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Author Topic: The effect of flares being fired up from the airfield in SAS Modact 5.3  (Read 1724 times)

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gunny0134

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It's a problem I've been wondering about for a long time.

Can't we on SAS Modact 5.3 see the effect of flares being fired up from the airfield ??

The screenshots below are from the latest same mission.
 - 4.12.2m, SAS Modact 5.3


 - 4.12.2m, BAT 4.1 WAW


It comes out well in BAT mod but not in SAS Modact.

My mods related to the flares effect are...
  - WxTech_Effects_v1.5_ALL-game-versions
  - vas_bird+smokes
  - Realistic Airfield Lighting v1.51a

No matter how hard I tried in the above mods, the flares were not fired up in SAS Modact.

However, birds come out well.

Originally, If I can't see the flares in the SAS Modact, I can't help it.

But, I'd appreciate it if you could tell me how to do it if you could see the flares in the SAS Modact.

Thank you.
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Knochenlutscher

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There's no other Help than really Dump these Files (Java,FX Files) in both Base Games and manually fix, recode.
Desect both, to see the difference, hence apply.
It's called cutout of a Mod.

Have you done a deep search into the Topic, where is this Mod coming from (the source),
track the beginning, helps identifying the Files. Where it derived from, how it developped.
Even without Java Skills you can do a bit research.

Best wishes
Tobias
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Frankiek

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If I remember  well the green/red flares from the airfield came out in DBW. Many mission in DBW SCW had this effect
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gunny0134

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In SAS Modact, we can't see the signal flare.

I got it.

However, if any of SAS Modact users have any other opinions on this, please feel free to let me know in the comments.

Thank you.
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Frankiek

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You can try to use version 1.51 for 4.10 4.12 in sas modact. In fact couldn't find version 1.51a
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Knochenlutscher

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Research at SAS:
https://www.sas1946.com/main/index.php/topic,23695.0.html

Code: [Select]
    Special Aircraft Service >
    Individual Mods and Packs for IL-2 1946 >
    Other Mods >
    Effects
Pages: 1 2 [3] 4 5 6 7   Go Up

Realistic Airfield Lighting v1.51 by Sputnikshock

Quote
SignalFlare       vehicles.stationary.MarkerFlare$MarkerFlareUnit 0


Investigating the first Mission:
JG26WE_050.mis/[NStationary]
Code: [Select]
  57_Static vehicles.stationary.MarkerFlare$MarkerFlareUnit 0 265711.10 216310.06 405.00 0.0
Put this thing inside your Modact, make sure the lines added match, read the Post of the article,
read through it's 9 Pages (always recommended), to get a clue about things.

SAS is like a vault of our Moddding Past

Cheers
Tobias

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Wiseman : "Did you speak the exact words?" Ash : "Look, maybe I didn't say every single little tiny syllable, no. But basically I said them, yeah."

gunny0134

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I tried it again in various ways, but the result was nothing more than a failure.

Anyway, thank you for your gents advice.
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Knochenlutscher

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Quote
My mods related to the flares effect are...
  - WxTech_Effects_v1.5_ALL-game-versions
  - vas_bird+smokes
  - Realistic Airfield Lighting v1.51a

If this is your Mods Folder Hierarchy, I'll look up and check if there's stuff that jumps my eye.
Give me a few Minutes, must Download this WxTech Effects to see sth.
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Wiseman : "Did you speak the exact words?" Ash : "Look, maybe I didn't say every single little tiny syllable, no. But basically I said them, yeah."

Knochenlutscher

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Alrighty, I see WxTechs Mod using 14 Files from Airfield Mod.
Your Vas Mod, since you wanna use it, might be using up WxTech Files too, but it's sth.
to be put before. Test it, if you think it's not good, put it after WxTechs Mod, conveniently.
There's options and your decision, how you want it.
You want Flares and Birds/Smoke, now look how it affects WxTech's Mod, but also
have an eye on the other too. Is a bit complicated at Mods eating up each other's ressources.
But you have no choice.
Putting Vas Mod behind WxTech will affect that Mods (Vas) Smoke to be replaced by WxTechs.
Keep such things in mind. Stuff that loads first, will show up as such.
If you put it behind in Hierarchy, it's useless, unless for the Birds, not inside WxTech Mod.

Try renaming your 3 mentioned Mods to appear in the following order in your Mods folder.

Quote
1.Realistic Airfield Lighting v1.51a (let this load first)
2.vas_bird+smokes (to be tested)
3.WxTech_Effects_v1.5_ALL-game-versions (to be tested)

Here is an example of renaming that forces hierarchy to let load the other Mods before WxTechs Mod.

Code: [Select]
!0_Realistic Airfield Lighting v1.5a
!0_vas_bird+smokes
!0_WxTech_Effects_v1.5_ALL-game-versions

Hope this explains stuff and gives you sth. to tinker up working Flares.

Best wishes
Tobias
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Wiseman : "Did you speak the exact words?" Ash : "Look, maybe I didn't say every single little tiny syllable, no. But basically I said them, yeah."

gunny0134

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I've already tried everything I can think of, like repositioning folders, removing folders, etc.

Looking at the screenshot below, SignalFlare is working normally (same background color means normal).


It just doesn't show up.

I want to test it in pure SAS modact, but already my SAS modact is complicated and can't reset it.

Now I want to know if any users of SAS modact 5.3 are always watching SignalFlares shoot up from the airfield in a mission (It contains 'static vehicles.stationary.MarkerFlare$MarkerFlareUnit').

If they're always watching it, it'll be a proof that I'm doing something wrong. Then I'll study more.

But if no one can see it, I'll stop working on it here.

thank you.

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Knochenlutscher

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Quote
I want to test it in pure SAS modact, but already my SAS modact is complicated and can't reset it.

No Backup? Yeah, then it's troublesome.
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Wiseman : "Did you speak the exact words?" Ash : "Look, maybe I didn't say every single little tiny syllable, no. But basically I said them, yeah."

Frankiek

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Very easy to reset. First thing make sure to inactivate any jsgme mods you may have then inactivate your #SAS folder (a - in front will be enough) and finally drop a fresh #SAS folder from modact 5.3 there you are. To reverse just delete the new folder and activate your old #SAS and back you are
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