Basher11 Posted April 5, 2008 Posted April 5, 2008 (edited) Credits go to Lexx_Luther and those who have helped me to understand how things worked in the weapondata.ini ... etc... "Sudden Afternoon" Looking from my cockpit, my ship was very far away.. The visual is spectacular. What is really amazing is the dust on the ground surely that covers quite a wide area of destruction. Edited April 5, 2008 by Basher11 Quote
+Jug Posted April 5, 2008 Posted April 5, 2008 Credits go to Lexx_Luther and those who have helped me to understand how things worked in the weapondata.ini ... etc... "Sudden Afternoon" The visual is spectacular. What is really amazing is the dust on the ground surely that covers quite a wide area of destruction. Wow! Wonder if you could put together what you did to achieve such a spectacular result into a Nuke weapon download? Maybe just a list of add on mods and the steps you used to make it work? Quote
Basher11 Posted April 6, 2008 Author Posted April 6, 2008 (edited) It is Lexx_Luther who deserves the credits not me, I lack sufficient knowledge. When I tried it out last night and saw the results, I know things will never be the same again in the Third Wire world. That mushroom and the rings look just like what I saw in "Thirteen Days"! The effect is collectively named as Nuclear Weapon Effects 1.3. You may download from http://forum.combatace.com/index.php?autoc...p;showfile=5271. You will have to modify some of the files to accomplish the drill. I used the Megaton one. If you want to see the effect, you must ride in another aircraft say 100 nautical miles away from point zero. You will have to set up another aircraft to carry and drop the bombs at point zero. The delivery aircraft and pilots were killed in my case, they were nowhere to be found when the bomb released all its energy in a brilliance of light which lasted just for a little less than 2 seconds. You will have to use the Mission Editor to create a custom mission for drill like this. Since you leave it to the AI aircrafts to do delivery the bomb, therefore, you must change some of their loadouts. In my case, I used the F-4J to carry the bombs. Since you will not be able to change the loadouts of the carrier aircraft at briefing, you must make changes to the F-4J loadout.ini. In my case, I changed the Strike loadout to include the nukes. Pay attentions that Lexx_Luther's work has nothing to do with whichever weapons you use. I have just learnt that in the Third Wires series, weapons and their properties are separated from the effect that is associated with the weapons. In my case, I changed the effect properties of the Mk-84 which is a dumb bomb. You could choose the GBU, it is quite independent. But because I was using the SFP1 environment, it is not appropriate to use GBUs. I like this effect VERY VERY much. Next I am going to try is multiple warheards. The way to do it I guess is to let the plane carry mulitple Mk84 or any altered bombs and reduce the ripple intervals so that they are like being dropped almost simultaneously. I will post pictures because That would be much spectacular. Subscribe to this thread, I will post later. Edited April 6, 2008 by Basher11 Quote
vrkuboy Posted April 6, 2008 Posted April 6, 2008 (edited) It´s makes me MAD!!! awesome! How to dismantle an atomic bomb: relase it to ground Edited April 6, 2008 by vrkuboy Quote
Basher11 Posted April 6, 2008 Author Posted April 6, 2008 At this stage I can only stress that effect like this reminds me of the movie "The Sum of All Fear". This is the first time I witness it myself. The mushroom clouds remained 20 minutes (no time compression) after explosion. Quote
