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Long-lasting flames..

Looks good BC, but will this affect all bombs that call for fx_gndexpl_l? Also, how are frame rates? Lasting smoke kills my frames.

I think you overlooked my last statement at the bottom of the post... QUOTE: "But even if i achieve the perfect visual, there's still the nagging problem of this after-effect existing for ALL large bombs - GP or napalm - because this modded fx_gndexpl_l.fx will be called every time."

As for frames, i get a broad range of 45-77 on my rig no matter what's happening. Seems that my ancient, 8 year-old, space-hoggin' 21" monitor can't be set at refresh rates above 85 hertz w/o locking up at 1024x768 resolution - 75 hz @ 1280x1024 (even with slight vcard overclocking). So i set the refresh limit at 75 and that's pretty much where my frames max out on average, though some moments it quickly fluctuates between 77 and 120 under the clearest conditions. In this case the frames bottomed at around 40+ on explosions and climbed to 60 when flying close to the ensuing fire and smoke.

CK, point granted but i'm greedy...i want the largest explosion and ensuing fire possible within reason for a standard 150 gal napalm weapon. I'll be working on a compromise for that suggestion.
 
Not only that guys but there may be a limiting factor in the objects that are damaged. Just like an aircraft dp all objects in the library like buildings, hangers etc, have there own destruction parameters built in depending on what hits them. That's why many objects in the game like boxes of ammo, ships etc were modified to make them explode more. All controlled in those object dp's.

If you want to see how far you may have to modify an explosion effect just check the numbers that were used for the nuc bomb dp...they are astonomical compared to conventional bombs.
 
Not only that guys but there may be a limiting factor in the objects that are damaged.


Already factored that in chief...the collateral values are totally adjustable...no limits. And the collateral damage can be controlled not only in the weap dp gunstations but also in the header of any FX file itself:

[Library Effect]
Lifetime=5
Version=1.00
Damage=1
Hitpoints=6000.00, 6200.00
Magnitude=50000.00, 55000.00

Time=0.40, 0.40
Range=1000.00, 2000.00
Sound=5
Sound Param=34

The reason you don't see collateral damage in my pics is that the objects were placed as non-GSL scenery in MR's Iwo Jima location. Non-GSL don't burn and don't suffer weap damage...
 
Still workin' on it OW...nothin' new yet.

Bearcat
A 250lb bomb would use fx_gndexpl_s, if you listed your napalm as a
1 in the DP file you get a smaller explosion, unless it's one of Nanni's
replacement files. ckissling

CK, i need more detailed info on this "bomb size vs FX used" thing. Maybe someone out there has a brief chart or outline showing the exact relationships of various bomb weights to which gndexpl FX is called?
 
Bearcat
This is from my weak memory only, there was a long gone post that said
that there are four numbers for bombs 1 thru 4. BUT cfs2 only uses 1 thru
3. #1 is small 30lb-250lb bombs, #2 is 500lb-750lb bombs, #3 is 1000lb &
larger. That is why you have fx_gndexpl_s-m-l. only three fx files not four. ckissling
 
Listings

BearGato;

The closest thing to a list of weapons / numbers in my files is the following:

[Weapon Types]
1=Bomb (250 - 500)
2=Rocket (small)
3=Bomb (1000lb)
4=Bomb (2000lb)
5=Rocket (medium)
6=Rocket (large)
8=Rocket (timed)
9=Torpedo (small)
10=Torpedo (large)
15=Drop Tank (<150)
16=Drop Tank (200gal)
17=Drop Tank (150gal)
20=Pylon


SC
:kilroy:
 
I am refuring to the weapon type in the DP file, the data below is for 250lb
bomb. The #1 will call up fx_gndexpl_s= a smaller explosion for a smaller
bomb. #3 or 4 will call up fx_gndexpl_l= for 1000lb and larger.ckissling


[MISC_DATA]
unit_family=4
category=37
max_weight=114
weapon_type=1
 
:costumes:...when pigs fly....

Thanks for the info guys. Yeah CK, that weapon_type=X thing i was aware of. I saw those type differences in the various bomb dp's i analyzed. SC's list is the full picture i needed to tie it all together.

Since the small weight bombs are seldom used in most combat sorties, i think i'll use your suggestion and supplant the fx_gndexpl_s config with the napalm mod instead of using the fx_gndexpl_l file. I'll upgrade every existing small or medium bomb dp to use either fx_gndexpl_m or fx_gndexpl_l. That'll leave fx_gndexpl_s open for modding to napalm effects. Then i'll set all napalm dp's to weap type=1 only.

I have a batch text replacer that'll do all the dp's in a few clicks.
 
Bearcat
What you can do if you modifie fx_gndexpl_s by using the first part of the fx_gndexpl_s and stop at the smoke, you get a very small explosion and
no sparks-smoke-or debris. But it WILL start the effects cycle. If you do use small bombs and still want the effects, you can add them to the bombs DP file and they work the same or better as they did with the unchanged fx_gndexpl_s. ckissling
 
Bearcat
What you can do if you modifie fx_gndexpl_s by using the first part of the fx_gndexpl_s and stop at the smoke, you get a very small explosion and
no sparks-smoke-or debris. But it WILL start the effects cycle. If you do use small bombs and still want the effects, you can add them to the bombs DP file and they work the same or better as they did with the unchanged fx_gndexpl_s. ckissling

Theoretically that sounds plausible. But another part of this equation that i've noticed and we haven't discussed yet is the sim's default inclusion of fx_debris, fx_dirtspray, fx_dustcloud, fx_sparks, etc., into the bomb explosion effect sequence, in addition to the fx_gndexpl file. Both the stock and modified add-on gndexpl files only have two classes of effects - fire and smoke. It is these other defo FX files that cause the added sparks, dust cloud and debris. These FX aren't written into the gndexpl file at all, so how do they appear by defo? They are automatically called by the engine's bomb explosion triggers at the same time as the gndexpl.

Unfortunately they have the same effect on the weap's dp FX entries as the major gndexpl file - they override them when the gndexpl file is present in the cycle. So using your idea and removing smoke sections from the gndexpl won't cancel them out. This hierarchal battle between the sim's defaults and the weap dp doesn't occur in airborne combat effects. Only in bomb and torpedo explosions do you see this.

I'll continue modding the gndexpl_S file and when it looks just right, it can be uploaded along with modified dp's for all stock napalm and add-on napalm bombs. I'll leave it to the user's discretion to change his/her 250-500 pounder dp's to larger class weap types to avoid napalm effects when used.
 
OK OW and all...testing, one, two, three.....here's my latest mod for the napalm flames. Back up all of your napalm weap dp's in the OBJECTS_DP folder, and then open them up in notepad and change the weap type values to 1 :

[MISC_DATA]
unit_family=4
category=37
max_weight=444
weapon_type=1

Then back up your fx_gndexpl_s.fx file in the EFFECTS folder and replace it with the attachment below. Just change the *.txt extension to *.fx first. I managed a little rolling flame on impact before the main fire starts. It may need some more tweaking.
 
Cripes....reminds me of what we all went through quite some years ago....I'll give it a go bearcat. Think my old clunker machine I have CFS2 on will struggle with the frame rates but.....and thanks for the effort.
 
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