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Author Topic: WxTech's Effects Pack v1.5 for B.A.T and 4.12  (Read 18630 times)

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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #24 on: July 25, 2022, 06:36:15 AM »

shardana,
I'm spending the summer at a friend's astro observatory, and have only 2G internet here. The upload speed is so brutally slow it would take a glacial epoch to upload a YT video.  :(

Hopefully someone might be inspired to put together a clip.

In the meantime I have a YT channel to which I have uploaded a few videos featuring my v1.4 (or was it v1.3?) effects
 Do a YT search for "WxTech Il-2 1946". This will give a decent enough idea of the current state of things...

And you can watch offerings made by Douglas Rangel and supersensitive1465, to name two, from the past several months.
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larschance

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #25 on: July 25, 2022, 08:36:40 AM »

Just to let you know Glen your v1.5 is running fine on BAT 4.2.1 Flashpoint.

I particularly like the black smoke exhaust when throttling up on the DB engines. Many an Allied pilot thought they had a kill when they saw that smoke.

Your fuel leak colours look great, so much so you can almost smell the octane. Robert Duval would love it.

A bombing attack on a road convoy was spectacular with multiple bursts and flashes.

I watched a Pe2 with a wing tank on fire. When the fire spread the crew decided to bail. Very well done on achieving that effect. It must have taken ages to find the right code lines to get that to work.

Have a great summer and stay cool.
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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #26 on: July 25, 2022, 10:02:35 AM »

Taken ages to get the crew to bail with a developing fuel tank fire? Well, yes and no.

Yes, in that I've been playing around with Explosions.class since wading into the Java pool over 2.5 years ago.

No, because I had not looked closely at this particular matter until just a couple or so days ago. Once I actually pondered one particular line of code, a question popped into my head about the use of two different variables which only a few lines earlier were given the same value! (In a process to thereafter keep track of the old state and the just altered new state.)

This error has been present for many years now, being the cause of AI completely ignoring fuel tank fires, where the intention clearly had been to make them hit the silk as soon as the first, smaller fire started. I saw the possibility to cause a bailout not upon commencement of the lighter initial fire, but upon the heavier fire having got started.

From discovery of the error to my current implementation took a couple of hours, with testing runs. It might be tempting to encourage the fiction that Sherlockian sleuthing and Herculean heroics attended, but that would be a Trumpian tribute.  ;)
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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #27 on: July 25, 2022, 10:12:20 AM »

To users of B.A.T. 4.2.1:

Are you seeing smoke columns from ground objects rising somewhat so that they generally clear the ground while largely streaming nearly horizontally in the wind?

genXgamer has been suffering these smoke columns to remain completely in contact with the ground. This tells me that while my effect files are being read, the classfiles are being ignored. I'm trying to figure out what might be going wrong for him...
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

larschance

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #28 on: July 25, 2022, 11:25:04 AM »

The bomb bursts for 250lb and 500lb initially balloon up and outwards then stream along and above the ground I assume according to the wind direction. The same happens to the white smoke signal fires. Some bursts are thicker than others so that may be why they seem closer to the ground, unless my eyes are deceiving me.
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shardana

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #29 on: July 25, 2022, 12:40:17 PM »

Hi Glen! I have already your older version, I love it! And I didn’t mean I expected a video from you. Unfortunately I won’t be at my place for a few days and as a spoilt child I can’t wait to see your work. So if a good soul can upload a video this spoilt child would be really grateful
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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #30 on: July 25, 2022, 01:25:59 PM »

To check on correct installation, destroyed buildings and vehicles are what make the better diagnostic. They will have the smoke initially rise a bit more steeply, then become more level as the upward buoyancy is damped. But overall the smoke column is largely horizontal yet virtually always clearing the ground by at least a bit of height.

Poor Clive (genXgamer) has these smoke columns firmly scraping the ground, never with the slightest meaningful space underneath.



