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Effect Mods
Effects Mods and the Like
43 files
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Reworked and retextured dirty exhaust emitter. Eliminates the \"flat ribbon\" exhaust look.
By Deuces1,822 0 -
Extract all of the zip files into your Effects folder with the exception of any sound files, those go into the Sounds folder...tricky eh?
Included:
Afterburner Effect
Dirty Exhaust Effect
Missile Fire Effect
Cluster Bomb Effect (new)
Flak Effect (new)
By BUFF1,507 0 -
The next installment of my effects updates are ready for d/l.
Included is:
-Re-released Aircraft explosion
-SAM Launch Effect
-Small,medium,large bomb effect (Very large bomb effect coming next)
-Naplam effect
-An updated 20mm gun hit effect that I always like to look like HE hits...I like em, if you don't then just get rid of the ini.
-I've also included some sounds I like to use, up to you if you want to use em or not. I noticed that some were missing in the Soundlist.ini, like the cbu explosion, text file shows what needs to be added.
If you are prompted to overwrite any textures, say yes. You did back up your stuff first right?
Note 1:
Some effects might affect you framerate, sorry bout that but they run fine for me so if you get hits, guess it's time to pry open your wallet and buy some current hardware
Note 2:
The WilliePete bomb effect is with Bunyap and should be included once he releases the next weapon pack.
By BUFF1,216 0 -
Part II of the effects packs
Includes:
Re-released aricraft explosion
New small, medium, large bobm effects
New SAM launch effect
New Napalm effect
New 20mm gun hits
Some new sounds included.
All files get extracted to the Effects folder except for sound files. Those go into sound folder.
By Deuces4,288 0 -
This is my first modification
But first I whould like to thank every body who made the F-14 Tomcat.
this modification is mor like thereal F-14 after burners I beleave.
(There may be a few glitches)
Maverick
909 0 -
SMOKE EFFECTS for Strike Fighters: Project 1 and Wings Over Vietnam
Authors:
Saganuay82...Oil Fire effect concept & initial testing
Fubar512.....Oil Fire effect & steamship smoke effect *.ini files
Deuces.......TGA Files & Effects "consulting" : )
Installation:
Place or Extract the follwing files into your SF or WoV Effects folder.
LargeOilFire.ini
MediumOilFire.ini
ShipSmoke.ini
Smoke1.tga
And that's it!
The Oil Fire Effects produce 3-4,000 foot tall pillars of thick, black "oil" smoke, while the enhanced Shipsmoke effect produces a fuller, darker cloud of smoke, such as an oil-fired steam ship might produce.
To Uninstall, simply remove the "offending" file(s) from your effects folder, and the game will revert back to using the original effects.
By Fubar512777 0 -
Some 31 different afterburner effects to play with..
Thanks to Deuces for his help with info..
Readme instructions included...
By dfang1,908 0 -
This is the first of several packages aimed at giving many of the older WW2 birds some 'bullet holes' when they get hit.
Included in this set are "_Holes.tga" for the following aircraft:
-Dev A-Team Aircraft:
Hurricane series
Spitfire series (to Mk 8 & Seafire 1 & 3)
Ju-88 series
Ju-188
Beaufighter series
Beaufort & Ki-48 'Lilly'
SM-79
Bf-110 series
Me-262
Me-262B
Blenhiem series
-Wolf257 Aircraft:
Bf-109 (F & G models)
F4U-1 Corsair (includes other variants)
FW-190
Ki-27 Nate (version2)
Ki-43 Oscar
Ki-21 Sally, Ki-57 Topsy
P-38 Lightning series
P-39 Airacobra
P-40B series
P-47D-20 Thunderbolt (razorback)
P-47D-25 Thunderbolt (bubble canopy)
P-51A/B Mustang
The only problem I forsee, is that Wolf's aircraft are not available for general usage anymore. If you have them, this set is for you. If not, you have my apologies.
Also included is a repainted stock seat for pilot usage, and instruction on how to add it; complete with the data to be added to the aircrafts data ini.
This is a fairly detailed readme -- SO READ IT!!! There are EXTREAMLY important details in there!!!
