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Author Topic: WxTech's Effects Pack v1.4 for B.A.T and 4.12  (Read 12653 times)

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cgagan

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #12 on: February 22, 2022, 06:56:23 AM »

Great job you are doing, mate! Had your version 1.3 installed in my vp_modpack, I replaced it with the new version 1.4, plus your fix, all fine (only for a slight drop in fps in heavy naval bombardments). Many thanks again,  8)
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #13 on: February 22, 2022, 07:46:16 AM »

Yeah, the naval stuff is certainly an area where the new changes can make a detectible performance hit. The slight increase in duration for bomb splashes (to give them a bit of a grander 'presence', overcoming the previous slightly exaggerated speed of disappearance), as well as the longer duration for the disturbed water patches, do add up in the number of effects and particles being managed at any given moment.

I have striven to keep the particle counts per effect as reasonable as possible, and in many instances this does not much exceed the stock versions. Of course I have added some new effects, but they occur in just certain events are are not long lived.

One thing I've done to save (even a small amount) on resources is to omit the glowing and opaque particles blasted away from the larger flak bursts. For each explosion this amounted to about a couple dozen particles to handle, and in a busy flak alley that can amount to a fair number at any instance. Besides, in reality it would be hard to actually see the shrapnel, so why bother representing this minor aspect if the resource savings is a better trade-off?
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baggo

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #14 on: February 22, 2022, 07:53:02 AM »

amazing stuff Glenn love the bullet strikes, fuel convoy explosions, new torpedo hits, still seeing stuff you've changed for the better with every mission. a beautifully considered piece of work this pack, many many thanks, kev.
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Yaro59

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #15 on: February 23, 2022, 02:13:46 AM »

In this video there are some new effects created by WxTech

Edited by Epervier !
https://www.sas1946.com/main/index.php/topic,67824.msg747005.html#msg747005

Avoiding duplication...
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Atoka220

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #16 on: February 23, 2022, 02:37:13 AM »

Glad you like it, guys. If you find any oddities, or have ideas for improvement, I'm listening...

Speaking of it, today I checked out the big bombs and I found their explosions rather small
See below




The fab-5000 looks good with no delay, but with any delay it's no bigger than an 500kg seemingly
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Yaro59

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #17 on: February 23, 2022, 02:42:08 AM »

In this video there are some new effects created by WxTech

Edited by Epervier !
https://www.sas1946.com/main/index.php/topic,67824.msg747005.html#msg747005

Avoiding duplication...

Of course...
Sorry
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zaxxxx2

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #18 on: February 23, 2022, 02:46:37 AM »

I'm on modded 4.12 and WxTech_BigShipGeneric_classes_BAT-to-4.1.1 is in conflict with ship SAM-s.

Crotale-SAM-s not working (Clemenceau.., Tashkent ..)
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #19 on: February 23, 2022, 03:07:34 AM »

I'm on modded 4.12 and WxTech_BigShipGeneric_classes_BAT-to-4.1.1 is in conflict with ship SAM-s.

Crotale-SAM-s not working (Clemenceau.., Tashkent ..)

Do I take it your 4.12 game uses the Engine Mod?

It is tricky to get complete compatibility, given the numerous critical changes that have been made these past few years. And I have no way to test in all these possible configurations.  :(
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #20 on: February 23, 2022, 03:19:53 AM »

Glad you like it, guys. If you find any oddities, or have ideas for improvement, I'm listening...

Speaking of it, today I checked out the big bombs and I found their explosions rather small
See below

NO QUOTE PICS !!!

The fab-5000 looks good with no delay, but with any delay it's no bigger than an 500kg seemingly

Explosions.class has remarkably few methods for generating effects for the wide array of explosive power. There are:
10kg
Rs82
Bomb250
Bomb1000a
Bomb1000
Nuke

Are there discrepancies in relative sizing compared to the stock behaviour? I've not meddled in this to the point of introducing such disparity...

Interesting about the delay on the bigguns causing a reduced effect size. I suppose it could be a means of representing the partially braked explosive power due being buried? I'll look into bomb classes themselves.

Overall, I'll be delving more deeply into this.
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zaxxxx2

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #21 on: February 23, 2022, 03:53:56 AM »

I use latest engine mod and all the latest updates,planes,objects,effects,..
and this problem with Crotale-SAMs is not so much critical to me. I can play with folder loading priority etc...

Thx for great work.

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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #22 on: February 23, 2022, 05:31:17 AM »

I use latest engine mod and all the latest updates,planes,objects,effects,..
and this problem with Crotale-SAMs is not so much critical to me. I can play with folder loading priority etc...

Thx for great work.

I presume these SAMs are Jet War module stuff. I'm working only in the WAW (WW2) module, and I guess there are other class considerations I need to account for.

As a Java monkey (maybe a chimp), my understanding is at best superficial. If there were any suitably motivated Java-capable modders willing to jump aboard... (hint, hint  ;)  )

It is tough trying to support more than one flavour of the game, due to the rapid evolution that's been going on.  :(
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Atoka220

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #23 on: February 23, 2022, 05:54:06 AM »

Are there discrepancies in relative sizing compared to the stock behaviour? I've not meddled in this to the point of introducing such disparity...
Never seeing that word (discrepancy) and using translate, I guess the answer is no
I tested a stock version of the game (4.12) and the big guys also have the same explosion. A big puff of smoke that is

I remembered Dave's realism effects had some good big explosions for the heavy bombs, and indeed here they are

2000kg on the left, 2x 1000kg on the right
They are indeed the same but they look good for bombs this size
Seeing how little choice you have, I can only recommend going for a similar effect for the Bomb1000


Interesting about the delay on the bigguns causing a reduced effect size. I suppose it could be a means of representing the partially braked explosive power due being buried?

Yes, as that has been implemented in 4.12 but I think a 5 ton bomb would blast a ton of smoke and dirt into the air regadless <- now that made me remember that even in stock game with stock effects, the fab 5000's explosion looks tiny even with a fraction of a second of delay
But then I don't know how much control you have over delayed explosions
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