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Fubar512

How to enable F-111 "dump n' burn"

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F-111 "Dump n' Burn"

 

dumpnburn3gx.jpg

 

First, download the attached file, "Fueldumpeffect.ini", and place it in your WoV or SFP1 Effects folder.

 

Then, open up your F-111's data files (F-111A_data.ini) and add the following under the "[Fuselage]" header, maintaining the existing system sequence number. The "XXX" is just a place holder for the three digit sequence number.

 

SystemName[XXX]=FuelDump

 

Then, open up your gundata.ini file, usually located in the WoV/SFP1 Objects folder, by simply double clicking on it (it'll open up in notepad). Scroll to the bottom of the list, and copy and paste the following data, keeping in mind that you must again maintain the numbering sequence:

 

[GunDataXXX]

TypeName=F111_FD

FullName=F-111 Fuel Dump Valve

Caliber=100.000000

ROF=300.000000

MuzzleVel=300.000000

AmmoWt=0.000100

WarheadWt=0.000100

Reliability=100.000000

Accuracy=100.000000

AddLight=TRUE

MaxLightRange=10000.000000

FireColor=0.500000,0.450000,0.320000

GunFireEffect=FuelDumpEffect

GunFireSound=jetburner

EffectClassName=

EffectTime=0.500000

TracerTexture=

TracerSize=0.900000

TracerDistFactor=0.002000

TracerLength=0.015000

MaxVisibleDist=4000.000000

MaxStreakVisibleDist=1000.000000

TimeFuzed=FALSE

 

 

Close the gundata.ini files, accept the changes, then reopen it using the Gun Editor (available on this site). Simply hit save to validate the changes that you've added when you edited the gundata.ini, and to create a new (updated) gundata.dat

 

Your F-111 of choice will now dump n' burn whenever you hit the primary gun trigger.

Edited by Fubar512

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It seems that file attachment may not have been implemented yet, so you'll have to do one more thing...

 

Open up notepad (start/run, type notepad into the open field, and click ok). Copy and paste the following data onto notepad:

 

[EffectType001]

Name=FuelDumpEffect

Element[01].ElementType=HOLD_EMITTER

Element[01].ElementName=BurnEmitter

Element[01].StartTime=0.000000

Element[01].StartTimeDeviation=0.000000

Element[01].EjectTime=-1.000000

Element[01].EjectTimeDeviation=0.000000

Element[02].ElementType=HOLD_EMITTER

Element[02].ElementName=DumpEmitter

Element[02].StartTime=0.000000

Element[02].StartTimeDeviation=0.000000

Element[02].EjectTime=-1.000000

Element[02].EjectTimeDeviation=0.000000

 

[EmitterType001]

Name=BurnEmmiter

EmissionType=POINT_EMITTER

UpdateType=SIMPLE_POINT

Weight=02.00000

PositiveZOnly=TRUE

Randomness=0.100000

DragFactor=0.002000

Inheritence=0.300000

LifeTime=5.000

LifeTimeDeviation=0.000000

MaxVisibleDistance=18000.000000

EmissionRate=0.000050

ParticleUpdateType=SIMPLE_POINT

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=2.40000

ParticleLifeTimeDeviation=0.50000

ParticleWeight=0.5000

ParticleRandomness=0.1000

ParticleDragFactor=0.10000

ParticleInheritence=0.30000

ParticleWindFactor=0.1

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=0.700000,0.700000,0.700000,0.500000

ParticleColor[02].Time=0.100000

ParticleColor[02].Value=0.600000,0.600000,0.30000,0.400000

ParticleColor[03].Time=0.20000

ParticleColor[03].Value=0.200000,0.160000,0.040000,0.400000

ParticleColor[04].Time=0.3000000

ParticleColor[04].Value=0.170000,0.125000,0.03000,0.300000

ParticleColor[05].Time=0.5000000

ParticleColor[05].Value=0.030000,0.030000,0.020000,0.100000

ParticleColor[06].Time=1.000000

ParticleColor[06].Value=0.000000,0.000000,0.000000,0.000000

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0.000000

ParticleSize[01].Value=1.000000

ParticleSize[02].Time=0.1200000

ParticleSize[02].Value=3.00

ParticleSize[03].Time=0.5000000

ParticleSize[03].Value=6.00

ParticleSize[04].Time=1.0000000

ParticleSize[04].Value=12.0000

BaseSizeDeviation=0.5

TextureMaterial=FireMaterial

 

[EmitterType002]