+Jug Posted April 6, 2008 Posted April 6, 2008 It is Lexx_Luther who deserves the credits not me, I lack sufficient knowledge. When I tried it out last night and saw the results, I know things will never be the same again in the Third Wire world. That mushroom and the rings look just like what I saw in "Thirteen Days"! The effect is collectively named as Nuclear Weapon Effects 1.3. You may download from http://forum.combatace.com/index.php?autoc...p;showfile=5271. You will have to modify some of the files to accomplish the drill. I used the Megaton one. If you want to see the effect, you must ride in another aircraft say 100 nautical miles away from point zero. You will have to set up another aircraft to carry and drop the bombs at point zero. The delivery aircraft and pilots were killed in my case, they were nowhere to be found when the bomb released all its energy in a brilliance of light which lasted just for a little less than 2 seconds. You will have to use the Mission Editor to create a custom mission for drill like this. Since you leave it to the AI aircrafts to do delivery the bomb, therefore, you must change some of their loadouts. In my case, I used the F-4J to carry the bombs. Since you will not be able to change the loadouts of the carrier aircraft at briefing, you must make changes to the F-4J loadout.ini. In my case, I changed the Strike loadout to include the nukes. Pay attentions that Lexx_Luther's work has nothing to do with whichever weapons you use. I have just learnt that in the Third Wires series, weapons and their properties are separated from the effect that is associated with the weapons. In my case, I changed the effect properties of the Mk-84 which is a dumb bomb. You could choose the GBU, it is quite independent. But because I was using the SFP1 environment, it is not appropriate to use GBUs. I like this effect VERY VERY much. Next I am going to try is multiple warheards. The way to do it I guess is to let the plane carry mulitple Mk84 or any altered bombs and reduce the ripple intervals so that they are like being dropped almost simultaneously. I will post pictures because That would be much spectacular. Subscribe to this thread, I will post later. Thanks for the description and link. Thanks to Lexx_Luther! Quote
Lexx_Luthor Posted April 6, 2008 Posted April 6, 2008 BASHER .... Yes! I made these effects for long distance viewing, and they make best screenshots from very very far. As wild the effects may seem, they are waaay overly simple "lite" to save game performance, since I made these for use by mass strikes, and the later effects last very long, so lots of blast effects might overlap in time. You will probably never see the blast from any bomb YOU drop, since you are running away, and you would know to never look back. But on strike ingress, egress, or flying escort or defensive intercept, especially at high altitude, you will see lots of blasts from other aircraft very far away, since the effects can be visible from several hundred to several thousand kilometers, depending on what effect and yield. INTERVIEW WITH OVIDIO PUGNALE [[ B-52 ]] - 30.8.1996 ~> http://www.gwu.edu/~nsarchiv/coldwar/inter...2/pugnale3.html We wore an eye-patch, one eye-patch covered one eye so that, you know, we.. then there.. and the co-pilot or the other pilot was kind of a safety observer. If something was coming up or something like that. Now, because there were weapons going off all over the place and these nuclear blasts, this light would blind you so if one went off, you got blinded. But you only got blinded in one eye, you see. So, you know, that may sound like a story but it's the truth to the extent that we used to get we'd get a pilot, a co-pilot, on alert for the first time. Someone would get a pair of goggles, the eye-patch, and they would tell him, says 'now you have to wear this on alert'. So 'what, why do I have to wear this?'. 'It's practice. You have to learn to see with one eye because when you fly, you're going to be sitting over there operating with one eye and while you're on alert here, this is the opportune time to do that' and of course this co-pilot would be walking round the facility with this one with this eye-patch on and of course everybody else would.. giggle and laugh about it.. at him. They knew that this young man had been had and after he found out about it, why, he, you know, was.. (interviewer laughs) it was something that.. we did to relieve some stress... Quote
