Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 5 6   Go Down

Author Topic: WxTech's Effects Pack v1.1 for B.A.T. 4.x  (Read 10293 times)

0 Members and 2 Guests are viewing this topic.

Chaoic16

  • Modder
  • member
  • Offline Offline
  • Posts: 930
Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #12 on: August 14, 2021, 10:16:03 PM »

Hello everyone,

I have a question. I have B.A.T installed on my IL-2 1946 v4.12.2.  I only need to follow the instruction for B.A.T. without needing an extra steps for "v4.12" in README right?
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6045
Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #13 on: August 14, 2021, 10:48:35 PM »

A 4.12 game updated to BAT should be now a BAT game. What does the initial splash screen show when you fire it up?
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Chaoic16

  • Modder
  • member
  • Offline Offline
  • Posts: 930
Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #14 on: August 14, 2021, 11:25:57 PM »

Thank you for the reply!  This is what is shown when loading WAW:

Quote
IL-2 1946 V5.00m

Battle-Airborne-Tactical - v4.1.3 - module. :'World at War'
Logged

Chaoic16

  • Modder
  • member
  • Offline Offline
  • Posts: 930
Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #15 on: August 14, 2021, 11:32:54 PM »

I have one more question, if I only need to follow the steps for B.A.T, can I also install that mods into another era mode? Such as DOF3, TGA3, and JTW3?
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6045
Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #16 on: August 14, 2021, 11:44:38 PM »

I have one more question, if I only need to follow the steps for B.A.T, can I also install that mods into another era mode? Such as DOF3, TGA3, and JTW3?

Until a wiser head responds...

I understand that each module requires to have a mod installed in it, if you want said mod to be in effect when using a particular module. But having only the WAW module in my game, I don't have direct experience of this, and am.going off something I think I recall reading some time ago.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Chaoic16

  • Modder
  • member
  • Offline Offline
  • Posts: 930
Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #17 on: August 15, 2021, 02:43:34 AM »

Wait I finally understand!  I misunderstood the README.  What happened is that I thought v4.12 meant IL-2 1946 v4.12, NOT B.A.T v4.1.2.  That part confused me the most, since there IS Il-2 1946 v4.12 (Actaully v4.12.2).  There was a hilarious coincidence...

I FINALLY understand, so I am going to follow both BATS and v.4.1.2 (BAT) in the readme. Sorry for my misunderstanding earlier.  I think it might be good idea to update the readme stating "BAT v4.1.2", just in case if someone else get confused between BAT v4.1.2 and IL-2 1946 v4.12. LOL!
Logged

Chaoic16

  • Modder
  • member
  • Offline Offline
  • Posts: 930
Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #18 on: August 15, 2021, 03:30:30 AM »

I got it working!  I was again confused since I assumed this mod was meant to work with BAT v4.1.1 or earlier since it mentioned v4.1.2.  Then I realized, it was meant to work with the latest v4.1.3.  I reinstalled the mod by putting all folders into #WAW3, except for -!!!_WxTech_AircraftState_class_4.12.  I ran IL-2 1946, it loaded the game successfully.  The new effects are NICE! I am happy now.

If you don't mind, may I ask you to add a bit more information by stating it is designed to work with BAT v4.1.3 so other people won't confused either.  And that v4.1.2 are for people who are still running older version of BAT.  Nonetheless, thank you for the awesome mod! 


Cheers
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6045

I should have been more tuned into the game version numbering similarity that can cause confusion.

Indeed, 4.12.2 it just too darned similar to BAT 4.1.2!

I altered the thread title, and added a note in the top post's 'update' notice box at the top.

Thanks for letting me know, Chaoic16!
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

SAS~tsisqua

  • Tsisqua Tsigawonisgi, but you can call me Bird!
  • member
  • Offline Offline
  • Posts: 461

I've been playing with this installed since your release, WxTech. It is very cool, that you gave us instructions for disabling clouds and tracers, in case folks have "different tastes" for how those appear. I'm still going back and forth on the clouds. Sometimes the BAT clouds are what I enjoy, sometimes I like yours better. Either way, the real meat of this mod are the effects, and I am amazed that our old game can do this . . . and without a heavy FR hit. When I am dining out (if I ever get to do that again), I always thank the server both before, and after a meal. This mod is some fine dining.
Thanks for a great mod.
Bird
Logged
"When you have to kill a man, it costs nothing to be polite." Winston Churchill

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6045

Thank you all for the compliments!

