Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 6 [7] 8 9 10 ... 18   Go Down

Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19680 times)

0 Members and 3 Guests are viewing this topic.

baggo

  • member
  • Offline Offline
  • Posts: 237
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #72 on: March 08, 2023, 05:33:36 AM »

Thanks for this Glenn,I really like this effect, perfect package mate,can’t thank you enough,Kev.
Logged

larschance

  • member
  • Offline Offline
  • Posts: 515
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #73 on: March 08, 2023, 10:40:45 AM »

Hi Glenn. Thank you for your work on this great sim. It means so much to us regular users.

I added your EPv1.6 to my BAT Flashpoint with hotfix 4. The napalm effect was very good especially when it was still burning after I had dealt with some nearby bombers.

QMB test 1. set up 4 FM2s with napalm v 4 H6Ks on Solomons map. mgs silent as Olddad mentioned. When my wingmen jettisoned the napalm over water it still kept burning although not as bright as on land. Dark to black smoke which is right as napalm was prominently oil.

QMB test 2. 4 Typhoon 1Bs with rockets v 4 Ju87D7s on War over Italy map. Great bomber damage effects and prominent cannon fire. rockets hitting Stukas were visually a blast. ha.

QMB test 3. 4 Lancasters v 4 MC205Vs. Bomber damage again very good, with varying smoke and fire with scattered flames and bits of aircraft on crashing. mgs silent again though.

Should I replace the Guns BMU with your set up as you suggested to Olddad earlier.

Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #74 on: March 08, 2023, 10:55:47 AM »

Not having progressed past B.A.T. 4.0 yet, my certitude on what to do with the more current versions is lacking. You could try the GUN classes for 4.12, and replace the original BSMU folder containing just hashed classes (names comprising 16-digit hexadecimal characters) with the folder containing the unhashed classes I recently supplied.

My earlier BSMU folder contained the "all versions" classes and the BSMU updated classes, hence the large number in total and so not requiring to use both folders.

The latest unhashed classes are only those guns having the new sounds specified, hence the need for the "4.12" GUN folder as well.

I wonder if I will need to supply the unhashed classes for EVERY weapon I've touched...

Keep me abreast of progress--or its lack.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #75 on: March 08, 2023, 11:01:08 AM »

Just to be clear, is the gun sound issue such that cannon are heard but MGs are not? That would be rather strange, for the new gun sounds are spread among cannon and MG. I can't think of a cause for such a well delineated dichotomy...
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

larschance

  • member
  • Offline Offline
  • Posts: 515
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #76 on: March 08, 2023, 11:49:58 AM »

Yes. The cannon sounds are heard but not the mgs.
Logged

larschance

  • member
  • Offline Offline
  • Posts: 515
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #77 on: March 08, 2023, 12:29:30 PM »

I replaced the Guns BSMU with your Guns for 4.12 as suggested and it worked. I can now hear both cannon and mgs. Of course I had to place !0_ in front of the folder title so it listed as part of the top folders.

I can now enjoy your beautiful gunfire in all its glory. In order to test this I used 4 Spitfire Vbs v 8 Ju87B2s over the Channel. I noticed the rear gunner fire was short white streaks while the fighter fire was brighter pinks etc. Was that intentional?
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #78 on: March 08, 2023, 02:10:44 PM »

Any incongruities are most assuredly not intentional!

It looks more certain that for later B.A.T. versions I should supply the classes in their not hashed versions.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Paulo Hirth

  • member
  • Offline Offline
  • Posts: 875
  • MOD is Life!
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #79 on: March 08, 2023, 04:19:51 PM »

 Excelente trabalho WxTech!
Logged

pied

  • member
  • Offline Offline
  • Posts: 98
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #80 on: March 08, 2023, 05:13:53 PM »

I have no issues with the gun sounds, the most up to date BAT, the BSMU mod loads lower in the list than yours...

Pied

A PS: I do have FL270 gun sounds mod and VSM Sound mod they both are higher than the new WxTech Effects in the #WAW3 folder...
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #81 on: March 08, 2023, 09:29:33 PM »

Do note that my classes address more than just the sounds. Other parameters potentially affected are the projectile live time, simple tracer line color, 3D tracer mesh assignment, individual projectile Power value and tracer smoke effect assignment.

Ideally, for the best overall integration into the environment of my effects scheme, my classes should take precedence.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Old_DaD

  • member
  • Offline Offline
  • Posts: 498
  • Fully engaged in the war on senior moments.
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #82 on: March 09, 2023, 06:13:05 AM »

In response to LarsChance's post.
I have my #WAW organised like this:



Not sure if I'm benefitting from it all, some folders may be redundant, but classcheck file doublon.txt shows no or little conflict,
but I have sound for both cannons and mg's ..now.
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6013
Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #83 on: March 09, 2023, 08:23:02 AM »

ANCIENT_PAPPY,
The BigShip gun fire &smoke mod I see at the bottom of your screenshot is superseded by my own such effects. It deals with the muzzle fire and smoke from ships' guns. If you want to decide on which you prefer, rename this folder to put it at the top, and then examine the effects for different gun calibres.

By the way, I've added an illumination source attending the firing of naval guns, which is seen in twilight or at night. That will be present whichever smoke/fire effect set you choose, because the illumination is created in bigShipGeneric.class
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
Pages: 1 ... 4 5 6 [7] 8 9 10 ... 18   Go Up
 

Page created in 0.044 seconds with 26 queries.