Basher11 Posted April 7, 2008 Author Posted April 7, 2008 BASHER .... Yes! I made these effects for long distance viewing, and they make best screenshots from very very far. As wild the effects may seem, they are waaay overly simple "lite" to save game performance, since I made these for use by mass strikes, and the later effects last very long, so lots of blast effects might overlap in time. You will probably never see the blast from any bomb YOU drop, since you are running away, and you would know to never look back. But on strike ingress, egress, or flying escort or defensive intercept, especially at high altitude, you will see lots of blasts from other aircraft very far away, since the effects can be visible from several hundred to several thousand kilometers, depending on what effect and yield. Lexx_Lutor, I have noticed that I can zoom out to the whole world so much that I can see the horizon bcoming more and more like an arc. Which modification is responsible for this, I remember I put a line in the in the flightengine.ini [FarSceneClip] FarClipDistance=5000000.0 [NormalSceneClip] FarClipDistance=5000000.0 Do they control the zoom level after I press Ctrl+F12? Quote
Lexx_Luthor Posted April 7, 2008 Posted April 7, 2008 Those are global game variables that control the distance where effects grafix are cut off grafically only ... but are still calculated by the AMD/Intel cpu in case you fly closer again. You will see MaxVisibleDistance variables defined in the effects files themselves, but they cut off the very existence of effects if you fly beyond that distance, forever forgotten by the game, even if you fly close again. The high number here in meters, or 5000km, is to prevent flickering of the vast distant sky glow that I was seeing (see the Thudwire thread page 2). Zoom control is found in Viewlist.ini. Here are two or three important view controls I use...they are setup for very fast speed and response -- I always throught the stock game controls are far too sluggish. The first is free camera view (remember you can control the max altitude of game world with MaxHeight in Flightengine. [ViewClass001] ViewClassName=FreeViewClass ViewType=FREE_VIEW ViewGroupID=0 DefaultView= AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=90 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL RememberFOV=FALSE LimitPitch=FALSE LimitYaw=FALSE LimitRoll=FALSE ZoomFOV=FALSE StepZoom=FALSE ZoomScale=0.001 PanScale=0.01 MinFOV=90 MaxFOV=90 OffsetDistance=0.0 The ZoomScale=0.001 is interesting. I use it this low to slowly zoom around inside aircraft external models (Generic cockpit thread, ThudWire). By simply adding or deleting a leading 1, this is easily changed to 10.001 which allows you to sweep the free camera across the entire map in a few seconds. --- Here is my cockpit view controls... [ViewClass002] ViewClassName=CockpitViewClass ViewType=FIXED_VIEW ViewGroupID=1 DefaultView=CockpitFront AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=TRUE FocusObjectOnly=TRUE FOV=90 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=TRUE SmoothAngleTransition=TRUE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE //RememberFOV=FALSE //LimitPitch=FALSE //LimitYaw=FALSE RememberFOV=TRUE LimitPitch=TRUE LimitYaw=TRUE LimitRoll=FALSE ZoomFOV=TRUE ZoomScale=0.10 PanScale=0.01 MinSpeed=0 MaxSpeed=0 Acceleration=0 AngleRates=480,360,360 FOVRate=60 MinAngles=-135,-20,0 MaxAngles=135,110,0 MinFOV=30 MaxFOV=90 OffsetDistance=0.06 TrackIRUseAbsolutePos=TRUE --- And finally, my external view controls which I think you are talking about here... [ViewClass004] ViewClassName=ExternalViewClass ViewType=TRACKING_VIEW ViewGroupID=0 DefaultView=FreeView AllowFromDiffGroup=TRUE SnapView=FALSE InsideView=FALSE FOV=90 ObjectDistance=20 PitchControl=CAMERA_PITCH_AXIS YawControl=CAMERA_YAW_AXIS RollControl= ZoomControl=CAMERA_ZOOM_CONTROL JumpToViewSameGroup=FALSE JumpToViewDiffGroup=FALSE SmoothAngleTransition=FALSE SmoothPositionTransition=FALSE SmoothFOVTransition=FALSE RememberAngle=FALSE RememberPosition=FALSE RememberFOV=FALSE TrackObjectPitch=FALSE TrackObjectYaw=FALSE TrackObjectRoll=FALSE LimitPitch=TRUE LimitYaw=FALSE ZoomFOV=FALSE ZoomScale=0.50 PanScale=0.01 MinFOV=90 MaxFOV=90 MinSpeed=100 MaxSpeed=100000 Acceleration=500000 AngleRates=720,600,600 FOVRate=60 MinAngles=0,-100,0 MaxAngles=0,100,0 MinObjectDistance=5 MaxObjectDistance=10000 OffsetDistance=0.0 ResetTime=250 A very interesting thing: If I recall, now use SmoothPositionTransition=FALSE here which allows instant jump between viewed objects, instead of the irritating and frustrating slow translation of external view from one object to the next, supposedly "flying" the view across the map between objects. Quote
