New ETO Proximity Fuse Air Drop Flare

O-1Driver

Charter Member 2011
Guys,

Here is a shot of the redone air_flare currently in ETO and mounted on the L-5 and Do-18.

Here are my notes on it:

.........................................................................................

I finally was able to create an effect that makes our current air_flare weapon a really nice functioning addition. It is currently installed on the L-5 and DO-18 in ETO.

Previously the effect was "track" effect which would disappear when viewed from various angles and could not be dropped from any altitude. Like the paratroopers they would disappear rapidly when dropped from altitudes above 2500 ft.

The old aerial drop flare had no chute with it.

The old air flare would disapper when you switched from cockpit view to external view. The new one will now view from either as you switch back and forth.

The new flare is no longer a track effect it is an explode effect and has a proximity fuse which causes it to explode 1,000 AGL. We can use this feature to create additional Wilde Sau aerial drop flares with different proximity fuses to explode the flares at any altitude we want to drop them on British Bomber streams.

The flare now burns for a total of 5 minutes.

Steve
 
Motar Illumination Round

This same effect will be used on a new Illumination Motar round. The mortar will fire at enemy vehicles and troops and the illumination round will explode 1,000 AGL above the enemy. It will make for some nice battlefield illumination and tank battles.:d

Steve
 
Steve this is great stuff. I have all of your other effects created for ETO as well as avhist, PTO and MAW effects integrated with FP effects. It takes a long time to add new effects without replicating and overwriting something you want to keep. When you release this next round of effects, will you separate these from your previous ones? Maybe just by using a separator line than can be deleted?
 
Steve this is great stuff. I have all of your other effects created for ETO as well as avhist, PTO and MAW effects integrated with FP effects. It takes a long time to add new effects without replicating and overwriting something you want to keep. When you release this next round of effects, will you separate these from your previous ones? Maybe just by using a separator line than can be deleted?

Lewis,
All my effects are cummulative. As always they will be clearly separated from the MAW and CFS 3 effects in the XML. What will be different this time is that I have gone back and greatly enhanced many of the old effects and they are much better. Some old effect names like fx_aircraft_ flare now all new effects but same fx name as before.

Also there are literally pages of new effects in the XML this time to support all of the new weapons we have added. The Red Candle Flare on the Lancaster was over two pages alone of mulitiple effects. There are also a lot of new textures that have been added.

The best way to handle this update is to add the new fxtextures and then replace my entire section of effects in your XML with my entire portion in ths XML and you should be good to go.:d

We will be moving this new effects XML and all of the new stuff on over to PTO. Many of the Naval aircraft in PTO will be updated with the new flares.

Regards,

O-1
 
Steve thanks for the scoop, I have another question. I have a very good fire.wav file that sounds like a building ablaze. Its no good for say an engine fire sound because it has no background wind noise. I was thinking maybe you could add it to one of the burning building effects and put a max distance of 100yds or something. That might add some realism to ground campaigns or for someone returning to a bombed out airfield. Let me know if you want it.
 
Wait a minute! How did you get an AGL detonation? Can that be used for high altitude effects? I never figured out how to get the V-1 to act like flak and cause damage in the air nor get a contrail to act on altitude. Could a weapon or pylon be designed to smoke when it hits a certain alititude?

Looks excellent.
 
Wait a minute! How did you get an AGL detonation? Can that be used for high altitude effects? I never figured out how to get the V-1 to act like flak and cause damage in the air nor get a contrail to act on altitude. Could a weapon or pylon be designed to smoke when it hits a certain alititude?

Looks excellent.

Squiffy, the test pack is on our internal FTP and you can get it there to look it over.

O-1
 
Steve thanks for the scoop, I have another question. I have a very good fire.wav file that sounds like a building ablaze. Its no good for say an engine fire sound because it has no background wind noise. I was thinking maybe you could add it to one of the burning building effects and put a max distance of 100yds or something. That might add some realism to ground campaigns or for someone returning to a bombed out airfield. Let me know if you want it.

Lewis,

Got your mail, we will be doing a sound project for ETP 1st Qrt and I am sure we will be able to use this.

Thanks

Steve
 
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