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Author Topic: WxTech's Effects Pack v1.3, for B.A.T and 4.12  (Read 7047 times)

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WxTech

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Re: WxTech's Effects Pack v1.3, for B.A.T and 4.12
« Reply #24 on: December 23, 2021, 10:04:42 PM »

Given that I'm still at BAT 4.0, I can't delve into this in depth.   :(   I hope some other user that's running BAT 4.1.3 or later chimes in...
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larschance

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Re: WxTech's Effects Pack v1.3, for B.A.T and 4.12
« Reply #25 on: December 27, 2021, 08:41:40 AM »

Thanks for all your work on this. It adds so much to the immersion. I just saw your two videos on Youtube showcasing the effects. I particularly liked the delayed explosions on the burning ground objects.
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Griffon_301

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Re: WxTech's Effects Pack v1.3, for B.A.T and 4.12
« Reply #26 on: December 27, 2021, 09:34:21 AM »

the principles for the load order of mods is still the same! what loads first shows up unless it collides with something else, having the same classfolders!
check is easy for BAT versions up to 4.1.3. as there is the classchecker included with game versions up to mentioned 4.1.3.
check any new mods against a clean BAT version with the checker and you will see possible conflicts;

starting with 4.2, things get a bit more interesting, but still, if you put mods above all the folders that come with BAT 4.2+, these mods will load first, unless colliding with something and possibly crashing the game....

I am also only up to 4.1.3 and have your effects load before the engine mod and pretty high on top of all my mods for example - works like a charme...
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WxTech

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Re: WxTech's Effects Pack v1.3, for B.A.T and 4.12
« Reply #27 on: February 16, 2022, 02:42:19 PM »

I'm getting close to wrapping things up for the v1.4 release. Here's a list of the main things I've been working on these past three months and a bit. There are many lesser aspects worked on as well, many of which I've forgotten. On average, on most days I've put in something like 2-6 hours a day. I couldn't count the number of game re-starts I've done in order to assess the innumerable adjustments. While not a totally transformative set of changes, due to the increasingly minor adjustments that necessarily attend an increasingly developed project, to more that a casual glance many aspects will be readily seen to have changed. I trust to the better.  ;)


Since Dec. 1, 2021:
------------------

Made some adjustments to wake effects for ships.

Improved the float plane spray.

Added lighter version of ship damage smokes, randomly selected.

Added a random occurrence of the heavier fire/smoke for tankers apply also to the larger capital ships.

For the shrapnel splash effect for bomb hits against ships/bridges, added a random occurrence of larger versions of the splash.

Improved prop blast for dust/snow/water.

Increased growth size for cannon/bullet water impacts.

Renamed textures for Bird.eff.

Added a brief flash to exploding planes in Explosions.class.

For the all 'wiggly' tracers (which is the default on installation), removed 5 of the 6 surfaces making up the 'head', leaving only the one which is seen from behind.

Increased the duration for the disturbed water circles for bullets and bombs, as well as increased the rate of growth in size.

Re-worked almost all fire textures.

For destroyed fuel trucks, added a random occurrence of the heavier fuel tank fire initially and for a short period.

Further tuned bullet/cannon hits against land and water.

Added a new 'dirty' geyser to the raised water columns for bomb/torpedo hits at or near the waterline.

For the water columns for bomb impacts, filled in the bottom more, and added a new texture. Also increased their duration somewhat.

Tweaked muzzle smoke for aerial guns.

Improved the muzzle fire and smoke for the 'Big Ship' guns.

Increased to the correct speed the expanding ground shock and condensation in air for explosions using them. Also adjusted their duration.

For the fuel fire from ruptured plane tanks, made the 6 texel particles each have a random rotation at start, for a more varied look along the length (no more train of 6 exact copies acting in step).

Did more tweaking of the tracer smoke trails; generally added more gaps.

For the flak burst night flash texture, made them visible when the Sun is below -6 degrees, as opposed to the former +6 degree threshold.

For aircraft crashes, added additional fireballs on a random basis.

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genXgamer

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Re: WxTech's Effects Pack v1.3, for B.A.T and 4.12
« Reply #28 on: February 16, 2022, 04:14:52 PM »

Hi WxTech

"Improved prop blast for dust/snow/water." does this reduce the excessive dust aircraft produce on take-off?

EDIT:   Something like this https://www.sas1946.com/main/index.php/topic,5660.0.html
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WxTech

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Re: WxTech's Effects Pack v1.3, for B.A.T and 4.12
« Reply #29 on: February 16, 2022, 04:36:20 PM »

Some mods have a rather higher density for take-off dust/snow than I do. I hope I've got a reasonable compromise set. In real life concrete strips will have little if any blown stuff, whereas a dusty desert strip can make for a really blinding cloud. Because we do not have (yet) a means to differentiate between the kind of surface under the plane, it's unfortunately a one-size-fits-all situation. No one effect is going to be able to do real justice to this variation.
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Atoka220

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Re: WxTech's Effects Pack v1.3, for B.A.T and 4.12
« Reply #30 on: February 16, 2022, 05:45:04 PM »

Our airstrip has an asphalt and grass runway too and planes don't blow dust even on grass. When we were kids and the huge An-2 was warming up her engine at high rpms, we used to stand behind it and play around in the prop blast and only some grass particles hit us sometimes.
I'd say it should be removed completely for non desert and snow maps as it eats my fps, but then I wouldn't be able to tell when the plane in front of me is taking off ;D (we do have external view tho)
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