Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Visual Mods => Topic started by: Checkyersix on July 09, 2010, 03:41:11 AM
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(https://www.sas1946.rocks/images/imageshit/dead/dead.gif) (https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
This is a small mod to add reflective light strips to the Essex and Intrepid carriers in game, to aid in night landings.
Reflector strips were used in the late war to facilitate night-time carrier operations without giving away the position of the ship.
This mod is not compatible with the Deck Crew mod, but it is compatible with the Dark Skies Mod.
You can run this with the Deck Crew Mod on, though; the Essex and Intrepid will simply appear without crew.
Download (version 1.0):
https://www.mediafire.com/?jzdzdzdngny (https://www.mediafire.com/?jzdzdzdngny)
Enjoy.
CY6.
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Yes, it's because of the heir.him.
I'm not sure the deck crew would want to stand around during a night landing though. I'd certainly take cover ;)
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Very clever CY6. :D
Thankyou,
Cheers, Neil :)
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Cool, thx m8.
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Excellent work... Thank's
More than a few years back I was in the Navy and use to watch the carriers launching night op's from my ship... quite the sight with those afterburners glowing.
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Awesome stuff CY6 Many thanks, been waiting a long time for some night time carrier ops.
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Thank's
Excellent ............ :o :o
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A big thank you !! :P
Benno
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its good -
Any chance you can do the same for Japanese Aircraft Carriers ?
;)
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Any chance you can do the same for Japanese Aircraft Carriers ?
AFAIK Japanese carriers didn't have light strips, or even operate at night. If they did I might consider doing it...
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Lol, If you knew how much problems I already have with landing on a carrier at daytime. ;D
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Checyersix,
Off topic a bit, but do you think you may be able to make some static light objects that could be used as T.I,s in the FMB? It would be a great addition to your nightfighting map, to have these to aim at.
regards
slipper
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Should be possible, but you can already drop T.I.'s from Mossies and Halifaxes. You can also lay down light objects if you want something more permanent.
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Checyersix,
Yeah i know what you are saying, however sometimes when you have flown quite a distance to the target, unless there happens to be a TI drop about the time you get at the aiming point, then it can be quite difficult to arrange (true to life i imagine though), and you have to send loads of TI's over.
Also the Germans sometimes used 'spoof' markers to try and decieve the crews, so they could be used for that aswell as route markers
regards
slipper
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It should be possible to make the T.I.'s last longer, so you'd only have to drop them once per mission... I might look into that...
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Ok cheers mate,
I think in reality they lasted about 20 mins, if you could do that it would take away the need for new static ones, and would be a great option.
From books i have read bombers would be designated as 'backers up' whose job it was to re-mark the aiming point as the raid progressed.
I can look into burn times of the different TI,s if you like, i have a great book on them.
regards
slipper
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Sounds good, I'd like to know for sure...
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Ok
I'll scan a few pages and upload them later.
The Night Bomber/Fighter war between RAF and the Nachtjagd is my main interest in the airwar of WWII, anything that can be done to make il2 a better representation of this the better for me. Your mods have done a great deal to make this better checkyersix, so many thanks for that.
Hope one day we can get a working radar (though Benitomuso has done a great representation), love to see some of the electronic aids added aswell. The ECM battle was very interesting, Things like GEE, H2S, Oboe, Window to name a few would be a brilliant addition if possible.
Would also love to see a late war Mosquito (NFXII or NFXIX), plus some more RAF bombers, the Sterling, Hampden, Whitley and earlier marks of Wellington and Halifax. The German nightfighters are quite well represented (believe you have a new He 219 going by one of the posts), maybe some Ju 88's.
