Jump to content

666th_birdy

Members
  • Posts

    413
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by 666th_birdy

  1. @Grandsurf: sent me a PM (in German if you want) with what you realy want. Can sent the txt-files for Merzifon if that's what you mean? @TheSystem: yeah, I put the BMPs in TempTextures but the whole towbar is olive green (as are the wheels) and the fire-extinguisher is half red/half black. Only the wheel-blocks seem to be black. Any ideas?
  2. railroad power lines at Krymsk new depot with heli-pad at Simferopol AB new towbar at various locations.
  3. go here http://www.666th.org/downloads.php?cat_id=1 @thesystem: yep like the towbar and working on it now.
  4. very nice. That one will go into scenery 1.3
  5. Is there a LOM or CMD model available yet for my upcoming scenery mod?
  6. Yes, the mod will come with no or neutral flags/insignia. The pics only show the ones I currently have installed. Just FYI; the hangars you see above have replaced the excisting lockon-hangars. These are located on remote maintenance arreas and not on the tarmac.
  7. I've started putting Tomcatz' hangars in the upcoming scenery. Since the IL-78 doesn't fit the 'see-through' hangar, this one is not implemented (yet). inside the hangar there will be some more eye-candy like PODs, ammo, TERs, cates, toolboxes, fueltanks and ejection seats. Sukhumi and Anapa:
  8. I wanted to put an hangar on a spot were the player will start upon mission entry. All such spots however can be occupied by other (larger) planes. This depends off course on howmany spots are takenm by AI flight or static objects I could place the hangar on a remote depository so the change of an AI plane taking off there is unlikely. However the mission builder must make sure all other (previous) spots are occupied if he wants to take off from within the hangar. I'm just hoping Tomcatz will redo some work on 'see-through' hangar.
  9. 1) Personally i'd rather have Tomcatz to change his Hanger but if everybody thinks it's oke as it is, i'll put it in (you could start a poll about this) 2) The power masts (vyshka) are hardcoded so I can't change it.
  10. I'm afraid not, SKF ! As you can see the tail still doesn't fit. The whole point of putting the hangar in the scenery file is that AI & player can start their mission in it. Putting it on the ramp is no option as it will interfere with other parked planes. The only option are the square aircraft depositories but they are not large enough to fit Tomcatz' largest Hangar. @ Tomcatz', any idea?
  11. back to the hangar... i was gonna use it in my new scenery but I found out that not all aircraft fit when it's positioned on an parking slot. @Tomcatz; can you do something ?
  12. 1) SAM manufacturing plant 7,5km east of Krymsk AB (70+ objects) 2) some railroad tracks are getting electrical power lines
  13. 1. Will keep on eye on that one. Looks very nice. 2. go here: http://home.planet.nl/~monfro/666th/lockon/editor-mod.htm
  14. Oops, I stand corrected. it's v1.3 @skf: Clouds and birds will not be inthe scenery (do like that work though) @poko24: v1.3 will have the same trees as previous versions. I do plan to change some to make it look even better but you probably won't notice unless I tell you what the changes are. PS:love to be on the ED tester team but no one asked so far. Saw some nice tree formations (google earth) around the new basis in Georgia so I've got some work to do there) Holliday homes some 5km north of Krymsk AB (MiG29s can be seen on finals): Extra oilrig near Sochi:
  15. Gate keeper at Krymsk AB: Army base 7,5km north of Krymsk AB (near turning point AI planes for finals):
  16. As with the birds, most guys want to use these as options not as "always present". But if you don't want the clouds to be attached to the ships, just rename the LOM files to anything you like and put that name in the structtable.sht and meinit.xml file.
  17. That Nuclear plant was there all along :) The problem with populating the Merzifon area is that the surface is dull green and the buildings kinda look out of place. The lack of roads isn't helping either. I don't want to concentrate on Merzifon to much right now since this area might be re-worked in BS. But if you have any concrete suggestions, I'm happy to look into it. You could just sent me a mission with statics placed on area's you wanna have copied to the Merzifon region.
  18. I was wondering when someone came with that question. NO, this part of the apron is not a take-off or landing slot. There are more airbases that have partly unused aprons. I will probably use some of them to place Tomcatz 'big' hangars on.
  19. If you mean a new version with the Hangars in it, then I can tell it's still in the making. I'm still waiting for TheSystem to finish more airbase objects like the tow bar and tow truck etc. Recent scenery mod can be found in the download section at www.666th.org
  20. Just sent me an screenshot and note any changes you'd like in that shot.
  21. You're right, sorry. But the comm.center does exsist at some airbases. Don't now them by heart but Saki is one of them. I renamed your objects hangar1-hangar3 and added them to the structtable.sht file and meinit.xml file. That way the orginal objects can be used aswell. About the animated birds: they don't really fly right?
  22. 1: A tutorial on how to add 100+ objects to the drop-down list in the mission editor can be found here:http://home.planet.nl/~monfro/666th/lockon/editor-mod.htm 2: Just give him a PM
  23. Note: If you install the three Hangars by Tomcatz and are using my Scenery mod, some of those hangars might be placed on unexpected loactions. This is caused by the fact that the ammo-dump and comm-center allready excist in my scenery files !
×
×
  • Create New...