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Author Topic: Gurner FX 4.3  (Read 338377 times)

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BravoFxTrt

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #744 on: September 19, 2012, 05:06:29 PM »

Thanks Mick.
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squiffy

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #745 on: October 04, 2012, 11:17:46 AM »

Hey Gurner, I gotta say, I love your effects package.   :)  I use it in DBW 1.71 and it's awesome.  I noticed a bug while using it in HSFX 6.015, which is the latest update as far as I know.  It seems that aircraft armed with cannons (such as later Spits, FW's, Zeros etc) only fire a few shells and bullets before the Out Of Ammo notification flashes.  For some reason, this does not affect aircraft with only machine guns (Mustangs, Thunderbolts, early Spits etc), they can fire all their ammo.  Looks like a classfile issue... I'd delve deeper if I knew how.  Anyway, keep up the good work!
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slipper

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #746 on: October 05, 2012, 07:38:24 AM »

Gurner

Been playing about with the nuke effect, to make it a bit smaller and with less particles, to represent a tactical nuke carried by a lot of the modern jets now.

Part of the problem with the nukes is the dissapearing of effects due to game limitations, but also the smoke effects dissapear after a certain time (is it 128 seconds?) like the old smoke effects used to.

Now this also happens with your effects package, so am i right in assuming that the smoke distance effect in your mod does not affect nukes? If so and not to much trouble would it be possible to add smoke distance effect to nukes please?

Thanks mate

regards

slipper

edit after testing again i think it does show up at distance, just that effect ends after certain time, anyway to extend the time an effect shows for please mate?
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #747 on: October 05, 2012, 04:30:13 PM »

Dunno about the cannon bug, I'm afraid.

Regarding the nukes, Slipper, you'd probably have to change the values of the files you're editing to make tactical nukes.

The nukes should be visible at the usual distance unless the mat files for the nukes specify a lower visibility distance than that in the distance mod.  Similarly, it is the nukes eff files that would normally control the length of time the nuke remains on screen.

Having said that, the nuke effects could be made to disappear with class files as well, but I don't see why the creators of the nuke mod would do that.  Might be worth sending them a pm
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slipper

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #748 on: October 05, 2012, 06:01:12 PM »

Gurner

Thanks mate for your reply, as you have had a bit of experience with effects and there associated files, do you know if there is a maximum time that can be set in the .eff files? Can you set it to whatever time you want? I have not seen one greater than 128, and I've seen that a few times, so wondering if that's the maximum?

Cheers again

Slipper
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Ass Eagle

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #749 on: October 05, 2012, 06:43:03 PM »

Find the eff file for the nuke and look for 'LiveTime=xx' / 'FinishTime=xx' you can change 'xx' to whatever number you want. If theres a 'maximum' you'll find out, but other 'smokes' last forever so its worth a shot.
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #750 on: October 06, 2012, 02:30:35 PM »

Exactly - livetime is for how long the particle remains on screen, and finishtime is how long the particles are produced for. 

for the particles to be produced indefinitely you should set the finishtime value to -1.0

If you had finishtime 10 and livetime 1 you would have particles that are visible for one second produced for 10 seconds.
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slipper

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #751 on: October 06, 2012, 04:24:12 PM »

Ice eagle and Gurner

Thanks for your replies and help, i'll let you know how i get on.

regards

slipper
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odessa

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #752 on: October 10, 2012, 07:00:58 AM »

Good job! I like this smoke and fire!!! But i have qustion.

I have Il2 version 4.09m. May i use this mod in my version server? What should I make for this purpose?
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #753 on: October 10, 2012, 07:37:30 AM »

It may work if you use class files from plutonium for 4.09.

But I recommend you upgrade to DBW and use it with that instead.

Because DBW is better than 4.09.

You can keep your 4.09 game and make a new game for DBW and UP, and another one for 4.11 and HSFX6. 

Then your life will be complete, and you will experience much happiness.
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slipper

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #754 on: October 10, 2012, 08:23:18 AM »

Gurner

Still messing about mate, the smoke visible distance is fine now and the finishtime -1 value gives a good repitition. However i can not seem to get high values for the livetime (i think 128 is the limit). This means that i am getting a looping of the effect rather than one long continuous one, Do you know if it may be increased at all?

cheers mate

slipper
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arquillos

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #755 on: October 10, 2012, 08:35:58 AM »

Hi Gurner!
   I have one silly question (looking for a silly answer ;) )...In " v2 HSFX5"" there is a "fonts" folder that has "disappeared" in later versions (v4.2 and v4.3)
   What are these fonts used for?


Thank you in advance!
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