Enjoy!
Wrench
Kevin Stein
By Wrench271 0 -
More damage tgas for WW2 and Korean Era Aircraft! Included NEW damage tgas for 3rd Wire stock MiG-17.
Included in this set for the following aircraft:
-Dev A-Team Aircraft:
A-20 Boston/Havoc (includes P-70)
A5M Claude
PT-17 Stearman
IL-2 Stromovick series
XP-55 Ascender
He-111H6: (4 tgs, names too long to list.)
Meteor F3, F4, F8
-Wolf257 Aircraft:
P-51D-30 Mustang
I-16 Rata
SBD Dauntless
-RussoUK Aircraft:
P-47N-15 Thunderbolt
Bf-109E
-Pasko's Aircraft:
MiG-15bis
F4F Wildcat
Yak 3
Yak 3RD
Yak 9
Yak 15
(each Yak is seperated into it's own sub folders, but include body, wings (both as necessary) and tail _Holes.tgas)
Ho-229 Flying Wing
Ju-87B Stuka
-Bunyap's Aircraft:
La-11 'Fang' series
-MontyCZ Aircraft:
BF2C/Hawk III
-3rd Wire Aircraft (Stock AI MiGs)
MiG-17F Fresco (usable on all other MiG-17 mods, based on the original 3rd Wire Model)
-Zur's Aircraft:
F-86 Sabre series -including Canadair (I couldn't do the MiG-15 without doing the Sabre!!!)
-Can be used on these other aircraft mods, based on the above units:
EAF Meteor F4
IDF Meteor F4, F8
P-86 WW2 Mod
By Wrench283 0 -
- New exhaust emmitters and a water injection feature for the B-52s and B-47.
The power settings on the engines have been adjusted to reflect the extra thrust
gained from employing it.
- New sounds, featuring an actual B-52 taking off with water injection.
- New lights and "Pride of the Adirondacks" decals for B-47
- New lights code that can be added for the B-52G.
- B-52s spaced out on the taxiways so they're not hanging over one another.
By gbreuder930 0 -
Another in the series of adding shot up aircraft!
(Note: Many aircraft use 2 or more skin bmps, hence 2 or more damage tgas. They are all in their respective folders, excepting those that have only one skin map)
-Dev A-Team Aircraft:
Ta-183 Huckbein
Ki-45A & C Nick
Ki-61 Tony
Ki-100 Tony 2
Spitfire F. Mk.22
Seafire 46 (called "Seafire47_Holes.tga" - works for both)
Tempest II
B5N Kate
B6N Jill (tenzan)
Ki-46 Dinah
P-40E Warhawk (included RAF/RAAF Kittyhawk)
-Wolf257 Aircraft:
P-36A Mohawk (remaned P-40B damage, mapping 95% identical)
-Ajunaidr Aircraft:
Mystere IVA
-RussoUK Aircraft:
F-84 ThunderJet
Tiger Moth
-Pasko's Aircraft:
He-219 Owl
F-82 Twin Mustang
F-80 Shooting Star
Vampire FB 5
Venom FB Mk.4
-Geo's Aircraft:
F6F-3 Hellcat (I think the only one he never made any for!!)
-MontyCZ Aircraft:
-Simon Porter Aircraft:
Sea Fury FB11
-3rd Wire Aircraft (Stock AI MiGs, etc)
IL-28 Beagle
-Other aircraft mods, based on the above units:
WW2 P-80 Mod
WW2 P-82 Mod
PLEASE read the enclosed readme, it has full instructions for installing.
Happy Hunting!
Wrench
Kevin Stein
By Wrench297 0 -
Enhanced Explosions
by CA_Stary
For SF, WoV and WoE.
This mini-pack uses some graphics from my guns_fx, which were in turn based on some .tga files created by Deuces.
In this mini-pack you will find some reworked original effects. Since i've switched from close range WW2 and Korea dogfighting
to more modern medium range missile engagements (WoE rules!) i started working on some enhancements to stock effects. This is not a complete effect pack
(Deuces is best at that), rather an addition.
