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Effects wizards?

dasuto247

Members +
Tested my Battle of Coral Sea missions this evening, one of which is the IJN attack on Yorktown and Lexington, flying a Wildcat on CAP.Mission is challenging and quite a sight to see all the planes and ships.I reworked the AF Yorktown and VN Lex's DP's so they can take bomb and torpedo hits and survive the attack, but damaged. Thing is the fires don't last long, actually get extinguished by other bomb hits lol.Wondering if anyone would know a trick to get fire and smoke effect to last quite a while after hit and not be extinguished if possible..Almost finished testing, few post test changes, additions etc before releasing Coral Sea missions.
 
Hi Dasuto,

Here's some fx files and a ships dp file. They were put together by Blue Devil some years back.
The fx files have long lasting smoke and fire.

The ships dp file is only for reference. It was made for a Maru.

I've always been happy with the visual from them.

Cheerz,
Dv
 

Attachments

  • LongLast.zip
    4.7 KB · Views: 3
Hi Dasuto,

Here's some fx files and a ships dp file. They were put together by Blue Devil some years back.
The fx files have long lasting smoke and fire.

The ships dp file is only for reference. It was made for a Maru.

I've always been happy with the visual from them.

Cheerz,
Dv


Thank you dv! :wavey:

I am no DP expert so forgive the question(s). Im looking over the example DP.I assume just place the ship fire.fx files from LongLast.zipin the effects sections in place of current ones ?

From AF SHA Yorktown CV 5 DP, which is one am concerned with.Will work on VN Lex as well.

[EFFECTS.0]
; System = deck_aft_19
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.1]
; System = deck_aft_21
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.2]
; System = deck_aft_22
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.3]
; System = deck_for_10
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.4]
; System = deck_for_11
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.5]
; System = deck_for_12
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.6]
; System = deck_for_9
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.7]
; System = deck_port_14
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.8]
; System = deck_port_16
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.9]
; System = deck_port_18
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.10]
; System = deck_port_20
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.11]
; System = deck_star_13
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.12]
; System = deck_star_15
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.13]
; System = deck_star_17
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_ship_m,
effect.2=15,LIBRARY,fx_ship_m,
effect.3=25,LIBRARY,fx_ship_l,
effect.4=100,LIBRARY,fx_ship_l,

[EFFECTS.14]
; System = hull__port_4
effect.0=30,LIBRARY,fx_smkpuff_s,
effect.1=60,LIBRARY,fx_wtrexpl_s,
effect.2=80,LIBRARY,fx_wtrexpl_m,
effect.3=80,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_guns,
effect.5=100,SINK,3,

[EFFECTS.15]
; System = hull_aft_1
effect.0=30,LIBRARY,fx_smkpuff_m,
effect.1=60,LIBRARY,fx_wtrexpl_m,
effect.2=80,LIBRARY,fx_wtrexpl_l,
effect.3=100,LIBRARY,fx_guns,
effect.4=100,SINK,2,

[EFFECTS.16]
; System = hull_aft_2
effect.0=30,LIBRARY,fx_smkpuff_m,
effect.1=60,LIBRARY,fx_wtrexpl_s,
effect.2=80,LIBRARY,fx_wtrexpl_m,
effect.3=100,LIBRARY,fx_guns,
effect.4=100,SINK,2,

[EFFECTS.17]
; System = hull_for_7
effect.0=30,LIBRARY,fx_smkpuff_s,
effect.1=60,LIBRARY,fx_wtrexpl_m,
effect.2=80,LIBRARY,fx_wtrexpl_l,
effect.3=100,LIBRARY,fx_airexpl_l,
effect.4=100,SINK,0,

[EFFECTS.18]
; System = hull_for_8
effect.0=30,LIBRARY,fx_airexpl_l,
effect.1=60,LIBRARY,fx_wtrexpl_s,
effect.2=80,LIBRARY,fx_wtrexpl_m,
effect.3=100,LIBRARY,fx_guns,
effect.4=100,SINK,0,

[EFFECTS.19]
; System = hull_port_6
effect.0=30,LIBRARY,fx_smkpuff_m,
effect.1=60,LIBRARY,fx_wtrexpl_s,
effect.2=80,LIBRARY,fx_wtrexpl_m,
effect.3=80,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_guns,
effect.5=100,SINK,3,

