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Posted

Hi, thx for this. However, i dont get the tracers for the flak effect or the white puffs. I forgot where I got them from. Is there a way to reactivate that feature? Haven't played in soooo long. Thx.

Posted (edited)

Can't remember which mod it was it., but the S-60 had, both a gun and a tracer, so you'd see the green tracers coming towards you, and the flak starts bursting. Pretty niffty I think.

I'll copy/paste the guns_data when i get home

Edited by PureBlue
Posted

Hi, dont remember green tracers or effect. I just remeber seeing puffs of white clouds and and non-stock flak and the sounds were different. it could be the Vietnam pak or Nato IV. I'll have to reinstall those effects and see unless someone here knows the specific files to get back. i dont have a nato standalone.

Posted

Might be AAA mod for NF 4 too... Any and ALL weaponspacks changes the effects and aliases in a way, that's why I'll have to do in my update to this pack two wersions -for standard install and with MCGunny's one -in His pack most missiles use "*airexplosion" when hitting ground targets (wchih is some effects I don't like used this particular way) while standard installs use *bombairexplosion, which with my pack works better. Pure visuals 80% of folks don't care about :smile:

Posted

you're right I forgot about gunnny's ord pak. It may be from there. I will try that too. I just love those flak effects for some reason. I realy should have 3-4 separate installs to differentiate everything.

Posted

The one I was mentioning is the S-60G from the Vietnam Air and Ground Expansion Pack.

 

From S-60G_Data.ini

[body]
ModelNodeName=Base
EffectSize=1.0
MaxExtentPosition= 0.86, 0.86, 1.48
MinExtentPosition=-0.86,-0.86, 0.00
HasArmor=FALSE
SystemName[001]=GunBarrel1
SystemName[002]=GunBarrel2
DetachNode[001]=Left_Ammo_Box
DetachNode[002]=Right_Ammo_Box
DetachNode[003]=Seat
DetachNode[004]=Elevation_Wheel
DetachNode[005]=Swivel_Wheel

[GunBarrel1]
SystemType=GUN
GunTypeName=57MM_S68
MuzzlePosition=0.0,4.53,1.5
MaxAmmo=1000
BurstAmount=5
TracerLoading=1
EjectShells=TRUE

[GunBarrel2]
SystemType=GUN
GunTypeName=57MM_S68T
MuzzlePosition=0.0,4.53,1.5
MaxAmmo=1000
BurstAmount=5
TracerLoading=1
EjectShells=TRUE

 

And the guns entry for the tracer:

[GunData001]
TypeName=57MM_S68T
FullName=57mm S-68T Cannon
Caliber=57.000000
ROF=120.000000
MuzzleVel=1000.000000
AmmoWt=2.850000
WarheadWt=0.154000
Reliability=93.000000
Accuracy=62.000000
AddLight=FALSE
MaxLightRange=1200.000000
FireColor=0.500000,0.450000,0.320000
GunFireEffect=
GunFireSound=
EffectClassName=HmgEffects
EffectTime=0.100000
TracerTexture=Tracer2.tga
TracerSize=0.570000
TracerDistFactor=0.002000
TracerLength=0.005000
MaxVisibleDist=6000.000000
MaxStreakVisibleDist=1000.000000
TimeFuzed=FALSE

Posted (edited)

The flak and AAA effects you are referring to are included in the SF2 Expansion Pack, NF4+, and the SF2I '48 mod.

 

I may talk to eburger68 about a standalone AAA effects pack, but for now they're only in the 3 mods mentioned above.

 

*edit* - Oh, they're also in the Falklands mod. I'd guess they'll probably be included in most big mod packages moving forward.

Edited by malibu43
  • 2 weeks later...
Posted

Hello Stary,

 

could you please tell what is the included WEAPONDATA.ref file for and how does it interact with the resident WEAPONDATA or even with the installed weapon mods?

Posted

Stary,

 

I'm getting a weird effect with the flares. They seem to get a trail from one effect to another. Even more so when the opposing aircraft is popping them after I shoot an IR missile. Check out the screenshot.

 

img00003.JPG

 

Any ideas?

 

-S

  • 2 weeks later...
Posted

Stary,

 

I'm getting a weird effect with the flares. They seem to get a trail from one effect to another. Even more so when the opposing aircraft is popping them after I shoot an IR missile. Check out the screenshot.

 

 

Any ideas?

 

-S

 

I've seen this too, only with my effects, very strange

 

Hello Stary,

 

could you please tell what is the included WEAPONDATA.ref file for and how does it interact with the resident WEAPONDATA or even with the installed weapon mods?

 

It's my reference copy I had for, oh well, specific weapons effects reference, you can delete it as I forgot to do so

  • 1 month later...
Posted

I've uploaded independent update that brings some new effects and corrects some that I didn't like, pending approval

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