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Author Topic: WxTech's Effects Pack v1.2 for 4.12  (Read 4992 times)

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Fly!

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #12 on: October 10, 2021, 02:04:53 PM »

OK thanks. I already - d the BigShips
It's something else, so I'm rebuilding 4.122 mod by mod:
Arghhh! Appreciate the reply, though. Clear skies and following winds, Glenn,  Mark
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WxTech

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #13 on: October 10, 2021, 04:05:54 PM »

I must be suffering early onset Old Timer's Disease (I'm about to turn 59.) Back in April, after installing BAT 4.0, I suffered this listenTACAN problem, and started a thread on it. (Search "listenTACAN" in the dedicated Google search below; it should be the first hit). It stems from a conflict in AircraftState.class, which comprises 2 classfiles (identified in my Readme.)

Hopefully that will help root out the issue.

The rapid pace of game updates of late has certainly introduced more cause for care in observing compatibility.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

bomberkiller

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #14 on: October 10, 2021, 04:26:16 PM »

Quote
(I'm about to turn 59.)

Hello WxTech,

You're a young hopper, I'll be 64 soon.

I was 43 years old when I was infected with the IL-2 virus.

Where has the time gone?

If you go through the hell - go on! (W. Churchill)

Best regards,

 ]cheers[

Gerhard
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FAC N° 9 ...cheers mein Schatz

WxTech

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #15 on: October 11, 2021, 08:45:35 PM »

Oct 11, 2021. I just made available the updated BigShipGeneric.class for 4.12. Download link at the top of the first post.

In a nutshell:

- Damaged/destroyed ships' guns produce fire/smoke for even a bit longer than previously.
- Ship hull fire/smoke now comes from the correct place (instead of always from amidships, due to my former crude means of aligning the smoke emission vector to vertical.)
- The experimental bow wave implementation has been removed; now back to stock.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Flying H

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #16 on: October 14, 2021, 02:00:35 PM »

Off topic, hey kids don´t talk about age please, I´m 70 and not the oldest in this bunch (I hope)!
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azura

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #17 on: October 16, 2021, 12:58:20 PM »

Installed in VP with engine mod. CTD
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WxTech

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #18 on: October 16, 2021, 03:54:46 PM »

The 4.12 compatible pack of my effects is not meant for installs using the Engine Mod.

For 4.12 WITH the Engine Mod, I suspect the BAT version of my effects could work.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Matz

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #19 on: October 17, 2021, 11:36:48 AM »

Just a small confirmation about the BAT thing...

I have the BAT version (Effects section only at present) working in my 4.12 modded pack - it cured the issues I reported previously with "TACAN" and other errors, that are caused by me using Engine Mod (see replies 10, 16 and 17 in the V1.1 thread).
I did try the v1.2 for 4.12 but got the same issues as I previously reported.

I am loving the variation of things that go bang! Thanks again for your great work.
 
Cheers
Matz
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WxTech

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Re: WxTech's Effects Pack v1.2 for 4.12
« Reply #20 on: October 18, 2021, 04:37:02 AM »

NOTE: Oct 18, 2021. If you are seeing this log.lst error:
  java.lang.NoClassDefFoundError: com/maddox/sas1946/il2/util/TrueRandom
hopefully this will fix that.

https://www.mediafire.com/file/xthr0r09obdpp9o/%2521_0_TrueRandom_classfile.7z/file
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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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