Anyway i'm waffling now, so thanks again checkyersix, i'll upload some info later.
regards
slipper :)
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Checyersix,
I have scanned a few pages of a book i have, they are in order top to bottom, main description starts towards bottom of first page
"https://www.sas1946.rocks/images/imageshit/dead/dead.gif
"https://www.sas1946.rocks/images/imageshit/dead/dead.gif
"https://www.sas1946.rocks/images/imageshit/dead/dead.gif
"https://www.sas1946.rocks/images/imageshit/dead/dead.gif
"https://www.sas1946.rocks/images/imageshit/dead/dead.gif
"https://www.sas1946.rocks/images/imageshit/dead/dead.gif
Talking of TI's only they seem to range from about 3 mins up to about 20 mins, but quite often 'skymarkers' 'spots' and skyflares were also used of various colours and types. Hope this can be of some help, don't hesitate to ask any questions and i will answer as best as i can.
regards
slipper ;)
p.s if you do decide to edit them could you extend the visible range please checkyersix? not sure if there is a maximum but something visible from about 20 - 25 thousand feet if possible
thanks again
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bloomin marvelous Checkya6 m8 :P
NOW where and how can I up the luminosity to find the deck from more than 60 metrs away ??? :D, made a noyce mission to check to see if it works on moving carrier, As a control i placed the objects lights (number 4) along the deck and sure enough they stayed put while the carrier slipped on by and left them hangin in the air :o
I didnt think the light strips would work on the moving deck !, so I gather there must be a luminosity value that so it can be seen from a certain distance yes ? and as it is at certain height (ie deck) that means we can do a different colour or two as well ? and even one little itty bitty light or two/three ;) staggered ? Could the bright paint lines be more visible in the dark from a greater distance and, a big and ,
can the superstructure have a dab of paint on it so as to copy a light ? that way we may have a way for night correct slope path to deck landings by having something to line up by :-\ please ? crawl crawl beg beg... can you put your fabulously great brain, good looks and boyish charm to this idea ? as it is it works GREAT ! but get a short distance from the carrier and the lines disapear 8). I'm blind , I'm blind !!.
thanks again for a great mod
~S~
Sharkzz
(how do I learn to do this thing ????? ) :D
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Sorry Sharkzz, I'm no longer updating this mod. :(
You can edit some of the values to your liking though. Go into the mod folder for whichever carrier you want to change (Essex or Intrepid) and find the box.msh file. Edit the file and find this line:
[LOD]
5000
This sets the visibility range for the light-strips, currently 5000 meters. You can increase it if you wish, and you will probably see them from further out...
You can change the brightness and color in the shiny.mat file, here:
[LightParams]
Ambient 20.0
Diffuse 20.0
Specular 20.05
SpecularPow 100
Shine 10.0
Increasing the "Ambient" value should increase the brightness of the strips. You can adjust the color of the strips with this line in shiny.mat:
ColorScale 1.0 1.0 1.0 1.0
The first three numbers are the Red Green Blue values, with settings from 0.0 to 1.0 (currently it's set to white).
Not sure why they're disappearing as you get closer, they shouldn't... I wonder if the carrier model changed a bit in 4.10...
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8)~S~
m8888888, really really appreciate the directions and the help !
1st lessons ;D
~S~
TY
Sharkzz
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Just a question.
We have an option on 4.10m to switch on the lights of ground runways, will it be possible to adapt it for carrier night lights deck with the same option function?
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Works in 4.12. Thanks CY6
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a question: has anyone managed to combine these lightstrips with the carrier crew mod?
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AFAIK none but it's possible , it should be a simple hier editing....
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i will investigate later, and see if i can do it. wish me luck, lol :D
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Good Luck Big Boss :)
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I wish you the goodest luck!
:)
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I know it has been years since this thread was posted in but I just found this mod on an old hard drive and loaded it in my BAT13 install. It works and works with the carrier crew.
First pic is unedited and second I added brightness to show the crew.
(https://s19.postimg.cc/dhzm88jxf/2017-08-03_at_20-34-15.jpg) (https://postimg.cc/image/p73lw7avz/)
(https://s19.postimg.cc/9mw85o0rn/2017-08-03_at_20-34-15_B.jpg) (https://postimg.cc/image/ysx6ci21r/)
(https://s19.postimg.cc/o3ew6i0v7/2017-08-03_at_20-42-17.jpg) (https://postimg.cc/image/p5p2p1jof/)
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BAT13? You dropping a subtle here there?
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No, sorry. I meant 12. 13 is my lucky number. I'm waiting for BAT 13 though.
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The Hiryu model by Damawo includes lighting https://www.sas1946.com/main/index.php/topic,44814.0.html
This is coded in the class files.
