Since adopting 4.12.2, I've got to dislike the inclusion of the Bomb250Water effects EVERY TIME a plane crashed into water. All occurances looked just like the bigger bomb/shell impacts with water, which repetetiveness got tiresome. I've got rid of the bomb250 effects here (by REMing out with the /* */ block), and included the random occurrence of a selection of land aircraft crash effects so as to suggest the occasional explosion. Of course, I've tuned the effects themselves to my preference. From Explosions.class:
public static void AirDrop_Water(Point3d point3d) {
if (Config.isUSE_RENDER()) {
float f = 4.0F;
float f_77_ = 1.0F;
o.set(0.0F, 90.0F, 0.0F);
l.set(point3d, o);
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Water/Base.eff", f);
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Water/Fontain.eff", f);
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Water/Spray.eff", f);
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Water/Soot.eff", f);
/* Eff3DActor.New(l, 1.0F, "effects/Explodes/Bomb250/Water/Fontain.eff", f);
Eff3DActor.New(l, 1.0F, "effects/Explodes/Bomb250/Water/Fontain2.eff", f);
Eff3DActor.New(l, 1.0F, "effects/Explodes/Bomb250/Water/Fontain3.eff", f);
Eff3DActor.New(l, 1.0F, "effects/Explodes/Bomb250/Water/Fontain4.eff", f);
Eff3DActor.New(l, 1.0F, "effects/Explodes/Bomb250/Water/Fontain5.eff", f); */
// Add NEW land effects
if (World.rnd().nextFloat() < 0.3F) {
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Land/Base.eff", f);
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Land/Burn.eff", f);
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Land/Dirt.eff", f);
if (World.rnd().nextFloat() < 0.5F) {
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Land/Smoke.eff", f);
if (World.rnd().nextFloat() < 0.33F) {
Eff3DActor.New(l, f_77_, "effects/Explodes/Aircraft/Land/Smoke2.eff", f);
}
}
}
SfxExplosion.crashAir(point3d, 2);
ExplodeSurfaceWave(1, 110.0F, 6.0F);
}
}
Rather more variety now!
For those not conversant with interpreting code:
The first 4 Water-based effects are always executed.
The next 5 Bomb250-based effects are ignored (I could have deleted them, but retain them here to show what was.)
The next 3 Land-based effects are executed 30% of the time.
The second-to-last is executed 15% of the time.
The last is executed 5% of the time.
And so there can be 4, 7, 8 or 9 effects being generated simultaneously.