunyap, tristan and VERY few others, a great deal of the work has already been done for you. Now, it's just a matter of copy/paste. The weapons pack modifiy itself the lines of this files ? In a word, NO See above. Also, all questions about nation names and attachment types changes ARE answered in the weapons pak readme. Note to moderators: any way of making this a sticky, or something like it, adding it to the Knowledge Base, and a link to the Weapons Wiki?? Wrench Kevin Stein
  7. Check in your weapons folder, and see if the F6.lod is there. If it's missing, you wn't have the visual of the pylons. Also,make sure the entry in the weapons data ini is just like my post above. Wrench Kevin Stein
  8. Check the knowledge base up top; I seem to remembe something about changing the 'properties' of the weapons editor's exe to run in XP. Compatibility for Win98??? can't remember off hand.... Wrench Kevin Stine
  9. Or simply, Control- 0 (that "oh" not zero) Works for all bombbays, Beagle, B-25, A-26, B-17, B-29, He111, Do17, Ju88, etc, etc, etc.... Wrench Kevin Stein
  10. View File Korean War 'What If...' F-47N Thunderbolt New skin and some ini mods for Russo's superb N model Jug. Represents the 36th FBS, had they had Thunderbolts. Ini mods reflect latest patches, and the addition of formation and landing lights. Includes serial and buzz numbers for 36 aircraft. Serials are actual P-47N numbers. You must have the latest weapons pack for this to work. Also, please read the readme for more informations With thanks to Russo for the aircraft, and especially for the templates! Enjoy! Wrench Kevin Stein Submitter Wrench Submitted 08/07/2006 Category Fictional Aircraft, Experimental and UAV's
  11. 657 downloads

    New skin and some ini mods for Russo's superb N model Jug. Represents the 36th FBS, had they had Thunderbolts. Ini mods reflect latest patches, and the addition of formation and landing lights. Includes serial and buzz numbers for 36 aircraft. Serials are actual P-47N numbers. You must have the latest weapons pack for this to work. Also, please read the readme for more informations With thanks to Russo for the aircraft, and especially for the templates! Enjoy! Wrench Kevin Stein
  12. View File P-82 Twin Mustang WW2 '46 mod Mod of Pasko's original F-82 Twin Mustang for use in WW2 1946 (also known as SWOTL 2). For SF, WoV and WoE WW2 Europe installs. This is NOT the full aircraft, so you'll need to transfer files over from your original F-82 install. See the readme in the zip for full instructions and a list of needed 'parts'. Also in the readme are instructions on modifying the F82_radarpod to ensure it loads properly via use of the weapons editor. Includes a skin, serial numbers and nose art for the 363rd Fighter Squadron. The nose art is as historically accurate as I can make it. I hope you enjoy this little addition to the "What If..." world Wrench Kevin Stein Submitter Wrench Submitted 08/05/2006 Category Allied Fighters
  13. 909 downloads

    Mod of Pasko's original F-82 Twin Mustang for use in WW2 1946 (also known as SWOTL 2). For SF, WoV and WoE WW2 Europe installs. This is NOT the full aircraft, so you'll need to transfer files over from your original F-82 install. See the readme in the zip for full instructions and a list of needed 'parts'. Also in the readme are instructions on modifying the F82_radarpod to ensure it loads properly via use of the weapons editor. Includes a skin, serial numbers and nose art for the 363rd Fighter Squadron. The nose art is as historically accurate as I can make it. I hope you enjoy this little addition to the "What If..." world Wrench Kevin Stein
  14. You'll find the same ECM fix works on the Skyhawk humps too (also mine, also posted at the Wiki) Good find on the radar bmp....that green smear has been driving me bat-s**t on my Red Air birds! I'll be fixing that ASAP!!! May I also reccomend writing up a little 'how to' and posting that in USAFMTL's Knowledge Base here at CA?? Wrench Kevin Stein
  15. Nice screenies, Lexx! Yes, the pylons are part of the radar nose lod. Which explains why the missiles are sitting too far foward, if the nose is correctly placed (at least on my version of that unknown Beta) If someone was talented enough, it could be rebuilt and a new PM could be created in the same way the 17PF/PF SP16 and PFU were done. You can still load the missiles, you just won't have a 'visual' plyon for them to hand from. There's a fix for the PFU is also listed on the Weapons Wiki. Wrench Kevin Stein
