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Author Topic: Gurner FX 4.3  (Read 350743 times)

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12doze12

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #612 on: July 03, 2012, 03:05:42 PM »

The HSFX6 version should at least load!  Other people have reported it as working with those class files

Manysh - loads of improvements, including the small bombs that you pointed out a while back.  Cheers!  :D

The new bomb effect looks cool, I also tried out the smoke visibility distance mod and it works fine too. Thanks !!! :D
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TICI

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #613 on: July 03, 2012, 03:08:17 PM »

Tested on HSFX 6.0 and it works. I installed the entire new download without removing and replacing the effects and 3do from 4.2, but you have to install it BEFORE any other mod on the MOD folder including the UV3 folder  otherwise I found out that the tracers of the antiaircraft freezes in the sky. I installed first and the problem was gone. Will keep you posted with other tests.
TICI
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bomberkiller

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #614 on: July 03, 2012, 03:14:37 PM »

Oh Gurner,

every two or three days here by SAS I have to celebrate Xmas.

Since three or four weeks, afternoon downloadings, installs at the evening and flying at the night...

thank you very much for v4.3, all looks so fantastic!  :D

Regards, Gerhard
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #615 on: July 03, 2012, 03:20:02 PM »

Yeah, definitely use the dedicated hsfx6 version - old hsfx version will not work with 6.

Turns out I'm gonna have to re-upload all the class files after all, cos there's now redundant exhaust flame ones in there.  If you want full throttle exhaust flames I urge you guys to use Crazyflak's mod.  I'll upload new sets of class files tomorrow.

Tiger's UV3 mod, while it sounds simply amazing, is not stable at the moment IMO, and not quite ready for gaming with.  Certainly not compatible with Plutonium class files, sadly.  :(
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12doze12

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #616 on: July 03, 2012, 03:23:15 PM »

Yeah, definitely use the dedicated hsfx6 version - old hsfx version will not work with 6.

Turns out I'm gonna have to re-upload all the class files after all, cos there's now redundant exhaust flame ones in there.  If you want full throttle exhaust flames I urge you guys to use Crazyflak's mod.  I'll upload new sets of class files tomorrow.

Tiger's UV3 mod, while it sounds simply amazing, is not stable at the moment IMO, and not quite ready for gaming with.  Certainly not compatible with Plutonium class files, sadly.  :(

I'm using JTSM and it's a nice replacement of Tiger 33's one and it's compatible with this fx pack
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Semor

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #617 on: July 03, 2012, 04:07:13 PM »

Ok,Ok..it works,my fault...no problem.

Another question Gurner.I want to tweak the Desert tank dust effect from Manysh on page 44  to simulate the massive dust from collums on the eastern front. If I open the eff.file I can see two rows of numbers:

Color0 0.912 0.772 0.616 0.5
  Color1 0.980 0.984 0.772 0.001

I want to cange the dust color to a more dark/medium brownish.
Do you know the colour code for this?

Regards,Semor
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barnesy12

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #618 on: July 04, 2012, 01:47:40 AM »

hi Gurner just tried out your latest and its very impressive thank you for a great effects pack i have just thrown out my own effects pack and will be keeping yours
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MANYSH

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #619 on: July 04, 2012, 02:21:47 AM »

...i have just thrown out my own effects pack and will be keeping yours

I did the same, he is FX Boss :)
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #620 on: July 04, 2012, 02:29:17 AM »

Thanks Semor, glad you got it working.

In my imagination you wouldn't see clouds of dust on the eastern front because mud is quite heavy...

Anyway, changing those values is a little complicated because the colour is determined by the TGA which kind of acts as a starting point.  So I could easily google the decimal RGB value for brown, but it probably wouldn't work in this case because the tga may already be brown, or black or whatever, if you know what I mean.

However, I can tell you that lowering that value will likely make it darker, and as the effect is presumably currently a kind of very light brown, I would lower the values one point at a time each, keeping them in proportion, and try it out.  So for example:
 
Color0 0.812 0.672 0.516 0.5
Color1 0.880 0.884 0.672 0.001

Colour 0 is the initial colour, colour1 is the colour just before it dissapears.  The last numbers (0.5 and 0.001) control how transparent the tga is, 1 being fully opache, 0 being invisible

Thanks Manysh and Barnesy, my plan to take over the world is nearing completion!   ;D
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #621 on: July 04, 2012, 07:52:45 AM »

UPDATE

3do and Effects folders download has been re-uploaded due to a minor graphical imperfection.

All class file downloads have also been modified, HSFX 6 version now comes in two seperate downloads, same as the others.

Please grab the new downloads.

Sorry for the inconvenience  :-[
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Uufflakke

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #622 on: July 04, 2012, 08:09:19 AM »

Thanks Semor, glad you got it working.

In my imagination you wouldn't see clouds of dust on the eastern front because mud is quite heavy...


It was very dusty at Eastern Front.We all know the images of tanks stuck in the mud and horses trying to pull them out for instance but during summer it can be very dry and Geman equipment suffered a lot from dust getting in every part of the engine. Another problem was the lack of roads and when there were roads they were unpaved.
So lots of clouds of dust when columns passed by over the fields and unpaved roads.
Maybe the dry area at Eastern Front was more in the south like Ukrain/ Crimea. Not sure though...
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Semor

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #623 on: July 04, 2012, 08:22:37 AM »

ahhhh...Uufflakke,you was faster typing than I  :D

I agree with you.There was of course much dust in russian summer times and I read in serval books that the stuka pilots for example must only search for the heavy dust clouds from the tanks & LKW´s to find their targets. I want to re-create this with the desert tank dust,so many thanks to gurner for your explanation how to do this. I will play a bit with the values and post the results.

cheers.
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