Basher11 Posted April 7, 2008 Author Posted April 7, 2008 It's nice to learn something new every day, don't you? I agree with you, the slow transition is really annoying. So let me understand you correctly, ZoomScale=0.001 is a slow zoom, ZoomScale=10.001 is a very fast zoom, am I correct? Quote
Basher11 Posted April 7, 2008 Author Posted April 7, 2008 (edited) Enjoy the eye-candy and the realism! http://www.youtube.com/watch?v=4LlIwssQGps Edited April 7, 2008 by Basher11 Quote
Badfrank Posted April 7, 2008 Posted April 7, 2008 Mhhhh.... Video don´t work.... You should be carefull with too much nuke Power here. Some time ago a known member tested his weapons too much and the result was that CA was down for some days! :yes: Quote
Lexx_Luthor Posted April 8, 2008 Posted April 8, 2008 Correct, but here its applied to the free flying camera so its not "zoom" but speed of camera movement in 3D space. Quote
Basher11 Posted April 8, 2008 Author Posted April 8, 2008 I see. Hey LExx, I find inside the VIEWLIST.INI file there is a View for Padlock. But apparently, there is no key mapped to this Padlick view. There is no Eject Seat key either, so what are these views for? Quote
Basher11 Posted April 8, 2008 Author Posted April 8, 2008 Mhhhh.... Video don´t work.... You should be carefull with too much nuke Power here. Some time ago a known member tested his weapons too much and the result was that CA was down for some days! :yes: Try the link directly -> http://www.youtube.com/watch?v=4LlIwssQGps Quote
Basher11 Posted April 8, 2008 Author Posted April 8, 2008 What you need: 1. Bunyap Weapon Pack. It is because there are many added weapons apart from the small inventory fo the stock weapon set. Besides, a weapon editor for all Third Wire Series of games 2. The .CAT file extractor 3.* Lexx_Luthor Nuclear Blast Effect files All of the above can be found in Combat Ace download section. How to do it? 1. If you haven't install the weapon pack, then please install them now. 2. Use the file extractor to extract from FLIGHTDATA.INI in the Flight folder, 2 files namely VIEWLIST.INI and FLIGHTENGINE.INI. 3. Make sure a file named MISSILEOBJECT.INI is located in the Objects folder. 4. Install Lexx_Luthor's files, FOLLOW the instructions given by Lexx carefully and complete all of them. 5. Since Lexx provides only the effects, you have to modify the weapon yourself to obtain the effect. Use the Weapon Editor to open the WEAPONDATA.INI file in the Weapons folder inside the Objects folder. 6. Pick a bomb say Mk-84. Now change the Warhead type to Nuclear Fusion, the last one in the list 7. Select an aircraft and go to check the aircraft's Data file for instance B-57B_DATA.INI: [bombBay] SystemType=WEAPON_STATION StationID=9 StationGroupID=6 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=2043 AllowedWeaponClass=BOMB,NUC <------------Add "NUC" here AttachmentType=USAF NumWeapons=12 AttachmentPosition001=-0.371,-0.053,-0.550 AttachmentPosition002= 0.371,-0.053,-0.550 AttachmentPosition003=-0.371, 1.747,-0.600 AttachmentPosition004= 0.371, 1.747,-0.600 AttachmentPosition005=-0.371, 3.547,-0.650 AttachmentPosition006= 0.371, 3.547,-0.650 AttachmentPosition007= 0.000,-0.053,-0.220 AttachmentPosition008= 0.000, 1.747,-0.270 AttachmentPosition009= 0.000, 3.547,-0.320 AttachmentPosition010= 0.000,-0.053,-0.620 AttachmentPosition011= 0.000, 1.747,-0.670 AttachmentPosition012= 0.000, 3.547,-0.720 DiameterLimit=0.4 LengthLimit=2.2 BombBayAnimationID=3 BombBayOpenTime=0.8 BombBayCloseTime=0.8 MinExtentPosition=-0.61,-1.16,-1.12 MaxExtentPosition= 0.61, 4.31,-0.45 Now you can go design a mission or fly the flight directly. Quote