  16. I thought I had a dirty mind!! Buncha sickos..... and I'm not even a UCLA or USC fan* I don't know if the damn thing came down with a book-on-pdf I'd d/led or what. (Intruder Detail & Scale) From one of 2 sites I found that have a lot of reference material (Sqad/Sig In action, Kagero, Osprey, Aerofax, hundreds of great books.) Or just hit me because. Damn Mcaffe found it right way, but couldn't clean or quarantine it. And the path were it said it was, the folder didn't exist. So I wound up removing a bunch of junk from the Temporary Internet Files (which never gets cleaned out via the 'delete all offline content'. Royal pain in the butt!!! It really messed up my weekend; to say nothing of preventing me from doing the Hangar Screen for the Teams Lynx helicpters -- for which I now state my public apology to the rest of the Dev A-Team for failing to fulfill my duties. Wrench Kevin Stein *for our nonamerican (or non californian) readers, here in Los Angeles, the 2 big colleges, UCLA Bruins and USC Torjans teams are always at odds with each other. Famous quote: "my favorite team is UCLA and whoever is playing against USC"
  17. agent: it's a simple copy/paste of the data at the wiki. Copy/paste it OVER the existing weapons section in the AS's data ini. (don't take this next question wrong, but I have to ask it): you do know how to do a text copy paste, right? Hold down the left mouse button, and swipe down over the text; it should become highlighted. Then right click on the highlighted text, and a little window will pop open. Select 'copy'. Open the ini to be updated, do the same for the section to be replaced, then right click, "paste". the text below is the relevant section; this is the updated version. If you wish, just use this and do the copy/paste from here. [iRM Pylons] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,-5.00,1.1 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250.0 AllowedWeaponClass=GP AttachmentType=NATO ModelNodeName=F6WP PylonMass=50 PylonDragArea=0.08 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.2599,-0.43,-0.62 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 AllowedWeaponClass=IRM AttachmentType=SOVIET ModelNodeName= PylonMass=30 PylonDragArea=0.01 [RightWingStationOutboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=3.2599,-0.43,-0.62 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 AllowedWeaponClass=IRM AttachmentType=SOVIET ModelNodeName= PylonMass=30 PylonDragArea=0.01 [LeftWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.22,2.18,-0.41 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=SOVIET ModelNodeName=LeftWing_InnerPylon PylonMass=40 PylonDragArea=0.02 FuelTankName= [RightWingStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.22,2.18,-0.41 AttachmentAngles=0.0,0.0,0.0 LoadLimit=250.0 AllowedWeaponClass=BOMB,RCKT,RP AttachmentType=SOVIET ModelNodeName=RightWing_InnerPylon PylonMass=40 PylonDragArea=0.02 FuelTankName= [LeftTankStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-2.61,0.50,-0.41 AttachmentAngles=0.0,0.0,0.0 LoadLimit=400.0 AllowedWeaponClass=FT AttachmentType=SOVIET ModelNodeName= PylonMass= PylonDragArea= FuelTankName=Tank400_MiG17 [RightTankStation] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=2.61,0.50,-0.41 AttachmentAngles=0.0,0.0,0.0 LoadLimit=400.0 AllowedWeaponClass=FT AttachmentType=SOVIET ModelNodeName= PylonMass= PylonDragArea= FuelTankName=Tank400_MiG17 Here's the loadout ini, same thing, copy the text below and paste it DIRECTLY over the existing text in the loadout ini [AirToAir] Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType= Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType= Loadout[04].Quantity=1 Loadout[05].WeaponType= Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 [Attack] Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType=UV16 Loadout[04].Quantity=1 Loadout[05].WeaponType=UV16 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType=FAB100 Loadout[04].Quantity=1 Loadout[05].WeaponType=FAB100 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 [Recon] Loadout[01].WeaponType=F6WP Loadout[01].Quantity=1 Loadout[02].WeaponType=R-3S Loadout[02].Quantity=1 Loadout[03].WeaponType=R-3S Loadout[03].Quantity=1 Loadout[04].WeaponType=S-24 Loadout[04].Quantity=1 Loadout[05].WeaponType=S-24 Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank400_MiG17 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank400_MiG17 Loadout[07].Quantity=1 If you have any other problems, let me know. At worst, I'll email you the data and loadout inis. :) Wrench Kevin Stein
