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beachav8r

Parachute flare duration?

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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

 

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ParticleLifeTime in Effect.ini

But I think there are some flare bombs in weapons folder.

Never used them, but you can check ;-)

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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!)...

 

 

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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

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Yeah, I've tried duration - every flare always extinguishes at 60 seconds. I'm out of ideas....

 

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9 hours ago, Wrench said:

BoosterDuration=180.000000

Motor run time ... try that ?

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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...

 

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open with weap editor...im sure theres entry for effect time.. maybe its just not added in that data.ini ?

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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 by beachav8r

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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...)

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