Tugs Steaming to you soon!

I'm trying to post the insides of the DP ... let's see what happens. FWIW ... I replaced the m/s torpedo explosion with USIO'S ... much nastier!!!

[BOXES]
box.0=%box_name.0%,-9.05,4.73,32.15,10.40,8.41,50.07
box.1=%box_name.1%,-9.15,4.82,8.16,10.19,7.34,31.92
box.2=%box_name.2%,-9.53,4.77,-14.44,9.89,7.42,7.97
box.3=%box_name.3%,-9.97,4.53,-32.49,10.51,7.43,-14.71
box.4=%box_name.4%,-9.76,4.41,-52.63,10.35,7.25,-32.88
box.5=%box_name.5%,0.44,-10.49,4.74,10.72,5.02,50.46
box.6=%box_name.6%,-8.41,-10.29,4.37,-0.19,5.02,50.39
box.7=%box_name.7%,-9.78,-10.29,-52.76,-0.29,4.76,4.29
box.8=%box_name.8%,0.44,-10.29,-52.50,10.67,4.76,4.73
[SYSTEMS]
system.0=%system_name.0%,2000,-1
system.1=%system_name.1%,2000,-2
system.2=%system_name.2%,2000,-3
system.3=%system_name.3%,2000,-4
system.4=%system_name.4%,2000,-5
system.5=%system_name.5%,1500,-6
system.6=%system_name.6%,1500,-7
system.7=%system_name.7%,1500,-8
system.8=%system_name.8%,1500,-9
system.9=%system_name.9%,200,-10
system.10=%system_name.10%,200,-11
system.11=%system_name.11%,200,-12
system.12=%system_name.12%,200,-13
system.13=%system_name.13%,200,-14
[BOXMAPS.0]
; Box = deck_for_5
boxmap.0=80,-1
boxmap.1=20,-10
[BOXMAPS.1]
; Box = deck_mid_6
boxmap.0=80,-2
boxmap.1=20,-11
[BOXMAPS.2]
; Box = deck_mid_7
boxmap.0=80,-3
boxmap.1=20,-12
[BOXMAPS.3]
; Box = deck_mid_8
boxmap.0=80,-4
boxmap.1=20,-13
[BOXMAPS.4]
; Box = deck_mid_9
boxmap.0=80,-5
boxmap.1=20,-14
[BOXMAPS.5]
; Box = hull_for_1
boxmap.0=100,-6
[BOXMAPS.6]
; Box = hull_for_2
boxmap.0=100,-7
[BOXMAPS.7]
; Box = hull_port_4
boxmap.0=100,-8
[BOXMAPS.8]
; Box = hull_star_3
boxmap.0=100,-9
[EFFECTS.0]
; System = deck_for_5
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.1]
; System = deck_mid_6
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.2]
; System = deck_mid_7
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.3]
; System = deck_mid_8
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.4]
; System = deck_mid_9
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.5]
; System = hull_for_1
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_tpdexpl_l,
effect.2=25,LIBRARY,fx_engfire_l,
effect.3=25,LIBRARY,fx_oilslick_s,
effect.4=50,LIBRARY,fx_tpdexpl_l,
effect.5=50,LIBRARY,fx_burningoil,
effect.6=50,LIBRARY,fx_oilslick_s,
effect.7=75,LIBRARY,fx_tpdexpl_l,
effect.8=75,LIBRARY,fx_oiltankfire_l,
effect.9=75,LIBRARY,fx_oilslick_s,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_tpdexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick_s,
effect.14=100,LIBRARY,fx_debris_m,
effect.15=100,SINK,2,
[EFFECTS.6]
; System = hull_for_2
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_tpdexpl_l,
effect.2=25,LIBRARY,fx_engfire_l,
effect.3=25,LIBRARY,fx_oilslick_s,
effect.4=50,LIBRARY,fx_tpdexpl_l,
effect.5=50,LIBRARY,fx_burningoil,
effect.6=50,LIBRARY,fx_oilslick_s,
effect.7=75,LIBRARY,fx_tpdexpl_l,
effect.8=75,LIBRARY,fx_oiltankfire_l,
effect.9=75,LIBRARY,fx_oilslick_s,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_tpdexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick_s,
effect.14=100,LIBRARY,fx_debris_m,
effect.15=100,SINK,2,
[EFFECTS.7]
; System = hull_port_4
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_tpdexpl_l,
effect.2=25,LIBRARY,fx_engfire_l,
effect.3=25,LIBRARY,fx_oilslick_s,
effect.4=50,LIBRARY,fx_tpdexpl_l,
effect.5=50,LIBRARY,fx_burningoil,
effect.6=50,LIBRARY,fx_oilslick_s,
effect.7=75,LIBRARY,fx_tpdexpl_l,
effect.8=75,LIBRARY,fx_oiltankfire_l,
effect.9=75,LIBRARY,fx_oilslick_s,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_tpdexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick_s,
effect.14=100,LIBRARY,fx_debris_m,
effect.15=100,SINK,3,
[EFFECTS.8]
; System = hull_star_3
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_tpdexpl_l,
effect.2=25,LIBRARY,fx_engfire_l,
effect.3=25,LIBRARY,fx_oilslick_s,
effect.4=50,LIBRARY,fx_tpdexpl_l,
effect.5=50,LIBRARY,fx_burningoil,
effect.6=50,LIBRARY,fx_oilslick_s,
effect.7=75,LIBRARY,fx_tpdexpl_l,
effect.8=75,LIBRARY,fx_oiltankfire_l,
effect.9=75,LIBRARY,fx_oilslick_s,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_tpdexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick_s,
effect.14=100,LIBRARY,fx_debris_m,
effect.15=100,SINK,4,
[EFFECTS.9]
; System = deck_for_5_sinker
effect.0=100,SINK,2,
[EFFECTS.10]
; System = deck_mid_6_sinker
effect.0=100,SINK,0,
[EFFECTS.11]
; System = deck_mid_7_sinker
effect.0=100,SINK,0,
[EFFECTS.12]
; System = deck_mid_8_sinker
effect.0=100,SINK,0,
[EFFECTS.13]
; System = deck_mid_9_sinker
effect.0=100,SINK,0,