[EFFECTS.20]
; System = hull_star_3
effect.0=30,LIBRARY,fx_smkpuff_m,
effect.1=60,LIBRARY,fx_airexpl_m,
effect.2=80,LIBRARY,fx_wtrexpl_l,
effect.3=80,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_guns,
effect.5=100,SINK,4,

[EFFECTS.21]
; System = hull_star_5
effect.0=30,LIBRARY,fx_smkpuff_m,
effect.1=60,LIBRARY,fx_wtrexpl_s,
effect.2=80,LIBRARY,fx_wtrexpl_m,
effect.3=80,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_guns,
effect.5=100,SINK,4,

[EFFECTS.22]
; System = tower_mid_28
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_ship_s,
effect.2=60,LIBRARY,fx_smkpuff_m,
effect.3=100,LIBRARY,fx_airexpl_l,

[EFFECTS.23]
; System = tower_port_25
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_airexpl_m,
effect.2=60,LIBRARY,fx_ship_s,
effect.3=100,LIBRARY,fx_airexpl_l,

[EFFECTS.24]
; System = tower_port_27
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_ship_s,
effect.2=60,LIBRARY,fx_ship_m,
effect.3=100,LIBRARY,fx_guns,

[EFFECTS.25]
; System = tower_star_24
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=30,LIBRARY,fx_airexpl_m,
effect.2=60,LIBRARY,fx_airexpl_l,
effect.3=100,LIBRARY,fx_guns,

[EFFECTS.26]
; System = tower_star_26
effect.0=10,LIBRARY,fx_ship_s,
effect.1=30,LIBRARY,fx_airexpl_l,
effect.2=60,LIBRARY,fx_ship_m,
effect.3=100,LIBRARY,fx_airexpl_l,

[EFFECTS.27]
; System = 40mm Gun0
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.28]
; System = 40mm Gun1
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.29]
; System = 40mm Gun2
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.30]
; System = 40mm Gun3
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.31]
; System = 40mm Gun4
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.32]
; System = 5 inch Gun5
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.33]
; System = 40mm Gun6
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.34]
; System = 40mm Gun7
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.35]
; System = 40mm Gun8
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.36]
; System = 40mm Gun9
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.37]
; System = 5 inch Gun11
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.38]
; System = 40mm Gun13
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.39]
; System = deck_aft_19_sinker
effect.0=100,SINK,2,

[EFFECTS.40]
; System = deck_aft_21_sinker
effect.0=100,SINK,2,

[EFFECTS.41]
; System = deck_aft_22_sinker
effect.0=100,SINK,2,

[EFFECTS.42]
; System = deck_for_10_sinker
effect.0=100,SINK,2,

[EFFECTS.43]
; System = deck_for_11_sinker
effect.0=100,SINK,2,

[EFFECTS.44]
; System = deck_for_12_sinker
effect.0=100,SINK,2,

[EFFECTS.45]
; System = deck_for_9_sinker
effect.0=100,SINK,3,

[EFFECTS.46]
; System = deck_port_14_sinker
effect.0=100,SINK,3,

[EFFECTS.47]
; System = deck_port_16_sinker
effect.0=100,SINK,3,

[EFFECTS.48]
; System = deck_port_18_sinker
effect.0=100,SINK,3,

[EFFECTS.49]
; System = deck_port_20_sinker
effect.0=100,SINK,3,

[EFFECTS.50]
; System = deck_star_13_sinker
effect.0=100,SINK,4,

[EFFECTS.51]
; System = deck_star_15_sinker
effect.0=100,SINK,4,

[EFFECTS.52]
; System = deck_star_17_sinker
effect.0=100,SINK,4,
 
Bueller? Bueller? Anyone? lol I have Coral Sea missions ready to go, just need to fix up the DP's with the fire and smoke so fire properly.Starting work on the fleet action off Midway today or tomorrow, depends when have time. Definitely want to get these effects rolled into DP before release.
 
Dasuto, looking at your dp it appears that the work is already done. The file already contains multiple entries of the fx_ship_l and fx_ship_s FX, so there's nothing really to add, except maybe a few optional additional entries to the hull parts. All you need to do is drop the fx_ship_l and fx_ship_s files into your main effects folder and overwrite the originals after backing them up.

If you want to try your hand at extending the life time of the attached FX even further, open fx_ship_l and look for every entry of 100.xx, 150.xx and 600.xx and double these digits. You'll find smaller numbers in the same parts of the fx_ship_s file to work on.
 
