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that, and writing the readme, is all that's holding back the release of SF2 modded the F-89 Scorpion Pak. All of them that I've updatd or created new variants of ... C, D, H, J (early) and J (late)

 

some subtle changes; canopies activated on those airframes that can use it via animation key (D lod only), new SF2-style hangar screens, other small adjustments .. and get this...

 

It uses the STOCK F-4B sf2 pit, with NO internal cocpit folder!!! TK must have changed something in the internal coding, cause even with the cockpit ini extractd, renamed to 'Scorpion_Cockpit.ini', pilot positons adjusted -- everything shows up in the correct place, and works!

 

So, if anyone has that working effect .... I'd like to include it with the package.

 

wrench

kevin stein

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Its been told that my old nuc visual effects work in SF2 which I have not got yet. The effects include aerial nucs.

 

They need to be redone, which I'll do eventually. When I made those, I was running ATI 9200 (ATI what? :dntknw: ) until last year, and now see why I had to go overboard in simplifying the effects.

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Guys,

 

I got my aerial nuke effect working but now the ground nuke is busted and I can't seem to find the right line to get the mushroom cloud to sit properly above ground. I need the stock one to fix it again. Aerial nuke has hit spike deleted and all effects centered on air burst. Works great with the F-106.

 

 

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i use lexx luthor aerial nuke effect in SF2 without any problem

 

and it's a fun effect just it's more visual thant dangerous

 

Christian

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Its been told that my old nuc visual effects work in SF2 which I have not got yet. The effects include aerial nucs.

 

They need to be redone, which I'll do eventually. When I made those, I was running ATI 9200 (ATI what? :dntknw: ) until last year, and now see why I had to go overboard in simplifying the effects.

You should definitely get around to updating them since they're heads and shoulders above the rest.

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christian::

and it's a fun effect just it's more visual thant dangerous

I think the instructions tell how to vary the destructive effects, although something in weapon effects may have changed in SF2 I dunno. Use exponential notation its Aussom intuitive that way.

 

 

Woah, thanks Julhelm!! I was eventually gonna do that but to be honest my SF molding has been on low simmer on the back burner for some time. I can ramp the effects indeed. I did run into a limit of 16 emitters per effect on the largest nucs however, but I hit that limit by making multiple emitters for one type of visual theme seen at varying distances to save frames. I can back off doing that now.

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