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Stary

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Everything posted by Stary

  1. 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....."
  2. 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
  3. 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
  4. 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
  5. 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)
  6. 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.
  7. 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
  8. 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..?
  9. 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
  10. Back home, beaten but alive
  11. 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\)
  12. Check if you have the right terrain CAT pointer in the DBS ini
  13. So says Sparko, member with -999,084 posts Thanks for the tip
  14. WOE is the best IMUHO among the "first" series of titles, has the widest amount of stock flyable planes available from Hunter to Warthog, also some user made mods like huge ODS are designed strictly for WOE. WOI has the nicest so far stock terrain, and strong historical background WOV has very good Yankee Air Pirate payware addons SPF1 and SFG are pretty much the same, some may complain about the fictional set of Dhimari and Parani desert The "new" upgraded series, Strike Fighters 2 and following titles are more resources hungry (updated engine, hires models, new DX10 shaders etc) if that matters
  15. last time I tried, and asked nicely on HL for some hamachi servers, I got answer from one guy like "I have some, but I like to keep them for myself, bla,bla,bla" get lost noob attitude; so I dropped my interest after such interaction with those bothersome humans Ok, to be fair, then Doghouse provided some (TY!) but simply I don't have time for it, quick one or two missions in the evening is all I have time for these days
  16. Also, TK could borow some Mirages from WOI
  17. Already announced by TK patch for SF2:V followed by patch for SF2, then two weeks and it's done
  18. In your MyDocuments\....\Thirdwire\Strike Fighter2 Vietnam\EFFECTS\ you must create this folder, it's absend by default
  19. But it's a post-October template you FM Gurus could look into..?
  20. placing them in Effects folder works for me
  21. Try this one: http://forum.combatace.com/index.php?autoc...p;showfile=6203
  22. that fixes only the water rendering artifacts in the distance, has nothing to do with the terrain mesh AFAIK
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