Dasuto, looking at your dp it appears that the work is already done. The file already contains multiple entries of the fx_ship_l and fx_ship_s FX, so there's nothing really to add, except maybe a few optional additional entries to the hull parts. All you need to do is drop the fx_ship_l and fx_ship_s files into your main effects folder and overwrite the originals after backing them up.

If you want to try your hand at extending the life time of the attached FX even further, open fx_ship_l and look for every entry of 100.xx, 150.xx and 600.xx and double these digits. You'll find smaller numbers in the same parts of the fx_ship_s file to work on.

well the new longer lasing fire and smoke files are call "fx_ship_fire_l" and "ship_fire_s" I see in the example DP they replaced "ship_l and ship_s" with "ship_fire_l and ship_fire_s" , just making sure am doing this correctly.suppose I could rename the file and let it replace the default? Just seeking the knowledge before do the time consuming edits.
 
Yes you're correct...my mistake. The names are different. Just change the attached fx_ship_fire_l.fx and fx_ship_fire_s.fx according to fx_ship_l.fx and fx_ship_s.fx that you have in the sample dp and drop them into the effects folder to overwrite the fx_ship_l and fx_ship_s originals.

For good measure, extract and rename the fx_ship_fire_l.fx and fx_ship_fire_s.fx again, drop them into the same folder and overwrite any fx_ship_fire_l.fx and fx_ship_fire_s.fx that are already there. Now you have the same long lasting effects working in both sets which can be found intermittently in all ship dp's, since shipbuilders have used one set or the other over the years.
 
Yes you're correct...my mistake. The names are different. Just change the attached fx_ship_fire_l.fx and fx_ship_fire_s.fx according to fx_ship_l.fx and fx_ship_s.fx that you have in the sample dp and drop them into the effects folder to overwrite the fx_ship_l and fx_ship_s originals.

For good measure, extract and rename the fx_ship_fire_l.fx and fx_ship_fire_s.fx again, drop them into the same folder and overwrite any fx_ship_fire_l.fx and fx_ship_fire_s.fx that are already there. Now you have the same long lasting effects working in both sets which can be found intermittently in all ship dp's, since shipbuilders have used one set or the other over the years.


Thanks. I figured that would work.Tested it and was better but may have to increase duration to get effect looking for.
 
Hi Dasuto,

Here's a package for the "AF_SHA_YORKTOWN_CV-5.dp". Try it and see how it looks.
Ther's a little more then sixteen minutes lifetime. Should be plenty to complete the mission.
If these are Ok, I'll continue on with the Lex.

27361902020_e0a9f2dd97_o.jpg
 

Attachments

  • Effects.zip
    156.6 KB · Views: 0
Hi Dasuto,

Here's a package for the "AF_SHA_YORKTOWN_CV-5.dp". Try it and see how it looks.
Ther's a little more then sixteen minutes lifetime. Should be plenty to complete the mission.
If these are Ok, I'll continue on with the Lex.

27361902020_e0a9f2dd97_o.jpg

Looks great.I will give it a test run today , looks like will work very well.Thanks you
 
Hi Dasuto,

Here's a package for the "AF_SHA_YORKTOWN_CV-5.dp". Try it and see how it looks.
Ther's a little more then sixteen minutes lifetime. Should be plenty to complete the mission.
If these are Ok, I'll continue on with the Lex.

27361902020_e0a9f2dd97_o.jpg

@Dvlats, thank you fire this nice new Smoke effekt.

Can i add this to other Ship classes ( CA,CL , BB Ect)?
 
@Dvlats, thank you fire this nice new Smoke effekt.

Can i add this to other Ship classes ( CA,CL , BB Ect)?

Hi Markus,

Yes. edit fx names in the ship *.dp file.

Best is in any deck* and tower*.

Example:

[EFFECTS.0]
; System = deck_aft_19
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.24]
; System = tower_port_27
effect.0=20,LIBRARY,fx_smkpuff_s,
effect.1=40,LIBRARY,fx_ship_m_Lng,
effect.2=60,LIBRARY,fx_gasfire_l,
effect.3=80,LIBRARY,fx_guns,
effect.4=95,LIBRARY,fx_ship_l_Lng,
effect.5=100,LIBRARY,fx_p_fatal_1_Lng,

Delete the *.cdp file, and test for effect.