I have used this to enable lighting for the Illustrious class carriers, but I was not happy with the result.
Instead of the light fading gradually with distance it stays at constant brightness then cuts off abruptly.
Needs some clever coding to improve this aspect.
Attached is some files to enable lighting on HMS Formidable CV --- still WIP
https://www.mediafire.com/?12bej4q4l15ycr6
The same lighting should work on HMS Illustrious and HMS Indomitable. Just needs the coding to be cloned.
Lighting code is based on original code by Damawo.
Code is copied from Hiryu and selected parts enabled to suit HMS Formidable.
I have not worked out what all the code in the Emitter section does yet.
I think it might be for patches of area lighting in Hiryu - not sure.
Source code for the lighting extracted from ShipMod.java is as follows:
public static class HMSFormidableCV extends Ship.HMSIllustriousCV
implements TgtShip
{
public HMSFormidableCV()
{
}
public HMSFormidableCV(String s, int i, SectFile sectfile, String s1, SectFile sectfile1, String s2)
{
super(s, i, sectfile, s1, sectfile1, s2);
// Deck lighting code start
Loc loc = new Loc(0.0D, 0.0D, 0.0D, 0.0F, 0.0F, 0.0F);
Loc loc1 = new Loc();
Loc loc2 = new Loc();
Loc loc3 = new Loc();
Loc loc4 = new Loc();
Loc lock = new Loc();
if( World.getTimeofDay() >= 0.5F && World.getTimeofDay() <= 6.0F)
{
//// Point3d[] point3dk = new Point3d[5]
//// Loc loc4 = new Loc();
//// Loc loc5 = new Loc();
//// Loc loc6 = new Loc();
// //red bow side light
// for(int wl = 0; wl < 15; wl++){
// Eff3DActor.New(this, this.findHook("_SLightL" + wl), null , 1.0F, "3DO/Effects/Lights/FlareRedk.eff", -1F);
// Eff3DActor.New(this, this.findHook("_SLightR" + wl), null , 1.0F, "3DO/Effects/Lights/FlareRedk.eff", -1F);
// }
//
// Eff3DActor.New(this, this.findHook("_TSLight0"), null , 1.0F, "3DO/Effects/Lights/FlareWhitek.eff", -1F);
// Eff3DActor.New(this, this.findHook("_MLight0"), null , 1.0F, "3DO/Effects/Lights/FlareWhitekb.eff", -1F);
// Eff3DActor.New(this, this.findHook("_BRLight0"), null , 1.0F, "3DO/Effects/Lights/FlareWhitek2.eff", -1F);
// //red tail light
// for(int red = 0; red < 3; red++){
// Eff3DActor.New(this, this.findHook("_TLightL" + red), null , 1.0F, "3DO/Effects/Lights/FlareRedk.eff", -1F);
// Eff3DActor.New(this, this.findHook("_TLightR" + red), null , 1.0F, "3DO/Effects/Lights/FlareRedk.eff", -1F);
// }
// nose white deck light
for(int nwl = 0; nwl < 8; nwl++)
Eff3DActor.New(this, this.findHook("_NLight" + nwl), null , 1.0F, "3DO/Effects/Lights/FlareWhitek.eff", -1F);
// tail white deck light
for(int tred = 0; tred < 15; tred++)
Eff3DActor.New(this, this.findHook("_TLight" + tred), null , 1.0F, "3DO/Effects/Lights/FlareWhitek.eff", -1F);
//red bow port side light
for(int wl = 0; wl < 12; wl++)
Eff3DActor.New(this, this.findHook("_SLightL" + wl), null , 1.0F, "3DO/Effects/Lights/FlareRedk.eff", -1F);
//red stbd side light
for(int wl = 0; wl < 15; wl++)
Eff3DActor.New(this, this.findHook("_SLightR" + wl), null , 1.0F, "3DO/Effects/Lights/FlareRedk.eff", -1F);
// center line deck light
for(int cwl = 0; cwl < 18; cwl++)
Eff3DActor.New(this, this.findHook("_CLight" + cwl), null , 1.0F, "3DO/Effects/Lights/FlareWhitek.eff", -1F);
// mast head light (flashing)