  18. MiG-17AS_DATA.INI and MiG-17AS_Loadout.ini Those are the files that need editing Opps on my part...I forgot about the ''exported'' thingy on the plyons. I had to do that too. Simple edit in the weapons editor. for those that don't have it, here's the section from the weapons pak data ini for hte F6WP pylons: [WeaponData1066] TypeName=F6WP FullName=F-6 Pylons ModelName=F6 Mass=50.000000 Diameter=1.000000 Length=7.000000 AttachmentType=NATO NationName=CHINA StartYear=0 EndYear=0 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=3 GunTypeName= MaxRounds=1 MuzzlePosition=0.000000,0.000000,0.000000 LightPosition=0.000000,0.000000,0.000000 AimDirection=0.000000,0.000000,0.000000 EjectShells=0 copy/paste this OVER the existing entry, and then do the "open in the weapons editor, scroll down till you find it, double click and open the entry, DO NOTHING ELSE!!!, close and -SAVE-" ini dance. This will update the weaponsdata in and weaponsdata.dat files, and your problems should be (for the most part) fixed. My bad! Sorry! Wrench Kevin Stein
  19. Haven't seen that mod before, and there's no name in the readme. The attachements and nation names are off, as well as the missile names (should be RS-2US for the Alkali B's) This would explain the missing nose and missiles. The pylons will be off, simply because the Farmer is larger than the Fresco. A whole new Izumrud nose lod, with associated pylons would need to be made to get it right. Further investigation is required :) As for the avionics, use the existing one from the PFU Fresco. Not much difference, that I know of in the RP-1 and RP-5's the Farmer D/E used. Wrench Kevin Stein
  20. I havn't had any problems with it, just a few little tweeks to get the missiles to load. In fact, last week (just before I got hit with a nasty trojan,and spent all weekend trying to clean it out), I fixed the lights on it. ie: added them, as it didn't have any. What exactly is it doing (or not doing) for you??? Details please! Wrench Kevin Stein
  21. I know all about back troubles...wake up hurting, go the sleep hurting. I'm assuming this is what you want to see????...... The exact answer you seek can be found here: Buny's Weapons Wiki Go the the "Aircraft Data" section, then just scroll down until you see "Cuba", and the 17AS will be listed. Took me about an hour to get this edited to work (only because I tried a stupid trick on the pylons that didn't work). Not only was the attachment type off, but the hardpoints needed spliting to get everything where it's supposed to go. Just copy paste the info as stated on the Wiki into the relevant sections of the data and loadout inis Happy Hunting! Wrench Kevin Stein
  22. Actually, you don't really need to delete the cargo ship and tanker. You can take any of the ships, this example is from the original Liberty Ship's data ini (with only a single 40mm gun), and do something like this: [MissionData] NationName=GENERIC ServiceStartYear=1940 ServiceEndYear=2045 GroundObjectRole=CARGO_SHIP Availability=VERY_COMMON FormationSizeBase=8 FormationSizeVariation=4 The nationname will allow it's use by either side, and it's role as 'CARGO_SHIP' will allow its' appearence in anti-ship missions With some tweeking of a terrain's targets and types ini, they can also be added a 'docked' objects in ports. (see the WW2 Lybia mod for examples -- all over the map!) Soviet or Western warships can also be changed to "CARGO_SHIP", with their nationnames intact, and will apper in anti-ship missions Mind you, carriers are industrucable, due to the flight deck having to act as a runway (although I'm sure an industrious modder can fix that, and have them 'in port' as well, possibly set as a warehouse or seomthing) Wrench Kevin Stein