Dave
 
Hi Dasuto,

Here's a package for the "AF_SHA_YORKTOWN_CV-5.dp". Try it and see how it looks.
Ther's a little more then sixteen minutes lifetime. Should be plenty to complete the mission.
If these are Ok, I'll continue on with the Lex.

27361902020_e0a9f2dd97_o.jpg

I want to thank you.Just tested it and works VERY well.Tested in my mission defending against japanese attack on yorktown and lexington on may 8.I changed the hit points in the DP you supplied so ship can survive the assault and take damage, yorktown stayed on fire while vn lex did not, since hasnt had the effects added yet. I would like to see the duration last longer, maybe 30-45 minutes.Suppose I can do that. The AF japanese carriers for midway will definitely get this as will shokaku and zuikakau used for coral sea this as well.Thanks again
 
Glad it worked for you Dasuto.

A tool that is a big help is Fxeditor by Arno. It will show a large percentage of CFS2 effects.
Give it a try. One always needs tools. :joyous:

Take Care,
Dave
 
Hi dasuto,

Try this for the VN Lex. Copy a paste this section into your dp.
It seems the damage boxes are low compared to the model's deck. Most of the fire fx are hidden in the deck because of this.

Code:
[EFFECTS.0]
; System = deck_aft_19
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.1]
; System = deck_aft_21
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.2]
; System = deck_aft_22
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.3]
; System = deck_for_10
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,


[EFFECTS.4]
; System = deck_for_11
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.5]
; System = deck_for_12
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.6]
; System = deck_for_9
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,,

[EFFECTS.7]
; System = deck_port_14
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.8]
; System = deck_port_16
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.9]
; System = deck_port_18
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.10]
; System = deck_port_20
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,


[EFFECTS.11]
; System = deck_star_13
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.12]
; System = deck_star_15
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.13]
; System = deck_star_17
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.14]
; System = hull__port_4
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,3,

[EFFECTS.15]
; System = hull_aft_1
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,2,

[EFFECTS.16]
; System = hull_aft_2
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,2,

[EFFECTS.17]
; System = hull_for_7
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,,

[EFFECTS.18]
; System = hull_for_8
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,,

[EFFECTS.19]
; System = hull_port_6
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,3,

[EFFECTS.20]
; System = hull_star_3
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,4,

[EFFECTS.21]
; System = hull_star_5
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,4,

[EFFECTS.22]
; System = tower_mid_28
effect.0=20,LIBRARY,fx_ship_fire_s,
effect.1=40,LIBRARY,fx_p_fatal_1_Lng,
effect.2=60,LIBRARY,fx_ship_fire_s,
effect.3=80,LIBRARY,fx_ship_m,
effect.4=95,LIBRARY,fx_ship_fire_l,
effect.5=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.23]
; System = tower_port_25
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_airexpl_m,
effect.2=60,LIBRARY,fx_ship_s,
effect.3=100,LIBRARY,fx_airexpl_l,

[EFFECTS.24]
; System = tower_port_27
effect.0=20,LIBRARY,fx_ship_fire_s,
effect.1=40,LIBRARY,fx_p_fatal_1_Lng,
effect.2=60,LIBRARY,fx_oilslick,
effect.3=80,LIBRARY,fx_ship_m,
effect.4=95,LIBRARY,fx_ship_l_Lng,
effect.5=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.25]
; System = tower_star_24
effect.0=20,LIBRARY,fx_ship_fire_s,
effect.1=40,LIBRARY,fx_p_fatal_1_Lng,
effect.2=60,LIBRARY,fx_ship_fire_s,
effect.3=80,LIBRARY,fx_ship_m,
effect.4=95,LIBRARY,fx_ship_fire_l,
effect.5=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.26]
; System = tower_star_26
effect.0=20,LIBRARY,fx_ship_fire_s,
effect.1=40,LIBRARY,fx_p_fatal_1_Lng,
effect.2=60,LIBRARY,fx_oilslick,
effect.3=80,LIBRARY,fx_ship_m,
effect.4=95,LIBRARY,fx_ship_fire_l,
effect.5=100,LIBRARY,fx_gasfire_l,

[EFFECTS.27]
; System = 40mm Gun0
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.28]
; System = 40mm Gun1
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.29]
; System = 40mm Gun2
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.30]
; System = 40mm Gun3
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.31]
; System = 40mm Gun4
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.32]
; System = 5 inch Gun5
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.33]
; System = 40mm Gun6
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.34]
; System = 40mm Gun7
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.35]
; System = 40mm Gun8
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.36]
; System = 40mm Gun9
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.37]
; System = 5 inch Gun11
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.38]
; System = 40mm Gun13
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.39]
; System = deck_aft_19_sinker
effect.0=100,SINK,2,

