General Category > Unofficial F/A-18 Acceleration Pack board

Sludge Hornet Modifications

<< < (51/73) > >>

Razgriz:
You all do realize that with this we can add guns/flares and have even more steps towards combat?  Just visual effects, but all add coolness.

Mickey_Techy:

--- Quote from: Razgriz on September 22, 2010, 07:47:04 am ---You all do realize that with this we can add guns/flares and have even more steps towards combat?  Just visual effects, but all add coolness.

--- End quote ---

Sludge/Razgriz,

Dunno, if this is the correct thread to post this, but, I have already tried the Gun/Rocket effects on the default F/A-18 and they work quite cool. I had taken the effects from another aircraft (Cobra heptr, I think, but am not sure now) and then added them to the effect folder in FSX.
Then I had linked the Gun firing to landing light, and rocket firing to smoke in the aircraft.cfg. A little bit of tweaking to find the correct attach points, and voila I had them working.

The guns effects would show up as tracer fire balls which would fire from both sides of aircraft nose and would be visible up to 1.5 nm or so. If you shot them on ground, the fire balls would be visible on ground too. Ditto with the rockets.

I still have the modded cfg file with me, if you guys need it.
The beauty of the setup was, if you were in multiplayer session, and your partner had the same cfg as you, both of you would see the effects.
This mod was a great help, while we trained for dog fights and stuff.

The only draw back we faced was when someone else came into the session, and his cfg file wasn't modded. In such cases, sometime the effects would reverse. I mean, while your guns (landing light) would be off, but the other person would see them as 'guns firing', and this would get distracting sometimes (when we were not doing ACM training, for example).

Just thought, I must share this with you guys.

Sludge:
Raz...

"You all"?!  Since when did you start talking like an Okie? Hehe.

Seriously, yeah, thats coming.  The first I would like to do is the beauty "chaff/flare" combos.  With a higher rate (5 quick p/button push), better ejection profile (left/right low and out) and a launch sound (micro "thumps") than the VRS version.  Not so much worried about the "combat" but still cant wait to work on these effects.

This success also means the "hybrid" smoke/shimmer is coming.  Ill probly make the "shimmer" more clear alpha channeled and less emitted particle rate than it currently is written.  Is that cool Voodoo?  Always gotta keep the frame rates low.

Here's what I want the flares to look and SOUND like, watch from 5:45, you'll see what I mean.


Mickey...

Yes, this is the correct thread to post as all the modifications I do will go into the next Sludge Hornet (v1.2) that I put out there.

Dont worry, once I get the "chaff/flare" combo effect done, Ill get to work on guns.  Here's the kicker tho, as Orion correctly showed me.  Once they are controlled by the [smoke] section, the problems you talked about with other users not having the effect will stop.  You can still do what you want but they just wont have it... or it will show up to THEM as something else (maybe default smoke?).

Also, I'm pretty sure you can do lights or ANY EFFECT YOU WANT in the [smoke] section.  You just have to call on it slightly different than the [lights] section, and since it's now in the [smoke] section, as the .fx effects file might have to include the LIGHT=1 in one of the particles to get display preference.  Once you get the hang of it, its very straightforward and, God forbid ME saying this, easy.  It can be controlled with ONE .XML gauge (if one desires) and simply start the numbering on the [smoke] section as .1, then youll have a total of 99 possible effects.

Later
Sludge

Sludge:
To all...

Does anyone know the how to pull humidity or relative humidity in an .XML call?  I tried (A:RELATIVE HUMIDITY,percent) and it didn't work.  Anybody else run across what humidity is called?

Serge...

Do you care if I put your ALA effects into the [smoke] section, or are you already doing that now?

Thanks
Sludge

Paddles:
Sludge,


--- Quote from: Sludge on September 22, 2010, 05:46:48 pm ---Does anyone know the how to pull humidity or relative humidity in an .XML call?  I tried (A:RELATIVE HUMIDITY,percent) and it didn't work.  Anybody else run across what humidity is called?
--- End quote ---

In SDK under Simulation Variables/Aircraft Environment Data there are following variables:

AMBIENT DENSITY          Slugs per cubic feet     
AMBIENT TEMPERATURE    Celsius    
AMBIENT PRESSURE        Inches of mercury, inHg



--- Quote from: Sludge on September 22, 2010, 05:46:48 pm ---Do you care if I put your ALA effects into the [smoke] section?
--- End quote ---

Yes, you're welcome.  ;D

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version