Reworked effects include:
Aircraft explosions -with new big hot fireballs and lots of burning parts thrown randomly into air, now ground crashes look more realistic
Aircraft fuel fire -new longer fire trail than in original, fueltanks blow, random bursts of fuel
Small/medium/large missile air explosions -different from original, now with more intense fireballs, smoke clouds, sparks
Small/medium/large bomb effects (beta) -differ by size and look, i'm not fully satisfied with those, but I decided to throw them in. Think of those as of beta
Also included are some .tga files from my previous guns_fx pack, as some of the new materials definitions use them
By Stary3,200 0 -
"WW2 Effects" Pack
v 0.9 (final beta)
For Strike Fighters family (including First Eagles)
This is a compilation of various new effects designed with WW2 combat experience in mind. Included new version of mine "new guns hit effects".
Detailed effects list and infos in ww2_effects_readme.txt
Hope you'll like it.
By Stary909 0 -
Some graphic files in this package were created by Deuces or are modified versions of those
created by him. My apologize to him for ommiting this info in first release.
This version called 0.91 has new file structure allowing you to chose the effects you want, as suggested by Saganuay82.
I get rid of the new sounds as they don't seem to work
By Stary788 0 -
This mod is modifi of SAINT AJ´s mod AERO L-39 ZA
In this mod you can fly only with acrobatic squad BIELE ALBATROSY from Slovakia and in this mod you can enjoy red color smoke ;)
PLEASE RATE AND COMENT
By vrkuboy395 0 -
Update 1.3 fixes a titanic blunder in 300kt late cloud effects -- the flat clouds spread across the map at weapon detonation, which is badly wrong. More in the update details section below. The B-47 screenshot shows 300kt late cloud effect as it should be.
Updates 1.1, 1.2, and 1.3 are listed at the bottom of this page.
Included are nuclear weapon grafix effects from the initial double peak pulse to simplified late cloud development, and most major things in between, spanning a time of about 1/20 second to several hours, depending on yield. No weapons are included, but only visual grafix to be set up for use by your weapons.
Surface targeted warhead effects (for bombs, ASMs) are modelled for 3kt, 30kt, 300kt, 3Mt, and 30Mt. Low airburst only -- see the weapondata "Add To" file.
AAM and SAM airburst effects are modelled for 300t, 3kt, 30kt, 300kt, and 3Mt.
** The latest Bunyap Weapons Pack is required for the use of two grafix files contained in that pack -- the SMOKE3 and SMOKE4 tga files . This pack is found here at the CombatAce.
As the sim does not yet support physical nuclear explosive effects, use conventional high explosives and experiment with very high warhead powers. The Weapon Editor can use exponential notation, and 1E+11 is a good start for experimenting with physical yields.
PROJECT USE PRE-REQUISITES:
(1) Know how to work the sim's conventional weapons and the Weapon Editor. This editor and some basic tutorials are found here at the CombatAce.
(2) Know how to work the Cat Extractor to extract several encrypted text files for editing. This extractor is found here at the CombatAce.
This project is designed and optimized for gameplay of hypothetical early Cold War era strategic strike and air defence operations on a massive scale, and will require a few simple, but very profound, adjustments to the sim to work well. One example why: Visible ranges to grafix effects can approach 1000 kilometers, and in one effect, far beyond.
This project works with the stock original game fully patched. However, this project was designed with the author's personal Environmentsystem file and a CRT monitor. I have no clue what this project's effects look like on LCD monitors during day or night missions.
Possible future tweaks, possible bugg fixxes, discussion of modeling methods, answers to questions, improving the effects and their ease of use for others, and discussion of what is being modelled can be found at the ThirdWire webboard at the link below.
ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3970
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*UPDATE 1.1 CONTENTS*
Fixed some faults in the KT/MT FireBall to HighCloud-1 transitions, especially for KT030.
All Pulse and SkyGlow emitters are set to 50% larger in the effects text files (no changes were made to any tga grafix files).
Tweaked some Visibility Distances.
Tweaked some later HighClouds for KT/MT effects.
Made FireBall particles turn a more deep red near the end of their lifetime. Too red? Tell at the ThirdWire thread.