Name=DumpEmitter

Type=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=20000.000000

EmissionRate=0.00005

EmissionVolume=0.200000,0.200000,0.200000

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.080000

ParticleLifeTimeDeviation=0.200000

ParticleWeight=-0.20000

ParticleRandomness=0.100000

ParticleWindFactor=1.0

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000

ParticleColor[02].Time=0.080000

ParticleColor[02].Value=1.000000,1.000000,1.000000,0.200000

ParticleColor[03].Time=0.200000

ParticleColor[03].Value=1.000000,1.000000,1.000000,0.150000

ParticleColor[04].Time=0.800000

ParticleColor[04].Value=1.000000,1.000000,1.000000,0.100000

ParticleColor[05].Time=1.000000

ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0.000000

ParticleSize[01].Value=0.300000

ParticleSize[02].Time=0.4000000

ParticleSize[02].Value=0.300000

ParticleSize[03].Time=0.8000000

ParticleSize[03].Value=0.300000

ParticleSize[04].Time=1.0000000

ParticleSize[04].Value=0.300000

BaseSizeDeviation=0.0

TextureMaterial=SmokeMaterial

 

[FireMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

IgnoreRenderOrder=FALSE

AlphaTestEnabled=FALSE

LightEnabled=FALSE

UseLightLevel=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=2.000000

PriorityLevel=3

BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC

NumTextureStages=1

TextureStage[01].TextureName=Fire.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[smokeMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

IgnoreRenderOrder=FALSE

AlphaTestEnabled=FALSE

LightEnabled=FALSE

UseLightLevel=TRUE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=3

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=smokewhite.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

 

In notepad's menu, go to "file", "save as", "save in:" your wov/sfp1 effects folder, ""file name:" FuelDumpEffect.ini, and "save as type:" all files

 

And that should do it! :biggrin:

Edited by Fubar512

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Is this any different from the one posted over at SimHQ?

 

I tried that, and I get a light up in the `burner area, and a different than AB toned sound, but

not the nice roiling, flaming fun you have pitured...

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Is this any different from the one posted over at SimHQ?

 

I tried that, and I get a light up in the `burner area, and a different than AB toned sound, but

not the nice roiling, flaming fun you have pitured...

 

Spectre, I sent you a PM

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The forum pic/file uploads are back on.....sorry guys

 

<C>

Fates

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I'm not getting this to work. I'm 100% certain I followed those directions exactly, but it's not dumping and burning.

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I'm not getting this to work.  I'm 100% certain I followed those directions exactly, but it's not dumping and burning.

 

There are 2 typo's in the effect.ini posted McNally (sorry to throw you under the bus Fubar :biggrin: )

 

[EffectType001]

Name=FuelDumpEffect

Element[01].ElementType=HOLD_EMITTER

Element[01].ElementName=BurnEmitter

Element[01].StartTime=0.000000

Element[01].StartTimeDeviation=0.000000

Element[01].EjectTime=-1.000000

Element[01].EjectTimeDeviation=0.000000

Element[02].ElementType=HOLD_EMITTER

Element[02].ElementName=DumpEmitter

Element[02].StartTime=0.000000

Element[02].StartTimeDeviation=0.000000

Element[02].EjectTime=-1.000000

Element[02].EjectTimeDeviation=0.000000

 

[EmitterType001]

Name=BurnEmmiter <<-- Change to Name=BurnEmitter

EmissionType=POINT_EMITTER

UpdateType=SIMPLE_POINT

Weight=02.00000

PositiveZOnly=TRUE

Randomness=0.100000

DragFactor=0.002000

Inheritence=0.300000

LifeTime=5.000

LifeTimeDeviation=0.000000

MaxVisibleDistance=18000.000000

EmissionRate=0.000050

ParticleUpdateType=SIMPLE_POINT

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=2.40000

ParticleLifeTimeDeviation=0.50000

ParticleWeight=0.5000

ParticleRandomness=0.1000

ParticleDragFactor=0.10000

ParticleInheritence=0.30000

ParticleWindFactor=0.1

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=0.700000,0.700000,0.700000,0.500000

ParticleColor[02].Time=0.100000

ParticleColor[02].Value=0.600000,0.600000,0.30000,0.400000

ParticleColor[03].Time=0.20000

ParticleColor[03].Value=0.200000,0.160000,0.040000,0.400000

ParticleColor[04].Time=0.3000000

ParticleColor[04].Value=0.170000,0.125000,0.03000,0.300000

ParticleColor[05].Time=0.5000000

ParticleColor[05].Value=0.030000,0.030000,0.020000,0.100000

ParticleColor[06].Time=1.000000

ParticleColor[06].Value=0.000000,0.000000,0.000000,0.000000

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0.000000

ParticleSize[01].Value=1.000000

ParticleSize[02].Time=0.1200000

ParticleSize[02].Value=3.00

ParticleSize[03].Time=0.5000000

ParticleSize[03].Value=6.00

ParticleSize[04].Time=1.0000000

ParticleSize[04].Value=12.0000

BaseSizeDeviation=0.5

TextureMaterial=FireMaterial

 

