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Lexx_Luthor

**UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects

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**UPDATE 1.3** 300t -- 30Mt Nuclear Weapon Effects


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.

--------------------------------------------------------------------------------------------------------

**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.


 

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dunno why not in SF2

 

I don't know. I never got the SF2, but I hear things are done alot different now. I'm staying with SF1, in fact old SF 2006.

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not really

 

would need a lot of ini editing to get it functional

 

would be quicker, easier, and simplier to just download an SF2 weapons pak, like the Gunny Pak

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