[EFFECTS.40]
; System = deck_aft_21_sinker
effect.0=100,SINK,2,

[EFFECTS.41]
; System = deck_aft_22_sinker
effect.0=100,SINK,2,

[EFFECTS.42]
; System = deck_for_10_sinker
effect.0=100,SINK,2,

[EFFECTS.43]
; System = deck_for_11_sinker
effect.0=100,SINK,2,

[EFFECTS.44]
; System = deck_for_12_sinker
effect.0=100,SINK,2,

[EFFECTS.45]
; System = deck_for_9_sinker
effect.0=100,SINK,3,

[EFFECTS.46]
; System = deck_port_14_sinker
effect.0=100,SINK,3,

[EFFECTS.47]
; System = deck_port_16_sinker
effect.0=100,SINK,3,

[EFFECTS.48]
; System = deck_port_18_sinker
effect.0=100,SINK,3,

[EFFECTS.49]
; System = deck_port_20_sinker
effect.0=100,SINK,3,

[EFFECTS.50]
; System = deck_star_13_sinker
effect.0=100,SINK,4,

[EFFECTS.51]
; System = deck_star_15_sinker
effect.0=100,SINK,4,

[EFFECTS.52]
; System = deck_star_17_sinker
effect.0=100,SINK,4,
 
Hi dasuto,

Try this for the VN Lex. Copy a paste this section into your dp.
It seems the damage boxes are low compared to the model's deck. Most of the fire fx are hidden in the deck because of this.

Code:
[EFFECTS.0]
; System = deck_aft_19
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.1]
; System = deck_aft_21
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.2]
; System = deck_aft_22
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.3]
; System = deck_for_10
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,


[EFFECTS.4]
; System = deck_for_11
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.5]
; System = deck_for_12
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.6]
; System = deck_for_9
effect.0=1,LIBRARY,fx_smkpuff_s,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,,

[EFFECTS.7]
; System = deck_port_14
effect.0=1,LIBRARY,fx_ship_s,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.8]
; System = deck_port_16
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_ship_l_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.9]
; System = deck_port_18
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.10]
; System = deck_port_20
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,


[EFFECTS.11]
; System = deck_star_13
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_l_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.12]
; System = deck_star_15
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_guns,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_p_fatal_1_Lng,

[EFFECTS.13]
; System = deck_star_17
effect.0=1,LIBRARY,fx_smkpuff_m,
effect.1=5,LIBRARY,fx_ship_m_Lng,
effect.2=15,LIBRARY,fx_ship_m_Lng,
effect.3=25,LIBRARY,fx_p_fatal_1_Lng,
effect.4=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.14]
; System = hull__port_4
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,3,

[EFFECTS.15]
; System = hull_aft_1
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,2,

[EFFECTS.16]
; System = hull_aft_2
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,2,

[EFFECTS.17]
; System = hull_for_7
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,,

[EFFECTS.18]
; System = hull_for_8
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,,

[EFFECTS.19]
; System = hull_port_6
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,3,

[EFFECTS.20]
; System = hull_star_3
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,4,

[EFFECTS.21]
; System = hull_star_5
effect.0=10,LIBRARY,fx_smkpuff_m,
effect.1=20,LIBRARY,fx_airexpl_m,
effect.2=50,LIBRARY,fx_wtrexpl_l,
effect.3=50,LIBRARY,fx_oilslick,
effect.4=100,LIBRARY,fx_wtrexpl_l,
effect.5=100,LIBRARY,fx_oilslick,
effect.6=100,LIBRARY,fx_debris_m,
effect.7=100,SINK,4,

[EFFECTS.22]
; System = tower_mid_28
effect.0=20,LIBRARY,fx_ship_fire_s,
effect.1=40,LIBRARY,fx_p_fatal_1_Lng,
effect.2=60,LIBRARY,fx_ship_fire_s,
effect.3=80,LIBRARY,fx_ship_m,
effect.4=95,LIBRARY,fx_ship_fire_l,
effect.5=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.23]
; System = tower_port_25
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_airexpl_m,
effect.2=60,LIBRARY,fx_ship_s,
effect.3=100,LIBRARY,fx_airexpl_l,

