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Stary

+MODDER
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Everything posted by Stary

  1. Silverbolt!

    Happy Birthday my friend! :fans:
  2. Alright CharlieLima...It's Your Turn......

    Happy Birthday CL
  3. Check Column5 forum, he's got a fix for it, and for widesky
  4. This idea came to me when reading Gr.Viper's post about still present napalm ineffectiveness in new SF2 Vietnam -how about making napalm as cluster bombs? Here are the quick test results: Cloned BLU-1, set as cluster canister with bomblets, values are straight from CBU-24B, but their effect is set to "smallbombeffect", for SF2/SF2V: and here are the visual results of such new weapon Each bomblet (50 in CBU-24B) spawns smallbombeffect on hit, with it's fireball and gray smoke. The only issue now is the explosion spawned at the beggining of dispersion, would require custom effect, but that's not a problem. The clusters are set as incendiary if that counts in engine.
  5. That's the aftermatch of three cans ripple from low level apprach, yes, 10 meters detonation. Dropping from level flight causes the longest spread opposite to even shallow dive (dispersions calculation), . Ok, the effect is ready, now with thicker and black smoke, please note it will also slightly change medium rocket ground explosions, and some other effects (graphically) as it a part of SF2/SF2V stock effects update I'm working on: (the pit is my custom quick adaptation of F-8C into A-1H one) And here's my loadout for stock Spads, with 3 BLU-1 (Cluster) added: I think this is now the best result regading both weapon and effects attached. Guys thanks for help This community is the best one :yes:
  6. Thanks KB! Here's one i've been tweaking recently But I'll have to change the smoke to black one then
  7. They're in the Bunyap's weapons packs, aren't they?
  8. New version, still little damage per individual cluster, hard to kill an ABC protected tank with it, but more of them, and new effect attached with my try to simulate WP white smoke. Dispersion the same.
  9. 331Killerbee, your informations are simply awesome, I tried the incendiary setting for cluster type, but noticed no differences from mixed AP/AT. The main reason behing this modification is to make it more effective at all; the standard unmodded BLU-1 destroys two or three trucks moving in straight line, opposite to the visual effects of the explosion, a glitch that buggered me since I first got WoV in 2005. Using the clusterbomb one can have greater control over the damage, visual effects, and dispersion area in a simple way. And I never did any weapon mod before (apart from effects :blush2:) The dispersion is set at 10 meters, because lower values, orground hit, would prevent any realistic area coverage at all. And yes, "This is a "Free" and "Open" Sim....."
  10. The size and look of the effect can be changed by setting EffectClassName= from MediumRocketEffects to ie. LargeRocketEffects or SmallRocketEffects , the default looks nice IMO
  11. Ok, I think I have now what i was aiming to. This one explodes at 10 meters above groung, but thanks to high dispersion rate, 2.0 and attached effect creates quite interesting result: 1 -the exposion that "ignites" the napalm, 10 meters above ground: 2,3 -the results, notice it's quite "Apocalypse Now" alike, not exactly real in apperance, but look plausible: Here's the weapon, called BLU-1 Napalm (Cluster) in the loadout screen: I hope someone skilled will turn it into more realistic napalm
  12. Working on it edit: for some reason doesn't work for me right now but i set EffectClassName= to MediumRocketEffects, and ClusterDispersion=0.350000 looks better that before
  13. I'll have to look into particlesystem for ClusterBombEffects, maybe there are sub-emitters for dispersion included. Right now the smallbombeffect occures both on 1)opening of the canister (single explosion) 2) for every bomblet groundhit. Using the default napalmexplosioneffect instanced 50 times at once is a killer, maybe new one would be required. There's HEIGHTOFFSET= variable for effects, but i don't think we'll need it edit: there are sub-emitters used to represent falling bomblets included in particlesystem.ini, I can get rid of them (in fact make new effect based on stock one)
  14. Shameless OT discussion continues That's why I made 2x bigger trees for 4-seasons WOE (and why my early treemods were upscaled too) -they give the terrain rich, lush coverage, opposed to the standard sized ones. But as I'd love to have new or heavy updated terrain engine, I won't agree the terrain is still at EAW level
  15. Really? Try dropping some on the damnevilfueltanks in airbases -still a tank 5 meters from explosions (both from BLU and fueltank) doesn't blaze, dunno about the trucks OT: an idea -maybe we'd better model napalm as cluster bombs..?
  16. Can't wait Speaking of tiles, there's another problem -standard ~120 tiles in 1024x1024 res takes a lot of MBs, without really improving the look that much
  17. IF for some reason just like me you do prefer the default effects, but hate the yellow explosions, here's and alternative Explosion1.tga replacement I did yesterday, check picture here's the file, extract to your FLIGHT folder (ie. X:\Documents and Settings\...\ThirdWire\StrikeFighters2 Vietnam\Flight\)
  18. Check if you have the right terrain CAT pointer in the DBS ini
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