beachav8r Posted February 18, 2020 Posted February 18, 2020 Man, I've spent a whole day on this and feel like I'm doing circles. I did some searching, and found several threads on this here, but I can't seem to crack the code on illumination duration. No matter what I've changed in any of the weapons or effects.ini files, I'm still unable to extend flare burn time. I'm trying to get the flares for the A-1 Skyraider to float down slower - which I did accomplish by adjusting the SubsonicDragCoeff and SupersonicDragCoeff values (to 6.52 and 10.222 respectively, as suggested Wrench. This causes them to float down slower - which is great, but they still extinguish at their default values of what seems to be 60 seconds. Any idea what I need to change to extend that burn time? Regards, BeachAV8R Quote
+guuruu Posted February 18, 2020 Posted February 18, 2020 ParticleLifeTime in Effect.ini But I think there are some flare bombs in weapons folder. Never used them, but you can check ;-) 1 Quote
beachav8r Posted February 19, 2020 Author Posted February 19, 2020 Hmm..I tried messing with the MLU-44B flare, which references LumFlareEffects and adjusted a few things in LumFlareEffect to no success. The only thing I was able to change was the rate of falling, not the total burn time. I'm sure I'm missing one line (isn't that always the case!)... Quote
Wrench Posted February 19, 2020 Posted February 19, 2020 hmm... below from the KAW "illuminatorFlare" data ini maybe ... Duration? [WeaponData001] TypeName=IlluminatorFlare FullName=Illuminator Flare ModelName=NOLOD Mass=0.100000 Diameter=0.127000 Length=1.000000 SubsonicDragCoeff=0.480000 SupersonicDragCoeff=0.222000 AttachmentType=NATO,USAF,USN,UK SpecificStationCode= NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LumFlareEffect ReleaseDelay=0.000000 WarheadType=2 Explosives=0.020000 FusingDistance=100.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=25.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=11.000000 SeekerRange=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=180.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=180.000000 BoosterAccel=0.100000 BoosterEffectName=LumFlareEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-1.000000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.000000,0.000000 InFlightEffectName= InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [LumFlareEffects] GroundHitEffectName=LumFlareEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=LumFlareEffect WaterHitSoundName= ObjectHitEffectName=LumFlareEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=LumFlareEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType= time is in seconds Quote
beachav8r Posted February 19, 2020 Author Posted February 19, 2020 Yeah, I've tried duration - every flare always extinguishes at 60 seconds. I'm out of ideas.... Quote
+Crusader Posted February 19, 2020 Posted February 19, 2020 9 hours ago, Wrench said: BoosterDuration=180.000000 Motor run time ... try that ? Quote
beachav8r Posted February 19, 2020 Author Posted February 19, 2020 Yeah, I tried BoosterDuration and SustainerDuration too. I figured out that you can use Sustainer and/or Booster Accel to make a bomb sit steady in the air..LOL...I think making it -1.00000 gives it an equal thrust to weight ratio perhaps? But I'll be darned if it will run any longer than 60 seconds despite changing a bunch of other stuff. I literally spent all day yesterday futzing with values. The ole' Strike Fighters INI rabbit hole...haha... Quote
+russouk2004 Posted February 19, 2020 Posted February 19, 2020 open with weap editor...im sure theres entry for effect time.. maybe its just not added in that data.ini ? 2 Quote
beachav8r Posted February 19, 2020 Author Posted February 19, 2020 (edited) 2 hours ago, russouk2004 said: open with weap editor...im sure theres entry for effect time.. maybe its just not added in that data.ini ? Where is the weapons editor? I don't appear to have that in my install. I do have SF2 Complete, but didn't install it since I didn't want it to overwrite my MOD folders. Found it..! http://thirdwire.com/downloads_tools.htm Edited February 19, 2020 by beachav8r Quote
beachav8r Posted February 20, 2020 Author Posted February 20, 2020 Honestly - it doesn't look like the weapons editor offers much insight over what you can see through directly looking at the INI files.. (says the guy that is stuck on an effect duration..LOL...) Quote
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