  23. A real, new 19PM is on Pasko's "To Do" list, along with a new, complete (not needed the new nose) 17PFU. Don't know when they'll be finished. You could use the existing RP-1 Izumrud nose, but I think the Farmer's fuselage is a little fatter than the Fresco's. Simply a matter of creating a new hardpoint, and dailing in the location of the nose/radar cover via the data ini, and adding it to the loadout ini. Use the same avionics as the PFU, and cockpit (nice mod of the A-4s for that at my site) In the screenie above, is this what we're seeing or is it photoshoped? On the PFU, I haven't been able to get the numbers to show on the nose cone, even adding it as a 'node' in the decal ini. Moving it aft, of course, and making it slightly smaller works though :) Wrench Kevin Stein
  24. Definately an MB-5 That would be an interesting 'What If...' add on! Wrench Kevin Stein
  25. There was a mod floating around a few years ago of the O-1 into a Yak-12 by someone-who-is-not-to-be-named. It would be easy to duplicate, using the O-1E has a base: (mind you, the real one's were radial engined) --NOTE: I have not personaly tested this mod, this is all off the top of my head--- d/l my mod of the L-19 Birdog, availabe at my site, or here at CA. This will give you an OD skin, and a mod of the P-39's cockpit to something you can fly and use. (yah, is says 'Cessna' on the dash...) ==ADVISORY: The flight model leaves something to be desired...== Create new folder, call it "Yak-12" Copy all the L-19 files into the new Yak folder rename the L-19.ini to "Yak-12.ini" rename L19_Cockpit.ini to "Yak12_COCKPIT.INI" rename L-19_data.ini to "Yak-12_data.ini" edit the ini as follows: [AircraftData] AircraftFullName=Yak-12 "Creek" AircraftDataFile=Yak-12_data.ini LoadoutFile= CockpitDataFile=Yak12_COCKPIT.INI HangarScreen= LoadoutImage=L19_Loadout.bmp AvionicsDLL=Avionics60.dll Throw out the loadout ini, as we dont have any rockets like the US Army or USAF used for marking on the Red Air side. Actually if you want it as an AI only aircraft, you don't even need to cockpit stuff. at the bottom, edit the texture info as follows: [TextureSet001] Directory=ODGreen Name=ODGreen Nation=Soviet Squadron= Specular=0.300000 Glossiness=0.000000 Reflection=0.000000 (note nation name change) go to the ODGreen skin folder and do this to the textureset.ini: [TextureSet] Name=ODGreen Nation=Soviet Squadron= Specular=0.300000 Glossiness=0.000000 Reflection=0.000000 Copy/paste this into a blank notepad, and save as 'Decals.ini' : [Decal001] MeshName=Fuselage DecalLevel=2 DecalFacing=LEFT FilenameFormat=SovietNum Position=-1.183,0.155 Rotation=0.0 Scale=0.50 DecalMaxLOD=3 [Decal002] MeshName=Fuselage DecalLevel=2 DecalFacing=RIGHT FilenameFormat=SovietNum Position=-1.183,0.155 Rotation=0.0 Scale=0.50 DecalMaxLOD=3 [Decal003] MeshName=Fuselage DecalLevel=0 DecalFacing=Left FilenameFormat= Position=-0.21,0.155 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal004] MeshName=Fuselage DecalLevel=0 DecalFacing=Left FilenameFormat= Position=0.75,0.155 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal005] MeshName=Fuselage DecalLevel=0 DecalFacing=Right FilenameFormat= Position=-0.21,0.155 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal006] MeshName=Fuselage DecalLevel=0 DecalFacing=Right FilenameFormat= Position=0.75,0.155 Rotation=0.0 Scale=1.0 DecalMaxLOD=3 [Decal007] MeshName=Wing_L DecalLevel=0 DecalFacing=TOP FilenameFormat=Insignia Position=-4.154,1.674 Rotation=0.0 Scale=1.5 DecalMaxLOD=3 [Decal008] MeshName=Wing_R DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Insignia Position=4.154,1.674 Rotation=0.0 Scale=1.5 DecalMaxLOD=3 [Decal009] MeshName=Wing_L DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Insignia Position=-4.154,1.674 Rotation=0.0 Scale=2 DecalMaxLOD=3 [Decal010] MeshName=Wing_R DecalLevel=0 DecalFacing=TOP FilenameFormat=Insignia Position=4.154,1.674 Rotation=0.0 Scale=2 DecalMaxLOD=3 [Decal011] MeshName=VertTail DecalLevel=0 DecalFacing=LEFT FilenameFormat=Insignia Position=-2.9,1.25 Rotation=0.0 Scale=0.75 DecalMaxLOD=3 [Decal012] MeshName=VertTail DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=-2.9,1.25 Rotation=0.0 Scale=0.75 DecalMaxLOD=3 Place it in the ODGreen skin folder. If prompted to overwrite, say "YES". It should look something like this: That should hold everyone for a while. If there's any interest in it, I could easily put it together as a package for release. I'm sure I can find some kind of Soviet/WP rocket pod that'll work. For another FAC alternative, may I also suggest Pasko's AN-2 Colt??? Not like the FAC function works anyway.... Wrench Kevin Stein
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