+Stary Posted September 10, 2015 Posted September 10, 2015 (edited) ok, these in various forms I have been testing for a while now both in my Korea and just recently PTO installs: aircraft ini fx test.zip >>BACKUP every single file you are about to replace<< there are some adjustments to AIRCRAFTAIDATA.INI AIRCRAFTOBJECT.INI BULLETOBJECT.INI with stock values left after slashes for comparision quick summary on what's generally there or what i wanted to ahieve (those two things don't really go together lol) -Bullets travel further before disappearing (old feat I've been using since I discovered the MinBulletMach value) -thanks to that enemy might open fire from greater ranges -gunners are set to fire less and less acurately (please verify) so I don't get 5-10 fps on quite a good system flying through formation of 10 bombers (!!!) -fires can be suppressed more easily on their own and have less of a chance of progressing, -planes have less chance of exploding mid-air from fires or well placed shots -shoot off pieces from planes fall longer/are visible longer; create sound effect and burning fire when hitting ground -you generally have to do more gun damage to shot down aircraft (in theory, as the guns are way overpowered in SF2 as we know) -head shake and effects of g forces and plane movement are more prominent etc (requires LOTS of tweaking!) -FE-style gun unjamming is enabled but requires additional key in options I think -some crude test tweaks to AI ranges, fire durations and such together with new smaller tracers, new tracers smoke, >new< engine damage effect that wasn't used by default, and new flak effect. my goal is to start some kind of "test thread" here that would allow us to find the best playability vs realism settings to enhance the WW2 and postwar experience as I am really not going into modern (or post mid-60s) stuff anymore ohh and juuust in case I stroke out or fall under a train here's dump of my current WW2/Korea-oriented WIP effects folder I use, some more bombey explodey boomey smoky eye candies in there, you'd better back up before using this one: Effects.zip though those require tons of cleanup and work and inclusion of some sweet stock fx graphics I recently purchased for my commercial work Edited September 10, 2015 by Stary 2 Quote
+NIELS Posted September 10, 2015 Posted September 10, 2015 Stary - U-Da-Man!.........Thanks for your work and sacrifice to this series. Also, enphisis on the WW2/Korea/60's era stuff. BRAVO! Quote
+Stary Posted September 10, 2015 Author Posted September 10, 2015 lost most of interest in 1980+ scenarios and settings to be honest, find the dawn of jet era the most fascinating, up to say Nam. Plenty of things happening in that period, not everything covered in this series yet 2 Quote
+Stary Posted September 10, 2015 Author Posted September 10, 2015 if you are one of those using DAT's planes and find the canopy glass too foggy/dull/uniform, simply extract this file to OBJECTS folder, it has list of shaders linked with canopy textures like stock aircraft do: AIRCRAFTSHADERS.ZIP DAT uses mainly one of two 1x1 pixel glass textures, ClrGlass.tga or CLEARCANOPYGLASS.tga so it was matter of listing those in the shaders section, should look less uninteresting now Quote
+Stary Posted September 11, 2015 Author Posted September 11, 2015 small effects update, extract to root folder of installation: effects update.zip and updated aircraft object ini, now the head bouncing and movement is very limited compared to previous version: AIRCRAFTOBJECT.ZIP Quote
+Menrva Posted September 11, 2015 Posted September 11, 2015 Thanks Stary. I've just put these updates in my mod folder, and started the game. I decided to fly a Sabre over your new Korea tileset, but I noticed that the Sabre had no gunsight in the cockpit (it does have it however in the cockpit.ini). Is it possible that it has something to do with the gunsight material properties which you have changed in the AIRCRAFTOBJECT.INI (yes, I've opened it, I'm curious)? Quote
+Stary Posted September 11, 2015 Author Posted September 11, 2015 (edited) works for me, but try reverting to stock values Edited September 11, 2015 by Stary Quote
+Menrva Posted September 11, 2015 Posted September 11, 2015 (edited) My bad, Stary, it works now. I have the bad habit to remove comments from the .ini files, most likely I messed something up. Edited September 11, 2015 by blaze95 1 Quote
+Stary Posted September 11, 2015 Author Posted September 11, 2015 good, i got puzzled as was working for me Quote
Gatling20 Posted September 11, 2015 Posted September 11, 2015 Stary: I have tried the new AircraftShaders.INI in the Objects folder of my WW2 installs, but it doesn't seem to make a difference that I can see. I see that the INI file calls a file named MODELCANOPY.FX I don't have a ModelCanopy.FX file anywhere that I can see. Is this a stock SF2 file, or do I need to get it from somewhere? Quote
+Menrva Posted September 12, 2015 Posted September 12, 2015 Stary: I have tried the new AircraftShaders.INI in the Objects folder of my WW2 installs, but it doesn't seem to make a difference that I can see. I see that the INI file calls a file named MODELCANOPY.FX I don't have a ModelCanopy.FX file anywhere that I can see. Is this a stock SF2 file, or do I need to get it from somewhere? ModelCanopy.FX is a stock SF2 file, don't worry Gatling20. Stary added the common .tga files that come with some addon aircraft, so now they have a proper canopy shader applied. Quote
+Stary Posted September 12, 2015 Author Posted September 12, 2015 the shading works somehow, it's a fix I tired to apply to DAT's canopies as they allways get the canopy glass set up wrong in Max as my eyes tell me; and yes the shader is stock TW file, utilised by stock planes -thus their canopies have nice realistic glass shading Quote
Gatling20 Posted September 12, 2015 Posted September 12, 2015 Thanks for the quick response, I will give it another try. Quote
+Menrva Posted September 15, 2015 Posted September 15, 2015 In the VehicleFireEffect.ini there's a typo in the last material (VehicleFireMaterial); the shader file is efectfire.fx instead of effectfire.fx. I told you just in case you plan an update, or if you want I can check the .ini and correct any typos that are found, at least I can save you some time Stary. BTW great effects pack. Quote
+Stary Posted September 15, 2015 Author Posted September 15, 2015 yeah noticed smoke was missing today, just them fires :) will post small update shortly, with that fixed among other things Quote
+Menrva Posted September 15, 2015 Posted September 15, 2015 Ok Stary, thanks. BTW I just noticed something else, although you may have noticed it already. In both LmgObjectHitEffect.ini and LmgGroundHitEffect.ini the materials call for the Debris2.tga, which is missing in your package, however there is a Debris.tga (without the 2) Quote
+Menrva Posted September 15, 2015 Posted September 15, 2015 copy to debris2? Sure thing, the easiest way to fix it. I was asking because I thought that you made two different debris .tgas and that you missed to include the debris2.tga in the package, nevermind. Quote
+Stary Posted September 15, 2015 Author Posted September 15, 2015 nah I bet I forgot some bits and pieces, these effects are some test work anyway, I jjust posted them because some people are asking when and such Quote
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