[MISC_DATA]
unit_family=5
category=19
allegiance=4
min_speed=0
cruise_speed=30
max_speed=55
entered_service=12/1/41
[EXTRA.0]
location=0.0,0.0,14.5
effect=fx_wake_s
[EXTRA.1]
location=0.0,0.0,-20.7
effect=fx_stern_s
[STRINGS]
"box_name.0"=deck_for_5
"box_name.1"=deck_mid_6
"box_name.2"=deck_mid_7
"box_name.3"=deck_mid_8
"box_name.4"=deck_mid_9
"box_name.5"=hull_for_1
"box_name.6"=hull_for_2
"box_name.7"=hull_port_4
"box_name.8"=hull_star_3
"system_name.0"=deck_for_5
"system_name.1"=deck_mid_6
"system_name.2"=deck_mid_7
"system_name.3"=deck_mid_8
"system_name.4"=deck_mid_9
"system_name.5"=hull_for_1
"system_name.6"=hull_for_2
"system_name.7"=hull_port_4
"system_name.8"=hull_star_3
"system_name.9"=deck_for_5_sinker
"system_name.10"=deck_mid_6_sinker
"system_name.11"=deck_mid_7_sinker
"system_name.12"=deck_mid_8_sinker
"system_name.13"=deck_mid_9_sinker

PS ... on a note of truth, guys, I just made a "stew" out of everyone elses work. I couldn't "make" an effect if you held a gun to my head. I wish I could find a REAL EASY TO UNDERSTAND TUTORIAL on how it's done. I got a million ideas ... better burning aircraft ... we've all see the footage ... looooong, boiling gas flame ... THICK, OILY black smoke streaming back. Or how about a REALLY BIG-ASSED FIREBALL EXPLOSION (think Lexington cooking off and brewing up) ... or the RAGING fires that must have been going on while thousands of gallons of av-gas were catching fire and cooking off torpedoes and bombs on Akagi, Kaga, Hiryu, Soryu at Midway!

That's what we REALLY NEED from guys who KNOW WHAT THEY'RE DOING ... not some "hack" like me that just throws stuff together and sometimes gets lucky.
 
Nuke Solution

Yo Sully;

A word of caution regarding the "nuke effect".

In CFS2 there are only three types "bomb effects" - small, medium & large

As it is now, the nuke effect is a modified version of "large explosion" (and therefore replaces the original).

The bitch here is that every time a 1000 lb. - 2000 lb. bomb is used; it triggers the nuke effect.

I've been trying to figure a way around this and make the nuke separate ... no luck so far.

........ View attachment 13172
Talk to TR about this. He and Bismarck did one sometime back. The trick is not in the Effect for the weapon, but the Effect called up in the target's DP. They had a special target object, as I remember. Shot below, but I don't remember where or if the file is posted for download.
 
Go Bill, Go! Ka-BOOM! :rocket:

And that's interesting about using the target's DP - that could save us from having to switch effects files back and forth. Maybe even use both the weapon and the target's DPs? One for the Ka, and one for the BOOM!
 
Not For The Faint Of Heart

I've taken the liberty of cobbling together a Tugboat 3 [w/ Barge] DP using Bill Kestell's examples, and an added surprise in the barge proper.

Would some folks like to install this file for test purposes, and post
some feedback / ideas on how to make a bigger BOOM if this one isn't sufficient ? :pop4:

TIA
SC
:kilroy:

View attachment 13313

*** As always, remove the .TXT from the end of the DP file, save a copy your original, and replace it with this one ***
 
So Far / So Good, Huh ?

Okay - compliments from the Architect bode well for this DP file... Unfortunately, my Mission Builder is giving me some trouble and won't work at the moment.

Bill and GhostRider - try something for me to increase the "pucker factor", please ?

Using MkMDL, change the collision bubble of the Tug to 16 - this should make it fairly difficult to make a low shooting pass / bomb drop over the boat and barge w/o exploding above it, regardless of the ship / barge damage....

Thanx :salute:
SC
:kilroy:
 
You retired guys are killing me! But it's almost "Miller Time", and I'm off tommorrow - muhuhuhuhahahah! (insert diabolical laughter here), I'll give her a go -

Let's see some screenies, Bill!
 
Great work Sully on the tugs etc. great to see the fleet growing esp the workhorses that are always needed when things break down.

SC i love the splash effects you have in those pics..are those custom FX's and if so can you share what they are and where to get them? really nice.
 
...Great work Sully on the tugs etc. great to see the fleet growing esp the workhorses that are always needed when things break down.... ...SC i love the splash effects you have in those pics..are those custom FX's and if so can you share what they are and where to get them? really nice...

Sully's work exceeded all my expectations this time - and the KaBOOMS are almost all Bill Kestell's build.

The effects are pretty much stock or readily available add-ons - detailed in this DP attachment
[Attachment 13313] for the tug and barge - If you find an effect in the file that you don't have, post the name(s) here and I'll help you find it !

Best
SC
:kilroy:
 
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