[EFFECTS.24]
; System = tower_port_27
effect.0=20,LIBRARY,fx_ship_fire_s,
effect.1=40,LIBRARY,fx_p_fatal_1_Lng,
effect.2=60,LIBRARY,fx_oilslick,
effect.3=80,LIBRARY,fx_ship_m,
effect.4=95,LIBRARY,fx_ship_l_Lng,
effect.5=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.25]
; System = tower_star_24
effect.0=20,LIBRARY,fx_ship_fire_s,
effect.1=40,LIBRARY,fx_p_fatal_1_Lng,
effect.2=60,LIBRARY,fx_ship_fire_s,
effect.3=80,LIBRARY,fx_ship_m,
effect.4=95,LIBRARY,fx_ship_fire_l,
effect.5=100,LIBRARY,fx_ship_l_Lng,

[EFFECTS.26]
; System = tower_star_26
effect.0=20,LIBRARY,fx_ship_fire_s,
effect.1=40,LIBRARY,fx_p_fatal_1_Lng,
effect.2=60,LIBRARY,fx_oilslick,
effect.3=80,LIBRARY,fx_ship_m,
effect.4=95,LIBRARY,fx_ship_fire_l,
effect.5=100,LIBRARY,fx_gasfire_l,

[EFFECTS.27]
; System = 40mm Gun0
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.28]
; System = 40mm Gun1
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.29]
; System = 40mm Gun2
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.30]
; System = 40mm Gun3
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.31]
; System = 40mm Gun4
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.32]
; System = 5 inch Gun5
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.33]
; System = 40mm Gun6
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.34]
; System = 40mm Gun7
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.35]
; System = 40mm Gun8
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.36]
; System = 40mm Gun9
effect.0=100,LIBRARY,fx_guns,
effect.1=100,BREAK,,

[EFFECTS.37]
; System = 5 inch Gun11
effect.0=100,LIBRARY,fx_airexpl_l,
effect.1=100,BREAK,,

[EFFECTS.38]
; System = 40mm Gun13
effect.0=100,LIBRARY,fx_ship_m_Lng,
effect.1=100,BREAK,,

[EFFECTS.39]
; System = deck_aft_19_sinker
effect.0=100,SINK,2,

[EFFECTS.40]
; System = deck_aft_21_sinker
effect.0=100,SINK,2,

[EFFECTS.41]
; System = deck_aft_22_sinker
effect.0=100,SINK,2,

[EFFECTS.42]
; System = deck_for_10_sinker
effect.0=100,SINK,2,

[EFFECTS.43]
; System = deck_for_11_sinker
effect.0=100,SINK,2,

[EFFECTS.44]
; System = deck_for_12_sinker
effect.0=100,SINK,2,

[EFFECTS.45]
; System = deck_for_9_sinker
effect.0=100,SINK,3,

[EFFECTS.46]
; System = deck_port_14_sinker
effect.0=100,SINK,3,

[EFFECTS.47]
; System = deck_port_16_sinker
effect.0=100,SINK,3,

[EFFECTS.48]
; System = deck_port_18_sinker
effect.0=100,SINK,3,

[EFFECTS.49]
; System = deck_port_20_sinker
effect.0=100,SINK,3,

[EFFECTS.50]
; System = deck_star_13_sinker
effect.0=100,SINK,4,

[EFFECTS.51]
; System = deck_star_15_sinker
effect.0=100,SINK,4,

[EFFECTS.52]
; System = deck_star_17_sinker
effect.0=100,SINK,4,

Thank you. I added this to VN Lex.Testing here soon.The Yorktown looked great when I tested it. I know youre busy but if you get a chance, will you see if the AF SHJ Kaga, Akagi, Hiryu, Soryu all have same issue? I did wrapped up a major revamp of their DP's including the AA guns and damage so they will stay afloat after taking hits and burn.The goal is to have the flick deck on fire for a while after sbds hit them.. I have the missions set up, and with the new effects(changed their name) works pretty well but may not some working as VN Lex, we will see. I appreciate your efforts, really helping things come together.
 
Nice find Dave.:triumphant: more stuff to play about with...:applause:

Hi Uncle,
You know...I'm not sure if it should be called a tool or another distraction. :playful:
They're nice to have, and keep me jumping all over the map. :smile-new: Get fatigued with a project? Think I'll try this for a bit. Lol
 
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