Eff3DActor.New(this, this.findHook("_MLight0"), null , 1.0F, "3DO/Effects/Lights/FlareWhitekb.eff", -1F);
// // cruising light Portside and starBord
// Eff3DActor.New(this, this.findHook("_PLight0"), null , 1.0F, "3DO/Effects/Lights/FlareGreenkb.eff", -1F);
// Eff3DActor.New(this, this.findHook("_BLight0"), null , 1.0F, "3DO/Effects/Lights/FlareRedkb.eff", -1F);
// // landing instruction light
// for(int igrn = 0; igrn < 4; igrn++)
// Eff3DActor.New(this, this.findHook("_LILightG" +igrn ), null , 1.0F, "3DO/Effects/Lights/FlareGreenkb.eff", -1F);
// for(int ird = 0; ird < 2; ird++)
// Eff3DActor.New(this, this.findHook("_LILightR" + ird), null , 1.0F, "3DO/Effects/Lights/FlareRedkb.eff", -1F);
// // emitter section
// HookNamed hooknamedk1 = new HookNamed(this, "_PLight0");
// hooknamedk1.computePos(this, new Loc(), loc1);
// Point3d point3d1 = loc1.getPoint();
// light1 = new LightPointActor(new LightPointWorld(),point3d1);
// light1.light.setColor(0.0F, 1.0F, 0.0F);
// light1.light.setEmit(2.0F, 8.0F);
// draw.lightMap().put("_PLight0",light1);
// HookNamed hooknamedk2 = new HookNamed(this, "_BLight0");
// hooknamedk2.computePos(this, new Loc(), loc2);
// Point3d point3d2 = loc2.getPoint();
// light2 = new LightPointActor(new LightPointWorld(),point3d2);
// light2.light.setColor(1.0F, 0.0F, 0.0F);
// light2.light.setEmit(2.0F, 8.0F);
// draw.lightMap().put("_BLight0",light2);
// HookNamed hooknamedk3 = new HookNamed(this, "_BRLight0");
// hooknamedk3.computePos(this, new Loc(), loc3);
// Point3d point3d3 = loc3.getPoint();
// light3 = new LightPointActor(new LightPointWorld(),point3d3);
// light3.light.setColor(1.0F, 0.9F, 0.5F);
// light3.light.setEmit(1.5F, 6.0F);
// draw.lightMap().put("_BRLight0",light3);
// HookNamed hooknamedk4 = new HookNamed(this, "_DLLightL1");
// hooknamedk4.computePos(this, new Loc(), loc4);
// Point3d point3d5 = loc4.getPoint();
// light4 = new LightPointActor(new LightPointWorld(),point3d5);
// light4.light.setColor(1.0F, 0.9F, 0.5F);
// light4.light.setEmit(1.5F, 6.0F);
// draw.lightMap().put("_DLLightL1",light4);
// // deck light
// for(int DL = 0; DL < 5; DL++){
// HookNamed hooknamedkk = new HookNamed(this, "_DLLightL" + DL);
// lock.set(1.0D, 0.0D, 0.0D, 0.0F, 0.0F, 0.0F);
// hooknamedkk.computePos(this, loc, lock);
// Point3d point3d4 = lock.getPoint();
// lightk[DL] = new LightPointActor(new LightPointWorld(),point3d4);
// lightk[DL].light.setColor(1.0F, 0.9F, 0.5F);
// lightk[DL].light.setEmit(2.0F, 8.0F);
// draw.lightMap().put("_DLLightL" + DL,lightk[DL]);
// }
}
}
// public LightPointActor light1;
// public LightPointActor light2;
// public LightPointActor light3;
// public LightPointActor light4;
// public LightPointActor[] lightk = new LightPointActor[5];
// public LightPointActor light4;
// public LightPointActor light5;
// public LightPointActor light6;
// Deck lighting code end
}
If anyone wants to develop this further feel free.
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hi SAS~Bombsaway !
i just tried this MOD out in BAT (JTW/ Pathfinder 3.3)...didnt seem to work on either of those two US carriesrs mentioned (.
the 1957 or 1970 versions in JTW.
Is this meant for ONLOY the WWII versions of these carriers? (maybe in WAW section?)
thanks,
AUTO