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Author Topic: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod  (Read 237376 times)

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RooMan296

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #240 on: May 27, 2011, 09:57:08 PM »

With the classfiles removed, I'm not seeing the napalm "tendrils" effect at all so obviously removing the files does limit the mod.
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CWMV

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #241 on: May 27, 2011, 10:20:45 PM »

Ok, but the air to air still works fine. like I said that's all that matters to me. Take it for what it is.
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TICI

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #242 on: May 28, 2011, 05:44:20 AM »

I agree  that in the air to air combat it may works but the HSFX 5.01 has many effects that are as good as well . For me  the big difference in the Plutonium mod was the ground and fire effects which are lost with these files removed. So let just hope that soon we will have this beautiful mod repacked for 4.10 or for people with HSFX 5.01 if someone knows how to make the fires in bldgs and vehicles keep burning changing some parameters it would be appreciated . Now the fire stay only for 1-2 seconds.
TICI
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Wildchild

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #243 on: May 28, 2011, 10:42:28 AM »

So is there going to be a 4.101 Plutonium version compatable with HSFX, SAS and UP?
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Killer Ghost

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #244 on: June 07, 2011, 06:40:29 PM »

that would be so nice. i miss the blue flames on my engine wit the spit and p-51.
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Wildchild

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #245 on: June 07, 2011, 07:35:58 PM »

me 2 :)
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Ala13_Kokakolo

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #246 on: June 08, 2011, 04:52:57 AM »

I have actually right now plutonium - landing gear damaged - ricochet mods working together in UP3.0 via #up# folder. They are fantastic. They should be together in one single mod or all three should be incorporated to Up3.0
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santobr

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #247 on: June 08, 2011, 06:05:52 AM »

Working?! Please, what do you mean with "working"? :o :D


santobr.
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Killer Ghost

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #248 on: June 08, 2011, 09:50:17 AM »

o now i see, a few post above me ;). thanks TICI
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Ala13_Kokakolo

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #249 on: June 08, 2011, 10:12:56 AM »

I had the three mods from when I had the up2.01 and I place them inside 3.0 #up# folder. When I had them in 2.01 I remember I had to check for some conflict between plutonium and LGD mod, and disable some classfiles inside the plutonium. But for some reason now they work together flawlessly. I have actually upload this mods to a mediafire link so my mates in my squad can download and test them. Here they are:

https://www.mediafire.com/?tlklmrerxky9gk4

The folder called SMOKES is a fix for the objects rescap and sar from the developer to make this objects work correctly in UP3.0. If you want you can delete it.
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Ala13_Kokakolo

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #250 on: June 08, 2011, 11:26:03 AM »

I think I deleted those two before to make it compatible with up2.01. But the rest of the features, including the blue flames on the engines, is working. We will have a full working version soon, compatible with up3.0, in the meantime enjoy that.
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slipper

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Re: UPDATE 3: IL-2 1946 Plutonium Universal Max Effects V1 Mod
« Reply #251 on: June 23, 2011, 04:10:25 AM »

HolyGrail,

Would like to ask for you to consider a few things for your next update if possible.

I am a fan of nightfighting in I-l2, and anything that can make it more immersive, with this in mind i was wondering if you would please include your fluid fires effect, we talked about earlier.

Quote
Hi slipper  :)

I know what you mean , yes , a lot of houses on fire can be demanding on the system and there is one easy trick which can be used yet still looking great and simulating house fires .
Fluid fire as it is right now in Plutonium mod is looking great but any further reduction in fluid flames appearance will start looking pretty bad and the only way to reduce system demand on this kind of fire is to completely replacing current house fluid fire for previous Uranium mod design which used fire glow .
Fire glow is perfectly acceptable visually and it looks excellent from especially higher altitude as there are videos on YouTube of that Uranium fire glow effect of cities burning plus it don't need much resources at all in order to appear in bigger masses without FPS hit  8)
Basically we can keep all other fluid fires as they are currently in Plutonium mod for cars , trucks , tanks , bushes etc..... while replacing only house fire with fire glow .
A win win situation for any FPS concern regarding any bigger massive cities destruction while having house fire glow effect simulating burning cities  :)
I was thinking about it quite a while ago but we were not sure if that would go well with IL-2 community .
Please , let me know your thoughts about this :

Here is the video how the cities will look using back Uranium fire glow effect for houses only :


PS: Me and Sani are trying to finish this 4.09 version with aircrafts new motor effects and then it can be converted to 4.101 as soon as possible  :)
UP will have also new effects .

S! HG

Also the target indicators (TI's) carried by some British Bombers at the moment are big fps killers, could these be 'lightened' in anyway please? so that it is possible to drop a few loads without the game coming to a standstill, and also maybe be given a timer so that they extinguish after 5 mins or so?

Next up is the searchlights, which do not seem to be as bright (in DBW) as they were, could these be given a more intense shine, and made to operate over a greater distance?

Lastly, the RAF used bombs called 'spot fires' for marking targets, aswell as what we have at the moment i was wondering wether another few fire objects could be made, (FireType2, is perfect for this), with different colours, red, green, pink etc.

Also overall could the visibility distance for effects be increased at all?

just a few thoughts for things i would like to see mate, if any are possible that would be great.

regards

slipper
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