• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Explosion effects again.

demorier

Charter Member
I guess it's something many of us have poked around with and tried to improve.

When a LARGE bomb explosion happens as a ground hit right next to a hanger building for instance, the hanger is not damaged at all. Likewise if a direct large hit happens on a large hanger building nothing else next to it gets damaged.

I'm going to poke around with it, just wondered if anyone has progressed with this adjacent structure damage thing ???
 
Hi Demorier,

Have you tried the AF_bomb blast pack? Here is an excerpt form the readme.

CFS2 creates ground bomb damage in two different ways.
1. A direct hit on the infrastructure item’s DP.
2. A near miss with the bomb striking the ground.
In case 1 the damage value in the bombs DP Gunstation section is used.
A 1000lb bomb looks like this:
([GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,1d1*10000,0,0,0,0,0,0,0,0,0,0,16000
It delivers 10000 Hit Points to the DP of the object it hits. Pretty simple and straight forward so far. If the bomb/rocket makes a direct hit it acts just like a bullet as far as the target DP is concerned.
Case number 2 is were things get messy. First off there are 4 different “weapon_type”s that cover all of the different bombs. Type 1 is the lightest, like the 30 & 60kg and 250Lb’ers. Type 2 covers the 250kg and 500lb bombs. Type 3 is for the 1000lb bomb and Type 4 is used by the 800kg and 2000lb bombs. Now that that’s clear let’s make mud. When a bomb strikes the ground in CFS2 the program selects one of 3, yes 3 and not 4 FX to trigger. You’d think there would be 4 FX since there are 4 different weapons types, right? Nope. Here’s how things work out. The 3 Effects are the fx_gndexpl_s, m & l. Type 1 bombs use the “s” FX. Type 2 uses the “m” FX and Types 3 & 4 both use the “l” FX. Why does this matter? In CFS2 the AI aircraft do not hit their targeted objects DP unless it is a very large object like the Factories or Hangar Type A Large. They even miss those sometimes. So 97+% of the time when an AI Aircraft is attacking with bombs the resulting damage is caused by the 3 grndexpl FX. And that is what was making CFS2’s ground bomb damage act so erratic and why the ground objects DP were set so low in the number of hit points required to destroy them.
The Stock FX numbers relating to damage they cause look like this:
Small:
Hitpoints=500.00, 600.00
Range=100.00, 200.00
Medium:
Hitpoints=150.00, 200.00
Range=100.00, 200.00
Large:
Hitpoints=2000.00, 2200.00
Range=100.00, 200.00
No, I didn’t paste them out of order and Yes the above numbers match of weapon type is correct. I know this for certain because I added different colored smoke to each of the FX for testing. Just ask my Beta testers how much that freaked them out…LOL OK, these FX are the root of the problem. They don’t match the damage numbers in the weapons DP’s as they should. CFS2 is very good at reproducing a bomb blast radius but they dropped the ball on the FX end and ended up creating wimpy DP’s for the Ground Infrastructure to compensate.
Now the solution! Here are the numbers for the new FX:
Small:
Hitpoints=1000.00, 1500.00
Range=50.00, 75.00
Medium:
Hitpoints=5000.00, 5500.00
Range=90.00, 100.00
Large:
Hitpoints=10000, 20000
Range=100.00, 150.00
Notice how they match up with the different weapon types better? I had to do some fudging with the Large FX because of the lack of a 4th FX for the Type 4 Weapons but it works out well. What these FX do is allow the creation of more realistic Ground Object DP’s without making them indestructible to bombs. BTW, this will also fix the damage done by the AF=Midway Arty Shells and any aircraft that crashes near a building.

Thanks to Pen32win.


Regards,
B24Guy
 
That is what I am digging at B24. Thanks for that matey, I'll have a snoop around for them. :wiggle:


Edit: After having a run with those---new files fixed the problem. I seem to get lost over the years messing around with so many different effects....thanks for that.
 
I´ve been using the AF Bomb Blast for a long time. It really makes a big difference!
Btw, thanks for the reminder. I should include this into the downloads for my upcoming Ki-43 campaign..
 
What about Blade effects?

I guess it's something many of us have poked around with and tried to improve.

When a LARGE bomb explosion happens as a ground hit right next to a hanger building for instance, the hanger is not damaged at all. Likewise if a direct large hit happens on a large hanger building nothing else next to it gets damaged.

I'm going to poke around with it, just wondered if anyone has progressed with this adjacent structure damage thing ???

AF_bomb blast pack is fine, no problem. I like it and use it. Another for your consideration is cfs2bladeeffectscolly2
 
Oops!

Lets try again. That doesn't look right. It should read v2 on the end.]

cfs2bladeeffectsollv2

I think thats it. Can't tell you where I got it, although it may be right here at SOH.
 
All I have to do now is find a way of making Bearcat's reworked Napalm effect work in addition with these damage effects. I think Bearcat's effect replaces the 250lb and smaller bomb effect to work.
 
All I have to do now is find a way of making Bearcat's reworked Napalm effect work in addition with these damage effects. I think Bearcat's effect replaces the 250lb and smaller bomb effect to work.

That's correct Demorier. CFS2 connects every bomb to a designated explosion fx using weapon type data in the weapon's dp MISC section. Anything under 1000 lbs but greater than 100 lbs typically gets a 2 or 3. Anything 100 lbs or less gets a 1. For example, the following is extracted from a 1000 pounder:

[MISC_DATA]
unit_family=4
category=37
max_weight=500
weapon_type=4 <<<---this determines which fx file the sim uses for the blast


What i did was connect my napalm fx to the type=1 by replacing the small ground explosion fx file - which is called up by the "1" tag - with my napalm fx. Then, i meticulously combing through the weapon dp's of the entire arsenals for every nationality and set every bomb under 100 lbs to 2, every bomb greater than 100 but less than 500 to 3 and everything over 500 to 4. Then i set all napalm weapons to 1. It took a little effort to get everything modded, but i still think it was worth it.

Hope this helps...
 
I should also point out that the job's a lot easier if you use an advanced batch search and replace tool that searches whole expressions and phrases within multiple files. You can find these types of utilities at any common download site that provides miscellaneous freeware and shareware programs for Windows-based systems. I've been using Inforapid Search and Replace for years...it's great for big jobs like this.
 
All I have to do now is find a way of making Bearcat's reworked Napalm effect work in addition with these damage effects. I think Bearcat's effect replaces the 250lb and smaller bomb effect to work.

Ghostpony's napalm effect replaces the 2000 lb bomb effect (rarely used). In my scenery and in missions I use LW's Water Tower as a fuel tank and the GP napalm effect as a destruction effect for it. It can be found in my campaign downloads - Saratoga, Essex and Desperate Battles.

SW
 
Rami, what do you think about this stuff for Tuskegee Airmen escorts to Ploesti Oil Refineries?
 
Ghostpony's napalm effect replaces the 2000 lb bomb effect (rarely used). In my scenery and in missions I use LW's Water Tower as a fuel tank and the GP napalm effect as a destruction effect for it. It can be found in my campaign downloads - Saratoga, Essex and Desperate Battles.

SW

How it looks:
 
Thanks Shadow...could just be a little problem with the type 4 weapon calling the large ground blast effect when I don't want it to...I have the original GP Napalm files.
 
Bearcat, thanks for the tip on the text string converter 'Inforapid' utility, worked very well once I got used to the controls. All converted:wavey:
 
Back
Top