Incidentally, the 'wind' driving the smoke and other effect particles is what I call the "effect wind". The speed is set by the Wind parameter in an .eff file, and is randomly varied about this mean value as the game runs. The direction is also random, and is NOT in any way tied to the wind you can set in a mission and which acts upon planes.

Here's an area that, presumably, TD might be able to address. This "effect wind" seems to be controlled in a .dll, and so is beyond the access of us mere modders. I would love to see the "effect wind" direction be tied to the wind direction the player/mission builder would set in his .mis file. Then one could use smokes just like a windsock, at least to gauge direction. But alas, we must endure a random, and varying direction during a mission, for this "effect wind" as it acts upon smokes.

This could well be the reason effect smokes were originally--or at least very early on--given characteristics that resulted in vertical or nearly vertical columns. This would largely disguise the random--and varying--"effect wind" direction.

And if some considerable velocity was given to such a smoke effect, it might initially move mostly horizontally, but then the typically considerable vertical acceleration value assigned would take over, resulting in a fairly quick transition to a much more vertical column.

My approach is geared to present smoke columns as having a typical appearance, in all but calm or near calm conditions. The method requires a careful balancing between the Wind, EmitVelocity and GasResist values in an .eff file. If one changes, so too will one or both of the others have to be adjusted in order to obtain the expected column slope and variance. Not only that, but the EmitRate might require adjustment in order to accommodate the spacing between particles, and the LiveTime to obtain the desired column length.

This complexity essentially rules out the application of an "effect wind" that can vary with the "mission wind" to any notable degree. A faster speed would have the smoke particles spread farther apart, making the smoke column look oddly 'dotted' into a largely discontinuous chain in the early stage. And a slow speed would have the column more bunched into a rather shorter column.

I hope that revealing these issues does not too badly ruin things, because, yes, there is a resulting departure from realism.

But in compensation, my highly structured approach, involving the reorientation of effect particle emission vectors in Java, brings about a pleasing uniformity of behaviour. Previously, smokes could be seen to emit from a number of objects in a horizontal direction tied to their orientation, the differences in direction being jarringly discordant. And the not uncommon sight of a smoke column first being directed horizontally, then arcing more vertically as the particles continued to accelerate upward (!), is opposite to the vastly more common phenomenon of smoke columns becoming more horizontally directed with height.

A lot of verbiage, I know! Perhaps it's better to say nothing, to not break the spell of illusion with the brutal facts. But the teacher in me drives me to provide information that aids in understanding. My philosophy is to not merely provide the fish, but to teach how to angle.
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vonofterdingen

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #31 on: July 25, 2022, 03:10:02 PM »

Perhaps some screen shots will help. I have 1.5 installed, correctly as far as I can tell. Here is a sequence of shots of a single bomb raid. In short, this is what I am seeing with 1.5 and the lastest BAT. There are 4 Typhoons dropping 250lb bombs individually in succession. Looks good to me!














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vonofterdingen

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #32 on: July 25, 2022, 03:16:35 PM »

In case it matters, here are my weather settings:


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vonofterdingen

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #33 on: July 25, 2022, 03:29:34 PM »

And here are some shot from Larschance that show the initial and secondary fires in an aircraft:















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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #34 on: July 25, 2022, 03:42:12 PM »

von,
Thanks for those screening! All looks correct. It's the longer-lasting smoke columns from destroyed objects that are the definitive proof of my Explosions.class files (the beating heart of this whole mod, really) being recognized.

If those smoke columns closely hug the ground, with no space beneath, then we know that my Explosions.class is not recognized. Which is poor Clive's issue in his BAT 4.2.1 game. If other BAT 4.2 flyers have this working, then there's hope for him. 🙏
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genXgamer

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #35 on: July 25, 2022, 04:02:23 PM »

The screenshot showing aircraft burning on runway is the most important, this is the one that is not working for me.

Thankfully I have multiple clean 4.2.1 installs so I might try a fresh one.

I should of mentioned that I tried all 1.5 folders, effects folder only and everything in between.

P.S.    My name isn't Clive.
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