A few notes on my 'design philosophy.'

I appears that BAT had effectively disabled the group of 4 effects which generated hit debris when bullets struck a plane. These effects are named Debris1A through Debris1D, in the Fireworks folder, with one of the four being randomly selected for each hit event. I presume the disabling of these was because these effects were typically made to create several particles per event. And so a good volley of hits would make a cartoonish cloud of hundreds of these particles. I keep these effects active, and restrict the particle count per hit to just one, and so a plastering of bullet hits will result in not so dense a cloud of particles.

Plane damage smokes are given a uniform treatment in terms of the parameters GasResist, Wind and VertAccel.  Stock treatment, as well as that by other modders, has not tended to do so. The result of non-uniformity here is such oddities as diverging smoke trails, resembling a snake's forked tongue, especially when the plane is turning. This goes against nature. Smoke, whatever the source and location on the plane, will decelerate in the slipstream in much the same way, staying pretty much together over a period of a couple tens of seconds or less.

Further to the preceding, I use a rather higher GasResist value than has been. This circumvents the ghastly phenomenon of spinning planes throwing comically wide corkscrew spirals of smoke. A too-low GasResist value means a smoke particle that has some starting velocity will take some time to slow to a stop. It's as though the smoke particle is rather denser than the surrounding air. In reality, a smoke cloudlet has much the same density as its surrounds, and the polluted air comprising it will decelerate pretty quickly when thrown from its source. This higher GasResist requires a concomitant higher EmitVelocity (at an angle to the average stream orientation) when striving to give the smoke trail the desired turbulent irregularity.

I've always found as a bit comical the stock effects which assign to land or water crashes of planes a bomb-like detonation. Indeed, the stock water crashes have explicitly invoked the very same geyser effect given to the 250kg class bomb explosion on water. Not only have I got rid of that explosive aspect, the land crash shock wave over the ground has been got rid of.

The color (from the infamous 'piss yellow'), intensity and duration of illumination from exploding ordnance has been toned down. Having your cockpit lit up by a 500 lb bomb blast occurring a kilometer away, in bright daylight, is rather cartoonish to me.

All the old water ring effects from stuff hitting water, which were short-lived and expanded ridiculously quickly, have been replaced with longer-lived slower-expanding textures that make for grandness of scale, rather than the old impression of toys splashing in a bathtub. ;)
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Griffon_301

  • SAS Team
  • member
  • Offline Offline
  • Posts: 2199

ok, so two last - maybe stupid - questions: the files in the AircraftState_class_4.12 are only used if I want to install your mod into a non BAT game, based on game version 4.12?
If I am running a 4.1.3 module of BAT, I dont need to copy these two in?

might be a good idea to distinguish between a 4.12 base game version modded with anything but BAT and a 4.1.x BAT version of the game....
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6045

ok, so two last - maybe stupid - questions: the files in the AircraftState_class_4.12 are only used if I want to install your mod into a non BAT game, based on game version 4.12?
If I am running a 4.1.3 module of BAT, I dont need to copy these two in?

might be a good idea to distinguish between a 4.12 base game version modded with anything but BAT and a 4.1.x BAT version of the game....

The two classfiles in the 4.12 AircraftState class folder are to be used ONLY for non-BAT 4.12 versions. They will be copied over to the main Effects mod folder, replacing the BAT 4.x versions of these two classfiles already there.

ANY BAT 4.x  game has these two classfiles already present in the main Effects mod folder. The 4.12 AircraftState class folder is to be ignored by BAT 4.x players.


It's kind of unfortunate that the game differences between 4.12 and BAT are not so great. This has lead me to present this Effects mod as I did, providing also for 4.12 players due to the reasonably small changes required to undertake.

I now think I should have provided two separate packs, tailored already foe their respective game version. I know; as an experienced modder it's too easy to fall into the trap of thinking that what I find simple others will also. It can be a bad habit that I should avoid.

If I get  a clamoring to separate them out, I'll do so.  ;)
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
Pages: 1 [2] 3 4 5 6   Go Up
 

Page created in 0.036 seconds with 24 queries.