Wrench Posted April 8, 2008 Posted April 8, 2008 What IS the fascination you children have with nuclear weapons??? Don't you know they're the 'weapon of last resort'?? We've got real people here, who've either sat cockpit alerts in stargetic bombers, sat in the underground launch capsules, flown with the damn things onboard; or like many of us, lived most of our lives with that Damoclean Sword hanging over us ... you don't see them spouting about how great nukes are. ------------ Back on the subject.... That really dosen't create a nuclear bomb... all you're doing is changing the explosion type, effects and damge to use the fission/fussion types. It's just a Mk.84 with nuke warhead ... something that dosent exist in the real world. Why not create a REAL one....looking up the types, yeilds, body shapes, etc. and do it up right?? We've got several already in Buny's pak - Mk.43, B61, RDS-40, AN-52.... etc. I just don't understand why all this bandwidth is being used on this subject...in numerous posts, instead of just continuing one single, unified thread. mabye I should just put them all in one place?? Wrench kevinstein Quote
Basher11 Posted April 8, 2008 Author Posted April 8, 2008 I am obsessed with the visual effects that's all, because no Flight Simulation has given us this before. World in Conflicts does provide some nuke effect though. I also find the threads are too scattered around. Please if it is not too much of a troubel to you, group them in one topic or whatever. Many thanks! Quote
Wrench Posted April 8, 2008 Posted April 8, 2008 I'd be happy to!!! :yes: make it easier for everyone to find them, all in one place! :yes: Wrench kevin stein EDIT: that pretty much do. Let me know if you want any of the others merged with this one. Quote
JediMaster Posted April 8, 2008 Posted April 8, 2008 I know there are B61s available in F4 in TEs, but I've never tried them. I'm guessing the effects aren't very impressive. Quote
Basher11 Posted April 8, 2008 Author Posted April 8, 2008 I know there are B61s available in F4 in TEs, but I've never tried them. I'm guessing the effects aren't very impressive. O far from this. That doesn't compare to this. F4 as I heard before, has inherited one big problem is that the LOD is structurally ill-formed for all 3D models. The lighting effect is weak also. I haven't played F4 for a very long time and I have no intentions of going back to the sim. I had played it for 7 years. Quote
Lexx_Luthor Posted April 9, 2008 Posted April 9, 2008 Basher:: I am obsessed with the visual effects that's all, because no Flight Simulation has given us this before. Wrench:: What IS the fascination you children have with nuclear weapons??? Don't you know they're the 'weapon of last resort'?? We've got real people here, who've either sat cockpit alerts in stargetic bombers, sat in the underground launch capsules, flown with the damn things onboard; or like many of us, lived most of our lives with that Damoclean Sword hanging over us ... you don't see them spouting about how great nukes are. Cos they never got to use em. Turns out, they are not allowed to drop their drop tanks either, until their first combat, and then like a flight simmer, they stop what they are doing, and turn all attention and focus on watching em fall off. An F-16 pilot wrote about that happening in his first SAM encounter. Quote
Lexx_Luthor Posted April 9, 2008 Posted April 9, 2008 Wrench that does remind me of something. B-29 crewman talked about the visuals of their combat nucs, all two of them. There's lots of aircrew accounts on the visuals written by the Pacific nuc testers and if you can find them, the Arctic nuc testers. More scary are the accounts of the US and Red Army test subjects, Pacific islanders, and Soviet villagers. United States Atomic Veterans ~> http://www.aracnet.com/~pdxavets/news.htm Quote
kct Posted April 9, 2008 Posted April 9, 2008 (edited) Bikini Atoll. That was one scary nuclear test (and probably a way to test how tough were the ships of the Axis). The ONLY surviving Axis ship (as in, continued floating by the end of the tests), the German CA Prinz Eugen (renamed USS Prinz Eugen, which was also the only major German WWII warship still intact by war's end), was so contaminated that repairing it would be pointless. And no, I am not giving out ideas of a blast on an island to see what happens. Edited April 9, 2008 by kct Quote
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