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Author Topic: WxTech's Effects Pack v1.2 for B.A.T.  (Read 12308 times)

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cbradbury

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #72 on: November 22, 2021, 08:01:20 AM »

No. It adjusts the ShipPipeSmoke, it was just called CVE as it was intended to avoid landing on a carrier through a black fog! I think the adjustments were as as result of your advice originally IIRC from the thread.

My copy for you if you want to take a look (designed as jgsme switchable for BAT):

https://www.mediafire.com/file/tgmpilr8z1rjgkm/Less_funnel_smoke.7z/file

And for those who don't like your reduced smoke...go take a look at some RL photos of WW2 era ships at sea...
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PO_MAK_249RIP

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #73 on: November 26, 2021, 04:36:28 AM »

Any news on version 1.3 WxTech? Or are you busy on your plethora of other projects?? LOL
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #74 on: November 26, 2021, 07:04:53 AM »

I'm hoping to have 1.3 available in a day or two...
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mikojan3

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #75 on: November 27, 2021, 04:39:52 AM »

 
I'm hoping to have 1.3 available in a day or two...
:P :P :P :P :P yeahh
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Chaoic16

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #76 on: November 27, 2021, 04:49:43 AM »

I'm hoping to have 1.3 available in a day or two...


That is an excellent news!  I am looking foward to it!

Cheers
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Atoka220

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #77 on: November 27, 2021, 12:38:44 PM »

I'm hoping to have 1.3 available in a day or two...

Man I am hyped
1.2 being this great, I can't wait to see what 1.3 brings us
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agracier

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #78 on: November 27, 2021, 01:30:04 PM »

Man I am hyped
1.2 being this great, I can't wait to see what 1.3 brings us


After haven't flown for almost 2 years and now having installed BAT and the new effects, it is a revelation, a great improvement. Especially the smoke from damaged planes. Flying on the tail of an enemy you've hit that begins to give of smoke is done very well, first just a bit, then a subtle change of color and then more until you yourself are flying in a cloud of smoke. Very immersive.
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Atoka220

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #79 on: November 27, 2021, 04:55:14 PM »

My favorite feature for aircraft damage is the explosion/combustion of fuel tanks
It looks very immersive with the slow animated fireball



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AirShark

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #80 on: July 30, 2022, 05:35:28 AM »

the game crash when using big ship generic classes with VP modpack, except the one in V1.3 seems to work
i had the v1.3 and v1.4 working but when i shoot and hit something the game closes i assume the hit impact effects were causing it
for v1.2 the game closes itself within few seconds after game start :(
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #81 on: July 30, 2022, 08:39:59 AM »

I don't specifically support vp modpack, as I don't have this version to test upon. Nor do I have the relevant classes to start from. Hence my assumption of treating it as a pre-Engine Mod 4.12.

Some folk have success, others not.
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AirShark

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #82 on: July 30, 2022, 09:55:48 AM »

I don't specifically support vp modpack, as I don't have this version to test upon. Nor do I have the relevant classes to start from. Hence my assumption of treating it as a pre-Engine Mod 4.12.

Some folk have success, others not.
i thought that VP modpack uses the same classes as BAT because BAT has VP mod included in it, from what ive heard
i assume that the people who got it working they launch it before FXEvolution V4.12 in that case it works but only partially at least in v1.5
i can send you the class names if you know which files and where they are located :)
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #83 on: July 30, 2022, 10:37:33 AM »

If you leave out the BigShipGeneric classes folder, are things working for you without crashes?

I would also like to know if vp modpack's Explosions.class directly supports nukes as a distinct weapon. Prior to the addition of distinct nuke handling, the generateMidAirBombExp method did not have a check for "BombNuke."
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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