[EmitterType002]

Name=DumpEmitter

Type=POINT_EMITTER <<--Change to EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=20000.000000

EmissionRate=0.00005

EmissionVolume=0.200000,0.200000,0.200000

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.080000

ParticleLifeTimeDeviation=0.200000

ParticleWeight=-0.20000

ParticleRandomness=0.100000

ParticleWindFactor=1.0

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000

ParticleColor[02].Time=0.080000

ParticleColor[02].Value=1.000000,1.000000,1.000000,0.200000

ParticleColor[03].Time=0.200000

ParticleColor[03].Value=1.000000,1.000000,1.000000,0.150000

ParticleColor[04].Time=0.800000

ParticleColor[04].Value=1.000000,1.000000,1.000000,0.100000

ParticleColor[05].Time=1.000000

ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0.000000

ParticleSize[01].Value=0.300000

ParticleSize[02].Time=0.4000000

ParticleSize[02].Value=0.300000

ParticleSize[03].Time=0.8000000

ParticleSize[03].Value=0.300000

ParticleSize[04].Time=1.0000000

ParticleSize[04].Value=0.300000

BaseSizeDeviation=0.0

TextureMaterial=SmokeMaterial

 

[FireMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

IgnoreRenderOrder=FALSE

AlphaTestEnabled=FALSE

LightEnabled=FALSE

UseLightLevel=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=2.000000

PriorityLevel=3

BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC

NumTextureStages=1

TextureStage[01].TextureName=Fire.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[smokeMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

IgnoreRenderOrder=FALSE

AlphaTestEnabled=FALSE

LightEnabled=FALSE

UseLightLevel=TRUE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=3

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=smokewhite.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

 

Try that out.

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Alas, still nothing. I push the throttles to burner, I pull the trigger...

 

And nothing happens. No different sounds, no cool-as-hell fireball trailing behind. Just nothing.

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The long drought of flame-lessness is now over! :biggrin:

 

I wiped it all and started from scratch, as I believe my mucking about caused more harm

then good, and alas, I have the proverbial dump and burn!

 

431TES_D-n-B_0.jpg

 

Here are a pair of my ex-squaddies beholding the Zippo effect, up close and personal;

 

431TES_D-n-B_1.jpg

 

McNally, it may be that you don't have the entire equation, you also need to;

 

Add the following data to Gundata.ini, and save with the Gun editor:

 

[GunDataXXX]

TypeName=F111_FD

FullName=F-111 Fuel Dump Valve

Caliber=100.000000

ROF=300.000000

MuzzleVel=300.000000

AmmoWt=0.000100

WarheadWt=0.000100

Reliability=100.000000

Accuracy=100.000000

AddLight=TRUE

MaxLightRange=10000.000000

FireColor=0.500000,0.450000,0.320000

GunFireEffect=FuelDumpEffect

GunFireSound=jetburner

EffectClassName=

EffectTime=0.500000

TracerTexture=

TracerSize=0.900000

TracerDistFactor=0.002000

TracerLength=0.015000

MaxVisibleDist=4000.000000

MaxStreakVisibleDist=1000.000000

TimeFuzed=FALSE

 

 

Add to F-111A_DATA.INI under the following sections:

 

Under the Fuselage header, add:

SystemName[XXX]=FuelDump

 

Under the "Internal Guns" header, add:

[FuelDump]

SystemType=FIXED_GUN

GunTypeName=F111_FD

InputName=FIRE_PRIMARY_GUN

AimAngles=0.0,-1.0,0.0

MuzzlePosition=0.00,-15.9720,-0.15

LightPosition=-0.00,-14.9720,-0.15

MaxAmmo=2000

EjectShells=FALSE

MinExtentPosition=0.00,-9.0000,0.0375

MaxExtentPosition=0.00,-9.8720,0.0375

 

The primary gun trigger will give you the dump and burn effect.

 

Hope you get it working, it is a hoot!

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There are 2 typo's in the effect.ini posted McNally (sorry to throw you under the bus Fubar  :biggrin: )

 

On the contrary, Deuces, thanks for picking up on that.

 

Between the re-constructive surgery I've had on my right shoulder, the meds, the failing eyesite, and then returning to work after only 10 weeks of so-called recuperation & therapy....well, you get the picture. :shok:

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