Set the FlightEngine.ini's FarClipDistance to 5000000.0. This fixes bad flickering of large yield SkyGlows seen from very long distances.
Doubled the rate of GroundCloud emission.
And, a few other minor tweaks I don't recall right now.
Additional modding tips in the Install text file.
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**UPDATE 1.2 CONTENTS**
Removed all files for my personal Enviro mods, as the New Sun effect did not seem to work properly when I recently patched up to the latest
Patch (new sun caused black hole in the sky for example). Enviro mod and *new* new sun and star effects will have to be offered seperately
for better download support. This has taught me a lesson to be fully Patched with everybody else before releacing any mods.
I seemed to have found that the sim's custom Effects Details grafix option must be set to MEDIUM or HIGH. At the LOW setting, some
important nucular effects will not show.
Fixed a minor but potentially confusing Flight Engine file instruction regarding FarClip distances.
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**UPDATE 1.3 CONTENTS**
Fixed a devastating error in the KT300 flat clouds that I failed to catch. I had it working fine, but used the KT300 flatclouds to "experiment" with the flat layers as general weather clouds spread wide across the map, and becoming visible just after weapon detonation. I "forgot" to change it back to normal before uploading at CombatAce. This was sloppy. It works correctly now...I think.
By Lexx_Luthor1,797 0 -
UPDATE 8.03.2008
v2.01
-included missing 23mm.tga and pinky.tga used by 23mmobjecthiteffect -thanks to Canadair for finding it
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This is full package with missing flareflash.tga included. If you already downloaded the EE2 pack, you can find the fix alone here:
http://forum.combatace.com/index.php?showtopic=22684
By Stary2,421 0 -
<< "I spotted an afterburner plume at twenty miles." >>
This is the only quote I recall from a Vietnam War air combat book I read back in hi~school and I forgot the title and author. The author spotted the afterburner at night, against the stars if I recall, and said it was a MiG-21. They (F-4 crew) locked it up and downed it with a Sparrow.
The VOLCANO MOD attempts to address, or bring attention to, a long missing feature in all combat jetsims: long distance visibility of afterburners especially at night. To do this, we oversize the afterburners as the sim, along with every jetsim it seems, does not model the brightness intensity of afterburner plumes. The same philosophy was used in sizing the recent 3D Rocket Exhaust effects, making larger flame plumes optional for missiles on a sliding scale of selectable effects sizes.
With the smaller of two oversized afterburner systems here, I can just see a MiG-21's pixel sized R-13 afterburner flickering from a little over 20 miles using 30 degree field of view (FOV) and 1280x1024 screen resolution. I believe that higher resolution would allow longer visible distance for any given FOV. The full size screenshot shows very late twilight F-106 AI squadron takeoff to the South, using the smaller size afterburner system. The yellow arrows point to aircraft in full afterburner following the AI leader.
The VOLCANO MOD uses specific engine names in aircraft DATA files. Any engine afterburner can be done at any time with a simple calculation. A list of engines currently modelled here and simple formulae for calculating their afterburner data are in the instruction file. These are some of the engines that will be of use in a mythological strategic strike/intercept campaign (Siberian Sky), and include engines that were used, or could be used, by Strategic Air Command (SAC) and manned Soviet Air Defense (IA-PVO) from the 1940s to the 1960s.
ThirdWire thread discussing grafix for classical era strategic air warfare: Volcanos erupt on page 3 ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4964
"VOLCANO" was a name used by one or two of our Old Timer SF simmers some time ago who poked fun at an early experimental closeup cameo screenshot that I poasted (it looked pretty bad). The name stuck.
v1.01--------------------------------------
*** ADDED TO INSTRUCTION FILE, but the replacement Zip file does not seem to upload here. So...
Grafix position of the afterburner may need to be changed to taste. This is done by changing the vector ExhaustPosition=[x,y,z], where...
-x is left, x is right.
-y is back, y is forward.
-z is down, z is up.
The numbers are in meters. I prefer the burner flame as close to the nozzle as possible, but without interacting to cause flickering of nozzle/flame.
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By Lexx_Luthor496 0
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